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You find yourself sequestered once again inside the Bahadurei fort’s earthen walls, watching from the narrow window slit in your shared room at the flurry of military activity below. Patrols are formed and dispatched with orders from their captains, then return some hours later in streams as they report back. You may not speak the language yet, or be able to leave the compound, but you recognize what is happening – General Saffoi was canvasing the city, fanning his men out to look for the deserters who betrayed him last night and slaughtered a dozen of his own men to get to you.

The sun has risen by now, though none of you have slept in the intervening twilight hours. Dorje is in the corner, examining the curved weapon you acquired for him from the Bahadurei assailants’ fallen cavalry. Kirari has volunteered to take a shift watching Kiyya below in the prison cells – after last night, none of you quite trust your hosts enough to leave the girl unattended in their custody. You are relieved that the insurgents did not try to overwhelm the warden and Dorje to kill the Amarsei noble before disappearing into the city last night. Even the loyalist Bahadurei warriors did not seem fond of the girl or their responsibility to defend her; how much pushing would it take to convince them to just stand aside and let a group of assassins into the cellblock? You imagine not much.

A pair of sentries lingers outside your door, replete in Imashet light leather armor. No doubt Saffoi has doubled your guard after the events last night that saw your last sentry die beneath the trampling hooves of a cavalry charge. The general didn’t trust you completely, either. You could understand the man’s suspicions, but it still chafed to always be under the watchful eye of others; there was a fine line between guest and being a prisoner.

“We did not ask to be placed in the middle of this political bickering,” Dorje says, his impatience wearing him thin. “I tire of being told where to go and what to do. We did not survive that desert to become prisoners in this place.”

https://www.youtube.com/watch?v=UTc639aZJPA&list=PLczFyaI8DEzgCCgfTAPb_mlSfs3JXd4_o

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

>They have valid reasons to be suspicious, and even more to be cautious.
>Things won’t improve if we act recklessly. These people aren’t our enemies, and we shouldn’t antagonize them.
>I agree. We may consider fleeing entirely – we have no stake in the civil war brewing here.
>Kiyya saved our lives. We owe it to her to see this through.
>We are three in number, in a world full of madness. We can’t turn away potential allies.

1/3
>>
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>>356520

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 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.
>>
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>>356523

>Hand of Fate

After the results of a given trial are rolled but before the result has been decided, the players may opt to spend their accumulated XP to influence the result. XP spent this way is subtracted from the party’s total pool and added to the die roll. Note that the players may choose to spend XP this way even if they are confident the roll will succeed in order to achieve a higher degree of success. In addition, the QM may provide opportunities in which XP may be spent to acquire favors, equipment, knowledge, or other benefits during the course of the game.

>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 the character’s HP (which replenishes with time and rest). Once HP reaches 0, 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 at the end of a game session. 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.

Current XP: 12


RULES UPDATE:

>XP can now be spent to influence die rolls (See "Hand of Fate")
>XP may be spent in certain situations to receive items, information, or bonuses ("Hand of Fate")
>Damage now affects HP before stats (See "Damage")
>HP = M + A for every character
>>
>>356520
>>Kiyya saved our lives. We owe it to her to see this through.
>>
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>>356555

"Kiyya risked her life to get us here, and lost something very precious to her in the process. We would have died long ago in that desert had it not been for her." The image of the young girl sobbing over her dying mount before she put it out of its misery was still vivid in your memory. "Though I understand your frustration, brother, I think we both agree we must see this through for her sake if nothing else."

Dorje does not seem pleased, but he seldom does. He grunts agreement with you before walking beside you to the small window to observe the activity below for himself. "These Imashet...they are a paranoid lot."

"They are, but if this truly is their last city, and they being dying out for generations, I can understand why. The Gnolls seem to be winning their war, slow and long as it may be. It takes everything they have to endure. A single great defeat would be enough to weaken this city and its forces - they are one battle from extinction."

"Then how do we stop it? These Imashet are fighting each other right now - the few they have are not even united," he says, gesturing to the soldiers below.

"No, they are not..." He was right. With such few numbers and dwindling resources, Kiyya's people could scarcely afford to fight themselves like this for long.


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

>We must help unify them again, somehow. Saffoi seems the best wager.
>We must help unify them again, somehow. Saffoi should be deposed.
>We must help unify them again, somehow. Imala might be a steady hand.
>We must help unify them again, somehow. Kiyya should be returned to power.
>We must help unify them again, somehow. Perhaps we are the leaders they need.
>We can leave these disputes for another time and place. It is none of our affair.
>Write-in
>>
Welcome back, OP!
>>
>>356596

Good to be back. I'm sore AF from a day at the gym I was unprepared for.
>>
Once everyone gets here, we need to work out what we're gonna do with dat EXP.

>>356582
>We must help unify them again, somehow. Saffoi seems the best wager.
In a time of war, the warrior should be in charge. Also he likes us at least a little. We should be friends with him.
>>
>>356582
>We must help unify them again, somehow. Perhaps we are the leaders they need.
>>
>>356618
I was hoping someone would do this. If it's a tie, I back this guy.
>>
>>356607
>>356618
>>356624

I'll give it a few more minutes, since this is pretty important
>>
>>356632
Yeah, give it a while for people to filter in.
>>
>>356582
>>We must help unify them again, somehow. Perhaps we are the leaders they need.
I want to maybe bring it up with Kiyya and see if she wants to be returned to power. If not, I guess we can do it.
>>
>>356658
seconded
>>
>>356658
thirded
>>
Hey OP, you should read this thread
>>331980
>>
How much xp does hand of fate cost?
>>
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>>356618
>>356624

"Maybe that's why we are here. This tribe is closely related to ours by blood and history - it may be our calling to provide them this leadership they lack."

Dorje doesn't seem convinced. "That's a tall order for a people who don't even trust us enough to be left in a room unguarded, and who walked into their city as strangers in the company of their deposed ruler not two days ago."

"I know, but Imala said last night that her people are desperate for hope - something to give them faith. If we can provide that, it may be enough."

"This is starting to sound a great deal like conspiracy," Dorje says, casting his eyes to the doorway where the guards are still stationed. They didn't understand your language, but still, he was right - this was a dangerous topic on conversation. "I doubt this General Saffoi would just stand aside and hand the city and its people over to three people he took into his fort wearing loincloths and dying of thirst."

"Then we should speak to Kiyya, see what she thinks first. Even if she has fallen from power, this is still her city, and her people. She will know better than we."

You step outside, nodding to your "escorts" as Dorje fall in behind you. The Imashet do not seem like they intend to keep you locked in your room, but neither to they seem to intend to leave you to wander as you please. They shadow you ten paces behind as you descend the stairs into the prison buried in the fort's stone foundations.

The warden looks up with his good eye, his mangled, scared expression rendered unreadable by the Gnoll claw marks that cut across his mouth and face. He lets you pass. At the end of the dungeon corridor, sitting on a cushion provided to her is Kirari. The Korathi woman is leaning against the iron bars, slowly speaking with Kiyya as she tries to learn the Imashet language. The young Imashet noble seems more collected than last you left her, sitting against the wall opposite Kirari.

"Keje, Dorje," Kirari greets you as you approach in the dim light.

"Is everything well here?" you ask.

"We have not been threatened, and we have both been fed."

You nod. Well enough, then. "We need to ask her some questions about the city and what's going on here."

"That may be difficult without a translator, Keje. But if you speak simply, I may be able to help."

You hadn't seen Weir all morning. Apparently Saffoi had drafted him for some task or another. You would just have to manage. Kneeling down, you talk as simply as you can.

"There is a great deal of violence and disorder brewing in the city. How can it be defused?"

Kirari slowly parses out the words as best she can, stopping to try to find new ones several times.

"Imashei harashen kalei Amaersei. Amarsei sanse, duratasen."

"She says - I think - that the Imashet have been ruled by the Amarsei since the beginning. Without the Amarsei, they must fight to know who leads."

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

>Write-in
>>
>>356709

As much as you want to modify the dice roll by. For example:

You are fighting a monster, you roll a 2 with 5 M, get a 7. You think a 10 would do it and make the attack hit, so you spend 3 XP and make it a 10.
>>
>>356708

Kinda bad taste to shill my own quest as my "favorite", imo. Though you are welcome to do so if you like. The baker is a biased judge of his own bread.
>>
>>356738
Nah I just wanted you to see a bunch of people complimenting your quest. Thread's already 404'd.
>>
>>356745

That's always fun to see. GMs / QMs do this kind of thing to entertain people, so it's always good to know people are enjoying it.
>>
>>356721
"ask her if getting back on the throne would fix everything, and what would it take to make them accept you again"

oh, and pass her Imala's message, i don't think we did that already
>>
>>356754
I think your lack of players is more because you don't run it very often/for very long, not because people don't like your quest. So don't get discouraged, OP!
>>
>>356758
Yeah pass on the message and ask her to elaborate on the fighting. Does she mean, like, war, or is there some sort of ritual duel we can do for the throne?
>>
>>356758
Sounds about right.

>>356708
That thread was pretty sweet, got me to pick up this quest and one other one I had been ignoring.
>>
>>356758
>>356766

"Tell her that Imala sends her friendship, and is pleased to know she is alive and well."

Kirari easily enough translates the simple message, and the sound of Imala's name has a noticable effect on the young woman, softening her expression. She had forgotten she had friends.

"Thank...you," she says sincerely in broken Korathi.

It takes a bit of back and forth to convey the more complex message through Kirari's fractured Imashet, but eventually the gist of it shines through. Kiyya considers the question, then leans forward and draws in the dust on her cell's floor.

"The Imashei are a horse people. Many ages past, Amarr, her ancestor, made a pact with the Spirit of Horses, giving Imashei the honor of being first to ride them. It is because of this that Amarsei have ruled forever. But now, her father's sins have made people forget this. He was a sick man, and did evil things. There would needs be some sign from the spirits again to reaffirm Amarsei's right to rule the Imashet families. Without that, she does not think her family can ever return to grace.

"It may then be time for new leadership. Saffoi is a good man, but he is a soldier. Everything to him is battle. Imala is an artist, to her everything is beautiful. One is too soft, the other too hard, I think. for an outsider, though...unless you find some way to prove you are brothers of Imashei, I do not know if they will trust you enough to let you lead them. I had hoped...I had hoped that you would inspire them, that there were more Korathi to come and help us."

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

>A firm hand in war is better than a soft one.
>The city has seen enough of what a dictator's hand is like.
>We are a better third option.
>Write-in
>>
>>356759

>not very long

Is 8 hours not very long for one of these? It's practically an entire day of my weekend.
>>
>>356820
>We are a better third option.
make it happen
take over the city
and then when we get tired of it put kiyya in charge

Okay for real if we wanna look at long term goals here, we should put Kiyya in charge of the city and lead the people on a crusade against the gnolls somehow. We don't have the time or the skills to run a city, but we are warriors. If we can win the people's favor, probably with something horse related, then we can put our support behind Kiyya and when she's in power she can set us up for our gnoll killing crusade.
>>
>>356820
yeah, that sounds like a good plan: >>356834
>>
>>356826
It's only once a week and it's kinda early in the day. Usually when I miss threads it's because I slept through them.

I dunno, I'm not an expert, but threads on /qst/ aren't like a regular D&D session, where people show up in a place for a couple of hours to play. Threads on /qst/ are something you can keep open all the time and check back over the course of a couple days.
>>
>>356834
Maybe we can try to look into these spirits? Either they work out for us and we get a horse and leadership rights or we can use them to put Kiyya back on top.
>>
>>356847

Hmmm. If that's the case i might be able to do something like that. The post rate would be far slower, but I could stretch them out over the weekend form Friday night to Sunday night. How often to QMs post in threads like that?
>>
>>356852
I wish we could ask the dog for advice, but maybe we should ask Kiyya if we can commune with the spirits or something.
>>
>>356858
now that i think about it, did we ever talk to her about that dog?
>>
>>356857
I don't want to be the only guy giving you advice here in case I'm an idiot, uh, a couple hours? What do you guys think?
>>
>>356866
I don't think we should talk to anyone about the spooky dog.
>>
>>356834
>>356844
>>356852


"This Spirit of Horses. Do your people still commune with it?"

Kiyya sadly shakes her head. "It is...a story. A legend. To be honest, I do not know how true it is, but it is what we have been told since the beginning. The people still believe it in some way - they sometimes pray at the Temple, where they wait for the Burning Horse. That is another legend - a kind of story about the mount that can turn the sand to fire."

"And where does legend hold this creature to be?"

"Nowhere...it is just a story, a myth. To be honest, I do not believe them."

So then, there was no simple, symbolic way to return the girl to power, or to claim it for yourself. If you challenged Saffoi to battle, there was still little chance the others would fall in line behind you. Blood ran thick here, people had to trust you not just respect your martial prowess. If you were going to set this city right, it would have to be done the long and hard way...

You thoughts are interrupted by the sudden blaring of a horn and a chorus of raised voices outside. You can hear horses galloping and the leather boots scrambling on the floor above you.

"Something is happening," Dorje says, lowering a hand to the hilt of his weapon. "A battle?"

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

>Investigate
>Leave someone with Kiyya (who?)
>Everyone stays in the cell block with her
>write-in
>>
>>356917
>>Leave someone with Kiyya (who?)
Kirari.
>>
>>356917
>Leave someone with Kiyya (who?)
Kirai again
>>
>>356917
Investigate, leave Dorje behind again in case they get past us. We can't possibly fight off an entire horde down here unless we get to a chokepoint.

Find out what's happening and retreat back to a chokepoint if they're coming for us.

As for longterm plans- what if we offer to help Saffoi rein in the city if he gives us a horse, and then we use the opportunity to gain the admiration of the people?
>>
>>356928
>>356930

"Kirari, stay here with her," you instruct, waving for Dorje to follow you to investigate.

Kirari nods and gathers her own sword, entering a heightened state of vigil. Part of you was loathe to leave her down her alone and separated, but the things you had seen her do in the serpent caves have convinced you she would be fine. Her arcane talents frankly terrified you, you could only imagine how fearful the natives would be should Kirari choose to use her spellcraft in her defense.

The warden is standing at his post, giving you a glance with his broken eye as you walk past him and head back up the dungeon stairs. Your sentries are there, but they seem more concerned with the commotion outside than with you for the time being. You muscle past them, and they do not intervene to stop you. Taking long strides, you walk through the front door of the building and into the courtyard, just in time to see a man fall from his mount with two arrows in his back, landing in a heap at his horse's feet. Two more arrows are stuck in the animal's flank, leaving bloody rivers that trickle down its warpainted side as the creature sputters in pain and protest.

The watch captain is leaning in close to the wounded scout, trying to hear his report as the heavy iron gates of the fort's main entrance are closed.

"Another ambush?" Dorje asks, seeing the wounded man and looking around as the guards collected weapons and shouted over each other.

You notice the two gatekeepers secure the swinging iron barred gates fast shut. "No...a siege."

Saffoi and his men had left the fort, fanning our to uproot the insurgents from their hiding places. It seems that these insurgents had instead chosen to rally, and were boldly attempting to sack the fortress while the general and the bulk of his forces were dispersed throughout the city. You couldn't help but smile at the audacity of it. The plan was both cunning and foolish - If they destroyed this strong point, it would greatly erode Saffoi's ability to command the city and devastate morale. However, the aggressors had only an hour, perhaps two before Saffoi could gather his forces together again to counter the threat in weight of numbers. If the rebels were here when Saffoi returned, they would be crushed.

Bahadurei soldiers - perhaps two dozen - moved into defensive positions along the walls the telltale sound of pounding hooves rumbled through the ground towards you.

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

>Take to the walls and defend the strongpoint
>Hold back, let the Bahadurei fight this out
>Try to leave the fort, employ subterfuge somehow
>Use the battle as a diversion to get Kiyya out
>>
>>357013
>Take to the walls and defend the strongpoint
Now's our chance! If we use this to impress the general he'll trust us!
NAB THAT HORSE.
>>
>>357045

I feel inclined to remind you that these horses usually don't like to be ridden by anyone but their owners. You can try, but I warn you it will protest
>>
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>>357062
It's just wistful thinking okay, fine, you can't ride a horse on a wall anyway.
>>
>>357013
>Take to the walls and defend the strongpoint
>>
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>>357045
>>357087

"Take to the walls, brother. They would not have attempted this siege if they didn't think they had some chance of winning. We won't be able to avoid this fight."

"You will hear no objection from me. This is the side of politics I understand well enough," Dorje says. You place a hand on his shoulder and give wish him luck before he runs to one of the ladders and climbs to the ramparts twenty feet above.

You take a different path, opting to look outside the gates from a safe distance first. Outside in the plaza surrounding the fortress walls, you see a formation of cavalry and infantry, perhaps 30 and most with shields, some with shortbows, advancing quickly into predetermined positions. They knew the fort well, and knew best how to besiege it. Some of the infantry carry with them large bundles of cloth, filled with something you cannot make out from this position. What the horsemen carry between them, though, is easy enough to see - a long battering ram, made of bundled iron and steel suspended between eight mounts, four per side.

You do the calculations quickly - the fort has only 20 foot walls, no moat, no portcullis. The gate was iron bars, bound together with chains, and offered no protection from arrows for the defenders. With time, the gate would break. Forcing the insurgents to drop that ram would be a priority.

You sprint up to the walls, staying low enough to present no easy target behind the worn ledge of the ramparts. Already arrows were being exchanged between the two sides, a few passing harmlessly over your head or bouncing off the stone bricks. Suppressing fire, you think to yourself.

Peeking over the wall now, you see the cavalry move into final position for their first charge as a few infantry run ahead of them behind raised shields, those bundles carried between them.

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

>Get a bow, target the advancing infantry
>Get a bow, target advancing cavalry with the ram
>Write-in
>>
>>357164
>Get a bow, target advancing cavalry with the ram
>>
>>357164
>Get a bow, target the advancing infantry
Make them drop whatever they're holding.
>>
>>357203
Because it'll probably fuck up the cavalry.
>>
>>357164
>>Get a bow, target the advancing infantry
I don't trust those bundles.
>>
>>357214
>I don't trust those bundles.
[helms deep flashbacks intensify]
Same.
>>
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Rolled 4 + 6 (1d10 + 6)

>>357178

One of the guards beside you seems to have picked the same target you have. He stands quickly to release a single arrow at the advancing cavalry. It flies true, but is deflected by the raised shield of the horseman as he gallops forward. Before the guard can duck back down to cover, an arrow flies back in retaliation from the infantry below, finding its mark and piercing him in the shoulder. The wounded man drops to his knees, and without bothering to ask you wrest the bow from his hands and pull a handful of arrows from the quiver on his hip (+1 A).

Below, the column of horse comes to an abrupt stop, the arrested momentum of their charge carrying through the suspended ram and sending it swinging forward to crash into the gate with a weighty metallic thud. The gate holds this time, but you don't imagine it can take much more of that. A single well-aligned charge applied to the right point could sunder that chain easily. You string an arrow and look over the battlements, taking your own shot at the cavalry below...

1/2
>>
>>357239

(I started writing the post when the only response was to target the cav, but I will change the target to the infantry now that I see so many responses for it instead)

Your arrow also finds its mark, but is deflected by the pair of locked shields the infantry are carrying over their heads. You reach down to string a second arrow, but before you can the besiegers are already at the foot of the walls. You see them uncoil some rope, and begin to swing the worrisome bundle like a grappling hook, the missile become a circular blur before arcing through the sky and over the wall beside you.

As the rope reaches its full length and goes taught, the bundle snaps open. You aren't sure what you expected, but it certainly wasn't what came out of the missile: the coiling, twisted knot of serpents is released in a sudden explosion of slithering scales that rains down upon the walls and courtyard below, the long, writhing things falling onto the men and fortifications alike with venomous hisses.

One large, sandy brown serpent falls draped over the wounded man beside you, making him instinctively reach to pull the foul things from his shoulders. He is bitten for the trouble, a pair of fangs sinking into his hand in a lightning fast smear of scales. Screaming in pair and alarm, he falls to the ground below.

Another serpent lands at your feet - black with a great diamond hood. It hisses at you, but does not lunge, still confused and deciding what to do about you.

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

>Shoot it with your bow
>Slash it with your sword
>Back away slowly / quickly
>Write-in
>>
>>357270
>>Slash it with your sword
Fucking snakes man.
>>
>>357270
>Slash it with your sword
move slowly before the decisive cut
>>
>>357270
Kick it back over the wall!
>>
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Rolled 2 + 7 (1d10 + 7)

>>357279
>>357284

The courtyard below in all screams and panic and another pair or trio of the bombs are unloaded inside the fortress walls, sending the soldiers fleeing from their defensive positions and disrupting all attempts by the officers to organize a coherent defense. Baying horses stamp their feet rear up in alarm as the Imashet loyalists try to disperse the slithering menace.

You can't pay it much mind at the moment, though, locked in a stare with the venomous creature still hissing at you menacingly. There is no time for this - you drop the bow and draw your scimitar, not waiting for the foul thing to strike. Slashing down with the curved blade, you try to decapitate it before it can harm you first.

1/2
>>
>>357313

(before I declare the results of this roll, I will wait a bit in the event players decide to consider using XP to modify the roll result)
>>
>>357317
Lets bump it to a pass, whats the DC?
>>
>>357313
>>357317
a venomous bite is the last thing we want right now...
spending 2xp would probably be worth it
>>
>>357322

Only the Shadow knoowwsss.... (what the DC is)

https://youtu.be/AJX60CSED1s?t=6m48s
>>
>>357313
Sure, let's do it, hand of fate that shit.
>>
>>357330
Then lets use 3 xp to bump it up. Just to be safe.
>>
>>357313
Also OP you are a terrible dice roller, your luck is gonna get us killed.

Do you think we have enough people to do what Beleaguered Prince Quest does, and take the best out of the first three player rolls? I think that's my favorite dice method.
>>
>>357335
>>357337
>>357339


(spending 3 xp, final result: 9+3=12)

The hooded serpent lunges right as your muscles explode into motion, but it is too late. The keen edge of the Imashet weapon severs the serpent's head, sending it flying off into the court below. It's body, still not aware that the creature was dead, wriggles and twitches before falling still. You breath a sigh of relief knowing that you, at least, are spared injury for now.

Looking around your feet, there seem to be no other snakes close enough to immediately threaten you. Many have already slithered into corners, seeking to flee instead of bite the defenders. The loyalists are trying to recover wounded and move the beasts off the walls, using weapons, boots, and whatever else is available to disperse the vermin and let them take their positions again. It may be too late already - the serpent bombs seem to have bought the ram enough time to land a second blow unopposed, the gate shrieking in protest as it is slammed more squarely this time.

There was not much time left...risking a look back over the wall, you see the cavalry moving back, readying for what will likely be the final thrust. You catch the eyes of one masked rebel - eyes you recognize from the night previous.

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

>Take another shot at the horsemen
>Try to rally an organized defense for a breakthrough
>Flee for now, perhaps try to find Saffoi
>write-in
>>
>>357371
>>Try to rally an organized defense for a breakthrough
Seems like the smarter choice though it sucks to just leave the horsemen be.
>>
>>357371
Take a shot at one of the horses in front and try to trip it up so it gets in the way of the ram.
If we can hit it in the eye and kill it instantly it'll go down.
>>
>>357371
>Take another shot at the horsemen
>>
File: desert keep smaller.jpg (4.08 MB, 3375x2250)
4.08 MB
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>>357394

If this is what you end up doing, here is a map to help you form a plan. There are maybe 8 unwounded defenders left, armed with scimitars, bows, shields, and potentially horses, though now they are unmounted. There are shortspears available, as well.

They are beset by three times that number of attacks, at least 12 of which are on horseback.
>>
>>357430
SHOOT THE HORSES
>>
>>357412
>>357426

writing this
>>
>>357430
Wait hold up is that a chokepoint back there? Two small doorways?
They can't fit horses through there.

Guys, do you think we should fall back to the chokepoints instead before they break through?

>>357437
too late
hold on to your pants, fellas, we're gonna have a bit of a scramble if we miss and have to fall back next turn
>>
>>357442
No need to miss, we can always toss all our xp at the roll and force a crit or at least a decent hit.
>>
>>357459
We do eventually need that EXP for leveling things up, though.
>>
File: 1357484418842.jpg (270 KB, 664x690)
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270 KB JPG
Rolled 3 + 6 (1d10 + 6)

>>357437

You had to at least try to drop that ram, buy some more time.

You recover the bow you had dropped and string another arrow, looking over the parapet to choose a target. There - the lead horse. If you could drop it, you might be able to stall the ram, force the attackers to sling up a new horse. It would be a difficult shot, but it was the best one you had.

Taking a deep breath, you draw, then stand, leveling your aim at the retreating cavalry. You take your time, making the shot as precise as you can, even as the infantry below take notice of you and begin to try to snipe you off the edge. The sounds of battle and screams of men in combat and pain fade away to a dull thrumming, all distractions forced from your mind and slowing time as you concentrate. No time left...you let the missile fly...

1/2
>>
>>357469

(all that buildup for a 3...damn you, dice gods. Will wait a bit in case players want to add XP)
>>
>>357469
Lets toss another 3 at it.
>>
>>357469
aw shit
fall back! fall back

>>357474
nah, let's accept our fail
>>
>>357469
No no, it'll make us look cool, and we really need to impress these people. Let's do the thing again.
>>
>>357469
You are really terrible at dicerolls man. You should let me roll.
>>
>>357504
>>357482

2 votes for adding 3 XP, writing this
>>
>>357469
>>357520

(9 + 3 = 12)

The arrow cuts through the air like a whistling knife, ripping deep into the lead horse's eye and sending it immediately to the ground in a chaotic thrashing of hooves and hair. The rider flies from his saddle, one leg trapped beneath his mount as he is planted face first on the plaza's dusty stones, screaming in pain over the wailing of his animal.

The ram shudders as the loss of its lead horse sends it off balance, throwing the thrust askew just before it lands on the gate. The momentum of the charge is still enough to carry the blow, making the iron creak and shudder in protest, but the off-center strike does not yet snap the binds around the center.

Three arrows sail past you overhead as the covering snipers try to retaliate, but you duck into cover again before they can get so lucky. Below, the defenders have taken some advantage of the commotion and are firing their own volleys into the disorganized cavalry through the gate's bars. Most are being deflected by warriors skilled with shields, but some find purchase in the unarmored shoulders and necks of the horses they ride. Slowly, the enemy retreat, regrouping for another charge.

One of the covering infantry does not make it back, expertly pierced by a shortspear from further down the battlements. You hear Dorje voice yelling something obscene in Korathi.

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

>Rally defense
>Keep shooting
>Write-in
>>
>>357557
>>Keep shooting
Better to not let them in at all then try to hold them off after they break in.
>>
>>357557
Fuck yeah worth it!
Keep firing! We need to hold the first chokepoint as long as possible so we'll have better chance of backup when they eventually break the door.

Also, if they're still up against the wall when reinforcements get here they'll get creamed, whereas our guys will have to filter through the gate if they're already inside and they'll lose momentum.
>>
>>357557
>Keep shooting
>>
Rolled 8, 6, 1 = 15 (3d10)

>>357570
>>357572
>>357575

(first d10 is Kejeral's, other two are the loyalist soldiers'. Adding +6 to Kejeral's shot, +4 to the soldiers'.)

You move a few paces down from your position, making certain to confuse the archers below and force them to aim in for a place they do not expect to. Two more Imashet loyalists eventually climb to man the battlements beside you, also staying low and taking careful glances over the wall.

The insurgents were fastening a fresh horse to the ram at long range, leaving their wounded man and his dying steed behind at the base of the fort's walls. You spot another horseman who has dropped his shield to help sling the ram to his mount. In a single fluid motion, you stand and release the shot, then duck down again just as two missile streak past. The two archers with you do the same.

1/2
>>
>>357603
jesus
>>
>>357603
we're really on the best team
>>
>>357603

The two warriors' arrows fly wide, but yours strikes the horseman's side, making him drop the ram and forcing the insurgents to pull him out of the fight. The return volley is better organized this time, and one of the two men beside you goes down with a well-placed arrow in his neck. He falls to the ground beside you, choking on blood as he coughs and spasms.

In place of the horseman you wounded steps another - the masked warrior you tried to run you down last night, taking up the ram and leading the charge himself. He waves his shield in the air in a signalling motion, then starts the gallop forwards fearlessly. He and his mount better armored than the others - he will be a more difficult shot.

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

>Try to help the wounded man
>Try to drop the insurgent leader
>Try to drop a different insurgent soldier
>Write-in
>>
>>357631
>>Try to drop a different insurgent soldier
Plenty of other targets to pick off.
>>
>>357641
That one's a moral point though, he's buffing all the others.

Can we throw bodies at him? Is there anything around to drop down on them?
>>
>>357669
*morale
>>
>>357669
half a snake?
>>
Shame we don't have any boiling oil.

Would throwing bodies be worth the looks we get from the other fighters?
>>
>>357669
We could probably toss the wounded guy at him, though that seems like a total dick move.
>>
>>357690
Dude he's got an arrow through his neck, that nigga dead.
>>
>>357631
Alright alright fine, if we can't throw shit at them and you guys don't wanna fire at our nemesis, we should take aim at the horse on the other side of the front of the ram.
He can't pull it by himself.
>>
>>357641
>>357700

I see one vote for a mook, one vote for a mook's horse
>>
>>357718
Horse is probably easier to fell.
>>
>>357631
>try to shoot a different horse
they'll run out eventually
>>
>>357723
It won't even take that- horses don't like stepping over bodies, if we kill enough of them they won't be able to bring the ram up at all.
>>
>>357723

writing this
>>
Rolled 2 + 6 (1d10 + 6)

>>357723

You don't have time to help the wounded soldier now - if you didn't stop this charge, it could mean the deaths of the entire garrison, and certainly Kiyya if these rebels got their hands on her. You step over him as he writhes on the ground, getting to a better angle to fell the more lightly armored rider on the other side of the incoming cavalry formation.

Another snake hisses at you as you from a corner of the battlements, but you use your bow to push it off the edge and into the courtyard below. As you return to the parapet, you hear the thunderous hooves of the charge rumbling forward, picking up speed. Taking another deep breath, you clear your mind of distraction, pushing all other sound and motion from your mind, then focus all of your concentration on another single shot...

Clearing the battlements you aim, and fire...

1/2
>>
>>357758
god dammit!

let it fly, let's not blow all our XP on enhancers
>>
>>357775
Yeah we clearly need to spend some of that on Might.
>>
>>357775

The arrow whips through the air towards its mark, but grazes harmlessly off the moving beast's neck, leaving only a thin red gash on its hide. Dammit.

Sure enough, the ram strikes home, and you hear the iron chains securing the gate sunder as the link as broken, falling to the ground with the sound of clinking metal. The barred doors slam aside, echoing as they impact the stone walls, and the two-wide rank of cavalry charges into the courtyard below, infantry forming up behind them into the gap.

At least you bought some time - the defenders which remain have taken to the narrow doors and stairs leading into the main building, shortspears leveled to delay the mounted combatants a bit longer. Those defenders stranded outside on the battlements look to regroup, trying to find the most secure position. They head to the stairs, hoping to hold off the invaders from high ground as stragglers fire off a few harassing arrows into the maelstrom of battle below.

The clang of steel on steel sings over the din of battle as the forces are joined, loyalties falling to irrelevance as the desperately outnumbered defenders fight to simply survive the onslaught. Another horse goes down, a rider falling from its back. Two men fight each other, wearing identical uniforms except for the black cloth mask wrapped around one's face. The masked man runs his comrade through.

"Brother, the stairs!" Dorje calls from beside you. You see him gesturing to the battlement's ramp, already trading blows with a foot soldier who tries to charge him. Dorje knocks his weapon aside with his own, then before either can recover to strike again grabs the man by the neck and tosses him from the battlements like a bundle of straw. Two more rush up, more cautiously this time, trying to surround him.

As you run to cover your kinsman's side, you hear the rumble of yet more cavalry approach - from the city. Risking a glance, see the oncoming force, and feel a great weight lift from your shoulders. "We only need hold them off a bit longer! Saffoi has returned."

(Going to call it here for today. Thanks for playing, guys. Party gains +5 XP, but spent 6. That leaves party with 11 XP)
>>
>>357828
Can we actually spend it this time before you disappear into the ether?

On Might?
>>
>>357828
thanks for running

>>357831
we're one point short
>>
>>357855
Damn.

>>357828
Good show today, OP. Nice battle. Thanks for never pulling the punches, it's nice to have an OP that doesn't baby us.
>>
>>357831

Sure. I always check the thread after the adventure proper is done for the night - the only reason the XP wasn't spent this time was because I changed the XP rules.
>>
>>357855
We're just going to pound all the xp into Keje? Give it to Kirari or spend some on droje to balance him out a bit.
>>
>>357868
That occurred to me after I posted it, have you been doing our EXP suggestions all along and I just haven't noticed? I apologize for being snide.
>>
>>357872

Yes, I almost always spend it after reading the post-game discussion. This time was different since now XP is a kind of currency to both increase your stats and immediately alter the game.

I liked this system, btw - I think it gives the players more opportunities to use strategy and get involved in the game than before, where everyone just waited for me to finish rolling the outcomes for them. It also performs a needed function as a useful XP sink, and addresses the issue I had with the health system.

There is no longer really a penalty for being a specialized character - damage goes through HP before getting inflicted on Aspects, so there is no immediate pressure to round everyone out to the same stat lines.
>>
>>357863

I never pull a punch unless I made a mistake that conveys a situation falsely. The first time I ran this IRL, for example, the party was late to rescue Kirari and watched her get eaten the first session. The game is more fun if you know there is everpresent danger.
>>
>>357928
Speaking of side characters, I love Dorje.
>>
>>357936
I feel bad leaving Kiyya with only a mage who can't use magic without being witchburned to protect her, but Dorje is just too clutch, and I like the little bit of humor you did there with him suckerspearing some douche and then yelling obscenities. He is truly the best battlebro.
>>
A question for you guys:

A fan posted this about the game in that rec thread:

"..it is criminal that he's also terrible at making the start of his threads catchy enough to entice new players."

Do any of you have some advice on how I could improve on this other than Putting Kirari's chest on every first thread?
>>
>>357952
I think Beleaguered Prince has a good example of what he meant, >>350402

A short, enticing catchall summary of the quest to post at the start of the thread every thread. What you want is to be visible from the catalog by people skimming for quests. They can't read the whole post from the catalog, and they want to know basically what the quest is about before they go in.



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