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
>>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.
>>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.
I will be Green, starting in Northern Territory.
The holy land
Red
Far southern tip
What was wrong with the last thread btw now there are 2
>>356209
It took someone 4 HOURS to respond to a risk thread. That is what was wrong. You did the same thing. 4 Hours later I finally get one reply..like god damn.
>>355667
The Free Deer's
Yellow and or purple.
wherever OP wants.
Sector Asgard Lambda, a beacon of compliance and humble duty, in an era of unrest and rebellion. For the past millennia, Asgard Lambda has been almost completely untouched by the ravages of war, only having to deal with the occasional booming feral Ork population or underhive revolution, though these have always been crushed with minimal losses. However, despite such a track record, the Emperor's Tarot has pointed towards grave danger in the region, and dissent rises as accusations of heresy and corruption are leveled with more and more frequency. Nights in the Sector's capital, Cocalas, have grown long and dangerous, the only thing worse than the string of brutal murders without any rhyme or reason being the reports from overreacting grandmothers and grizzled, weary arbites alike, that there is something lurking in the darkest alleyways and sewers that can only be described as evil. Sharmistha's renowned crops have begun to spoil from never before recorded insects eating the roots, Saeunn's forges have begun to malfunction from seemingly no cause despite the techpriests' best efforts to locate the problem, and there's hushed whispers of mutant cults that worship bloodshed and slaughter forming in the deepest underhives of Senteildis.
The eyes of dark things beyond the veil of reality and gibbering alien horrors have both turned towards Asgard Lambda. Can it withstand the tide?
>>350816
ASSORTED RULES
Every player gets two actions each turn, where they are allowed to either move, recruit more troops, upgrade their existing forces, improve a planet’s defense/recruitment bonus up to a maximum of +60, upgrade the defenses of an orbital tile, attack, or do whatever else they may wish that makes sense in the eyes of the GM. You can not perform the same action twice in the same turn.
Imperials can start on any planet in the sector that isn’t on the edge of the map. Non-Imperials have to start in the edge and in a space tile.
Every tile takes 1 turn to move through, unless otherwise noted.
Changes, such as planets switching hands, don’t take effect until next turn.
After the order is given out to build or improve defenses, it takes an amount of turns equal to the tens number of the defense bonus to get it ready for combat. An attack in the middle of construction automatically cancels it, unless there is a player-led force there to defend it.
Attack rolls against AI are just a single 1d100 roll. Attacks against other players are contested with an attack roll and then a defense roll, plus applicable bonuses.
After every attack on a fortified position, the damage to defenses subtracts one upgrade of 10.
Surrounding a tile gives an automatic +30 to attempts to attack into it. Every five turns a tile spends blockaded (completely surrounded,) it suffers a stacking -10 malus to all rolls.
When defeated, a faction will automatically retreat to the nearest friendly tile. If it is completely surrounded, it will attempt to break the blockade with a +40 bonus. If it is surrounded on the next turn after that, and so on, it will begin to diminish to +30, +20, and +10, finally going down to a minimum of 0. If it cannot receive reinforcements or otherwise retake a foothold, if it is surrounded once again after the bonus reaches 0, it will automatically be removed from play.
Roll results relating to either one of the Dark Gods or the Inquisition (1 or 11) are wildcards, and can either be very, very good, or very, very bad, depending on your situation and what side you’re on.
>>350819
THREAT LEVEL
As the invasions drag on, threat level (starting at 0) will begin to rise to a maximum of 100. This is a representation of the Imperium’s feelings about the situation in the Sector, and if it thinks it deserves any outside assistance. This usually involves extra manpower, munitions, and supplies, but if things get bad enough, it might involve sending an extra regiment or two. And if it looks like they might lose the entire Sector… well, who knows what could happen?
PLANETS OF INTEREST
Sector Capital: Cocolas. To reflect the importance of the capital, it begins play with +30 (+20 plus the +10 from the Forge World) defenses (maximum is still +60). Whatever faction (default Imperial Sector Command) holds Cocolas for either 40 turns after it is first conquered, or for a number of turns equal to the sacred number of their patron god, automatically wins the game. Wiping out all other factions, or owning all tiles (as a non-Imperial faction,) also wins the game. Imperials should try to go for the second victory, as the moment the capital falls, they automatically receive a permanent -30 to all rolls unless taken back. The Imperium losing Cocolas automatically sets Threat to 100.
Forge World: Saeunn. So long as Saeunn stands, all Imperial factions receive an automatic +10 bonus to all combat rolls, attempts to upgrade troops, and a starting bonus to planetary and orbital fortifications (bonus defences can be destroyed while attacking, as normal). Blockading and/or taking Saeunn will replace this with a stacking -10 (combat and upgrades, not the defenses) for every five turns it spends in enemy hands, and will give the +10 bonus to the blockading faction if it has also taken the planet itself (combat and upgrades, not the defenses). The Imperium losing Saeunn automatically adds 20 to Threat.
Agriworld: Sharmistha. Sharmistha grants a +10 to all recruitment and combat rolls so long as it stands in Imperial hands. If Sharmistha is blockaded or conquered, a penalty of -10 will be applied to all Imperial factions making either combat rolls, defensive rolls, or rolls to recruit more units for every five turns it spends in enemy hands. The Imperium losing Sharmistha automatically adds 20 to Threat.
Hive World: Senteildis. All rolls to recruit from here get an automatic +30 bonus (+20 plus the +10 from the Agriworld), and the winding defenses of the underhives make it so there is a permanent +10 fortification bonus which can not be worn down by attacking. The maximum possible bonus still can not go above +60. The Imperium losing Senteildis automatically adds +20 to Threat.
>>350837
Oh, and just a notice; the turn of events aren’t just tied to soulless RNG. There will be dynamic and flavorful random events. As a rule of thumb, act like your character would, and you’ll probably be fine, though understand that the will of the gods are fickle, and sometimes you’ll just get a really shitty roll. Always remember that actions have consequences.
I’m making up all of this on the fly, so feel free to play any kind of army you feel like, assuming it isn’t either retarded or overpowered. I’m gonna wait a bit (about twenty minutes) to get enough people to make things interesting before starting.
It has been 20 years since the end o the Kaurava Stubbs, and governor general Vance Stubbs has not seat still on his victory. He has turned the once backwater system into proud Imperial hub, a jewel in the eastern fringes of the galaxy.
With his military academies pumping out the highest quality guardsmen in the Segmentum and the Manufactorum working at full capacity, General Stubbs now seeks to further his career through the current predictment the Tau are now in.
Hive Fleet Kraken has been able to enter deep into Tau territory, not only that but the loss of their Ethereal Supreme Aun'va during the Second Damocles Crusade put the small xeno realm into disarray, such opportunity could not be passed.
Vance target will be the bordering Mal'ki'or sept (formerly known as the Nero system), even though the Tau have redeployed most of the sept forces to deal with the Tyranids the garrisson they've left still is somewhat formidable. But the General had two decades to build his forces and he intends to bring the system back into the Emperor's light.
But what will be your part in this great endeavour?
Will you be a valkyrie pilot, a leader of a storm trooper squad, maybe even a Baneblade main gunner or perphaps something else entirely?
Choose one and roll 1d100 , the highest roll will be the one we will follow (I will give 10 minutes for rolls before we start).
Let's have a gay time.
Rolled 4 (1d100)
>>357747
We are the governor general himself.
>>357761
The winner is you.
The Gorvenor General was in his quarters on the Emperor class Battleship Nemesis, reviewing the plan for the campaign, their first target will be a lightly defended moon on the only gas giant of the sept, the sattelite would make a perfect forward base for the crusade.
But there are still some hours before the invasion begins, how do you intend to spend them?
>>357813
You've spent the last few hours reviewing the plans with your staff and just before you gave the order you adressed your soldiers, 1 million souls to retake this 5 planets system
.
In your speech that was being filmed for all the fleet to see and hear, you've stated how the Emperor was watching over each and everyone of them, how they were the most corageous men and women in the entire segmentum, you spoke how the armour divisions and super heavies would smash the Tau forces under their threads, how the fleet bombardment would leave their cities in blazing ruins, and how the infantry would plant the Standards of Kaurava on the enemy soil.
You said you knew all these would happen because you knew the men and women of Kaurava were finest soldiers this side of the galaxy had ever seen.
And with that the fleet started the bombardment of Tau positions on the moon.
A cheer spread through all ships of the fleet a cheer that seemed to choke out even the stars.
And with that the soldiers started boarding the transports to make planetfall
Welcome back to a Draconian civ quest about pure white draconians, and their dragon leader Zanza. Last time you:
Mastered ice magic
Got metals
Found Gnolls
Met Giants
Made stone buildings
Made an Arcane Forge
Sent emissaries to the Minotaurs (which I will now continue from)
When the emissaries arrive at the minotaur village they make note of a few things: they have around the same level of technology as you, their fur is either black and purple or brown and yellow, the females appear more human-like than, and their population is in the sixties.
A few of the minotaurs point to the chief, he stands around ten feet tall not counting his horns, and his fur is the black and purple color like some of his people. "Greetings and welcome to Varo outsiders, I am chief Mantorok." he says in a grumbling deep voice
What say what do?
>>347197
Ask how long they've lived here and how they get along with the neighbors.
>>347267
I second this.
>>347267
Thirded
Make it sound more diplomatic though
“Hey. Heeeeey! Anyone there?”
The right side of your face is currently resting on cold dirt. You shift a bit.
“You’re alive! Oh thank heavens.”
Orienting yourself, you notice that someone has been prodding you. A girl in overalls and a collared shirt watches you, her sleeves rolled up and her hands holding a large branch.
“You looked pretty dead for a moment there. Ah, you still kinda do.” She laughs nervously. “It was scary finding a Frankenstein-y corpse on the road.”
“Franken...stein-y?” You question, discovering your lips are parched as death.
You also learn, to your surprise, that your body resembles a large, kinky jigsaw puzzle. Limbs and chunks are stitched together, matching the handiwork of the rags that you’re currently wearing. The beige mess sort of matches your pale, lifeless skin. On your neck, a paper is visibly dangling from a string. It reads:
Orion
Acies, Stella Mansion
“You alright there? Oh, I forgot introductions. Lucky’s my name, what’s yours?”
You answer, “I’m…”
>”I think… Orion?”
>”...Frankenstein… call me Franky.”
>”Lucky. Yeah, that’s a good name, I’ll take it.”
>>349245
>”I think… Orion?”
>>349245
>>”Lucky. Yeah, that’s a good name, I’ll take it.”
Smartass time.
>>349245
>Lucky. Yeah, that’s a good name, I’ll take it.”
Post summaries of your favorite quests, why you think people should join them and when they can catch the next thread.
The purpose of this thread is to help people find new long-running quests to join without reading through their backlogs first!
Previous thread:
>>331980
Literally no quests worth recommending
lmao
>>357110
They were all in the last thread and we're all too polite to shill more than once.
If you're into reading a parody of all the harem weeb quests out there read Beware of Anticlimactic Endings. It's worth reading for itsanticlimactic endingalone. One of my favorite quests that ran live on /tg/.
The quest is short and sweet too.
The door slams open and you barge in, holding your gun high.
“All right, this is a robbery,” you shout. “Everybody on the floor and no one gets hurt!”
The effects are immediate, everyone dropping to the ground while you make your way to the counter. Behind it the employees seem to be torn between staying still and activating the silent. Unfortunately for them, you make the choice in their stead as you slowly point the gun over to one of them. The man looks like he's about to faint, which isn't surprising considering the situation he's in. You order the rest to scutlle over to the other side with a wiggle of your gun and they do so without a word.
“Okay, listen to me man. I don't want to hurt you, and you know what? I won't even have to if you help me out. You hear me?”
His eyes rise slowly to meet yours and he nods silently.
You shrug and take him by the sleeve, rising him up until he is next to the cash drawer.
“I know how this shit works. You ought to have a key, and if you don't one of your friends has it. I want you to use that key and open that. Understood?”
He nods meekly and you're about to turn away when you catch him starting to say something.
“Miss, I'll do what you want... Just don't hurt anyone.”
He then fishes out a key out of a pocket. Hmm, he's either a manager or everyone is handed a key here. Doesn't matter, really, you've got what you want.
You look at him and he stays still.
“Hey, don't just stand there! Do your thing, man! I don't want to have to use this,” you exclaim as you wave your gun around.
He flinches and starts to unlock the drawer. Supervising the whole process, you almost miss a small movement at the back of the building, towards the end of a corridor. You squint but see nothing. Strange, you could have sworn there was something there... Maybe you ought to investigate?
>Investigate. You ain't going to prison because you missed one douchebag calling his mom.
>Hurry the process. It doesn't matter. The faster you haul ass, the less chancesl you have of getting into trouble.
>>356664
>Investigate. You ain't going to prison because you missed one douchebag calling his mom.
>>356664
It's a trap! Shoot the ceiling and yell to the fucker to get out here.
You are a Dark Spirit; a Jána of the Night born high astride the flickering embers thrust from the deep heart of the world, and this is your Quest.
>PREVIOUSLY:
You were called to the aid of an old Aniunakei warrior named Uluwehi, who you then Accorded with to defend his tribespeople from pirate invaders.
After succeeded with little difficulty you then Accorded with the Curer of the Aniunakei to retrieve her daughter from the Far Jungle, and return her safe and sound.
After being ambushed by a sea spirit who was Accorded to keep anything from reaching the Far Jungle you felt attracted to a fear emitting structure within a heavy bog.
Delving into the structure led you to acquire a strange ability, and a confrontation with another darkjána who you've bound to your service.
When you left the bog and its skeletal stone guardians you trailed a curious blue glow in the forest and ambushed the earth spirit it belonged to.
After being insulted by the small earth spirit you decided to track and ambush it with your companion and with his aid removed its floral crown.
>LAST THREAD:
After moving deeper into the Far Jungle you came upon ancient ruins and a curious sudden storm.
Taking shelter from the storm and shortly after emanating details of your Accord the house next to you was struck by lightning, and then similarly for the house you occupied.
Recognizing the danger you managed to save your inky companion from the worst of it by fleeing into the central temple, where you abstained from touching the suspicious shining stones of the Aniunakei.
Moving to the chamber of confluence, and stealthing past the two-crowned earthjána within, you offered a portion of your soul to commune with an immense four-eyed gravely speaking darkness, in which you questioned its existence and the nature of the girl you’ve been Accorded to return.
Now armed with information, you’ve decided to resume your search for the little girl.
________________
>Previous Threads:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Oscuro
>You don't have to read the previous threads to participate but there are details you may find helpful.
>Quest runtime announcements:
https://twitter.com/Amorfo_Miedo
>Character Sheet/Dice&Deal Mechanics:
http://pastebin.com/ZMWK0qXX
http://pastebin.com/fUbaui1h
>Soul Aspects&Soul Memories/Current&Resting Deals:
http://pastebin.com/fxEm5B80
http://pastebin.com/XPHEYUk8
You decide not to test your luck with the prowling two-crowned earthjána and decide to leave the chamber behind for now. Scanning its two nested crowns and its subdued aura you note some few differences from your first observations. It’s crowns are tightly woven together, filled with wide white flowers sprouting from thorny vines, interrupted unevenly by smaller purple flowers poking out from underneath. Its aura, now that you’re close, appears much greatly condensed compared to any spirit you’ve met so far- like a metal spring, one of your aspects recalls, waiting for release. You try to look at whatever chains are upon it but as it snorts again in your direction you decide to leave it to its bored prowl with haste.
As you flit gracefully back down the long path you consider Cloudseer’s words, that such a creature called itself, and by proxy yourself, a parasite. You’re not sure you agree, though it mentioned other things that were very unclear, whatever it called the Council of Balances being another one. You wonder, as you pick up the small earthjána’s crown and despairing stone you left in the long hall, if it’s simply its nature to be vague or its intention is to gain more aspects by making others more curious.
You note that it may perhaps be wise to return some day, to observe that curiously ruby-eyed spirit and the chiseled form close to it, the stark white form with a sun and bell blazing above it, and the massive plantlike spirit closeby. Not to mention the strange being upon the ceiling. Regardless, as you return to the entrance of the temple you note your inky companion appears strangely drained, swaying lightly in the lightless chamber, looking pensive at nothing and emitting a deeply similar hesitation as before. Once he notices your presence he looks to meet your gaze.
“Meet anyone everinteresting?" He seethes, looking expectant of an answer as he switches his stare to the great doorway behind you. You briefly consider a response before ordering him to follow you, and then consider it further as you quickly approach the far side of the temple from where you felt the emanations of your Accord’s goal.
>Emanate the event in detail.
>Keep it vague; no specifics.
>Emit nothing to him; you don’t quite trust him yet.
>Something else. (Write-In)
>>345402
>>Keep it vague; no specifics.
>>345402
>>Emanate the event in detail.
We can trust our buddy.
Hey guys here's a procedurally generated dungeon crawler game that I made up on the spot
Dungeons will be generated by gm by the roll of a d20
1-5 for left room
6-10 for down room
11-15 for right room
16-20 for Forward room
Starting stats and classes are like dark souls 3, if you're not familiar here you go
http://darksouls3.wiki.fextralife.com/Classes
EXP and combat is stolen from dnd (Since I'm using Dnd monsters)
Weps, equipment, shields,infusions, upgrades magic and armor are from Dark souls 3
http://darksouls3.wiki.fextralife.com/Weapons
http://darksouls3.wiki.fextralife.com/Armor
http://darksouls3.wiki.fextralife.com/Magic
http://darksouls3.wiki.fextralife.com/Shields
http://darksouls3.wiki.fextralife.com/Rings
http://darksouls3.wiki.fextralife.com/Upgrades
http://darksouls3.wiki.fextralife.com/Items
Monsters and their amount is decided by Gm
If you have any questions, feel free to ask
How do we start?
Just put your character down below
The Narrator sat in the small concrete Room, the single dangling light Reflected off the lenses of his gas mask, and his Brown cashmere suit was surprisingly clean even though he had no washer or drier. the room was empty apart from him, his chair, his vodka (with straw) his story book, and his pencil. he was Drunk and depressed, so he was going to write a story, he was pondering why he would do that, why did he write stories? was it because he had to? or because he wanted to, that was the question, he had caused so much pain, he had created, destroyed, and ruined lives, he kind of felt bad. but oh well, such is life. he then realized he wasn't alone in the room. beside him, was a dog, it was a messy looking black blood hound, it had dreary tired eyes, with a bullet hole above the left eye, he had black drool spilling out of his mouth, and barbed wire tied around his throat like a leash from hell, it led down beneath him, and coiled around a beating heart like a snake. Tthe hound barked. "Hello Beelzebub"
he and Beelzebub go way back, they had met at a 'immortal banquet' where other entities met, get drunk and/or high, and just talk, Beelzebub was being picked on by a Drunk Jesus, and The Narrator stepped in, Beelzebub has liked him ever since. "Narrator, i have a task for you, its beyond my power to take" this wasn't unusual, Beelzebub wasn't all that powerful, Narrator was "and what would that be my Canine pal?" he took a long drink of his vodka, reminiscing on all the good times they had together "It's Lucifer, something happened" the narrator froze, when it came to immortal beings he could not control what happened to them, that was up to-well, the narrator didn't like to say his name, but he could do small things, and he could help, "what happened? lose another bet?" the narrator chuckled, that was a frequent problem "No, he has been captured" The Narrator took on the demeanor of being concerned "by who? surely its another immortal" The Blood hound shook his head "Not one that i have ever met" The Narrator was further confused, he knew EVERY SINGLE immortal being, they were all in the script, who could it be? "you don't know who it is? you know the script just as well as i do" the hound nods "yes, this is a being.... a being from a different universe, a strange being, a being that i have never heard about, he appears to be human, which may explain why hes not in the script" The narrator played with this in his head "do you know his name?" the hound nods "yes, his name is... The Observer"
wow, i made a LOT of mistakes
>>356397
Little piece of advice, change the format on this because reading a block like that is a pain in the ass.
WELCOME TO THE 4chan ALIEN QUEST!
You are watching the your favourite news channel talking about some politic shit when suddenly, the broadcast is interrupted by an Alien race!
>Hello humans. We have come to Earth to stop by to borrow some subjects for experimentation.
They proceed to take 5 human beings, including you. Who are the other 4? They can be celebrities, well-known people, etc. as long as they're alive.
>>355738
Your mom.
>>355755
sos I'm an alien lol we don't have mums.
>>355738
The others would be Moot, Stephen Hawking, Trump and Hillary
PREVIOUS THREAD >>340972
You are Harambe.
You lead a chimpanzee commune. Exposure to the great monolith made you smart, organized, and willful. Your troop adopted a primitive, robust communist ideology, where all men and women are expected to give an equal share of the work and take an equal share of the spoils. Your troop used their abilities to adopt 7 zebras, and after exposing them to the glory of the monolith, they learned the benefits of serving Harambe and his citizens.
Current troop:
1 Harambe
6 adult male chimps
8 adult female chimps
3 child female chimps
2 child male chimps
3 female zebras
4 male zebras
Current assets:
70 antelope meat
15 fish meat
3 bullywug meat
30 water
20 small stones
20 small branches
>You have 3 actions left this turn, at the end 20 food and 20 water will be consumed by chimps, and 7 food and 7 water will be consumed by zebras, who cannot eat meat
What do you do?
>Build stables
>Build a shrine to the monolith, to please it
>Hunt/gather
>Collect water, a free action because you are settled by a lake
>Explore, bonus if explored with zebras
>research weapons
>research structures
>meditate to the monolith
>something else?
>>344716
>research structures
>build a shrine
>>344716
Collect water of course.
I'd then say research weapons and structures, build stables for breeding.
>>344768
I was contemplating whether or not I should say "research complex structures" but I decided not to because it looked clunky.
I guess you made me realize that I never specified that we currently can only build structures out of thatch, grass, and sticks, and research would teach us how to make more complex structures out of clay, stone, etc.
"Doesn't matter, had sex with the lewd bug!" Edition
The Tales of Jack Chitin is a fantasy adventure with a good amount of gallows humor. The quest includes custom art and an emphasis on lore and world building.
New players, start here!
The following infographic/tutorial explains how the quest works
http://i.imgur.com/TDgG9zb.jpg
Chapter summary pictures
Want to catch up with the story, but don't like reading a lot of dialogue? The chapter summaries contain key scenes with a short description.
WARNING: Plot spoilers
Chapter 1
http://i.imgur.com/btRzlXF.png
Chapter 2
http://i.imgur.com/vbOQU7z.png
Chapter 3
http://i.imgur.com/M0hktqM.png
Chapter 4
Still ongoing!
Dominium Profiles
WARNING: Plot spoilers
http://imgur.com/a/idrqL
World Map
http://i.imgur.com/ocSoe6P.png
Archive
Want the full experience? Find all the posts so far here in chronological order:
http://grubadventures.tumblr.com/chapterlist
https://twitter.com/grubadventures
Last thread
>>310168
Sit back, relax, the adventure continues momentarily!
Of course, it wouldn't be a genuine Jack Chitin thread without delays, I'll post the next scene in about 20-30 minutes!
In the meantime, check out the brand new stuff like the Tutorial, Dominium Profiles and the World Map!
>>344452
Ahh authentic
>>344429
HOLY FUCK ITS FINALLY HERE
In the year 2046 and insurgent forces have caused the great united continent of america to fall. Religious prosecution is rampant and any resistance is met with brutal violence, even death. There is no one to stand in the way of the new world regime you awaken one day in your hovel to a note placed at your front door with only one word on it bearing the name "WOTAN" on it.
>>356255
You stare at the note for a monent in co fusion and think to yourself for a short moment before you crumple the note and throw it in the trash. With a sigh you close the front door and head to your bathroom. The reflection of a hollow man stares back at you through a dirty mirror. You open the medicine cabinet and
A) begin to abuse meds
B) close cabinet and take a cold shower
>>356258
The piercing pain of addiction is running rampant through your head. Like a sweet soft mistress the drugs call to you for one more embrace. But you close the cabinet and turn on the rusted shower ice cold water sputters from the faucet and bites your skin like a rabid dog. Youve toweled off and go to change and something catches your attention as you pass the window. A large plume of smoke just a few miles from your apartment. You stare for a moment more and
A)turn on the news
B)finish your morning routine