You are Kejeral Roericar, last of the proud and noble Korathi tribe that now lies buried beneath foreign sands. You have mysteriously escaped death, awakening into a strange world with naught but disjointed memories as a compass, and your sword arm as a defense. Monsters lurk in every shadow, following you into your dreams. The mysteries of this barren and unforgiving desert threaten to consume you. Your two surviving kindred are the only ones you can trust – them, and perhaps the specter of the Laughing Dog that follows your every footstep.
https://www.youtube.com/watch?v=DGj1GCcJOrk
=================
Tel Amarset is a dying city.
Her buildings were scarred by self-inflicted violence and the neglect of poverty, crumbling slowly into disrepair until the entire city melted into a single diseased hovel. A few of the larger structures stood vigil over the rest – worn too stubborn by time to collapse. The Bahadurei fortress endured, its tower looking out over the canyon with dominion. Opposite its battlements across the web of narrow streets stood the temple, three of its four minarets still pointing skyward like skeletal fingers.
Between them, in Tel Amarset’s heart, sat the remains of a third structure, its once-proud walls, arches, and pavilions charred black with the decaying ashes of a vicious fire. All the twisting streets and alleys of the city flowed like arteries to this blackened ruin, tethered to its remains years even after its death.
1/3
>>430962
“Keje?”
You turn and find Kirari joining you on the parapet of the fortress’ battlements. Like you, she wears the Imashei linen garments your hosts have provided for you, with a curved Imashei blade strapped to her left hip. You motion for her to join you.
“Have you heard anything from the soldiers about...” she drops her voice lower. “...about the men I killed?”
The men she roasted, would be more accurate. The charred skin of the dead men who had tried to storm the prison and murder Kiyya and Kirari during the rebel raid should have raised suspicion.
“Nothing yet.”
Kirari looked anxious, and you could not blame her. Kiyya had told you she would claim responsibility for the mysterious killings to cover for Kirari, since she was suspected of witchcraft anyway. You had accepted her offer, but it still weighed on your conscience – the Amarsei girl had placed her life on the line for you twice now, and you knew what these people had done to her father when he was accused of witchcraft.
“Saffoi may suspect us, but has chosen to leave it be while he suppresses the rebellion in the city. He left at sunset with thirty riders, and has been sweeping through the city all night. He wants retribution.”
“For his niece?” Kirari asks.
“No, for his honor. His own blood betrayed him, and now his authority is in question. He is responding the only way he knows how – with a show of force.” And in the process, he was undermining himself. You had seen his men raiding the tenements and slums, dragging men from their beds for questioning. Such methods may be effective and finding insurgents, but they were also effective at creating them. The city sat now on a razor’s edge, indecisive only about which abyss to plummet into – tyranny or anarchy.
You knew you had to do something to stop it – if nothing else, you owed it to Kiyya. Perhaps the public endorsement of Imala et Solathei tomorrow would do something to stymie the chaos a bit longer. You just hoped it would be enough.
=================
>Lay low until Imala’s reception
>Explore the city further
>Speak with one of the factions (Bahadurei, Solathei, Taphrei, Amarsei)
>Write-in
2/2
>>430965
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.
>>430969
>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: 13
(turns out it's 4 posts now, yeesh)
Over an hour with no replies so I am retiring the quest this week.
>>431224
Welp, I just saw
>>431224
Just for this week right?
This is the worst thing that can happen.
>>431327
Confirmed on twitter for last attempt at running this quest.
It's been a pleasure questing with you, fellows, but I'm afraid we'll never see the end of Laughing Dog.
https://www.youtube.com/watch?v=SNvbh7jn8JU