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You went hunting for the cult of Pazuzu far to the north, near the holy cedar forest. You have found what you were looking for, it seems. The masked rangers who watch for trespassers have been routed and slaughtered. A lone survivor directs you eastward, where he reports that men and monsters are building an altar.

As you sprint eastward, bearing the poor masked boy and Iltani on your back, the sky darkens. The air smells wrong. You feel tremors in the ground. Zakiti growls and tightens her grip on her spear. Iltani clings tightly to your shoulders and whimpers. "They've done it. They're tired of waiting. They're sending all they have back to Pazuzu. Help us. Whatever gods haven't damned me already, help us all..."

>Pieces of Pazuzu in the hands of the cult: Ku-Aya, the wasp-woman, the blood ape, the lost naga
>Pieces of Pazuzu you have kept out of evil hands: Iltani, the two heroes of Zagros

>Roll 4d6 to see just how much trouble you're in

Archives:http://suptg.thisisnotatrueending.com/archive.html?tags=Scorpion%20Girl%20Quest
More Complete Arhives: https://archive.foolz.us/tg/search/username/Anu/type/op/
Twitter: https://twitter.com/ScorpGirlQuest
Character Sheet: http://pastebin.com/1667ZT3f
List of Characters: http://pastebin.com/Fc2Z81um
>>
Rolled 4, 3, 2, 2 = 11 (4d6)

>>36990700
Rollan!
>>
Rolled 4, 4, 6, 3 = 17 (4d6)

>>36990700
Nice to see that you're back.
>>
Rolled 1, 2, 4, 5 = 12 (4d6)

>>36990700
Oh jeez this is even earlier than I expected.
Have a roll, I forget how the dice actually work for this one.

Also, fuck those pazuzu cultists. We gotta get back to our city fast as possible.
>>
>>36990743
>>36990700

When you and your party reach the crest of the last hill overlooking the foul wooden altar, earth and sky are groaning together and near-constant lightning illuminates four mangled bodies: a vaguely humanoid creature, a naga, a wasp-person, and a featureless pile of flesh. As you assess the number of still-living foes who stand against you, you reason that things could have been much, much worse.

Men and centaurs, outnumbering your party half again, ready spears and bows. Three nagas make their fireballs roar. One lammasu takes to the sky.

"You are too late!" shouts the lammasu over rolling thunder. "The Monster of Monsters stirs under earth and sea! We have made him strong!"

> Charge immediately with all your strength. Roll 5d6.
> Maneuver to the north, so you stand between them and the cedar forest. You don't want them retreating in that direction.
> Set Iltani down. "Not too close to the altar. Catch any who flee."
>>
>>36990989
> Set Iltani down. "Not too close to the altar. Catch any who flee."
First thing's first. We need to decouple with our assassin bit so it can be used in combat.

Then we head to the cedar forest to block the way.
> Maneuver to the north, so you stand between them and the cedar forest. You don't want them retreating in that direction.
>>
Rolled 2, 4, 1, 3, 1 = 11 (5d6)

>>36990989
> Charge immediately with all your strength. Roll 5d6.
oboy this is it
>>
>>36991035
>>36991014
Well, unless a tiebreaker shows up, can we do some compromise between charging and blocking off the forest?

Illtani can fight from our back or hop off on her own time, if absolutely need be.
>>
>>36990989
>> Maneuver to the north, so you stand between them and the cedar forest. You don't want them retreating in that direction.
>>
>>36990989
You lead the way to circle your forces northward, to intercept them if they try to meddle with the holy forest. Iltani hops off your back and draws her long knives while the ranger stays on your back and nocks an arrow Fireballs scream toward you and fall short before bursting apart and reforming by their masters' sides. The lammasu pursues you. Its flesh opens in several places, and blood-conjured stinging insects swarm you. It seems like the enemy magicians are trying to keep you distracted while the bulk of the enemy forces flee southward.

>Ignore the lammasu and outmaneuver the escaping cultists. Roll 2d6.
>Order all charioteers to shoot at the lammasu. Don't advance until it's dead.
> Try to use your prepared pots of blood to cast a spell that will turn the conjured pests into harmless blood crystals. Roll 2d6.
>Throw Iltani at the lammasu. Roll 5d6.
>>
Rolled 1, 3, 6, 2, 2 = 14 (5d6)

>>36991304
Ah geez. Already with the tough decisions.

First, ask iltani if she can survive a fall from that height. I cannot recall her ever doing it before.
If yes, then
>Throw Iltani at the lammasu. Roll 5d6.
If no, then
>Order all charioteers to shoot at the lammasu. Don't advance until it's dead.

Here's some dice for if yes.
>>
>>36991339
During your battle with her back before she became your friend, you saw her leap and drop from great heights with no ill effects. She's got that Pazuzu strength.
>>
>>36991397
Yeah, okay, that's fine. Throw her then. Go kill that thing, illtani!

I was just worried for a bit that strength didn't necessarily imply fall resistance.
>>
>>36991304
>Throw Iltani at the lammasu. Roll 5d6.
Something something CANNONBALL SPECIAL
>>
Rolled 3, 3, 4, 3, 2 = 15 (5d6)

>>36991304
>Throw Iltani at the lammasu. Roll 5d6.
>>
Rolled 5, 3, 2, 1, 2 = 13 (5d6)

>>36991304
>Throw Iltani at the lammasu. Roll 5d6.
>>
>>36991397

Huh, surprised this quest came back from the dead. I'm also lost as to what exactly is going on. Suptg is dying in a fire right now, so is there any brief synopsis bridging the gap from our meeting with the centipede to here?
>>
>>36991304
You lower a claw. "Iltani, it's time!" With one knife in her teeth, she looks up at your trustingly and holds tight to your claw until you fling her skyward. You begin to feel the first stings of the blood-conjured insects on your skin and chitin when the lammasu is struck by a flying Iltani. She plies her knives well, with each thrust drawing more blood and giving her more purchase in the lammasu's dripping hide. He loses his concentration and calls the insects back to defend himself.

Without the lammasu to trouble them, Zakiti and the charioteers charge forward. The lizard-girl lets out a loud battle roar. You didn't know she could do that.

> Roll 5d6 to catch up to fleeing cultists without suffering too many rounds of fireballs
>>
Rolled 4, 6, 6, 2, 1 = 19 (5d6)

>>36991723
that's actually a kind of good question, last I recall we were having awkward unrequited love.
But it's been a while, so I could have easily missed a transition.

>>36991741
Okay. Time for us and the cavalry to be cool guys!
Well, I am leery about the fireballs. Maybe the cavalry will be slightly less cool guys and go around.
>>
>>36991723
Foolz still works. This is the thread you missed: https://archive.moe/tg/thread/35732757/#35737544
>>
>>36991787
Oh yeah, we set out for the forest rangers on some hot tips.
>>
Rolled 1, 4, 2, 2, 4 = 13 (5d6)

>>36991741
If I get a perfect 30 will you take my roll?
>>
>>36991865
Only if your post includes a link to some appropriate music. That's the rule.
>>
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>>36991741
The nagas have discipline and seem to know exactly how many fireballs they can loose before they have to break and scatter before you. They're particularly interested in bringing you and Zakiti down, and you each take some hits so the charioteers behind you don't have to.

>You now have 1 wound.

You catch and bisect one naga in passing, but you trust the rest to the men behind you. You have to catch the bulk of the cultists' forces before they manage to give you the slip.

All the humans are unmounted, so while they're still in the open field they stand no chance to run faster than chariots and giant many-legged monsters. You catch two clawfuls of spearmen moments before you hear the crash of chariots against more of the cultists around you. Your claws are soon bloody up to the shoulders, and your fine bronze armor is ribboned with blood and rainwater. Ahead of you you see centaurs still running away.

>Humans are n't worth your time. Roll 5d6 to break through them and catch centaurs
>It'll be hard to catch them. Write in something to yell to them to convince them to parley.
>>
Rolled 3, 4, 3, 1, 2 = 13 (5d6)

>>36991950
>>Humans are n't worth your time. Roll 5d6 to break through them and catch centaurs
Cleave a continuous line all the way through their forces. Only stop when your troops look like they're in trouble.

I don't actually know what to say to end of the world cultists to get them to parley. And last time I did that with them, they killed one of my very good friends.
>>
Rolled 6, 3, 3, 5, 2 = 19 (5d6)

>>36991877
I should get into some appropriate music

>>36991950
>Humans are n't worth your time. Roll 5d6 to break through them and catch centaurs
>>
Rolled 5, 2, 1, 2, 3 = 13 (5d6)

>>36991950
>Humans are n't worth your time. Roll 5d6 to break through them and catch centaurs
>>
>>36991950

>Humans are n't worth your time. Roll 5d6 to break through them and catch centaurs

Humans can kill humans. We're better at killing Centaurs. Especially with our improvised ranged weapons.
>>
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>>36991982
You tear through routing humans as though they were a wall to be burrowed through in search of those centaurs. And though you do a breathtaking job of turning humans into piles of gore one by one, they manage to delay you enough for the centaurs to make it out of sight. Behind you, the lammasu has hit the ground hard, and you still see Iltani moving from the corner of your eye. She must have done well. You're proud of her.

> Keep up a hard chase, hoping to stay on the right track and catch up with the centaurs. Roll 2d6.
> Interrogate the survivors
>>
>>36992138
>> Keep up a hard chase, hoping to stay on the right track and catch up with the centaurs. Roll 2d6.
See if you can regain the ground. If it doesn't work, we can always regroup and start tracking proper.
And try to figure out where pazuzu hits first.
>>
Rolled 1, 2 = 3 (2d6)

>>36992138
>> Keep up a hard chase, hoping to stay on the right track and catch up with the centaurs. Roll 2d6.

fuck centaurs.
They bitches.
>>
Rolled 6, 2 = 8 (2d6)

>>36992138
>Keep up a hard chase, hoping to stay on the right track and catch up with the centaurs. Roll 2d6.
>>
Rolled 4, 1 = 5 (2d6)

>>36992167
dang, I forgot to roll.
>>36992272
double dang.
And I only have this to salvage it, which doesn't really fit but I'm sort of listening to it anyway.
https://www.youtube.com/watch?v=lmc21V-zBq0
>>
Rolled 2, 5 = 7 (2d6)

>>36992138
> Keep up a hard chase, hoping to stay on the right track and catch up with the centaurs. Roll 2d6.

https://www.youtube.com/watch?v=6UM5bONUMQM
>>
Aw man, I expected to see a holiday scorpgirl giving out blood sculpture gifts or something

like her virginity to scorpshota
>>
>>36992500
>holiday episode
Fuck, that would have given me a cute-based heart attack
>>
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>>36992138
"Forward! Catch the centaurs!"

The centaurs are a little faster than the chariots. You can keep up with them if you strain yourself, but after a few days' pursuit you conclude that you have lost them. Zakiti snarls and claws at the ground in frustration.

You make camp near Turtak and consult with your friends as to where Pazuzu might be stirring. Zakiti thinks that "under earth and sea" means he might emerge from the water and the party should head south to the City of Exiles. The ranking Charioteer thinks they did this ceremony so far north in the hope that Pazuzu would emerge right under them and begin an immediate assault on the gods. The ranger asks your leave to go to Turtak to ask for reinforcements, and you see no reason to refuse him. It would indeed be very bad if anyone upset the gods in the cedar forest.

> Go to Turtak with the young ranger
> Head south for the sea.
> Head south and stop at home in Ligish along the way
> Head back north and watch for stirrings
>>
>>36992570
>> Head south and stop at home in Ligish along the way
We've got to warn everyone along the way.

And follow them cultist tracks, in case they try more shit.
>>
>>36992570
> Head south and stop at home in Ligish along the way
>>
>>36992570
>> Head south and stop at home in Ligish along the way
Don't want them to get suckerpunched by Zuzu.
>>
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>>36992570
You send the ranger into Turtak to warn everyone there of Pazuzu's stirrings. The Charioteers have the idea of giving him a letter to take with him, to support his claim. You sign it with the tips of one of your claws, smeared with ink. That should be hard to forge.

You rush south, warning all the small trading posts and farmsteads along the way. FOr a while you follow a single set of centaur tracks before losing it entirely. The centaurs must have gone in different directions in the hope of saving themselves.

After over a week of travel, you see the familiar pyramid of Ligish on the horizon. It is time to gather all the power you can to halt the horror that might at this very moment be rising from the sea.

> Roll 4d6 to convince the king, the priests, and the fighting schools of the threat to the world
> You may write in any special preparations you want to make
>>
>>36992766
>> Roll 4d6 to convince the king, the priests, and the fighting schools of the threat to the world
The cultists unleashed SOMEthing. Last time one of these guys came by, we got a hole in our wall and lost a lot of soldiers. This one is at least like, eight times as powerful by my count. If not more.

As for special preparations, hm. As always, get more javelins, get your armor repaired, and see to it you and all your friends have been healed and are accounted for.

After that, possibly come up with some kind of hideaway or evacuation plan for the people of the city if monsters roll this way while we are out fighting the big guy? Do we have any underground areas or something? Secondary walls?
>>
Rolled 5, 4, 1, 1 = 11 (4d6)

>>36992766
>> Roll 4d6 to convince the king, the priests, and the fighting schools of the threat to the world

Actually threaten to eat them on the spot if they don't comply. If they don't help the world is screwed regardless, so we might a well.
>>
Rolled 3, 6, 2, 1 = 12 (4d6)

>>36992821
I always drop my dice.
>>36992766
>>
>>36992831
>>36992838
Man, the dice really aren't with us today.

>>36992766
Get our repairs and any healing done while back at the base. Maybe one final visit to the Orphanage.
>>
>>36992909
The dice don't like us right now.

And I would like to say seeya to a WHOLE bunch more people than we could do feasibly in the thread.
>>
FUCK YEAH SCORPION GIRL QUEST

Fucking good to see this quest back, even if this thread is looking very rushed.
>>
>>36993058
My wager is we're going to get some kind of resolution right fast.
Which isn't actually the best, seeing as how we probably are gonna bad end in one way or another.
>>
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>>36992766
You make your rounds, making an impassioned plea for aid to every power group in this fractious city of traitors.

The Charioteers have already pledged the greater part of their strength to you, and they provide you with fresh horses, more provisions, and several bundles of javelins.

The new commander of the Archers is amused by you and your apparent attraction to some of the boys in her harem. She pledges you one unit of archers while keeping many more behind to defend the city. She says it's the prudent thing to do.

You have many friends among the Footmen. Their commander does not agree to lend you as much as he could, but Sharo joins you, along with Ettu's husband and all the men under his command. You just have to avoid revealing Iltani's identity.

The Slingers are unmoved by your plea, seeing you as out-of-touch with the common folk, no better than the Archers. They say their duty is here.

The Petty-wizards are firmly under the thumb of the Blood Priest. They lend you some low-level spellcasters of all the various schools of magic.

The Adventurers believe everything that Nakurtum tells them about you. They send you many well-equipped units of scouts and assassins, with Nakurtum herself as their commander. She says she wouldn't miss this for the world.

The king is hesitant to lend you too much aid, but his new wife is from the strange land of the City of Exiles, and she seems to agree with your assessment. She pledges you some guards and a chest of gems that she says will buy you more aid from the exiles of need be. She also counsels you to take young Meluku with you. "Pazuzu is named destroyer, the end of all things, but to Meluku the names of things no longer apply."

The Great Priests love you, and none more than the Blood Priest, who does not hide that he sees you as a daughter. The new Sand Priest is the only one who does not pledge you acolytes.

> Take Meluku with you
> See if there is some way you can activate his strange power here
>>
>>36993107
Don't worry, I don't see things ending in this thread. I only glossed over the return journey because you meet no significant threats on the way.
>>
>>36993124
Man slingers, we try our hardest to be in touch with the common folk. We're just so BUSY with all this world ending shit!

I say we
> Take Meluku with you
Have a few guards on fast horsemen to help take care of him, and retreat with him if the worst occurs. But otherwise, it might be good for him.

Grab the kid, hug all your non-combatant friends goodbye. This includes the hunchback and tailor, let alone the blood acolyte and our noble friend and the orphans.
>>
>>36993124
>Take Meluku with you
>>
>>36993124
>> Take Meluku with you
Of course.

He's the key to defeating the monster of monsters.
>>
>>36993176

That's good to hear. I feel there is so much to do, but Pazuzu always seemed like end game amterial.

I mean, it was 75% of the plot.

>Take the bioweap-Meluku with you.
>>
>>36993124
> Take Meluku with you

Also, Slingers be rude as shit.
>>
>>36993241
Well, even if we kill this guy, he's still gonna be THERE.
We've not actually come up with any method of sealing them for good.
>>
I worry about meleku.
We've not really given him much combat training.
>>
>>36993383
You don't need much combat training when you are a plot device.
>>
>>36993420
I just feel like it would help him out some when eventually he needs to do whatever he does.
>>
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>>36993124
>You take Meluku with you. To your surprise, the creepy tailor Rabi-Tammuz asks to go with him. "The acolytes and guards won't speak to either of us anymore. Some nosy launderer saw all the work we were doing in human skin. For the record, some of that skin was yours and shouldn't count. Still, they name us monsters. The bad kind, not like you. Anyway... I'm no good in a fair fight, but if the boy died, or the world ended... that would not be good, even to a monster."

While all the various forces are getting organized outside the walls, you take the time to greet your friends in the pyramid. Kullaa will be going with you, assisting the Petty-wizards with medical duties. Nergal-Edir is always happy to see you, even if it means he has to roast many goats under short notice. The pessimistic hunchback is the one person you feel you can really share your worst anxieties with. "Look at it this way," he says. "The end of everything? When you say it out loud, it's not that bad. It'd be the end of improper treatment of hunchbacks. It'd be like a deep sleep, the kind where you know you don't have to go to work the next day. Not that I've known too many of those... And if it's not the end of the world, well I suppose that's all right, too."

Tabni-Ninsun and the Bronze Priest beg your leave to stay home, as the Bronze Priest is still very frail and Tabni-Ninsun is looking after him. She offers to do your hair. "That's a lot of people out there! You should look imperious. You've got the nice part of leadership down pat, but there's such a thing as too nice. There we are..."

In the Great Priests' solar, you see something you've never seen before - the Blood Priest in armor, and a bronze helm with screaming faces hammered into it. "That armorer may be insolent, but he knows his craft. I'm coming with you."

> "Oh no you're not!"
> "Good! I'm glad you take this seriously. Unlike some people in this madhouse of a city..."
> "Is this for the world, or for me?"
>>
Part of me feels like we miiiight've wanted to take the Scorpion tribes' offer.
>>
>>36993499
>work in human skin
Uh
We didn't GIVE you any skin besides our own, rabi. Do I want to know where you got it?

> "Good! I'm glad you take this seriously. Just, uh, don't get hurt?"

Because jeez louise does every caster we take with us get ganked.

>>36993517
I still feel conflicted and uncertain about all of that. I never came to a satisfactory decision.
>>
>>36993499
>> "Good! I'm glad you take this seriously. Unlike some people in this madhouse of a city..."
Lets stain the land with the cursed blood of our enemies!

>>36993517
hindsight is 20/20
>>
>>36993499
>"Is this for the world, or for me?"

Daaawww
>>
>>36993597
I do sort of want to ask him this regardless of decision we make.

Because it is pretty adorable.
>>
>>36993568
If we get out of this alive and relatively in one piece, and Pazuzu isn't 200% done, I say it's past time we hit the big red scorpion-shaped panic button. Shit got raw real quick IMO.
>>
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>>36993499
"Good! I'm glad you take this seriously. Unlike some people in this madhouse of a city..."

The Blood Priest nods in assent. "Who'd have known that your master plan would make more sense than mine? Ligish is more unified than it has been in living memory. The Savior of the City lives here in the pyramid, and our position is better than ever. We just have to sort out this little outside matter, and nothing will stand in our way..." You're not sure you agree that this is a "little outside matter," but you appreciate the sentiment.

You turn to squeeze through the door and leave the solar, but then you turn back. "Ubar-Sin... is this for the world, or for me?"

He fumbles to lower his visor, but he doesn't lower it in time to hide that his face is rather moved. "I... have I ever struck you as someone who particularly cares about the world?"

"I dunno. Ruling it, maybe..."

"That's more of a hobby. After I... after my wife died, I didn't have much more in life than hobbies. Who wants to rule a city, really? It's dull. I just wanted to prove I could. But since you joined us..." He trails off and hesitates to continue.

> Clawhugs! Not too hard; he's an older guy.
> "You gave me so much. The least I could do was give you a reason to live. Glad to be of service."
>>
>>36993736
> Clawhugs! Not too hard; he's an older guy.
>>
>>36993736
>"You gave me so much. The least I could do was give you a reason to live. Glad to be of service."
>>
>>36993736
> Clawhugs! Not too hard; he's an older guy.
That's something we've not done in a while.

Now don't die, you evil old man. And we'll work on being less evil like we always do.
>>
>>36993736
>> "You gave me so much. The least I could do was give you a reason to live. Glad to be of service."
Then clawhug
>>
>>36993736
>> "You gave me so much. The least I could do was give you a reason to live. Glad to be of service."
We gotta follow with a hug.
>>
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>>36993736
You open your claws and approach him. His instincts make him flinch for a moment until he realizes what's happening. You'd wager that this is the first time in many years that anyone, human or scorpion, has hugged this wretched villain of a man. You're careful to be gentle as your wrap your large claws around him. He awkwardly pats the base of one claw. "Heh... yes, of course. It'll, uh... it'll be all right. Really, a trifling matter, all this. We'll sort it out. Then you can rule the city, once I get around to taking it. You know, of you want to. Or you could just run off and marry that boy from Zagros if you fancy him so much."

> "So I finally have your permission? Even if it means living somewhere else?"
> "Well... how about I abduct him? That way we can keep him here. I don't think he'll resist much."
>>
> "Well... how about I abduct him? That way we can keep him here. I don't think he'll resist much."

We're not actually gonna abduct him, but I think he'd like to hear it.
>>
>>36993886
>> "So I finally have your permission? Even if it means living somewhere else?"
Except with a lot more nervousness and general young girl love flustering.

Though we can't actually go live over there unless we get this city MUCH more stable.
>>
>>36993886
>> "Well... how about I abduct him? That way we can keep him here. I don't think he'll resist much."

cue maniacal laughter
>>
>>36993886
>> "Well... how about I abduct him? That way we can keep him here. I don't think he'll resist much."
CRUSH YOUR ENEMIES, HEAR THE LAMENTATIONS OF THEIR WOMEN, AND TAKE YOUR PRIZE ONCE YOU EMERGE VICTORIOUS
>>
>>36993940
aren't they, like, our allies?
>>
>>36993960
Semantics.
>>
>>36993960
>>36993960
Not if they keep the Shotascorp away from us.
>>
>>36993886
> "Well... how about I abduct him? That way we can keep him here. I don't think he'll resist much."
>>
>>36993978
The only thing actually keeping us apart is our mutual reluctance to leave our city unprotected.

How far apart are the two cities, anyway? Is there any place that can see both of them simultaneously?
>>
>>36990700
that's still an ugly ass picture
>>
>>36993998
There was some talk of manually making an undercity equidistant from both locations.
>>
>>36994033
I want to do that, but with some kind of watch tower so we can like, see if one of the places is on fire.
it also nicely avoids the "he's living in her house! shameful!" aspect because we can just say "our man is totally building this kingdom for us. Isn't he dreamy and great?"
>>
>>36993886
"Well... how about I abduct him? That way we can keep him here. I don't think he'll resist much." You're not sure whether you would actually do that, but you know he'll love to hear it. And as you find yourself saying it, you realize that you love to hear it too. The idea of personally conquering Hillallum, knowing he'd enjoy it, is damned satisfying.

The Blood Priest looks up at you and raises his visor. He's not all misty-eyed anymore. He's smiling wickedly. His angular face was made for smiling wickedly. A sinister laugh churns up from deep within him. After a few moments it grows loud and hearty. And for the first time, you find yourself joining in with him. Your voice is still that of a tender maiden, your face wide-eyed and innocent, but your sinister laugh harmonizes perfectly with his.

>>36993998
Zagros is far to the west of Ligish, rather set apart from the other cities of the known world. But surely you and Hillallum won't be the only scorpions in the world forever...

>I'm going to break here. I'll try for another thread on Sunday. Feel free to discuss plans for battle or happy-ever-aftering afterward

>>36994023
I won't speak ill of anyone who does scorpion fanart.
>>
>>36994096
>Father daughter evil laugh together.
D'aww.

See you sunday, friend. It's nice to see you not dead.
>>
>>36994096
Thank you Great Anu and welcome back
>>
>>36994096
Oh god did we just share our first father-daughter evil laugh? Beautiful.
>>
>>36994096
Everyone can sympathize with boyfriend gossip. Even wicked old men.
Oh, who archives this stuff? You? Us guys? I can't recall.

As for happily ever after planning, what say we begin the process of hollowing out a mountain? Do we have those? Mountains?
>>
>>36994096
thx 4 runin budi gud thred
>>
>>36994142
Apparently suptg is down? I usually archive it, but Foolz does it automatically
>>
>>36994213
huh, shit.
Hope it gets up on the sup/tg/, but if not, we'll post archive links to foolz next thread.
>>
>>36994213
yeah I heard in another quest that it was acting up a couple hours ago
guess it's still down
>>
>>36994213
Saying that suptg is down is a bit of an euphemism.

Lately, it has been as stable as an alcoholic russian man in a vodka storehouse.
>>
I do sort of worry where tammuz has been getting those human skins.
I thought we did a pretty good job of keeping dead people from happening so much in our city.
>>
>>36994287
We can't be everywhere at once, and he's a crafty bastard
>>
>>36994382
This leaves me the opposite of reassured.
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>>36994142
There's got to be some. The original idea was for the surface level to be animal pastures, so we don't have to go far to get our goats
>>
>>36994547
yeah, that's fine. Goats like all sorts of places.
Though, now that I think about it, we're in a desert, aren't we? Mountains might be hard to come by.
>>
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>>36994616
It's not!Mesopotamia, so a lot of it is flooding all the time. The closest thing we have to ancient Mesopotamians are Marsh Arabs.

The one mountain range we've run into is in between us and the nagas
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>>36994674
Hm. Do you recall the direciton the nagas were in?

If we're lucky, that means we might have a good mountain after all. If not, oh well.
>>
>>36994786
Opposite direction. Nagas are all the way east and the shota is all the way west.

Doesn't matter. One way or another, the shota will be ours!



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