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File: Title Card.jpg (44 KB, 780x511)
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You are Henry McDermond. As a young man growing up in London to a wealthy merchant family, you always dreamed of adventure. After your studies and a stint in the Cadets, you became a member of the Royal Expeditionary Force. You and your friends from the Cadet Branch are aboard the HMS Chiron, bound for the Antarctic.

The mission is to discover the nature of a mysterious Whirlpool that was spotted off the Horn of Africa.

>http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Expedition%20Quest
>Use d100, Bo3 for rolls, roll equal or under. Crit range is 1-5, and 96+, on the first roll.
>Character sheet: https://pastebin.com/GFae5V1j
>Lore & Companions: https://pastebin.com/1sytCiXe
>Updated QM name

Lemuria! The fabled lost land, a myth to many scholars, now proven real before your very eyes. The land rises to a great series of points in the middle, and all around lies flat plains, grasslands, and jungle. The peaks themselves reach up towards the roof of the cavern, where lies a glowing orb. At the edge of the land is water, which laps at the shoreline like a lake. Beyond the water, the cavern walls. All told, you would estimate that the cavern is some 40 miles in diameter, or more. A truly massive area lies within. Square, stepped pyramids rise from the jungles at occasional interval. The platform is lowering still, and eventually settles on top of a ziggurat, mirroring the one above.

Kumari turns to you pulls you close for a passionate kiss. Her lips are delicate yet firm. You are taken aback, and you can feel the blood rush to your face. She pulls back, delighted, and yells, "I am home! Oh, thank you Henry! You are a marvel!"

To keep yourself from blushing any further, you decide to quickly head off the platform, as quickly as possible, and towards the nearest place of safety. The Scarab is likely already down here and several steps ahead.

>1/2
>>
File: Lemuria.png (27 KB, 958x648)
27 KB
27 KB PNG
>>4015445
>2/2

The ziggurat upon which you stand is covered in vine and vegetation. You, Will, and Kumari scramble down the steps, moving as fast as possible. As you descend, you ask Kumari,
"Where is the nearest town?"
"There are no towns in Lemuria, Henry. We are a scattered people, with only a few of us awake at any time," she responds.
"Awake? Whatever do you mean?"
"My people sleep in the ground, to protect from the passing of time. We are dying, Henry," she says this as you reach the ground. Turning to you, you can see that her eyes are filled with tears, "My people are ill, and we sought to wait and study, with only some of us awakening to research. In this way, we could delay the effects,"
"Ehm, is it contagious?" Will asks, timidly.
"No," Kumari says with a gently smile,
"Oh, that's good then."

The three of you are running across a plain of tall grass, towards a nearby copse of trees. Towering coconuts, and tropical plants await you.
"Kumari, do you know of any safe places. Somewhere the Scarab would not know of?" you query.
"Yes, there are several. The Scarab has set up his laboratory in the main palace halls, but there are many places he has not found. There is the..."

>Halls of the Ancients. Our tombs and necropolis. His men fear to enter, but it is a long way from our position.
>Temple of the Stars. Close to the entrance of the caves to the top, it may be guarded by the Primordials.
>The Wharf. Our factory, still heavily guarded by our old technology. The Scarab lusts after this place, but lacks the strength to enter. It could be very dangerous.
>write-in
>>
>>4015468
>The Wharf. Our factory, still heavily guarded by our old technology. The Scarab lusts after this place, but lacks the strength to enter. It could be very dangerous.
>>
>>4015468
>The Wharf
Too dangerous? Don't go in.

also heck it's back
>>
>>4015468
>Wharf
Fuck, I can’t believe I missed it for 14 hours
Is this quest going keep doing just pulp type stuff or expand into other 1800’s classics
>Inb4 we meet The League
>>
>>4015468
>>The Wharf. Our factory, still heavily guarded by our old technology. The Scarab lusts after this place, but lacks the strength to enter. It could be very dangerous.
>>
Rolled 67 (1d100)

>>4018468
>Plan is for episodic quests, cataloguing different events and adventures. Think along the lines of Sherlock Holmes, or Flashman.
>>
"The Wharf sounds like the best spot. We need to hold on to what the Scarab wants," you say.

The three you walk through the dense foliage, ferns and large tropical flowers emerging like small rays of sun amidst the dark forest. The humidity and heat is oppressive, and you find that the cold-weather gear you are wearing doubling the misery. A small clearing emerges, and the three of you take stock.
"I'm melting, Henry," Will says, "Let's just leave it here."

You decide to
>Take off the cold-weather gear and carry it. Carrying it means you will be encumbered.
>Take off the cold-weather gear, and stash it here. Get it later
>Keep it on, and press onwards
>write-in
>>
>>4019897
>Take off the cold-weather gear and carry it.
Leaving it somewhere will bite us in the ass if we have to make a quick getaway.
>>
>>4019933
Ditto
>>
>>4019933
>>4020853
>Take off the cold-weather gear and carry it.

You nod in agreement, already sweating heavily. You strip down out of the clothing, its bulky leather and fur soon lying on the lush floor. You feel an immediate sense of relief. Gathering up your clothes, the three of you head off once again, although much more burdened then before.

A few miles on, with the trek forbidding any real conversation, you suddenly hear a noise up ahead. The sound of low voices, and muttering. The three of you quickly crouch down. As you watch, four figures emerge from the bush. Their form is misshapen, with low brows and prodigious patches of fur. They carry spears, and wear simple loin-clothes. These must be the Primordials Kumari was talking about.

You
>Prepare an ambush. Best to take out the Scarab's allies, even if it is only four of them.
>Wait for them to pass.
>The Primordials are being held in servitude by the Scarab. Seek to win them to your side.
>write-in
>>
>>4021052
>>The Primordials are being held in servitude by the Scarab. Seek to win them to your side.
>>
>>4021052
>The Primordials are being held in servitude by the Scarab. Seek to win them to your side.
Assuming they aren't incapable of speech
>>
>>4021416
>>4021607
>Phoneposting
"I have a plan," you whisper.
Quickly grabbing your coat, you throw it over your body, and draw the hood closed.
"Kumari, translate what I say." It stands to reason that the Primordials would speak some bastard tongue of the Lemurians. These primitives no doubt believe that the Scarab is a god. Time to change that.

Standing up suddenly, and holding out your sword and gun, you cry out in an appropriatly dramatic shout. The Primordials stop in fright, their hoarse voices crying alarm.

You say
>Friends! The Scarab has deceived you. The Skygods have returned, to aid your tribe.
>Now hear the words of the Surface Dwellers! You must follow us. Through our power, we will restore your past!
>Kneel! We are the true gods, not the false man who commands you now. Follow us, and know true power.
>write-in
>>
>>4021824
>>Friends! The Scarab has deceived you. The Skygods have returned, to aid your tribe
>>
>>4021825
Ditto
>>
>>4021825
>>4022132
Roll 'em
>d100, Bo3, DC 84
>>
>>4022166
>Fug, 1d100, Bo3
>>
Rolled 30 (1d100)

>>4022166
BONEZ
>>
Rolled 22 (1d100)

>>4022166
>>
Rolled 26 (1d100)

>>4022166
>>
>>4023722
>22 vs 84. Success!

Your words, swiftly translated by Kumari, bring a sudden stillness to the alert Primordials. The closest one, a taller savage with startling green eyes. He grunts a series of words, with Kumari whispering from her hiding spot.
"He wants to trade something. The Scarab won them through strength. Friends come with gifts."

You
>Give them something from your equipment. Select an item.
>Promise them something from the surface or the ship. Select an item.
>Make them submit with violence.
>write-in
>>
>>4025613
I'm not sure we would have anything they would be interested in that we would be willing to part with. Hell, what are they interested in?
>>
>>4026784

The lead Primordial gestures towards your gun and sword in hand. Kumari whispers, "It seems they want weapons of war. Something symbolic. They are a fallen, degenerate people who see violence as a useful tool."
You cannot help but feel like that was also directed at you, but you shake the weapons in your hands, and it receives an affirmative grunt. It seems like the Primordials want a symbolic weapon to seal the bond of friendship.

>Give them something from your equipment. Select an item.
>Promise them something from the surface or the ship. Select an item.
>Make them submit with violence.
>write-in
>>
>>4027448
>Give them something from your equipment. Select an item.
>Promise them something from the surface or the ship. Select an item.
In that case, we offer them the knife initially plus some additional items from the ship if they need a bit more nudging

I'd also like confirmation from more than just me, if some other players are still around.
>>
>>4027787
+1
And yes you're not alone
>>
>>4028981
>>4027787
>Give them something from your equipment. Select an item.
>Promise them something from the surface or the ship. Select an item.

You slowly reach down to your Bowie knife, and present it hilt first.
"Above, we have many weapons. Take this as a token of our trust."
The lead Primordial reaches out his hand, slowly, and clasps the knife. Feeling its edge, he nods in agreement. Up close, you can see a curious look in his eyes, eerily human. Despite the vast difference in intellect and character, you feel some kinship to these strange creatures, trapped in a cruel web by the nefarious Scarab. He takes the knife, and says a few, curt words.
Kumari says, "He will take his men away, and let the others know to pull back to the caves. They will not harass us, but they will not help. They will see who is the strongest of the Sky-Gods."
With that, the four Primordials step back into the woods, and soon disappear. Taking off the coat, you breath a sigh of relief.
>Lost: Bowie Knife
With nothing else to keep you, the march continues.

Another hour passes, and then you see it. The coast emerges, and on the shoreline, a series of block like buildings, with a vast series of wharves extending into the sea. You stop inside the treeline, and note several things. One, there are many corpses between the buildings and the treeline, either Primordial, or clad in red. Two, the tops of the buildings sway and move, as if some creature stalks on top. Will mutters, "Don't like the looks of this. Kumari, you sure you've got good kit in there?"
"Yes, but there are automated defenses. We will have to find a way in."

You consider the options
>A mad dash, as fast as possible, to the nearest building
>Split, and each try to sneak across the killing field
>Go to the water, and try to swim up to the wharves under the waves
>Too risky, back off and find another way in
>write-in
>>
>>4030121
>>Go to the water, and try to swim up to the wharves under the waves
>>
>>4030121
>>Go to the water, and try to swim up to the wharves under the waves
>>
>>4030179
>>4030172

>Go to the water, and try to swim up to the wharves under the waves

Sticking to the edges, you and your companions eventually reach the beach. White sand, bright-blue water, and then the cavern walls in some distance. But what interests you is the wharves. Maybe some 200 yards or so, glistening gold over the water, with bronzed pylons sinking into the water. The three buildings in front of them, on land, bristled with something Kumari called automated defenses. Swimming could bring you around their watchful eye.

As you watch, a small deer starts to cross the killing ground. Their is a sudden flash from the top of the building, and then the deer drops dead, a bright burn across its back! Yes, best to avoid.

If you go far enough outwards, you could come in towards the wharves from the sea.
"Well, let's get to it. We need to get in there."
You begin to strip down, stretching and limbering up. The Royal Cadets required that all members know how to swim. You hear a small choking noise from behind, and you turn in concern. Will is looking in your direction, a small grin on his face. You see the reason. Just beyond, Kumari is nearly naked. Her womanly charms are fully revealed, apart from a small cotton shift around her hips. She is looking out towards the water with a wide grin.

You
>Blush, and turn away. Richarde and her are a couple, and you are not one to impugn the honour of his lady-love
>Make a small noise, and ask why she undressed!
>This must be local custom. Treat it with dignity, and ignore this sudden distraction
>Get in the water to cool your head, quickly
>>
>>4030461
>>Get in the water to cool your head, quickly
>>
>>4030461
>This must be local custom. Treat it with dignity, and ignore this sudden distraction
Keep calm, carry on and don't stare.
>>
>>4030461
>This must be local custom. Treat it with dignity, and ignore this sudden distraction
>>
>>4035321
>>4032367
>This must be local custom. Treat it with dignity, and ignore this sudden distraction

"Well, she is getting comfortable," you remark drily to Will, if somewhat to mask your embarresment. Clearly Lemurian culture, given its tropical clime, often forgoes clothing. Kumari is striding into the water, and turns around as the water reaches her décolletage. You make a concentrated effort to remain calm and focused on her face.
"Come on in, the water is lovely," with that, and a tinkling laugh, she dives in.

Wading in after her, along with Will, the warmth of the water surprises you. It must be heated by geothermal vents. Once in, despite the danger of your mission, you find yourself relaxing. But not for too long, as the three of you look towards wharf.

It is a long swim, and to keep your guns dry, you've left them with your clothes and other effects on the beach. You have your sword strapped to your back, and are ready to go.

>Roll 1d100, Bo3, DC 55
>>
>>4035740
>>
Rolled 41 (1d100)

>>4035743
oops
>>
Rolled 29 (1d100)

>>4035740
Well, we've already passed but eh
>>
Rolled 83 (1d100)

>>4035740
>>
>>4035757
>21 vs 55. Success.

You slide through the water, carefully and slowly. As you approach, you all take deep breaths, and plunge forward in the bright blue waters. Stretch, kick, and the burning in your lungs increases. Finally, at the very limit of your strength, you make it. Surfacing, you are under the docks. A few moment more, and you have climbed up. The wharf is made of strange gold-like metal, which lead into the buildings. The defenses, however lethal they may had been to the forest and field, do not turn on you.

Inside the main building, you gasp in astonishment. Tables upon tables line the vast space, each with mechanical suit of some-sort lying on top. In the center lies a glowing orb, similar in light to the one at the top of the cavern, but much smaller. You can feel it's warmth pervading, and the whole area inside is completely pristine.

"I used to come in here when I was young, daydream of our golden warriors of old," Kumari says wistfully. "Now it seems I shall see them again,"

You count four suits of golden armour, very similar to the mechanical walkers of your own land, but clearly more advanced. However, as the three of you draw near, it soon becomes clear that they are inactive. Some are missing parts, arms or legs, while others seem dented. Kumari frowns, "It seems my childhood memories lied to me. This will be more difficult,"

With the time still pressing, you decide to

>Help Kumari work on the armour, and get at least one moving
>Help Will explore the wharf for anything else
>write-in
>>
>>4035897
>Help Kumari work on the armour, and get at least one moving
>>
>>4035897
>Help Will explore the wharf for anything else
Our skill in engineering is limited to "hit things with hammer", we are better at literally everything else.
>>
>>4035897
>>Help Will explore the wharf for anything else
>>
>>4036506
>>4035996
>Help Will explore the wharf for anything else

Seeing Kumari fully engrossed in setting to work, and her current nonchalance to her state of undress still somewhat unnerving, you turn to Will and say, "Well, old chum, let's be about, and see what this place has to offer."

With that, you and Will venture outwards. This factory, for there could be no other word for it, consisted of four docks, and three large buildings. The largest, in the center, was where Kumari was located. You spend the next few hours relaxing, secure in the knowledge that the defense systems will stop any intruders from the jungle. Will and you chat idly, a welcome reprieve. The two of you have become quite a team. In one of the buildings, you find a long spear made of the same metal as the armour. A bit more tinkering, and you find that you can make the spear retract, lengthen, and even produce a sort of pure fire that dances across the blade. Will also pockets some small medallions and bits of metal. He seems in fine spirit, certainly a lot more than when he was underwater. You've put him through quite a lot over the past few weeks or so.
>Gained: Lemurian Battle-staff

With that sorted, you begin to plan your next move with Will. He suggests that the three of you return to the elevator shaft, and secure it for a more robust descent from the crew above.

>You agree with him. Best to set up a concentrated effort. It will definitely bring the attention of the Scarab
>Decide to stay put, and hope that Runcibald and the others make it down alright. They have plenty of information, and perhaps you can continue scouting the land
>Head towards the Primordials, and secure the cave entrance. Using this would take longer, but the Scarab would most likely have no idea
>write-in
>>
>>4037859
>You agree with him. Best to set up a concentrated effort. It will definitely bring the attention of the Scarab
>>
>>4037933
+1
>>
>>4038060
>>4037933
>You agree with him. Best to set up a concentrated effort. It will definitely bring the attention of the Scarab

"We are here, and he shall know of it. Let's bring the fight to him. He cannot escape now." With these words, the two of you head back to Kumari. You find her still working away on the armour, and she calls out without looking up from her work.

"I can do two things here. I can get the weapon-systems off, and operational, but we will lose the armour, or I can get the armour moving, but with no weapons." Her appearance, half-naked and covered in oil and grease, is an arresting sight, but her words doubly so.

You
>Ask for the weapons. More firepower is needed.
>Ask for the armour. It is always useful to have more armour
>>
>>4039221
>>Ask for the weapons. More firepower is needed.
>>
>>4039221
>>Ask for the weapons. More firepower is needed.
>>
>>4039420
>>4039244
>Ask for the weapons. More firepower is needed.

Kumari nods in agreement. "The weapon systems are portable, residing in these two gauntlets." With a few deft twists, she removes them, and dons them. They are intricate, chased with strange filigrees of metal across the gold. On the top of the wrist rests a small aperture, similar in shape to the deadly weapon that Kumari already holds.

Seeing nothing more in the Wharf, the three of you quit the building, stopping only to collect your belongings on the beachside. Thankfully, all is still where you left it, and Kumari dons a loose-fitting shawl, much to the relief (and disappointment) of you and Will.

The walk back through the jungle, although carried out carefully, still has an interesting effect. It is strangely peaceful, calm, and revivifying. The air is warm, not too humid, and the natural beauty of your surroundings makes it almost seem like some sort of gay picnic. Despite all the danger, you feel as though you were on holiday. Will starts softly singing a Welsh tramping song, with you joining in for the chorus, and it is with great spirit that you return to the elevator.

>Will's Morale has been restored.

As you approach the ziggurat which leads to the surface, you heart leaps from your breast. You can already see that Runcibald has succeeded, and some of the crew has descended to Lemuria. You see a total of twenty figures milling about, carrying this and that. You spy that the familiar stern figure of Mr. Nordvik, along with his daughter, Annika. Furthermore, you see...

>You have 18 people to select. Indicate who or how many you want
>English crewmembers (75)
>French crewmembers (27)
>Richarde, your staunch ally from France.
>Archibald, the poet. Hotheaded and wild, with deep moods.
>John, the strongman. Solid and dependable, but slow on the uptake. On the mend from his injuries at Cape Town.
>Edward, the priest. A vicar’s son, dour in personality, but talented with the needle.
>Mr. Hiram Hughes, the expedition’s sponsor. Portly and effuvesant and a Member of the Order of the Lion.
>>
>>4040246
>>Richarde, your staunch ally from France.
>>Archibald, the poet. Hotheaded and wild, with deep moods.
>>John, the strongman. Solid and dependable, but slow on the uptake. On the mend from his injuries at Cape Town.
>>Edward, the priest. A vicar’s son, dour in personality, but talented with the needle.
>>
>>4040246
>English crewmembers (3)
>French crewmembers (3)
>Richarde
>Archibald
>John
>Edward
It's a joint expedition now, so we shouldn't let the froggies feel left out and more hands are always good

How healed is John by this point, to determine if he is well enough to participate in combat again?
>>
>>4040582
I'll support this
>>
>>4040582
+1
>>
File: Annika.png (1.28 MB, 1280x1268)
1.28 MB
1.28 MB PNG
>>4041402
>>4040589
>>4040582
>Adding 8 more crewmembers, to bring it to the right total.

French and English crew stake tents, chat, or otherwise gawp at the lush surroundings hidden. As the three of your approach, a familiar figure gives up a cry, and Archibald comes rushing through the fields. A silk shirt, half-open, and his sword at his side gives him a distinctly Byronic feel. With a wild abandon, laughing, he comes rushing up, "By Jove, Henry, Will. It is good to see you!". Behind, slower but not to far, comes John, Edward, and Richarde. John is on the mend, but the lurid red and pink of his burns still mottle his face and hands. Still, his grin is as wide as ever. Even Edward has an uncharacteristic sly smile. Richarde has already step up to Kumari, and pulled her in for a deep kiss. You Englishmen politely look away from the Gallic ardour. Kumari returns it, but it must be said, with perhaps a little less the passion Richarde had shown.
"My father will never believe this," rumbles John, gesturing towards Lemuria. "It is somewhat of a marvel, is it not?" you reply.

With this merry group, you return to the camp. Much as the camp on the island above, it is set up defensively. Mr. Nordvik approaches and says, "I left Mr. Reeves and Mr. Hughes above, along with the majority of the crew. The caves are too dangerous, and I want to protect my ship,". With that, and a brisk handshake, he moves on, bellowing at some hapless sailor.

You are just turning around when you feel a feminine hand touch your elbow. It is Annika Nordvik. Her slightly slanted eyes squint up at you in the sun, "Mr. Henry, I am glad you are well. I was...worried about you," she says in her lilting accent.

You reply...
>No need to worry, Annika. Please, call me Henry.
>You were? Whatever for?
>Thank you for your concern. How are you feeling?
>write-in
>>
>>4041461
"No need for worry, Annika, I am quite all right - though your worry is understandable this wonderous and treacherous place makes me feel more alive than scared, since what is adventure without a little danger? Oh, and do call me Henry. Indeed, I might also be inclined to ask after you as well, but you have shown you are quite capable of handling yourself. We have certainly caught the Scarab's attention now, and I trust you are ready for him and his lackeys?"

//By the way, an OOC question. If we hadn't managed to catch Annika in Cape Town, would she still be coming after us at this point as the Ibis?
>>
>>4041521
>Most likely. Also contingent on you not killing her
>>
>>4041521
Her removal from the playing field caused the Scarab to advance some of his plans, if you were to guess.
>>
>>4041461
>Thank you for your concern. How are you feeling?
>>
>>4041521
>>4043346
>Pretty much the same, so I will take the write-in

"No need for worry, Annika, I am quite all right - though your worry is understandable. This wonderous and treacherous place makes me feel more alive than scared, since what is adventure without a little danger? Oh, and do call me Henry. Indeed, I might also be inclined to ask after you as well, but you have shown you are quite capable of handling yourself. We have certainly caught the Scarab's attention now. I trust you are ready for him and his lackeys?" you say.
"I am ready. That drittsekk deserves everything he has coming to him!" she hisses the last few words, with venom. With a few more words back and forth, and another soft touch of her hand on your own, she departs. The camp is taking shape, and you have some time until the group is to meet to plan

>Choose THREE (3) actions
>Talk to a companion (indicate who)
>Practice a skill
>Scout the surrounding location for any danger
>Practice with one of the new weapons of war from Lemuria
>Help out the crew
>write-in
>>
>>4044104
>Fug, me dumb dumb formatting
>>
>>4044104
>Talk to a companion (Richarde)
>Scout the surrounding location for any danger
>Practice with one of the new weapons of war from Lemuria
I want to see Baguette Man's view on things - the expedition, the Scarab, Lemuria, our gang etc.

Also Mr. Dung Beetle will be gunning for us now, and we don't have a clue how to use these new guns.
>>
>>4044620
+1
>>
>>4044620

>I want to see Baguette Man's view on thing
Same, also supporting
>>
>>4045590
>>4044674
>>4044620

Your find your friend, Richarde, stretching his fencing arms. He completes a series of flourishes, before turning towards you. "Richarde, how are you?" you say, in French. He responds, "Never better, my friend. I find this sort of stuff invigorating," gesturing in an off-hand way to all of Lemuria. You chuckle to yourself. Only a Frenchman could reduce the wonder of a long-lost land, buried under the sea, to a mere folly for pleasure.

"Still, it will be such a tale to tell when we return to Paris. Henry, you must be there when we return. You'll be a hero, saving us from the depths like that," he says earnestly. "Oh come now. I merely did what was needed," you reply, modestly. He looks at you askance. "If that is what regard as a duty, I hate to see you when you are angry."

By now, you have completed a full circuit of the camp, and now wander amidst the green grass of the fields. "In truth, Henry, I fear for France. The Scarab seems intent on war, and with his connections to those damned Prussians, it is only a matter of time. Our Emperor is not one to forgive slights. We must not let the Scarab succeed, for it would mean death, on a scale unimaginable. I will see him fail, or die trying." His speech, which started quiet, hardened to steel near the end.

"And what of our little crew?," you venture, "How do you find us?" Richarde replies, "Well, your friends are mine. Edward is a dab hand at whist, and Will reminds me of my younger brother. John, I haven't seen much of him, but understandably so. That inventor of yours, mad as a lark. Mr. Nordvik is typically Scandanavian, which means no fun. Annika is pleasant, but a bit too cold for the likes of me. As for our Lemurian rose, Kumari, you are aware of my feelings. To be honest, I was surprised you backed off. I was worried I'd have to duel you."

You reply
>Well, don't count me out yet.
>You won't have to worry about me. I have other prospects in mind.
>write-in
>>
>>4047549
>Well, don't count me out yet.
>>
>>4047549
>You won't have to worry about me. I have other prospects in mind.
[if applicable] Two people competing for affections can only end in a mess, and I would hate to have to fight a friend over something so cliché and avoidable. Besides, you had the confidence to make the move, and for that I applaud you. I fear she is far above my station, and I would hate to intrude on you two when I have other options in mind.



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