import 4.code.about;

class Header {

public void title() {

String fullTitle = '/qst/';
}

public void menu();

public void board();

public void goToBottom();

}
class Thread extends Board {
public void High Noon: The Train (Chapter One)(OP Quest Master !!fr3Km0/xYzR) {

String fullTitle = 'High Noon: The Train (Chapter One)';
int postNumber = 5960229;
String image = '1711344578324946.png';
String date = '03/25/24(Mon)01:29:38';
String comment = 'Under the relentless midday sun, Clay and Aiyana watched as their horse, an unwavering companion across the barren stretches of High Noon, collapse in a cloud of dust. Its sides heaved in a few short, shallow breaths before stillness took it, leaving them with heavy hearts and the silence of the endless desert. They'd pushed too hard, and now, stranded on the outskirts of Eldritch Hollow, they felt the weight of their choices. With their last coins, they purchased tickets for the only train out, a promise of escape from the looping despair of the hollow.

Eldritch Hollow was an unsettling quiet, buildings standing like tombstones marking the death of a once vibrant town. Time here was a twisted loop, with moments repeating and stretching, defying any sense of natural order. The train station, barely more than a shack with a flickering lantern, was their beacon of hope. The clerk, his face a map of unspoken stories, handed them their passage out without a glance, trapped in his own unending cycle.

Once aboard the creaking train, they settled into their seats, the worn fabric telling tales of countless others seeking escape. As the train prepared to depart, the eerie stillness of the town seemed to press against the windows, a final reminder of the loops they were leaving behind.

Options:
1. As the train starts, scout the carriage for any useful items or allies.
2. Start a conversation with another passenger, seeking stories or warnings of what lies ahead.
3. Look out the window, keeping an eye on Eldritch Hollow as it fades into the distance, for any signs of the unnatural.
4. Prepare their gear and weapons, expecting trouble on the journey ahead.'
;

}
public void comments() {
if(Quest Master && title=='undefined' && postNumber==5960230 && dateTime=='03/25/24(Mon)01:31:05'  && image=='clay bunyin on train.png') {

'>>5960229
This game uses a system published in IDDQD Magazine. Don't worry, the QM will guide you on what to roll and when if you don't know the rules, but if you're interested you can get the actual magazine it's printed in here:

https://iddqd.pub

You can also contact the author over various means:
Telegram: https://t.me/+IXDVDXHzIHozNjQx
Discord: https://discord.gg/8wPJEN7VQJ
Matrix: #traditionalgames:iddqd.chat or @neetzsche:iddqd.chat
(These services are bridged together, so if you type in one you type in all)

Pleroma/Fediverse: https://iddqd.social/@NEETzsche'
;

}

if(Anonymous && title=='undefined' && postNumber==5960272 && dateTime=='03/25/24(Mon)03:20:24') {

'>>5960229
1. As the train starts, scout the carriage for any useful items or allies.
Feel like this could lead into #2 or #4 depending on which is more fruitful.'
;

}

if(Anonymous && title=='undefined' && postNumber==5960340 && dateTime=='03/25/24(Mon)07:11:55') {

'>>5960229
>2. Start a conversation with another passenger, seeking stories or warnings of what lies ahead'
;

}

if(Anonymous && title=='undefined' && postNumber==5960344 && dateTime=='03/25/24(Mon)07:26:46') {

'>>5960272

Supporting.

Do I smell a new QM? Excited to play your quest!'
;

}

if(Anonymous && title=='undefined' && postNumber==5960447 && dateTime=='03/25/24(Mon)11:31:44') {

'>>5960229
>3. Look out the window, keeping an eye on Eldritch Hollow as it fades into the distance, for any signs of the unnatural.'
;

}

if(Quest Master && title=='undefined' && postNumber==5960905 && dateTime=='03/25/24(Mon)23:26:34'  && image=='clay bunyin's character sheet.png') {

'Rolled 11, 11, 9, 2 = 33 (4d12)

>>5960272
>>5960340
>>5960344
>>5960447
Rolling Influence + Tipple. Tipple might be analogized most to Socialize in World of Darkness, but it basically is a measure of how well one hold's his liquor

In this system, we roll d12s. For each die that lands on 9 or above, we call a success. For every die that lands on 11 or 12, we re-roll. On aggregate this should mean that each die produces 0.4 successes.'
;

}

if(Quest Master && title=='undefined' && postNumber==5960906 && dateTime=='03/25/24(Mon)23:27:32') {

'Rolled 4, 9 = 13 (2d12)

>>5960905
Rerolls'
;

}

if(Quest Master && title=='undefined' && postNumber==5960918 && dateTime=='03/25/24(Mon)23:44:35') {

'>>5960272
>>5960340
>>5960344
>>5960447
>>5960906

High Noon Game Mechanics: Spending Successes

In this system, when players perform actions in uncontested circumstances—such as scouting, cooking, or crafting—they roll dice based on relevant Traits, Proficiencies, and Edges. The number of successes achieved on this roll determines what options the player has for spending these successes to achieve specific outcomes. This system allows for a flexible approach to actions, where players can tailor the results based on their priorities or needs at the moment.

Scouting for Items and Allies on the Train: Success Menu

Your roll: Influence + Tipple

Successes to Spend: 4

Menu Options:

2 Successes: Acquire a high-quality lockpick set. Increases chances of accessing locked areas or containers.
2 Successes: Obtain a compact medical kit. Contains enough supplies for basic first aid, treating minor injuries or ailments.
1 Success: Discover a half-empty bottle of whiskey. Can be used as a disinfectant, a bargaining chip, or simply for a stiff drink.
1 Success: Befriend a curious and talkative child. The child knows secret passages and hideouts on the train. Can only take once
2 Successes: Gain the trust of a retired train engineer. Provides insights into the train's operation and possible malfunctions. Can only take once.
3 Successes: Find a map of the train. Offers detailed layouts, including some secret compartments and emergency exits. Can only take once.
1 Success: Unearth an old newspaper clipping. Contains cryptic information about the train's history or destinations. Can find multiple clippings.
1 Success: Pocket a set of durable gloves. Protects hands during rough work or when handling hazardous materials. Can only take once.
2 Successes: Come across a mysterious, locked diary. Could hold secrets of a previous passenger or clues about the train. Can only take once.
1 Success: Find a hidden stash of canned food. Provides enough sustenance for one meal for up to two people. Can be purchased multiple times, each time discovering a new stash.
3 Successes: Convince a wary gunslinger to align with you. An invaluable ally in dangerous situations. Can only take once.
4 Successes: Uncover an experimental device rumored to alter time perception. The effects and uses are unknown but potentially powerful. Can only take once.

I'll let this menu be chosen from a first come first serve basis. Each respondant can take one item, until all 4 successes are spent.'
;

}

if(Anonymous && title=='undefined' && postNumber==5960924 && dateTime=='03/25/24(Mon)23:53:08') {

'>>5960918

>2 Successes: Acquire a high-quality lockpick set. Increases chances of accessing locked areas or containers.

Interesting system, QM'
;

}

if(Anonymous && title=='undefined' && postNumber==5961006 && dateTime=='03/26/24(Tue)01:30:06') {

'>>5960918
2 Successes: Gain the trust of a retired train engineer. Provides insights into the train's operation and possible malfunctions. Can only take once.'
;

}

if(Quest Master && title=='undefined' && postNumber==5961811 && dateTime=='03/27/24(Wed)01:39:26'  && image=='elijah, train engineer.png') {

'>>5960924
>>5961006
In the dim light of the train's lanterns, Clay's fingers felt around the unused portions of the train, the dark rooms that seemed unoccupied, the desks, the cubby holes, until those fingers closed around the slender, metallic instruments of a lockpick set, its pieces forged with an artisan's care and a thief's cunning. He weighed the set in his hand, a small smile breaking through his otherwise stony demeanor. To him, this was a big score. "Never know when you'll need to get through a locked door or two," he mused, tucking the set into his coat pocket.

As the train rattled on, swaying with the rhythm of secrets and silent promises, Clay found himself drawn to an older gentleman, isolated in his thoughts, staring out the window at the blurring landscape. The man's hands, rough and calloused from years of labor, betrayed his acquaintance with the hard guts of machines more than the soft flesh of women.

Clay took the seat opposite him, the train's steady clank and whistle filling the space between their words. "They say men like you know these beasts better than anyone," Clay ventured, nodding toward the window, beyond which lay the heart of the steel serpent they rode.

The man turned, his eyes a mix of wariness and wisdom, having seen too many suns rise and fall in the vast, unforgiving expanse of High Noon. "And who's 'they'? Ghosts of the rails?" he replied, a half-smile beneath his grizzled beard betraying his amusement.

"Could be," Clay answered, leaning back. "But ghosts don't have much use for what I'm seekin'. Name's Clay Bunyin. I've got a feeling this ride's got more twists than just the tracks it runs on."

The engineer's gaze softened, a recognition kindling in his eyes. "Elijah," he offered his hand, which Clay shook firmly. "Elijah Crane. And you're right about the twists, Mr. Bunyin. This train... she's more than steel and steam. Seen things that'd turn your hair white."

1/2'
;

}

if(Quest Master && title=='undefined' && postNumber==5961812 && dateTime=='03/27/24(Wed)01:39:56') {

'>>5961811
The conversation lulled as the train plunged into a tunnel, enveloping them in darkness punctuated only by the occasional spark from the tracks outside. When they emerged into the fading light of the day, Elijah leaned closer, lowering his voice. "There's something about this journey, something... unnatural. Been feeling it more with each mile we cover."

Clay felt the weight of his decision to board this train, the lockpick set in his pocket suddenly a reminder of the unknown paths ahead. He sensed an opportunity in Elijah's words, a chance to uncover the secrets of this endless ride.

Starting Options:

1. Press Elijah for details on his experiences and observations, potentially uncovering specific anomalies or events.

2. Probe into the train's purpose and possible endpoints, looking for clues to its mysterious course.

3. Discuss the feasibility and risks of physically altering the train's course, possibly hinting at a drastic action plan.

4. Inquire about the technical workings and hidden compartments of the train that could provide leverage or aid.

2/2'
;

}

if(Anonymous && title=='undefined' && postNumber==5961843 && dateTime=='03/27/24(Wed)02:34:00') {

'>>5961812
4. Inquire about the technical workings and hidden compartments of the train that could provide leverage or aid.'
;

}

if(Anonymous && title=='undefined' && postNumber==5961938 && dateTime=='03/27/24(Wed)07:18:25') {

'>>5961812
>2. Probe into the train's purpose and possible endpoints, looking for clues to its mysterious course.'
;

}

if(Anonymous && title=='undefined' && postNumber==5963365 && dateTime=='03/28/24(Thu)21:32:45') {

'>>5961812
>2. Probe into the train's purpose and possible endpoints, looking for clues to its mysterious course.'
;

}

if(Quest Master && title=='undefined' && postNumber==5963504 && dateTime=='03/29/24(Fri)00:34:48') {

'Rolled 5, 11, 4, 5, 4 = 29 (5d12)

>>5961843
>>5961938
>>5963365
Rolling Acumen + Cartography. Each success will be a question you can ask on the train's destinations, stops, etc. You will get a truthful answer.'
;

}

if(Quest Master && title=='undefined' && postNumber==5963505 && dateTime=='03/29/24(Fri)00:35:18') {

'Rolled 12 (1d12)

>>5963504
Rerolling'
;

}

if(Quest Master && title=='undefined' && postNumber==5963507 && dateTime=='03/29/24(Fri)00:35:49') {

'Rolled 10 (1d12)

>>5963505
Rerolling again'
;

}

if(Quest Master && title=='undefined' && postNumber==5963508 && dateTime=='03/29/24(Fri)00:37:02') {

'>>5961843
>>5961938
>>5963365
>>5963504
>>5963505
>>5963507
You have three successes. That means I will answer three fairly specific questions about the train's purpose and endpoints, etc. One question per player, and first come first serve.'
;

}

if(Anonymous && title=='undefined' && postNumber==5963567 && dateTime=='03/29/24(Fri)01:27:26') {

'>>5963508
How long until the train reaches its next destination?'
;

}

if(Quest Master && title=='undefined' && postNumber==5963857 && dateTime=='03/29/24(Fri)08:05:46') {

'>>5963567
About an hour'
;

}

if(Quest Master && title=='undefined' && postNumber==5964922 && dateTime=='03/30/24(Sat)13:31:03') {

'>>5963567
>>5963567

Since nobody responded, you can take a second/follow-up question.'
;

}

if(Anonymous && title=='undefined' && postNumber==5964977 && dateTime=='03/30/24(Sat)14:17:37') {

'>>5964922
What is our destination gonna be like?'
;

}

if(Quest Master && title=='undefined' && postNumber==5965734 && dateTime=='03/31/24(Sun)06:51:39') {

'>>5964977
The next destination is a town that's almost identical to the one you started at. In fact, it might LITERALLY be the same city. The other passengers don't seem to notice, though.'
;

}

if(Quest Master && title=='undefined' && postNumber==5965737 && dateTime=='03/31/24(Sun)07:13:23') {

'>>5963508
One last question. Anybody else?'
;

}

if(Anonymous && title=='undefined' && postNumber==5966006 && dateTime=='03/31/24(Sun)14:13:22') {

'>>5965737
Damn shame this quest ain’t got more people invested. Looks really promising.'
;

}

if(Quest Master && title=='undefined' && postNumber==5967392 && dateTime=='04/01/24(Mon)18:50:43') {

'>>5966006
It is unfortunate. Let's just say you get a third question, then.'
;

}

if(Anonymous && title=='undefined' && postNumber==5967459 && dateTime=='04/01/24(Mon)20:48:32') {

'>>5967392
Does the train carry anything besides passengers?'
;

}

if(Anonymous && title=='undefined' && postNumber==5967469 && dateTime=='04/01/24(Mon)20:56:08') {

'>>5967459
Actually, lemme rephrase. What does the train carry besides passengers?'
;

}

if(Quest Master && title=='undefined' && postNumber==5968505 && dateTime=='04/02/24(Tue)23:44:40') {

'>>5967469
As far as you can tell, the train only carries passengers.'
;

}

if(Quest Master && title=='undefined' && postNumber==5968552 && dateTime=='04/03/24(Wed)00:49:23'  && image=='train passengers.png') {

'>>5968505
Clay leaned forward, the train's rhythmic clatter a constant companion to their hushed conversation. "Elijah, how long 'til we reach the next stop?" His voice held a note of urgency, eyes searching the engineer's for any flicker of insight.

Elijah paused, his gaze drifting towards the window, as if the passing landscape might hold the answers. Finally, he turned back to Clay, a solemnity in his eyes. "About an hour, give or take. Time's a tricky thing on these rails."

Clay's brow furrowed. "And what's this next destination gonna be like? Any different from where we started?" The question hung in the air, tinged with hope and skepticism.

The old engineer chuckled dryly, the sound almost lost amidst the train's noises. "Son, the next town is like a mirror reflecting the one you left. So similar, you might reckon it's the same place. The folks aboard, they don't seem to see it. Or maybe they just don't wanna see."

A chill ran down Clay's spine. The implications of Elijah's words twisted in his gut, a knot of realization and disbelief. "So, we're just hauling passengers? No cargo, no goods?" he pressed, seeking any shard of normalcy in the surreal journey they were on.

"Just souls, Clay. Just souls traveling in search of something they can't quite name." Elijah's voice was a whisper, a confessional shared between the rumble of wheels on track.

The silence that followed was heavy, filled with the unspoken thoughts of men who found themselves at the edge of understanding. Clay broke it, his decision clear. "We need to figure out what's at the heart of this, Elijah. There's gotta be a way to break this cycle."

1. Interview other passengers
2. Search for records or logs
3. Plan a temporary derailment
4. Write your own'
;

}

if(Anonymous && title=='undefined' && postNumber==5968619 && dateTime=='04/03/24(Wed)02:17:27'  && image=='phil-chen-7x.jpg') {

'"I see it," Clay said.
"It's a railroad. There's no leaving it. Manifest destiny. No-one's free to leave this journey; there's only one stop at the end - it's death. Your name reminds me of the Old World, Elijah. You some kind of prophet, preacher man? And I'm Clay. I return people to the earth. The desolation of the dirt of the land. Now that you and I, we're introduced and all...""

>Shoot Elijah in the head, and throw him off the train'
;

}

if(Quest Master && title=='undefined' && postNumber==5968623 && dateTime=='04/03/24(Wed)02:21:00') {

'>>5968619
This might be a troll post but I'm legitimately going to let it be the real answer if the other players assent to it'
;

}

if(Anonymous && title=='undefined' && postNumber==5968635 && dateTime=='04/03/24(Wed)02:53:08') {

'>>5968552
2. Search for records or logs'
;

}

if(Anonymous && title=='undefined' && postNumber==5969453 && dateTime=='04/04/24(Thu)06:43:39') {

'Rolled 2, 7 = 9 (2d12)

>>5968635
Rolling Acumen+Cartography-3. Single success gives you the log.'
;

}

if(Anonymous && title=='undefined' && postNumber==5969456 && dateTime=='04/04/24(Thu)07:02:20'  && image=='clay rummaging.png') {

'>>5968635
Guided by a hunch that secrets lay buried within the bowels of the train, Clay made his way to an old office car nestled near the rear, its presence almost an afterthought among the string of passenger and freight cars. The door creaked ominously on its hinges as he pushed it open, revealing a room that spoke of long neglect. Dust motes danced in the slivers of light piercing through the grimy windows, settling on every surface like a shroud. It was clear this space had been forgotten by all but time itself.

Inside, amidst the disarray, were remnants of what once might have been the administrative heart of the train. Desks lay overturned, drawers agape and spilling their contents into the surrounding decay. Clay sifted through the detritus, his fingers grazing over faded invoices, crumpled receipts, and letters that bore the mundane transactions of a bygone era. The papers, though numerous, whispered tales of trivialities - schedules, supply orders, complaints. Nothing held the answers Clay sought; it was akin to rifling through a stranger's mail, each piece as disappointingly irrelevant as the last.

The air in the room felt thick with the dust of irrelevance, each document a testament to the mundane realities that persisted even in this place of mysteries. Frustration knitted Clay's brow as he realized the futility of his search. The promise of discovery had led him here, but the chaos offered no revelations, only the echo of administrative ghosts.

New Options on How to Proceed:

1. Confront the conductor
2. Rally the Passengers
3. Make a point to get off at the next stop no matter what
4. Talk to Aiyana and ask what she's found, who he met in his previous adventure ("The Cost of a Song", issue #6 of IDDQD Magazine)
5. Make up your own.'
;

}

if(Quest Master && title=='undefined' && postNumber==5969457 && dateTime=='04/04/24(Thu)07:03:02') {

'>>5969453
>>5969456
These are both meant to be written by Quest Master. Apologies for forgetting the tripcode (although the ID should probably suffice)'
;

}

if(Anonymous && title=='undefined' && postNumber==5969634 && dateTime=='04/04/24(Thu)13:21:12') {

'>>5969456
1. Confront the conductor
Might as well assume there is no next stop unless we make it stop.'
;

}

if(Anonymous && title=='undefined' && postNumber==5970169 && dateTime=='04/05/24(Fri)04:26:39') {

'>>5969456
>4. Talk to Aiyana and ask what she's found, who he met in his previous adventure ("The Cost of a Song", issue #6 of IDDQD Magazine)'
;

}

if(Quest Master && title=='undefined' && postNumber==5970881 && dateTime=='04/06/24(Sat)03:54:54') {

'Rolled 1 (1d2)

>>5969634
>>5970169
Since it's a split bet, flipping a coin to determine which one of you get their preferred option. On a 1 we go with "confront the conductor." On a 2 we go with "Talk to Aiyana."'
;

}

if(Quest Master && title=='undefined' && postNumber==5970882 && dateTime=='04/06/24(Sat)03:57:04') {

'Rolled 3, 7 = 10 (2d12)

>>5969634
>>5970169
>>5970881
Rolling Influence + Intimidation. Each success is a question you can get out of the conductor and expect a truthful and informative answer.'
;

}

if(Quest Master && title=='undefined' && postNumber==5970885 && dateTime=='04/06/24(Sat)04:11:46'  && image=='train conductor.png') {

'>>5969457
>>5969634
>>5970169
>>5970881
>>5970882
With resolve steeling his nerves, Clay set his sights on the one figure who might hold the keys to the enigma that was the train: the conductor. The conductor, a shadowy presence thus far, was found pacing solemnly at the juncture between cars, his uniform pristine despite the wear and tear around them. Clay approached, his questions ready like bullets in a chamber.

"Excuse me," Clay began, his tone more demanding than inquiring. "I think it's about time you tell us what's really going on with this train. Where are we headed? Why does it feel like we're chasing our own tails?"

The conductor, tall and imposing, turned to face him. His eyes, hidden beneath the brim of his cap, seemed to bore into Clay's very soul. For a moment, the outside world's sounds faded into a hush, leaving only their confrontation in sharp relief against the backdrop of the train's continuous rumble.

"Sir," the conductor's voice was calm, unyielding, "I assure you the train is proceeding exactly as scheduled. Our destination is assured, as is the safety and comfort of all our passengers." His words were smooth, practiced, offering no foothold for debate or inquiry.

"But what is the schedule? And what's the destination?" Clay pressed, his frustration mounting. "Don't we deserve to know?"

The conductor simply tipped his cap, a non-answer hanging in the air between them. "I'm afraid that's all I can disclose. Please, return to your seat and enjoy the journey. All will be revealed in due course."

Stonewalled, Clay was left standing in the corridor, the conductor moving past him with a grace that belied his imposing figure. The encounter left more questions than answers, the conductor's veil of secrecy as impenetrable as ever.

1. Shoot the conductor
2. Sabotage the train
3. Wait patiently, get some rest
4. Hang out with the passengers, try to bum a couple shots of whisky
5. Make up your own'
;

}

if(Anonymous && title=='undefined' && postNumber==5971121 && dateTime=='04/06/24(Sat)13:20:49') {

'>>5970885
2. Sabotage the train
It would be funny if this was all in Clay’s head and this is just a normal train.'
;

}

if(Anonymous && title=='undefined' && postNumber==5971140 && dateTime=='04/06/24(Sat)13:49:17') {

'>>5970885
4.. Hang out with the passengers, try to bum a couple shots of whisky

Seems like a bad idea to sabotage the train right now'
;

}

if(Quest Master && title=='undefined' && postNumber==5972472 && dateTime=='04/07/24(Sun)22:09:18') {

'Rolled 1 (1d2)

>>5971121
>>5971140
Since it's a tie again, rolling 1d2 to determine who wins.

Outcomes:

1. Sabotage the train
2. Hang out with the passengers'
;

}

if(Anonymous && title=='undefined' && postNumber==5972596 && dateTime=='04/08/24(Mon)01:02:40') {

'Interesting. Think I'll join this quest QM, see how it plays out.';

}

if(Anonymous && title=='undefined' && postNumber==5972755 && dateTime=='04/08/24(Mon)05:02:08') {

'>>5970885
So this is definitely purgatory of some sort. Interesting quest...

I don't know why you guys picked up lockpicks and aren't using them...

Should definitely check every door to see where we are stopped. Can we go all the way to the engine? Can we go all thr way to the end? How fast are we going? Could we jump off? If there's locked doors try to get in them. How many bullets do we have? Should definitely see how many "passengers" there are. Should look to see how many passengers are armed. Should see if there's a luggage compartment. Do we have an assigned seat? Do we have a room? Is the sun changing at all or is it it permanently stuck at highnoon.'
;

}

if(Quest Master && title=='undefined' && postNumber==5972758 && dateTime=='04/08/24(Mon)05:04:57') {

'Rolled 5, 11 = 16 (2d12)

>>5971121
>>5971140
Rolling Acumen+Crafting'
;

}

if(Quest Master && title=='undefined' && postNumber==5972759 && dateTime=='04/08/24(Mon)05:05:27') {

'Rolled 9 (1d12)

>>5972758
Rerolling'
;

}

if(Quest Master && title=='undefined' && postNumber==5972797 && dateTime=='04/08/24(Mon)06:56:00'  && image=='clay in the engine room.png') {

'>>5971121
>>5971140
>>5972472
>>5972758
>>5972596
>>5972755

Under the cloak of a moonless night, Clay Bunyin acted on a daring plan to bring the endless journey of the train to a halt. With the precision of a seasoned gunslinger and the stealth of a shadow, he made his way to the engine car. The lockpick set he had acquired earlier now proved its worth, allowing him silent entry into the heart of the steel beast.

Inside, amidst the hiss of steam and the pulsing heat of the furnace, Clay found the control panel—a complex array of levers and gauges that thrummed with the train's lifeblood. His hands, though unfamiliar with the intricacies of locomotive engineering, were guided by intuition and a desperate need for answers. Adjusting valves and disrupting the flow of steam with methodical care, he initiated an emergency stop protocol hidden within the machine's ancient mechanics.

The effect was immediate and jarring. The train, once a relentless force cutting through the night, began to shudder and groan, its momentum bleeding away as steel wheels screeched against the tracks in protest. Then, with a final, beleaguered sigh, the train came to a stop, shrouded in silence and darkness, somewhere between nowhere and the next mystery.

Ways to Continue:

1. Rally the passengers
2. GTFO
3. Confront the conductor again
4. Something else'
;

}

if(Anonymous && title=='undefined' && postNumber==5972823 && dateTime=='04/08/24(Mon)08:19:25') {

'>>5972797
4. Wait for someone to come fix the engine then lock them in and demand answers.'
;

}

if(Anonymous && title=='undefined' && postNumber==5972920 && dateTime=='04/08/24(Mon)12:40:14') {

'>>5972797

1. Rally the passengers'
;

}

if(Anonymous && title=='undefined' && postNumber==5972950 && dateTime=='04/08/24(Mon)13:13:31') {

'>>5972797
3. Confront the conductor again'
;

}

if(Anonymous && title=='undefined' && postNumber==5973100 && dateTime=='04/08/24(Mon)18:12:07') {

'>>5972797
Question QM, do we still have Elijah Cranes trust or was he a one use resource?'
;

}

if(Anonymous && title=='undefined' && postNumber==5973101 && dateTime=='04/08/24(Mon)18:12:59') {

'>>5972797
>Rally the passengers'
;

}

if(Anonymous && title=='undefined' && postNumber==5973139 && dateTime=='04/08/24(Mon)19:38:07') {

'>>5972797
1. Rally the passengers

I guess'
;

}

if(Quest Master && title=='undefined' && postNumber==5974735 && dateTime=='04/10/24(Wed)19:43:13') {

'Rolled 2, 3, 7, 9 = 21 (4d12)

>>5972823
>>5972920
>>5972950
>>5973100
>>5973101
>>5973139
Looks like there's a consensus for rallying the passengers. So I'm going to do that. Rolling Influence+Tipple. A single success means you get the passengers off the train.'
;

}

if(Quest Master && title=='undefined' && postNumber==5974739 && dateTime=='04/10/24(Wed)20:00:34'  && image=='clay speaking to the passengers as the sun sets.png') {

'>>5972823
>>5972920
>>5972950
>>5973100
>>5973101
>>5973139
>>5974735
In the newfound silence that cloaked the train, Clay’s voice rang out, not just as a call to action but as a beacon of hope for those wearied by the journey’s endless loop. One by one, the passengers emerged from the carriages, their expressions a mix of confusion, relief, and a dawning realization that they were no longer bound to the tracks that had defined their existence for so long.

“Folks,” Clay began, standing atop a small mound of earth beside the train, “seems we’ve all been part of a ride that wasn’t heading anywhere. It’s time we took a stand, find our way by our own means.” His voice, firm and encouraging, stirred something within the gathered crowd, a sense of solidarity amongst strangers.

A middle-aged woman, her face etched with the lines of countless worries now easing, approached Clay. “Thank you,” she said, her voice quivering with emotion. “I thought I’d never see the end of that train. My children... they’re waiting for me. I thought I’d lost my way back to them forever.”

A young man, not much older than a boy, clapped Clay on the back, a wide grin spreading across his face. “You did it, mister. I was starting to forget what the world looked like outside those windows. It’s like waking up from a bad dream.”

As the last of the passengers disembarked, the group found themselves standing in the vast expanse of the desert, the sun a low orb casting long shadows across the sand. The train, now a silent giant, stood as a monument to their collective escape. Yet, as the initial euphoria waned, the reality of their situation settled in. They were stranded in the middle of nowhere, the desert stretching endlessly in all directions, with the chill of the evening beginning to take hold.

**Choices**

1. Start a campfire
2. Start walking along the train tracks
3. Find Aiyana
4. Antagonize the train staff
5. Choose your own'
;

}

if(Anonymous && title=='undefined' && postNumber==5974748 && dateTime=='04/10/24(Wed)20:19:39') {

'>>5974739
3. Find Aiyana'
;

}

if(Anonymous && title=='undefined' && postNumber==5974912 && dateTime=='04/11/24(Thu)01:19:04') {

'>>5974739
>LOOT THE TRAIN FOR FOOD AND GEAR BEFORE WE LEAVE.'
;

}

if(Quest Master && title=='undefined' && postNumber==5976125 && dateTime=='04/12/24(Fri)14:01:31') {

'Rolled 2 (1d2)

>>5974748
>>5974912
Rolling 1d2 to determine who gets this. Roll results:

1. Find Aiyana wins
2. Loot the train and leave'
;

}

if(Quest Master && title=='undefined' && postNumber==5976128 && dateTime=='04/12/24(Fri)14:02:30') {

'>>5974748
>>5974912
>>5976125

Rolling Cunning+Dowsing to determine how much loot you get.'
;

}

if(Quest Master && title=='undefined' && postNumber==5976129 && dateTime=='04/12/24(Fri)14:03:01') {

'Rolled 2, 5, 10, 2, 1 = 20 (5d12)

>>5976128
>>5976125
>>5974912
>>5974748
Forgot to do the roll.'
;

}

if(Quest Master && title=='undefined' && postNumber==5976156 && dateTime=='04/12/24(Fri)15:15:37') {

'>>5976129
>>5976128
>>5976125
>>5974912
>>5974748
### Detailed Scouting for Valuables on the Train: Success Menu

**Your Roll:** Influence + Tipple

**Successes Available:** 1 success

**Valuable Loot Options:**

- **1 Success:** Find a set of rare coins made out of precious metals
- **1 Success:** Discover a small case of whiskey.
- **1 Success:** Find some .45 colt ammunition that fits into Clay's handgun.

(I wrote options for the 2-5 success range but since you only got one success, they are omitted. Since there's only one choice to make, you get to vote on it like normal)'
;

}

if(Anonymous && title=='undefined' && postNumber==5976160 && dateTime=='04/12/24(Fri)15:24:36') {

'>>5976156
Find some .45 colt ammunition that fits into Clay's handgun.

>Find Aiyana'
;

}

if(Anonymous && title=='undefined' && postNumber==5976177 && dateTime=='04/12/24(Fri)15:47:49') {

'>>5976156
Find some .45 colt ammunition that fits into Clay's handgun.'
;

}

if(Anonymous && title=='undefined' && postNumber==5976181 && dateTime=='04/12/24(Fri)15:57:09') {

'This is a really cool thread.';

}

if(Anonymous && title=='undefined' && postNumber==5976182 && dateTime=='04/12/24(Fri)15:59:03') {

'>>5976156
>Discover a small case of whiskey.'
;

}

if(Quest Master && title=='undefined' && postNumber==5977178 && dateTime=='04/13/24(Sat)22:38:58'  && image=='end chapter.png') {

'>>5976182
>>5976160
>>5976177
As the train lay halted in the desert dusk, Clay Bunyin used the brief respite to his advantage, scrounging through the abandoned luggage and compartments left unchecked in the sudden stop. Amid the chaos, his search turned up a weathered case under a loose floorboard in what appeared to be a hastily vacated sleeper car. Inside, nestled in faded velvet, lay three boxes of .45 Colt ammunition, each box neatly filled with six rounds. Eighteen rounds in total; a find that not only replenished his supplies but bolstered his confidence in handling whatever this relentless desert or its mysteries might throw at him next.

END CHAPTER

INCOMING INSTRUCTIONS FOR CLAY'S CHARACTER DEVELOPMENT'
;

}

if(Quest Master && title=='undefined' && postNumber==5977182 && dateTime=='04/13/24(Sat)22:39:29') {

'>>5977178
Character Progression in the Narration System

In the Narration System, a character's development is closely tied to their actions and decisions during gameplay. This progression is marked by "reprieves," which are significant pauses or ends of chapters in the game's storyline.

**Reprieve and Stat Increases:**
When a reprieve occurs, players review all the rolls made since the last reprieve. If a player has rolled more successes in a particular stat than the current number of dots they have in that stat, they can increase that stat by one dot. This reflects the character's growth in areas they have actively and successfully engaged in during the narrative. However, he can only choose one thing to improve per reprieve

**High Noon's Setting Specifics:**
In High Noon, a character experiences a reprieve upon escaping a loop. For Clay Bunyin, his loops involved recurring scenes -- first, the never-changing town which is detailed in Issue #6 of IDDQD Magazine but not this thread (https://iddqd.pub/), and then the train that never reaches its destination in this thread. Escaping each loop marks a significant narrative milestone and an opportunity for character growth.

**Example of Stat Increase:**
Consider Joe, who rolls Agility (3) + Gunslinging (2) for a total of 5 dice and achieves 3 successes. Since these successes exceed his current Gunslinging dots, he may increase his Gunslinging by one dot at the next reprieve, acknowledging his improved sharpshooting skills. However, he cannot increase his Agility, since the successes he got did not exceed this

**Clay Bunyin's Current Scenario:**
Having just escaped the train loop, Clay qualifies for a reprieve. Based on his actions and successful engagements, he has the following stats eligible for an increase:
1. Influence
2. Tipple
3. Acumen
4. Crafting

INCOMING INSTRUCTIONS TO GET A FREE COPY OF THIS ZINE IN THE MAIL'
;

}

if(Quest Master && title=='undefined' && postNumber==5977183 && dateTime=='04/13/24(Sat)22:40:08') {

'>>5977182
You guys can vote on his updated sheet. Also, all of you who participate in this will be eligible for a free copy of the next issue of this magazine in the mail, as you are minor contributors. Major contributors, who write mechanics and articles, get paid in hard, cold cash. You may join the Discord/Matrix/Telegram, which is listed in the second post, and contact the owner to request this free copy or just to chat and hang out.'
;

}

if(Anonymous && title=='undefined' && postNumber==5977203 && dateTime=='04/13/24(Sat)22:52:02') {

'>>5977182
3. Acumen
Nice thread. Glad it picked back up instead of dying halfway through.'
;

}

if(Anonymous && title=='undefined' && postNumber==5977321 && dateTime=='04/14/24(Sun)01:29:31') { }

if(Quest Master && title=='undefined' && postNumber==5977428 && dateTime=='04/14/24(Sun)05:01:43') {

'>>5977321
I don't understand'
;

}

if(Anonymous && title=='undefined' && postNumber==5977447 && dateTime=='04/14/24(Sun)06:22:24') {

'>>5977428
Support means he supports that anons vote, so two for acume.
I'll pick Crafting since it has zero
>>5977182
Crafting.'
;

}

if(Quest Master && title=='undefined' && postNumber==5985841 && dateTime=='04/24/24(Wed)11:07:21') {

'>>5977183
>>5977203
>>5977321
>>5977428
>>5977447
New thread: >>5985838

You can continue the story there. Until this thread falls off, feel free to use what's left of it as meta discussion, explaining why you made the votes you did, how it could be handled better later, things you liked about it this time and want to see more of, and so on.'
;

}

if(Quest Master && title=='undefined' && postNumber==5988504 && dateTime=='04/27/24(Sat)18:04:33') {

'>>5977447
>>5977321
>>5977203
>>5976181
>>5976177
>>5976160
>>5973100
>>5972596
>>5968619
>>5961938
>>5960924
>>5960447
>>5960344
>>5960340
Since each of you contributed to the Quest in some way, and ideas from it will likely get printed in the zine, you are all eligible for a free copy of either the hardcopy (it's a print zine) or an e-zine PDF version of it. There is no DRM. To redeem it, do the following:

Contact me on Telegram, Discord, Matrix, or Pleroma. Verify that you're actually the user in the thread by stating which ID you were in the thread in DMs, send a special password (don't use a password for any of your accounts), and then afterward reply in the thread as that ID with that word.

This verifies that you are who you say you are. I either mail you a hardcopy of the zine or send you a PDF.

For example: user with ID XYZABC sends me a message on Telegram stating they are that ID, and says their password is 01234567. After a minute or so, they reply in the thread as XYZABC with the password 01234567.'
;

}

}
}