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/tg/ - Traditional Games


File: 1392921119467.jpg-(87 KB, 1280x960, Ghost.jpg)
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This is a starcraft 1 based quest. I generally try to follow lore and game, but I'm not an encyclopedia and haven't read any of the books. For weaponry and powers I’m not always going to strictly follow canon. This gives me greater freedom to allow character customisation and diversity.

>Pastebin: http://pastebin.com/8Rqaq7DG
>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Freelance%20Ghost%20Quest
>Twitter: @QuestSuperVisor

I'll be using D20, best of first three rolls. Skills will adjust DC, not give bonuses, for simplicity's sake. Health is narrative based on the game.
>>
>Last time, on Freelance ghost quest.
You secured a job with professor Edward Haverdam, and met Doctor Fringers, who actually still hasn’t told you her name. After some weirdness you deduced she’s low-level untrained psychic, and she offered you to stay the night on her couch, which you gladly accepted.
-You hear a strangely familiar voice. It sounds much like your own, but… different…-
WHERE ARE YOU? COME OUT COME OUT WHEREVER YOU ARE? I KNOW YOU’RE STILL ALIVE SECUNDUS. I’M COMING FOR YOU.

You wake up with a shock, the words still burning in your mind. You feel sweat clinging your suit to your body everywhere, feeling highly uncomfortable. That most definitely was not a dream.
You sit upright, and feel the soft fabric through your gloves. Right, you’re not on Tarsonis anymore. Yesterday, you woke up as a slave assassin, but you went to sleep as a free man. It still takes some getting used to.

You look around to see it’s light already. Your host is sitting on a nearby chair, eating and watching the news. It seems to be about Tarsonis. You watch along over her shoulder for a moment.

“This is Trevor McMillan, standing in for Donny Vermillion. Sadly Donny is unwell from our next tragic topic, which is…” The scene cuts to a clearly real but stuffed zergling, with cartoony green letters plastered over the screen saying ‘The Zerg have invaded!’.

“Tarsonis in ruins! Less than 24 hours ago, a massive zerg fleet appeared above the Confederate capital world of Tarsonis, and descended upon it like hungry locusts. We barely have any images of the surface, and what little we have are too shocking to show. Some brave soldiers undertook a scouting mission to the planet and brought back disturbing data though. No human was left alive in this terrible attack, as the zerg have swarmed over the entire planet!”
[1/2]
>>
>>30372396

He keeps blabbering on about how terrible the zerg are, and that there’s nothing and nobody left on Tarsonis, and even that the confederacy has fallen.

>1. Continue listening in.
>2. Quietly make your host aware that you’re awake.
>3. Quietly slip out.
>4. Write in.

>Btw, anyone know anything about pastebins? I'm a total newb when it comes to using them, and it seems every time I update it the URL changes. Any way to counter that?
>>
>>30372396
Hmm, ok, formatting errors. First part wasn't supposed to come out pressed together like that.
>>
>>30372396

>Stuffed zergling in a report about a planetary disaster

Apparently the original prison ships did not carry any media experts.

I'm tempted to say
>Ask if she had someone she knew on Tarsonis
but I cant imagine Artemis would say that.

Just clear your throat to get her attention.
>>
>>30372471
Writing.

>Mensk modernised the propaganda machine a bit, I guess. It's a bit too early for him to take over yet though.
>>
The fall of Tarsonis isn’t anything new to you, and most of the newsreader’s ranting just goes on about how terrible the Zerg are. As if people hadn’t realised after Mar and Chau sara already.

You clear your throat, not sure what to say or do, but wishing to indicate the fact that you’re awake now.

“Oh, good morning, Mr Artemis.” There’s a short break where she looks straight into your visor, but she breaks the gaze when she continues. “I’m guessing this has to do with your retirement?” She waves at the TV screen, where the anchor is now talking about how the confederacy is shattered, and that some planets seem to be turning to the paramilitary group “The Sons of Korhal”, and their leader Arcturus Mengsk.

>1. Tell her you escaped the invasion. She’s obviously intelligent enough to put two and two together and already has her suspicions.
>2. Tell her that the fall of the confederacy did it for you, avoid mentioning you came from Tarsonis itself.
>3. Deny it, tell her it’s news to you too.
>4. Write in.
>>
>>30372684
>3. Deny it, tell her it’s news to you too.
She doesn't need to know diddly.
>>
>>30372684

Hesitate.

"Yes."

The timing is too obvious. She wouldn't believe a bullshit story anyway.
>>
>>30372684
>2
>>
>>30372718
>>30372767
Writing.
>>
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>Freelance Ghost Quest, now with 100% more images!

“Well, you heard the man. The confederacy’s gone. No point in staying if there’s no more orders, no more supplies, and no more salary.” You figure it’s best to continue using half truths, but you makes sure your mind is a fortress now. It’d be a disaster if she picked up on your thoughts right now.

“Guess that makes sense. Oh right, I was thinking about your lodging problems, and I think I could set you up with something. You see, I got three buildings here. My home, my lab, and another building I mostly just use as a warehouse. I could set up a bed for you in the warehouse one if you want. Most of what’s stocked there is leftover building materials and worthless junk anyway. And if you were serious about getting me those samples, I think I can incorporate your lodgings in the reward for that. Deal? Oh, and the name is Lisa. Lisa Fringers.”

She extends her hand to you over the table, and you notice her smiling. Quite the contrast to her nervous self yesterday.

>1. Accept the deal. It’s probably the easiest way to both get lodgings and pay for them, you figure.
>2. Refuse, you’d prefer to check around town first to see if you can’t find anything else.
>3. Ask more about the rewards for specimens first.
>4. Write in.
>>
>>30372968

>1. Accept

might as well. She's probably the resident medic as well, and a village vip aside from the archeologist, sticking close to her might yield opportunities and plot hooks.
>>
>>30373092
>Writing.
>>
>>30372968
1
"thank you Lisa you are as kind as you are beautiful"
>>
“I… Yes, thanks, that would be excellent.”

“Ok, right, I have get ready to go work now though. There’s some breakfast on the table here, but I’d rather you’re out of the house when I actually leave. And there’s showers and sanitation in the biodome. Tell them I sent you and the guards should let you in.” She stands up and starts walking to her back room. “Come back here around twilight and I’ll have your lodgings in order. I might be able to get you a temporary citizen pass too, but I might have to talk to the Mayor for that.”

You oblige her, quietly eating breakfast which consists of bread and some vegetables that are most likely indigenous. By the time you’re finished and are heading towards the door, she comes back from her room, dressed in a blueish grey uniform and carrying a bag over her shoulder. You exit the building more or less together and after she says goodbye she walks off in the vague direction of the town square. You’ve got two days ahead of you with nothing coming up as far as you know, which is quite the change from your regular ghost routines, and you can put your newfound freedom to the test.

>What do you do?
>Do you go out in public visibly or do you activate your cloak?

>1. It’s time to check on those files we downloaded about ourselves. There might be information about who we were or other interesting things.
>2. Explore the settlement and its immediate surroundings. Best to get to know the place you’ll be calling home for the foreseeable future.
>3. Check out the metal building at the village square. It strikes you as odd that it’s the only different building aside from the biodome.
>4. Write in.
>>
>>30373269
>1
>>
>>30373269

>2. Explore around a bit, cloaked and keeping to shadows for starters.

We can go read the rape factory journal once our humble appartment is in order.

Also take that shower so our smell doesn't give us away.
>>
>>30373303
>>30373388

Hmm, I'm gonna throw you guys a bone here.
Writing.
>>
ou activate your cloak, preferring not to reveal yourself just yet, and quickly climb onto the nearest roof. The walls may not provide handhold, but there’s more than enough crates and materials lying around in the streets and alleys to make it easy for you.

Something’s been nagging in the back of your head, ever since you erased yourself from existence on Tarsonis. Your personal files. Who knows what they might hold? Perhaps some family tie, maybe who ratted you out. You heard stories how there’s low level psionics whose only job is to look for potential ghost candidates. And now things have finally calmed down enough to check them. You open the advanced HUD for your tactical adjutant and try opening the files.

*ERROR*
FILE ENCRYPTED. ESTIMATED DECRYPTION TIME: 23H 42M 58S.

You sigh. So much for that anticipation. You quickly check some options in your adjutant concerning the decryption.

>1. Use full adjutant power on decryption. This will prevent you from using any of your suit’s perks (cloak, enhanced senses, tactical analysis, etc.), but will cut down the decryption time to about 12 hours.
>2. Run it in the background. It will take the listed amount of time, but your adjutant’s reaction times might decrease a bit (possible delay on activating and deactivating cloak, enhanced senses, etc.)
>3. Run as low priority task, this will double the amount of time taken, but won’t hinder you in the slightest.
>>
>>30373562
>>2. Run it in the background. It will take the listed amount of time, but your adjutant’s reaction times might decrease a bit (possible delay on activating and deactivating cloak, enhanced senses, etc.)
>>
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>>30373562

>2. Run it in the background

No such thing as a friendly territory.
>>
>>30373562
>2
>>
>>30373562
>2. Run it in the background. It will take the listed amount of time, but your adjutant’s reaction times might decrease a bit (possible delay on activating and deactivating cloak, enhanced senses, etc.)
As much as i want to know i don't want to get jumped while doing it
>>
>>30373649
Ooh, that's a nice one, saved. I should probably start stocking up on character art.
>>
>>30373585
>>30373649
>>30373675
>>30373676
Writing.
>>
>I might try my hand at crappy mapmaking in paint to give a rough estimate of the area if you guys want. I’m really bad at them though.

You’re tempted to just dedicate your adjutant to the decryption, but you still don’t know how secure the area is yet and rather not risk lacking your suit’s functions when you need them. You set up the decryption to run in the background, you’ll have to wait until tomorrow then.

In the mean time, you best get to know the place you’ll be calling home for now. Looking around you see the sight of a few hundred of small white concrete brick-shape houses, a sight you’re already getting used to. The house to your side is Doctor Fringer’s house, the looming biodome just a few houses beyond that. You can easily orient yourself on both the biodome and the metal structure at the village square. You’re still not sure what exactly it is, so you might have to check it out.

You think back to the words you heard in your sleep and how you woke up though. You’re still quite sweaty all over and you have quite a body odour going on. People might actually see through your cloak from it, so you figure showering first might not be a bad idea.

>1. Check out the shower. You can continue scouting once you’re feeling clean again.
>2. Showers can wait, check out the metal building.
>3. Showers can wait, Scout out the edge of the town.
>4. Write in.
>>
>>30373872
>>1. Check out the shower. You can continue scouting once you’re feeling clean again.
>>
>>30373872
>1. Check out the shower. You can continue scouting once you’re feeling clean again.
Then try to find a gun shop or armory to get a rifle from.
How much ammo do we have for the pistols?
>>
>>30373927
>pistols
You've only got one.

But you were only just restocked on Tarsonis. You fired only s single shot against a hydralisk there, so you should have 5 clips minus one bullet, with 12 bullets per clip.

You think it's highly unlikely that you can find the right ammo for your gun here though. The Pacifier is a specialised gun almost exclusively used by ghosts.
>>
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>>30373872

Hit the showers. No need to grace us with detailed description of the process.

Investigating that metallic structure would be next on the to-do list.

Where does the town get the power from? What are its protections? There's a wall around entirety of the town, right? Farms are outside, or are there some food-producing facilities within city bounds? Freshwater comes from wells I assume? Is this town connected to another settlements with some sort of road, or is there just an impromptu landing pad somewhere around for shuttles? A machine shop should be around as well I guess...
>>
>>30374047
You can all find out in scouting the town.

And don't worry anon, I wasn't planning to.
>>
>>30374002
Can we buy ourselves another gun because i wouldn't want to run out of ammo in the middle of a fight
>>
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Beware the monsters of Id!
>>
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>>30374114

I'd support the idea of obtaining a gun and a less conspicuous outfit as well for our trips into the town. Two people already know our true nature, and I suppose the Mayor will learn it as well, but to the rest we might want to appear as just another spacer drifter.
>>
It’d be best to shower first. Clean the suit while you’re at it. It’s low maintenance anyway so it won’t take long.

You dash from rooftop to rooftop, careful not to make a sound. As you arrive at the biodome you drop down and quickly run over to the entrance. People are starting to go out too now, and you don’t seem to be the only one looking for a quick morning shower. It allows you to easily slip into the building unnoticed though, but once inside things might get a bit harder to manoeuvre.
You move through the doors, and quickly look around, seeing only two arrows pointing in opposite directions, one reading “Main Dome”, the other “Sanitation and showers”. Making your way through the slowly forming crowd, you manage to get to the showers without bumping into anyone. Most of the stalls are occupied, but you manage to slip into an empty one without being noticed. Exiting might be a bit harder though, you muse.

A quick shower and a short cleaning of your suit later, you’re ready to move out again. You open the door and slip through as fast as you can. Behind you you hear the surprised shout of someone that just saw a shower stall unlock itself with no one inside. Oops.

Back in the lobby, you glance at the little signs again. This might be an excellent chance to check out what’s inside the dome.

>1. Check out the biodome itself. Might give some insight to how the town works.
>2. Leave it be. It’s most likely just filled with crops and cattle that can’t handle the atmosphere anyway. Check out the metal structure.
>3. Leave it be. It’s most likely just filled with crops and cattle that can’t handle the atmosphere anyway. scout around the town and the outskirts.
>4. Write in.
>>
>>30374222
the ghost suit is a little suspicious, we should find or buy a set of normal clothes
>>
>>30374331
>3. Leave it be. It’s most likely just filled with crops and cattle that can’t handle the atmosphere anyway. scout around the town and the outskirts.
Lets try to find some clothes or a over coat to hide the ghost suit under, so we an then talk to new people without scaring them shitless.
>>
>>30374331

Take a peek inside. The other buildings are not going to move anywhere.

>I remember this is a terran settlement

Ok, MOST of them are not.
>>
>>30374458
>>30374458
As far as you could tell from earlier, all the houses were white concrete blocks aside from the biodome and the metal building. Nothing's going flying any time soon.

Interesting factoid though, in SC2 it was meant for biodomes to be able to lift off and used in the campaigns as a sort of command centre

>>30374450
>>30374458

You make your way to the entrance of the biodome, where you encounter something very much looking like an airlock.

"DECONTAMINATION COMMENCING" Speakers on both sides of the doors blare.

You then see the inner doors open through the semi-transparant glass of the doors. Another quick burst of decontamination and the doors on this side open up again. The moment they do, a sizeable group of people start walking in. It might be difficult to still squeeze in there without detection, and there might be more advanced sensors in the room.
>Continue. It will be fairly hard to stay undetected in the cramped space though. (you will need to roll)
or
>Turn back, time to check out the town itself. Get some clothes, maybe an extra gun.
>>
>>30374595
>>Continue. It will be fairly hard to stay undetected in the cramped space though. (you will need to roll)
>>
>>30374595
>>Turn back, time to check out the town itself. Get some clothes, maybe an extra gun.
i don't like the sound of decontamination
>>
>>30374654
>>30374723
Huh, now that's not very productive now is it? Gonna wait another 2 minutes for a tie breaker, otherwise I'm gonna roll for it.

I do wonder why you all want to see what's inside the biodome of a settlement in the middle of a jungle so much. Think I hid some goodies in there?
>>
Rolled 1

>>30374770
Right, rolling for it.
>1. continue
>2. Turn back
>>
>>30374770
ARE YOU TEMPTING US, I DON'T KNOW WHAT TO DO NOW
>>
>>30374826
Ok, roll d20, best of first three.
>>
Rolled 16

>>30374844
>>
Waiting on those other two dice. Might roll better, might get critfail
>>
Rolled 17

>>30374844
>>
>>30374928
I am ok with the same person rolling multiple times. I just want to get all three rolls, doesn't matter who actually rolls.
>>
Rolled 12

>>30374844
>>
Rolled 19

>>30374844

sneaky sneak
>>
>>30374962
>Partial Succes!

You quickly dash in with the crowd, trying to evade their arms and bodies as much as possible. It doesn’t work entirely, as you bump into some people, but are quick enough to retreat a bit when they try to find what walked into them.

*DECONTAMINATION COMMENCING*

The light in the room turns red for a moment, and small holes in the walls spray a powder or liquid onto you. Your cloak catches on a bit too slowly as your adjutant is still busy with the decryption to be able to compensate in time, and for a very short moment you flicker into visibility. People shout and jump back from where they saw you for a fraction of a second, but the doors on the other side open before anyone can really make a move. You take advantage of the fact, and quickly slip out of the decontamination room, and create some distance between it and yourself.

As you look around the dome, you see grassland. Plain and simple grassland. Only, the mere fact that it’s here probably isn’t simple. You’re no expert, but your sensors indicate that the temperature and humidity are completely different from the outside. Looking around a bit more reveals that in order to save space, the settlers built a second platform with ground and dirt at about twenty metres high, and there seems to be some entrances to underground tunnels. You can see one of them marked with an arrow “Mushroom plantation”. All around you, the grassland is filled with livestock. Goat, sheep, cows, pigs, and some other animals you can’t immediately identify, but don’t look out of place in a terrain like this.

>1. Check out the second level. There might be more interesting stuff there.
>2. Check out the tunnels. Who knows what they’ve got here underground.
>3. turn back, there doesn’t seem to be much of interest here.
>4. Write in.
>>
>>30375043
One roll earlier and you'd have had a complete success.
Then again, this is the first time an action in the quest ISN'T a full success. I'm not really complaining.
Now we're gonna get stories of THE BIODOOOOOMMEEEEE GHOOOOOOOSSTTTT!
>>
>>30375217

Meh. Mayor will have fat fascicle of reports from concerned citizens when we confront him. Or the doctor tells him about us.

>Take a look at what they grow on second level, then check out the tunnels. No need to be thorough though.
>>
>>30375217
>>1. Check out the second level. There might be more interesting stuff there.
>>
>>30375217
>2
Well, we're here now.
>>30375251
We should make it a regular thing.
>>
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>>30375251

We'll need to scout out area around the village to find a suitable spot for a ghostcave
>>
>>30375312
>>30375330
>>30375357
Writing.

>>30375369
Nana nana nana nana nana nana nana nana nana...
>>
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>>30375369

http://www.youtube.com/watch?v=WJ6qpulpmnc
>>
>>30375394
How are you doing the pass/fail on tests like this?
>>
You decide to take a quick look around. First stop, the second level. You spot an elevator in the middle of the dome and several sets of stairs on the side. Best avoid that elevator, you decide, the things don’t really go well with staying cloaked and undetected.

You make your way to the top quickly, though for a moment you had to do some acrobacy and hang onto the side of the metallic staircase as it became a bit too crowded. Up there, you see fields of all kinds of crops. You don’t really know anything about them, but there seems to be enough room to provide a varied diet to most of the settlement in vegetables alone. Up here, the powerful UV lamps are shining brightly but focussed on the plants that need it most. Following the power cables with your eyes, you see them disappear into a wall on the ground floor. You quickly check out around the people working around you.

“Dammit Martha, I know the animals are afraid of the height, but it’s such a drag to pump up all the water yet another floor. And we’d have so much more space to plant in!”

“Dean, it’s not just the height. Those animals need a lot more space than your vegetables. Not everyone’s a vegetarian here, you know.”

Deciding you’ve seen enough here, you make your way down, and check out some of the tunnels briefly. Most of them seem to go to slightly more high-tech facilities, including several milking stables, a butchery, a small cheese factory and several other workplaces. It seems that most of the actual infrastructure is located inside the biodome itself, and the buildings outside are mostly just housing.
>>
>>30375658

You’ve checked out everything you could here. It feels like a bit of a waste of time that there wasn’t that much interesting here, but at the same time, it gives you a strangely warm feeling. You’re free now, and you have all the time in the world.
You quickly make your way to the decontamination room. The way is much less eventful as the stream of people trickling in is slowing down steadily, and no one is going out yet. You slip in after another small group exits, set your adjutant to focus on your cloak for a while until after the decontamination agent is sprayed around the room, and head back out.

>1. Check out the metal structure.
>2. Scout around town a bit more. Look for clothes and maybe a gun shop.
>3. Check out the jungle outside of the walls (maybe specify what to look for)
>4. Check up on the Wraith.
>5. Write in.


>>30375581
I set a DC when you start rolling. In this case, there also was a lower dc indicating partial success, though that's usually not there. I've read up a bit on the probability on best of 3 d20, so dc's are generally somewhere between 12 and 18, depending on the difficulty of the test.
>>
>>30372380
>ghost quest
oh god not again
>>
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>>30375658

Those ecodomes seem pretty cool. I take it local flora is not particularly edible then?
>>
>>30375681
Welcome to the club. I think you're the third saying something like that. And no, I'm not adjutant.

>>30375428
Whoa. Never heard of that before.
>>
>>30375680
>>1. Check out the metal structure.
>>
>>30375680
>4
Question: why, exactly, did we let Lisa blab about our presence?
>>
>>30375711
OP.

You're going to be beset by retards.

Do you drink?
You should start.
>>
>>30375704
Well, some is, some isn't. The meal you got at the Doctor's place this morning looked like the vegetables were indigenous, but honestly, you're not that knowledgeable on plants or food.
>>
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>>30375680

Check out the metal structure now.
>>
>>30375725
You didn't really come up telling her not to. Then again, I didn't really give you that much opportunity. I'll hold back on her actually telling anyone until perhaps after you've been able to talk to her this evening.
>>
>>30375766
I missed the first three hours of the thread due to timezones, mate.
GMT+10 a shit
>>
>>30375680
>>2. Scout around town a bit more. Look for clothes and maybe a gun shop.
we should let the mayor know we're here so some spooked security team doesn't end up shooting at us
>>
>>30375809
No problem. I'm in CET, so running any later and I might as well don't at all. I feel much the same way with all the good quests ran during the evenings of American time zones.

>>30375716
>>30375753
Writing.
>>
That metal structure has been bugging you for some time now. The streets are fairly active, though it seems most people still around are children. The adults must be working in the biodome or somewhere else now. Here and there you still see some adults, mostly watching over the kids, but for the rest things are fairly empty. As you arrive at the town square, you check out on the metal building from all sides. Aside from the fact that it only has a single door, no windows, and “Weissdammer Industries” plastered all over it, you don’t really make out too much. The only side you haven’t checked out yet is the roof.

The lone door is unguarded but closed, a small electronic lock holding it shut. It doesn’t look like much, and your adjutant could probably get it open in less than a second without even interrupting the decryption. The main problem would be to open it and close it again without raising suspicion. There are some people in the square, most of them filling up canisters of water on the large well in the centre.

>1. Open it with the adjutant. You won’t even have to decloak, and you’re confident you can be quick enough so they won’t notice.
>2. Check out the roof. The building isn’t as smooth as the white concrete ones and has plenty of ridges to hold on to.
>3. Let it be.
>4. Write in.
>>
>>30375988

Let's go on an unannonced visit.

>have our AI unlock the door.
>>
>>30375988
>>1. Open it with the adjutant. You won’t even have to decloak, and you’re confident you can be quick enough so they won’t notice.
Probably not the best but we can explain our way out of any trouble.
>>
>>30375988
>>1. Open it with the adjutant. You won’t even have to decloak, and you’re confident you can be quick enough so they won’t notice.
>>
>>30375988
2
>>
>>30376030
>>30376051
Eh, if you really wanted to get in, it was either this or break part of the roof panels. You wouldn't have had to roll for that but it would have had more drastic consequences since it was material proof someone was in.
>>30376080

Ok, roll d20, highest of the first 3.
>>
Rolled 16

>>30376130
>>
Rolled 17

>>30376130
>>
Rolled 8

>>30376130

Open sez me
>>
Rolled 1

>>30376130
>>
Rolled 8

>>30376212
thank god its out of the top 3
>>
>>30376212
Awww. Shame it wasn't one post earlier. We haven't had any crits yet.

>>30376160
Success!

You attach your adjutant to the lock, and as you thought, it quickly cracks the lock. Glancing around, you wait for a moment until everyone around looks busy, and give the order to open the door. You disconnect your suit as fast as you can, and slip through the door which is gliding open without a sound. Inside, you quickly find a button to close it again, and just like that, you’re inside.

Inside of what exactly? You exit the small lobby you’re in, walk into a much larger room, and to your amazement you find yourself in a full blown armoury. You go over the racks of weapons. C-14’s, combat shotguns, all manner of sidearms. Frag grenades, hellfire grenades, and even rocket launchers. Over half of the Confederate weaponry is present in this room, and this is just half of the first floor. You continue on to the second room, finding it stacked to the brim with CMC’s and CMC 660 hellbat suits. You continue through the room and up the staircase at the end of it, this time finding the first and only room of the second floor filled with crates and boxes with all kinds of ammunition.

Roll me another d20, best of three.
>Rolling for perception.
>>
Rolled 3

>>30376410
>>
Rolled 16

>>30376410
[!]
>>
Rolled 3

>>30376410

Let's see if we've gotten that +1 sight upgrade
>>
Rolled 1

>>30376410
we must grab some weapons for... helping the town in the up coming expedition.
>>
>>30376622
>it happened again
The dicegods are toying with us...
>>
Rolled 15

>>30376622

Better not. They could be recognized. For stealth and subterfuge, a purchased regular sidearm will do.
>>
>>30376444
>Success!

Looking around a bit, you find a small box containing five clips for a Pacifier hand cannon. Strange, there weren’t any of those in the earlier rooms. Even stranger, how did someone get his hand on ghost grade-weaponry?

You push the thought from your mind as another feeling snoops up on you. The room is too small. It’s a bit hard to notice due to the lower floor being divided into two, but now that you’re paying attention, the room is definitely about a meter too short. The wall that shouldn’t be there is easily spotted, but any opening mechanism for a door or something doesn’t immediately reveal itself. You knock all over the wall, and there’s definitely some kind of door there. It takes a few minutes of searching, but finally you find a small switch hidden behind one of the racks containing ammo boxes. Pressing it opens the door, and as you walk into the small room, you can’t help but gasp a bit. An entire rack filled with Pacifier hand cannons, at least 30 of them, alongside much more ammo boxes than any one man could ever carry. And finally, on its own separate rack, a C-10 canister rifle, standard version, and plenty of ammo for it too. Weissdammer must have some seriously dangerous contacts to have gotten these. And what would he do with all of it? It’s just sitting here in the middle of a settlement in the jungle, while the inhabitants have a handful of old models of barely working CMC’s and light firearms. Doing some quick math, you figure the entire settlement could be armed in some form or other with the contents of this place.

>What do you do?
>1. Leave everything as it is. Best not have anything showing someone was in here.
>2. Take some extra ammo for your sidearm. You’re not gonna find any in the village itself and the single box outside the hidden room was clearly misplaced there.
>3. Take the C-10 rifle and as much ammo as you have room for on your suit.
>Write in.
>>
>>30376622
Come on people, I want more fail in the quest. The only roll you haven't had 16+ on yet was one with a DC of 11 in the first quest...

it's like you don't even WANT to fail anything.
>>
>>30376688
>2
>>30376711
I warned you about best-of-3d20, bro, but you didn't listen.
>>
>>30376688
>>1. Leave everything as it is. Best not have anything showing someone was in here.
>>
Rolled 17

>>30376688
>3. Take the C-10 rifle and as much ammo as you have room for on your suit.
no one will miss it and we need a long range weapon. can we take a 2nd pistol?
>>
>>30376726
Well, all the higher DC ones that needed 17 or 18 had the right rolls too, and there's been several of those so far.
>>
>>30376688

>1. Leave everything as it is

For now information is enough. We'll have to keep note of this "weisdammer", as our conditioning might apply to him.
>>
>>30376711

That's luck, though. We could have easily done much worse. Don't worry, we'll get a nice spectacular fail yet.
>>
>>30376776
You're thinking of the agression inhibitor. Conditioning is only to keep your psionic powers in check.
>>
>>30376807
yah like right now and not taking the rifle. we NEED a rifle.
>>
>>30376730
>>30376776
Writing.

Last update for today.
>>
>>30376848

ah yes, right.

>>30376860

Not really. Can we even shoot one well enough? It's not our specialty.
>>
>>30376914
You would be able to just use it, but your psionics mostly make up for what you're missing out on. Only really long range shots can't really be substituted, and without long range specialisation those would be quite tricky for you anyway.
>>
>>30376757
http://anydice.com/program/21d9
Hit 'at least'. Notice anything about the success rates?
Yeah, anything less than a 15 is trivial. Which means you can only 'tune' success rates on 5 values at best, and even those are horridly uneven.
>>
This is big. Too big. If anything shows you were here, that ANYONE was here, and this Mr Weissdammer will most likely investigate thoroughly. A man with enough power to get all this hardware probably doesn’t mess around if anyone steals it. You need to know a lot more before you get your hands dirty on this one. It’s unlikely the townsfolk know about this, or they wouldn’t be using such antiquated weapons and armour to defend themselves from the Stalker attacks.

You slowly back away, and hit the switch to cover up the hidden room again. As you come back to the front door, you quickly do a mental scan to see if anyone’s around. You’re in luck. You quickly open the door, and hit the close button on the outside before it’s even half way open. Nobody saw a thing.

>And I’m gonna have to stop here folks, bed time for me. Any comments, questions or critique are welcome, I’m sticking around for a short while.
>Next thread, tomorrow, same hour, follow on twitter (@QuestSuperVisor) to get updated when it starts. I’m planning on continuing on running this every evening until sunday. After that I might be a lot more erratic depending on school work and stuff, since I’ve also got a lot of catching up to do.
>>
>>30376991
Most dc's are around 15-16. I think 16 on the average most likely. I'm considering a DC of 14 to be easy.
And the stats don't count in the three opportunities for critfail, which is three times 1/20 chance to fail spectacularly no matter what the other rolls. Been a while since I've had my probability classes in math, and I'm a bit too tired now, but that does bring down the odds quite a bit. It works quite well for Aspiring Emperor Quest.

Then again. If it really keeps up going like this I might look into other dice systems.
>>
And archived.
>http://suptg.thisisnotatrueending.com/archive.html?tags=Freelance%20Ghost%20Quest
>>
>>30377173

kek.

Cheers for the thread, OP
>>
>>30377173
good thread today had fun.
>>
>>30377274
>>30377328
Thanks! Always nice to hear.


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