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File: ZoneQuest.jpg (622 KB, 1024x576)
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Welcome to Zone Quest! Go easy on me as I'm a relatively new QM, but I hope I can make this an enjoyable experience for everyone involved. Without further ado, let's get going.

When you were a kid, your dad used to tell you stories about the Zone when he was home on shore leave. A mysterious location in the south pacific, several hundred kilometers off the east coast of New Zealand. For those who knew about it, it was always a thousand times more terrifying than the high-schooler myths about Bermuda. Your dad used to tell you that whole armies went missing there, and regularly too. After the Australian-Chilean war, the South Pacific was commonly accepted as no man's land, and became lawless international waters. Your dad fought there, he told you, but would elaborate no further.

Now twenty years later, and on your thirtieth birthday, you turn on the television for an emergency government broadcast. The announcer is speaking desperately about the re-ignition of hostilities between the Oceanic Union and the South American Conglomerate, and breathlessly cuts to a video of the New Zealand government denouncing Nova Chile for their actions when firing unprovoked on an Oceanic troop transport near the Zone. The troop ship's number was nine-nine six four... three... eight...

You suddenly feel very cold and stop listening. Your father, now well into his sixties as an Admiral, was on that ship. Before he left he had teased you about his second trip into the Zone, teased you just like he would when you were ten. He joked that the Zone would get him, and he wouldn't be coming back. Well, he was right about one thing.

A week later, and the Oceania-American war begins. There are regular updates in the papers about it, but you ignore them all. You go through your daily routines waiting for the only date that matters anymore; Semptember 7, the day you take a trip to the Zone to visit the site that your father was killed.

But first, are you a girl or a boy?

>Girl
>Boy
>>
>>41174045
>Boy
>>
>Girl
>>
Boy
>>
>Boy

The day finally comes, and you make your way to your dad's old base, driving in the back of a humvee with one of your father's old friends, a black guy named George. The two of you are silent in the car, as you drive by a nation caught up in war fever. Posters with anti-latino slogans are everywhere along with huge lines of people waiting to join up into the Oceanic army. You sense George looking at you, but there's nothing to say so he keeps quiet.

You arrive at the base and people give you respectful distance and the occaisional salute. The technicians welcome you on the Hercules assault aircraft (all they could spare; apparently) and soon enough the landing strip is cleared. You sit in your cold, metal seat as takeoff begins.

>Take a nap
>Explore the plane
>Write in
>>
Explore the plane
>>
>>41174288
>Explore the plane
>>
>Explore the plane

You decide that, with a two-day journey in front of you, you might as well familiarize yourself with your surroundings. You get up and look around.

You're in the passenger compartment, if it can be called that. More like the throw-paratroopers-on-the-metal-benches-and-run compartment. It's cramped, hot and bloody noisy from the twin engines on either side of you. Cigarette butts fill ashtrays, and several girly magazines can be found stashed under seats. The Hercules has been out of commission for a while, but it's still in working order.

There's a door up ahead which leads to the pilot compartment, and a hatch near the back leader to the cargo bays. There's also a comfy spot near the farthest corner that some troopers have manager to rig up a makeshift couch in.

>Pilot compartment
>Cargo bay
>Comfy spot
>>
>Cargo bay
>>
Cargo bay
>>
File: cargobay.jpg (105 KB, 700x401)
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>Cargo bay

You enter the cargo bay to find it empty of staff, but packed with large green crates covered in black wire. They're stacked to about 7 foot in the air, and are unmarked so you can't determine their contents. Further on, the back door hatch bangs and whilstles while a flickering red 'closed' light illuminates the gloomy space. You figure that so far it's just you and the pilots on this plane, so there isn't much chance of you being caught. Anyway, what are they going to, force you back into the passenger compartment? This could be an ideal time to kill the hours snooping around a military transport.

>Kill the hours snooping around a military transport
>Return to your seat like the bitch you know you are
>Write in
>>
>>41174470
>Kill the hours snooping around a military transport
>>
>Kill the hours
>>
Kill
>>
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>Hour killing

You look around for some way to prise the closest crate open. You eventually find an airman's toolbox, containing a spanner, a hammer with a pointed end and some pliers. You could imagine several creative ways to open one of the crates, but you're not sure how safe most of them are...

>Try and prise the lid off with the spanner (d100 for difficulty)
>Try and puncture it at a weak point then open it up (d100 for difficulty)
>Cut all the wire off and pull it down (d100 for difficulty)
>>
Rolled 31 (1d100)

>Prise the lid off
>>
Rolled 2 (1d100)

>>41174552
>Try and prise the lid off with the spanner (d100 for difficult
>>
pry rolled 47
>>
Rolled 24 (1d100)

>Try and prise the lid off with the spanner
>>
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>>41174641
Dunno what pry is, and why your roll didn't appear, but this quest needs traction so I'm counting it anyway!

>Prise the lid off, avg. roll 26, DC 50

You set your manliest face and go at the crate with your spanner. You pull will all your might after wedging the end underneath the lip of the crate. You feel it give a couple of times, but you can't seem to quite pull it off. In frustration, you hit the crate. Far from the dull thud you expected, you hear an almighty gong as the spanner hits the hard plastic. The crate must be hollow!

Unfortunately for you, the room is also hollow, and the sound reverberates noisily around the cargo compartment. You hope that the noise of the engines was loud enough to mask the noise, but even so, you think that sticking around here might be risky.

>Continue trespassing
>Continue whacking hollow things with spanners
>Return to your seat
>Try and open the crate some other way (refer to previous options or write in)
>>
Rolled 21 (1d100)

>Try to puncture it at a weak point
>>
>>41174745
>Continue trespassing
>>
Rolled 37 (1d100)

>Try to puncture it at a weak point
>>
File: fig 2.jpg (8 KB, 236x295)
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>Try to puncture it at a weak point, avg. roll 29, DC 25.

Though it is hard plastic, pressing the sharp hammer into the dent your antics made yields a small hole in the casing. A fluorescent glow comes from inside and lights up the cargo bay somewhat. You try and open the hole with your tools, and eventually make an arm sized hole. You stick your hand in and feel around.

Your fingers close on a hard, ceramic-textured object, no larger than a football near the centre of the crate. It's square, and block-like, and you pull it towards you.

After removing it from the crate, you realise that in your hand you are holding a piece of the past. An exceptionally boring one, at that, but you've always been a little fascinated with archaeology. It's a small clay figurine, perhaps Aztec or Mayan in origin, with its tongue poked out and holding a spear. It's a quaint little thing, really, but there's no reason that it should be on a military aircraft, especially one travelling over the Zone.

You open up another crate in the same manner, and find a similar figuringe, this time holding a bowl. Before you can puzzle this little mystery out, you hear a call from somewhere above you.

"Hey, Thompson, you down here?"

Shit. They co-pilot must be on his break.

>Reply, and try and talk your way out of the situation
>Attempt to hide
>Attempt to hide the figurines and act lost
>Write in
>>
>>41174879
>Attempt to hide the figurines and act lost
yeah lets take the eldrich artifact with us
>>
>Attempt to hide
>>
Reply, and try and talk your way out of the situation
>>
Rolled 1 (1d3)

>Deadlock. Rolling 1d3 (if that works on /tg/) for random!

>1 - Hide figurines
>2 - Hide in general
>3 - Talk
>>
>>41174984
muhahahahahaha it begin, time for evil artifacts
>>
>>41174984

>Hide figurines and and act lost

You quickly slide the figurines underneath a pile of rope to your left. You stand.

"Oh god, help me! I think I've caught my leg!"

You hide your leg under a crate as the co-pilot comes down, and as he approaches you 'free' youself with a melodramatic grunt.

"Christ, man. What are you doing down here?"

You didn't think this far ahead.

>I was... exploring!
>I was... lost!
>I was... sleepwalking!
>Write in
>>
>>41175024
>I was... exploring!
>>
I fell down here ???
>>
exploring
>>
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>I was... exploring!

"Exploring in a Hercules air transport?" The co-pilot frowns at you.

"Look, Thompson, I know it's been hard for you... losing the Admiral and everything..." he pauses, and seems uncertain how to continue. You help him.

You stand and walk away. As you near the entrance to the passenger bay he finds his voice again.

"But you can't just go snooping like that again! Seriously, just take a nap or something." He runs up beside you. It doesn't look like he noticed the crates, the sentimental idiot. You enter the passenger compartment.

"Yeah, sorry about that. I'll stay here from now, you have my word."

He seems reassured, and walks back to his cockpit.

"If you need anything, let me know!" The door closes, and you sink into the makeshift couch and flick through a Playboy. Before long, the roaring of the engines and tinkling of the rain send you to sleep.

"Thompson! Refuelling stop! Out!" The gruff pilot is shaking you awake, evidently pissed that you made yourself so at home. It's dark outside, and the rain has grown heavier into a downpour.

"What time is it?" You ask, groggily.

"Oh-five-hundred. We're refueling on Rook Island, we're about eight hours from the LZ. Go get some food in you, be back here in half an hour."

You thank him and step outside. The rain has made you realise how much you need a piss. A wooden village lies to your north, and you see the stormy, dark beach to your left as you relieve yourself against a palm.

>Continue pissing
>Investigate the village
>Stay in the Hercules
>Write in

Sorry that one took so long, guys.
>>
>>41175137
>Investigate the village
>>
>village
>>
>Investigate the village

You pull your coat around you brave off the bitter pacific wind, and fight your way against the gales to the shelter of the village. A few cheerful, unfazed locals welcome you inside the Whare (meeting house), and provide you with some blankets and an unidentifiable bottle of something unidentifiable. You sit in the corner next to a small fire as they tell you stories about the village, half in English and half in a pacific language you can't quite decipher. Before long you take a sip from the bottle.

It's like drinking a thunderbolt.

You're vaguely aware of the villagers laughing as the world fades from around you. As you fall back onto a rug you feel, perhaps, something being slipped into your pocket.

You're woken, again, fourty minutes later by the co-pilot.

"Damn it, Thompson. You were meant to be in the Hercules ten minutes ago. What the hell have you been drinking?"

You groggily wake up, uncertain of your own legs and their ability to support your weight.

"Fuck, sorry man. These guys gave me this thing and I drank it and..." but to your confusion both the cheerful villagers and the bottle have vanished. Dismissing it as a crazy hallucenation caused by the dodgy fumes inside the Hercules, you shuffle your way back to the plane. Before long, you're back in your spot and ready for takeoff. Great. Another eight-hour wait. What to do?

>Nap
>Tresspass again
>Examine porn to relieve stress
>>
>>41175315

Also
>Write in
>>
>>41175315
>Examine the figurines
>>
>Tresspass again
>>
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>Tresspass again, and go and examine figurines.

You glance through a viewing port into the cockpit and, seeing both men at their stations, head down into the cargo hold again. You climb down the ladder and search for where you left the figurines. You find them, and pick them up to examine them.

The first is made of clay, and is undoubtedly male. He holds a spear with encrusted gemstones for a point. You turn him over and find a small note saying "Exibit 00-45a; Generic Kay'at Carving". The Kay'at! Your dad told you about them. The only native inhabitants of the Zone, they were a simple indigeonous people that were all but wiped out during the Australia-Chilean war. You examine the other figure, a female, and find a similar note attached to her buttock.

As you go to place them in your coat pocket, you feel a strange warmth from your pocket. You feel inside it, and discover another, smaller figurine, eminating a warm glow. It's a small miniature of a... well you aren't quite sure. It appears to be a slice of crystal, unlike the other two in any other way apart from the warm yellow gemstones. The gemstones! You see that the other two clay figurines' gem inlays are glowing too. You're intrigued, but also a little scared of these developments, and there isn't much to do beside seperate them and hope you didn't just unleash some kind of ancient Zone voodoo demon on yourself.

>Learned: Kat'at Design (Basic)

>Store/Hide the crystals until you land (risky-they are glowing)
>Keep them on your person
>Write in
>>
>>41175437
>Keep them on your person
>>
>>41175458
>Obelix.
>>
>Keep them
>>
>>41175470
hey sup bro, the boards are small aren't they?
>>
>>41175494
Yup. But I'm going to stay anonymous here, I think.
>>
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>>41175458
>>41175470

Welcome, newfriends!

>Keep them on your person.

You think it best that the crew don't find them. You throw them all in seperate pockets and return to the passenger bay. Unbelievably bored in the first few minutes of sitting in your couch, you elect to try and nap your way to the Zone. After fighting consiousness for a while, you finally fall asleep.

You're in a forest glade, growing out of the flight deck of an m-class Australian destroyer. It's just you, George, and your dad. They're arguing about something you can't quite pick up, but you can catch a few words. "Kay'at... Bullshit... wrist! ...Harry Potter?... fairy tales..." George becomes more and more angry, but simultaneously fearful. At the height of their argument, George snaps a branch off a tree and strikes your dad, who explodes into a yellow mist. You hear his voice before he goes, though.

"Matty... you didn't have to find me. We're all quite safe down here, really."

The battleship explodes in fire, and the glade burns. You wake.

TBC in a couple seconds, going to grab a beer from the fridge. Thanks for sticking with me, guys!
>>
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The first thing that hits you is the smoke. It's in your mouth, in your eyes, in your lungs... You look around and see sheets of torn metal hanging off the far wing of the Hercules. As your hearing returns, you pick up a frantic transmission.

"...fucking anomalies! It's too early in the year! What in God's fucking name... Thompson! If you're back there you'd better fucking hold on! I'm going to attempt a landing!"

Your breath comes in gasps as you reach around the flaming metal to try and locate a nearby rope to strap yourself down with. The entire left wing of the Hercules is just shredded metal by now, and the plane is listing badly to the right. Your balance slewing everywhere, you cover your mouth with your coat. Shit! You forgot about the figurines. The male spearman falls out, and hits the ground. It begings to roll towards the exit, rapidly nearing the fire. You hear the intercom again.

"Brace for landing; ETA fourty seconds!"

>Grab the figurine
>Fuck that! Brace for impact!
>>
>Grab the figurine
>>
>>41175625
>Grab the figurine
its bound to be useful later
>>
>>41175625
>Fuck that! Brace for impact!
Can grab the figurine out of the wreckage.
>>
>>41175658
>implying it wont be broken
>implying it wont free a fucking Aztec ancient demon that will kill everybody
>>
>>41175683
Better than
>Save the artifact.
>Die on impact.

Also, was the drink Kava, by any chance?
>>
>>41175658
BTW. we have holes in plane, it can end miles away from crash site, maybe even undewater.
>>
>Grab the figurine

You make a desperate grab for the figurine. Wrapping your left hand with 100 pages of lewd goodness, you reach into the conflagration that is the passenger compartment and try and grab the little spearman. After ripping your coat on a low-hanging shard of metal and burning your hand, your fingers mercifully lock around the figurine, and you jump back into your seat. Your heart running at about 500bpm, you close your eyes and wait for the inevitable to happen. As the ground rushes to meet you, and you are near fainting from altitude change, you sense a warm glow in your pocket. Everything goes white.

>Stat: Fire Resist 1
>Health -20 (Was 30, now 10)

TBC, more beer is needed.
>>
-20?! Is it before we crashed or after?
>>
>>41175774
I think we crashed.
>>
>>41175774
nah it mean we lost 20 health, we were at 30 and now we are at 10
>>
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>>41175743

You wake in a suprisingly intact way. You wipe your eyes and are pleased to discover your hands still exist, and even work. As you stumble out of the burning skeleton the was the noble Hercules you examine your surroundings.

You see the glade from your dream, burning from the crash. You see distant shadows rising into the sky. You see a pack of deer running from the disaster. You see all these things, but you see nothing. You see nothing because all you can look at is the small clay trio in your left palm. All three figurines, shattered beyond recognition, but emitting the same warm yellow mist that you have seen before. What really gets you, though, is the spearman.

The figurine has scorch marks all over what's left of his left arm, and around his left hand is the note, wrapped like a gauntlet. You look to your own left arm, and see the burned and ripped pages of the Playboy. Your eyes briefly widen. Perhaps...

You decide that that's a mystery for another day. Tomorrow, for example.Right now, you need to survive the night and get some kind of salve on your numerous bruises, cuts and burns.

>Set up a shelter
>Try and find medicinal plants
>Examine the wreckage

Whilst WOUNDED, you will lost 1 Health per action. You will have an opportunity to take INVENTORY when you gain at least one ITEM.
>>
Set up shelter
>>
>The Zone Quest
> not based on S.T.A.L.K.E.R
Fuck you OP, don't get my hopes up like that.
>>
>>41175835
Is the wreckage still burning?
It would be a bit hard to search if it was.
>>
>>As you stumble out of the burning skeleton the was the noble Hercules
>>
>>41175879

The wreckage is smouldering. The cargo bay is fucked, but the passenger and pilot compartments are still relatively not-burned. Also, the option was >Examine not necessarily >Search.

>>41175892
*that was. Sorry.

>>41175875
Yeah, sorry.
>>
>>41175879
>compartments are still rel
Plane is out of metal, if something usefull in it is not fucked up already it will survive untill flames will go off (or how you say on fire stop burning in eglish).
>>
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>Set up shelter

Ripping a metal strut off the Hercules wreck, you walk to the each of the clearing where you think you could erect some form of shelter. After setting up your first pole, your realise now that all of those military-style camping trips with dad are going to come in handy. You'll need some kind of serrated edge to cut some wood. The trees in the clearing are mainly softwood, but can probably keep off the worst of the weather. You return to the Hercules and try and seperate a jagged piece of metal from the skeleton. Then you get an idea. What about the toolkit you left in the cargo bay? You're sure that some real tools would make this task easier.

>Continue trying to seperate a jagged piece of metal from the frame
>Try and find the toolkit (Dangerous; the cargo bay is still on fire)

Health reduced by 1 (Was 10, now 9)
>>
>>41176024
>Try and find the toolkit (Dangerous; the cargo bay is still on fire)
we dont care we have fire resistance 1
>>
>>41176024
We have bonus fire resist, don't we?
Get the kit.
>>
>>41176050
Agree
>>
There should be medkit in pilots compartment right?
>>
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>>41176123

It's a military aircraft, so it should be carrying some. You also didn't notice any in the passenger compartment. You do the math!

>Get the kit

You move around to the back of the plane, where you hope to find an entrance to the cargo bay. You could try and climb the frame and drop in what's left of the room, you suppose, but you've never been the best acrobat, and might land flat on your back. You could try and run through the burning cargo doors, but that would mean either waiting for them to collapse open or break them down yourself.

>Climb in (roll 1d100 for Dexterity)
>Try the doors (Break/Wait; Break = 1d100 for Strength)
>Write in (Use discretion for rolling. If you're attempting something that would require a roll then ROLL)

WRITE IN INFO: The cargo bay is somewhat separated from the rest of the plane, and can be climbed. It is approximately 11ft. high. The cargo bay is mainly on fire near the back, and the roof is mainly flame-free (but not very stable).
>>
Rolled 49 (1d100)

>Try the doors

khorne give me strength
>>
>>41176173
Agree to doors, falling down into flames is not the best idea, BTW. all hot air would be right under the ceiling so...
>>
Rolled 7 (1d100)

>>41176173
BOOSTO
>>
>>41176236
>7
Or not.
>>
>>41176236
to roll or not to roll under the average dice is a very tricky decision
please somebody else roll now our average is pretty low (28)
>>
Is there in 4chan dice or I need use something on the internet?
>>
>Doors (avg. roll 28, DC 25)

You cautiously move around the back of the plane and examine the doors. What the hell, you think. You shoulder-charge the doors and the flames that engulf them, knocking them aside and breaking into the flaming cargo hold. (+1 Fire Damage). You search desperately for the toolkit, the crackling of the flames and the pops and hisses of sealed plastic crates keeping you on edge. The heat grows more and more intense with each passing moment.

Where did you fucking leave it?!

>Near a pile of rope
>Next to a pair of punctured crates
>Beside a rusty ladder
>Behind a tall stack of crates

Fire damage from cargo hold flames +1, total fire damage +2. -1 from Stat: Fire Resist 1. Total fire damage 1. Health loss from wounds 1.

Health decreased by 2 (Was 9, now 7).

(Sorry for the wait guys, fucking PC crashed and had to retype)
>>
>>41176386
It's pinned to /tg/

>>41176420
We left it by the punctured crates, didn't we?
>>
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One reply? Okay!

>We left it by the punctured crates, didn't we?

Your remember how you found the figurines in the first place, by busting into those crates on your first night of the plane journey. You search around for a little bit, and without too much trouble you find the toolkit. Box in hand, you run out of the burning cargo bay and into the night. You look up at the blanket of stars, obscured partially by circling clouds, and then turn back to the Hercules as it finally collapses with the dying breath of a man condemned. You jog over to your shelter, wheezing a little from pain, and sit down. The bleeding hasn't stopped, and your burns are begginning to sting quite badly. You look around for remedies. You see a rock, not two hundred metres from you, gushing water. You also see a field of spiky plants a little way into the jungle. You weigh up your options. You should have payed more attention in Horticulture.

>Spiky Plants
>Water
>>
>>41176683
>Water
>>
>>41176683
Water.
>>
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>Water

You move over to the running water. You can see that it's running down from the hills, so it must be fresh. After a brief moment of hesitation you hold your arm under the freezing water. It hurts, but you know it's the best you can do without proper medical supplies. You wash your cuts out, which doesn't help them but should prevent infection for the mean while.

You return to camp, and can see from the moon's low position on the horizion that it's going to be daybreak soon. You'd like to get at least some sleep before exploring tomorrow, so you figure that you need to get up your shelter. How best to do it?

>Cut wood and lay them like a frame with a flat room
>Cut wood and create a teepee-like structure around your centre pole
>Build a hut around the water rock, using it like a support

Wounds and burns healed, Health will recover after a long rest (i.e sleeping).

Stat: Infection resist 1
>>
>>41176894
>Cut wood and create a teepee-like structure around your centre pole
>>
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Okay, we've only got more anon here, at its 4am where I am, so I'll call it a night here. Here we go.

>Cut wood and make a teepee

You look around the glade and eventually find several softwood trees that you cut into longer braches. Laying them against your central pole makes a teepee, which should keep you insulated from the cool of the night air, even if it doesn't entirely stave off the possibility of rain.

You crawl into your makeshift shelter, your burned and ripped clothes pulled right around you to stay warm, and curl up in the grassy gnoll covered by long branches. Today, you don't need to think about anything, just be happy that you survived. Wherever you are right now, you think as you drift off, it can't be too much worse than a burning, crashing plane.

>Toolkit added to Inventory (5kg out of 50kg)
>All health restored from long rest (Was 7, now 30)

If this thread is still alive tomorrow I'll restart it. I'm in GMT +12 and my threads are usually around at 9-10pm (in GMT+12 time). Thanks so much for making this a great first session, and hopefully I'll see you guys soon!

Sleep well, Thompson.
>>
We live in the same country.
It's fucking freezing tonight.
>>
Just realised the last two posts were without my Trip!

>>41177184

Motherfucking right Anon. Motherfucking right. Cuddle up warm, darling.



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