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Last Quest didn't really count, so we'll pick it up from where we left off. Newfriends always welcome!

Arhive: http://suptg.thisisnotatrueending.com/archive.html?tags=ZoneQuest
Last time: http://s000.tinyupload.com/?file_id=62078908236861217352

A summary:

Matt Thompson has crashed in the Zone, a mysterious place in the South Pacific with fantastic creatures and supernatural events. You've survived a week or so in the jungle, and after finding evidence of your father (who keep appearing to you in cryptic visions) you have travelled North to find a huge, modern, abandoned city, in the middle of nowhere. It's totally deserted, and you've made camp for the night in a town square, underneath huge skybridges and high-rise buildings.

It rains during the night, and you wake up to the city in the morning with sickly yellow beams of sunlight cutting through the misty drizzle. After a quick breakfast (1 x Blue Fruit removed) you examine your surroundings, and try to work out a plan for the day.

You're in a courtyard next to a statue of some forgotten hero, hemmed in on all sides by skycrapers and their connecting bridges. The square you're in has a small flower garden (overgrown with weeds and creepers), walled hedgerows (now escaping their planters and spilling out into the street) and numerous trees emerging from the concrete pavement. There are four main roads leading North, South, Northwest and East, though the Eastern road is blocked by rubble.

>CCE (Craft, Cook, Experiment)
>Explore (Write in)
>>
Bump. Come on, where are my regulars?
>>
>>41495545
It's 2:30am Monday morning EST man. This when you usually run?
>>
>>41494937
>Explore (Write in)
And if anything, lets climb a building a few stories to get a better view.
>>
>>41495617

Yeah, I'm trying to change it up a bit but I have courses 5 days a week and I'm in NZ, so it's hard to get US players. I'll keep trying to start earlier, and if you see my threads please do jump in!
>>
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>Write in

You decide to climb some buildings to get a better idea of your surroundings. You can see a several buildings around the square, in various degrees of dereliction. A few catch your eye.

>An impossibly tall, solid-looking building with no windows and tree trunks impaling it from several angles
>A wide, grey building with several floors and tens of smashed windows. You can't read the signs, but you think it might have been a hospital
>A medium-sized building, which appears to have been a hub for the different skybridges before great chunks were torn from it from age... or perhaps something else.
>>
>>41495908
>A wide, grey building with several floors and tens of smashed windows. You can't read the signs, but you think it might have been a hospital
Wide base for stability, plus some scavenging, good choice
>>
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>Wide, grey building.

You figure that you could find some valuable items in a hospital, so you walk over. The day is warming up, and the soft rain has turned to a warm drizzle. You approach the main doors of the building to find them fallen in, and you step into the foyer of the building.

It's a reception area, with paper, books and other miscellaneus medical equipment strewn about the floor. After a quick look, nothing looks immediately useful, so you look around.

There is a balcony overlooking the reception, with twin staircases leading up to the balustrades. One has fallen in, but the other seems traversable with a bit of skill.

There are also two corridors leading left and right, one very dark and one suspiciously light, respectively. You decide on the best route to take.

>Left
>Right
>Balcony
>>
>>41496395
>Balcony
Take in that view real quick
then shine a light down the dark hallway.
>>
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Rolled 1 + 2 (1d4 + 2)

>>41496480

>Balcony

You quickly ascend the stairs and, climbing up the intact staircase, you arrive on the balcony. Looking out the smashed windows you have a better street view, but your vision is still obscured by the ever-present skyscrapers that are all around. You see that North street contains a huge fallen building, blocking it a hundred metres away from the Square, and East street's blockage obscures a huge public, overgrown into a jungle. After taking in everything you can, you descend back downstairs, and examine the dark hallway.

While not pitch-black, you can't see more than a few metres in front of you, and you guess that you'll need a light source to explore it, as it leads deeper into the building. Your current inventory has nothing useful, and so you elect to explore the brighter corridor in the hopes that you can find something to illuminate the dark hallway.

You walk through the sterile doorway and see that the entire roof of this section has been torn away, allowing sunlight through. The rain patters down on you once more, and you pull your hood up. At the end of the corridor is a door, which you find to be locked. After being unable to force it, you look around to find some objects to help you.

>Use your toolbox to open the door (1d100 +3, difficult)
>Use a nearby wire to attempt to pick the lock (1d100)
>Use a nearby bed to try and ram the door (1d100 +2)
>>
Rolled 27 (1d100)

>>41496588
>Use a nearby wire to attempt to pick the lock (1d100)
Sorry man, nodding off. Got to get sleep
>>
>>41496808

>pick the lock (avg. roll 27, DC 50)

After a few minutes of infuriating jamming of the wire into the lock, you make no more progress than before. Frustrated, you kick the door.

Far from being just an innocent expression of frustration, the kick reverberates around the building, and out onto the street. The acoustics appear to have been designed without a thought to privacy, and if there was anything in the building you've definitely woken it up.

To confirm this thought, you hear a growl from behind the door. A shadow moves inside, and you back away slowly. Scratching sounds ensue from the other side, and you catch a glimpse of a pair of glowing yellow eyes.

>Prepare to attack
>Fuck that, run!
>Write in
>>
top meme tbh
>>
Bump 2/3. Come on /tg/, we don't need Americans to have fun!
>>
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...apparently we do! okay, I'll archive this and continute on a weekend. Hopefully, if I start earllier more people will show up. Farewell!
>>
Well fuck. Missed the thread.



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