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Welcome back to ZoneQuest! Sorry for the delay, but here's the weekend thread as promised.

Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=ZoneQuest

Last time:
You, whilst exploring an abandoned hospital in the ruined city, were attacked by a wild cheetah. It messed you up pretty bad, and you had to use most of your medical supplies just to keep breathing. When you returned to the room, you found a number of dismembered cheetah corpses, surrounded by a ring of small, porcelain Kay'at figurines. These have been present in life-threatening situations before, but this is the only time you've ever see them kill anything. You're heavily wounded, and will be at half Health for the next three days.

Right now:
The early morning sun is coming through the windows, and you decide to try and get some meat off these cheetahs. You know how to do it in theory, but when you draw your knife and start cutting through skin and gristle it's very different. You end up only cutting a few kilograms from the flanks of the lean animals, as the smell is making you naseous. (Added: Meat x 4. Tooth x 3)

You exit the staffroom with your gear and draw your gun. Last time it saved your life, so you're keeping it drawn from now on. You move down the corridor through what seems to be an admisistration area, and come to an old elevator chute. To your left and right there are different hallways, both dark but the left corridor seems to let in patchy sunlight, and the elevator shoot only leads down.

>Left
>Right
>Down
>>
bump, I hope you haven't all forgotten about me!
>>
>>41735393
>Left
>>
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>Left

You walk down the left corridor, pasty yellow beams of light illumiating the floating dust particles. You cought loudly, and it echoes off the walls and around the hospital.

Before long you arrive in a room. A large machine with great tangles of wire and huge valves standing before you in an open space with a concrete floor. Lying around the place are flashlights, sheet metal and other electrical equipment and tidbits.

>Investigate the machine
>Scrap the equipment
>>
>>41736266
>See if the flashlights work, check the scrap.
I assume that's what the second option is, or did you mean scrap the equipment as in the verb, wrecking it for parts.
>>
>>41736333

>Scrap the equipment (the verb, synonymous with 'loot')

You experimentally pick up a flashlight and flick it on. To your amazement, a thin beam of light illuminates the room, and you can now see the machine more clearly. After finding no other useful items on the benches, you walk up to the machine.

It seems like a 20th century generator of some sort, but what it would be doing in a modern hospital is beyond you. There is what looks like a control panel around the left side of it, which contains three levers and three buttons, both having a red, green and blue option. You arbitrarily decide to active one lever and one button.

>Write in(Combination)
>>
Rolled 2, 1 = 3 (2d3)

>>41736465
well, you said arbitrary
>>
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>>41736680

>Green,red.

You pull down the green lever and the machine groans. Undetered, you press the red button.

The effect is almost immediate. At first, you are blinded by the sudden, harsh light. After your eyes adjust, you realise that emergency electric lighting has just been activated. Looking through to the next corridors, you can see that the rest of the block, at least, has power as well. However, from the back of the machine starts a steady trickle of water, or perhaps oil. You realise that you can now explore the darker areas of the hospital, and if you leave now you could be back at camp by nightfall. Once again, several doors branch off from this room.

>A door leading to a filing room
>A door leading down a twisting corridor
>A hatch with a ladder that leads downwards.
>>
>>41736752
>>A door leading to a filing room
>>
>>41737215

You open the door and the water follows you, but mercifully the light holds. The room is full of drawers, and paper lies everywhere, now soaked by the water. Up high there are boxes covered with class that look as if they contain cables, and small cylinders of some sort. A sliding door leads into a small office, with a tigerskin run and a fallen-in fireplace.

>Investigate the boxes
>Explore the office
>>
>>41737411
>Explore the office
>>
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>Explore the office

The inside of the office is wrecked, but still somewhat intact. A chair lies across the desk. You move it, and rifle through a few files at random. Most of them are uniform hospital operating procedure, stock takes and other administrative garbage, but one catches your eye.

[INVESTIGATIONS OF SUSPECTED RADIATION SICKNESS - PATIENT -1)

+report start+

Patient -1 displays symptoms appropriate to suspected Radiation Sickness. Patient miner with much underground experience. Exposed to suspected anomaly at -100m depth. Patient prone to long fits of screaming and vomiting. Repeats long strings of phrases; "Underlights", "Breaking trust" and "City Pull".

Patient dead 43hr after suspected exposure. Cause deemed radiation sickness. Cremate corpse, inform next of kin. Case marked closed.

Dr. Daniel Jes'hop,
Unit A

+report end+

Unsure what to make of this, you store it for reading later. Radiation sickness? In a place like this? Unusual, to say the least.

You explore the office and find some painkillers, which you add to your bag. The water has crept in and you're about to leave when you hear mewling in a distant corner of the room. It could have from any of the drawers, or perhaps the fireplace. You draw your gun.

>Check the fireplace
>Check the drawers
>>
>>41738161
>Check the fireplace
warmth attracts animals

then again, sheafs of paper make for good insulation...
>>
>Check the fireplace

You pull back some rubble to find the fireplace empty. Empty, unless a small red ball of fur jumps out at you and claws your legs. You push it off, and a medium-sized red panda darts off into a room that you hadn't previously noticed. The door is set into the wall, and the panda runs through and knocks the stop, closing the door. You push, but your shoulder protests and the door doesn't give. Perhaps you have something in your inventory that might help?

>Write in(1d100)
>>
>>41738299
I don't think you posted the inventory or pastebin

Suction seems like the best way, to me, but I don't think we have rubber or anything. Theoretically we could put something on fire in a tube and hold it up to the door until the oxygen is used up, but I don't know how effective that is. Use the teeth to dig into the wall?
>>
>>41738352

My bad, here's the inventory.

Journal entry #6. Here's a summary of everything you've learned and gained over the course of the adventure so far.

ATRRIBUTES
Str +2
Dex +3

LEARNED
Secondary Kay'at Design
Secondary Geography
Tertiary Crafting
Secondary Botany
Basic Lockpicking
Basic Firearm Operation

STAT
Fire Resist 1
Infection Resist 1

INVENTORY 38/50kg
Toolkit (Contains hammer, saw, electric drill, utility knife, wrench)
Knife
Cane root x 1
Spiky Plant leaf x 2
H&K VP9 - 21 9mm rounds (11 per mag)
Figurine
12 x Purple beans
>8x Silver Fern
>3x Purple Beans
>4x Red Mushrooms
>1x Red Fruit
>8x Blue Fruit
Strut x 3
Tarp
Lockpick Kit
>Painkillers x 7
>Bandage x 3
>Suture kit
>Antibacterial Pills x2
Meat x 4
Tooth x 3
Max health 35
Current health 3

Area:
>A square, in the southern district of the city.


PLANTS:
Red Fruit = Posionous
Spiky Plants = Medicine, edible fruit
Lake Cane = Edible root, strong, VERY USEFUL
Fuzzy Red Fruit = Edible, unpleasant
Purple Beans = Edible, slightly hallucenogenic (Cooking reduces this effect)
Red Mushrooms = Slightly poisonous, but stimulates massive adrenal gland function for a short amount of time
Silver Fern = Can be eaten when boiled, and can be used when crushed to heal cuts and bruises
Blue Fruit = Edible, pleasant
>>
Rolled 87 (1d100)

>>41738400
Yeah, suction and maybe sticky fruit to help with adhesion
>>
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>>41738466

>Suction. (avg. roll 87, DC 80)

You remove your final cane root from your sack and light a small fire with the paper you found in the staff room. You smear the tip of the cane root with Blue Fruit juice, which is quite sticky.

After a few minutes of doubt, you try to remove the device from the door, convinced it didn't work. However, it refuses to come away. It takes some pulling, but you unstick the door and open into the hidden room.

The power doesn't reach here. You see a small metal stairwell, leading into a dark tunnel. Youc can't make out what's down there, but after throwing a stone it appears the the stairs continue down for a long time.

You walk down, noting the grimy, moss-covered stone walls and the dripping of water from the ceiling. After a few minutes of descending the stairs give out with no warning, and you stumble down a 2-metre drop.

You land in water, foul-smelling and green. You turn on your flashlight. You're in a dark tunnel (again), and it extends both in front of and behind you. Ahead you can hear animals of some sort, and behind you can hear the rush of water.

>Forward
>Backward
>>
>>41738668
>Backward
oh, and I have bad news if you think just anyone comes up with write-ins.
>>
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>Backward

You decide that you've had enough of animals for one week, and you head towards the sounds of rushing water. After a minute's walking you discover a lip, over which the sewer gushes into a pipe a few metres below. This could send you deeper... but is that really where you want to go?

>Fuck tunnels. Turn around.
>I really want to go!
>>
>>41738903
more rocks to gauge how deep it is.
>Fuck tunnels. Turn around.

and with that, I gotta go, sorry.
>>
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>>41738975
Nice of you to briefly join us.

>Fuck tunnels, turn around.

You decide not to risk it. Once you go down there might be no getting up again. You decide to take your chances with the animals.

Sneaking up the side of the tunnel, you see a group of your old friends, stalkers, sitting in a huddle and eating what appears to be your red panda. Slightly pissed off, you experimentally aim your VP9 at them. You figure that you could put 3 rounds into them before they had a chance to react, then duck into a nearby crack and hide. Then again, you could distract them with some of the meat you cut from the Cheetahs and sneak around, but that would put you at the mercy of the whole group if you were caught.

>Shoot at the stalkers
>Try to sneak around them
>>
>>41739059
How many are there?
>>
>>41739101

You can make out a group of about four or five, though there could be more hidden in the shadows.
>>
>>41739059
>>41739136
Shoot at the stalkers then.
>>
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Rolled 42, 29, 12 = 83 (3d100)

>Shoot at the stalkers

You decide it's better to thin their numbers a little before getting close. Flicking off the safety, you steady your weak arm by bracing it against the wall. You exhale, then squeeze the trigger three times, aiming for the centre of the ground.

(cont.)
>>
>>41739349


Unluckily, all but one of your shots go wide, ricocheting off the stone walls of the tunnel. One stalker takes a round in the shoulder, and is knocked to the ground, shrieking.

The gunfire scatters the creatures, and you stick to the plan, ducking into a small stone crevice. You can hear the stalkers outside shrieking and sniffing, but from experience you know that stress combined with the smell of the sewers should mask your scent, for now. However, your crevice is in the middle of the right wall, and you still have to pass their section to proceed.

You could bound to the nearby wall first, and move from there, or you could take another shot at the stalker to the front left, but possibly giving away your position.

>Fire at the stalker(1d100)
>Bound to the wall(1d100)
>>
Rolled 80 (1d100)

>>41739463
>>Bound to the wall(1d100)
Better position, always.
>>
Rolled 68 (1d100)

>>41739463
>Bound to the wall(1d100)
>>
>Bound to the wall(avg. roll 74, DC 50)

You move up to the wall without any of the animals noticing you. The stalkers have changed position, and you are presented with a new dilemma.

The pile of rubble in the middle would make for excellent cover, if you pulled the large sheets of cardboard over youl. However, there is a stalker close to it which may hear you. Shooting it could clear the way, but once again it may alert the others to your position.

>Shoot(1d100)
>Stealth(1d00)
>>
Rolled 11 (1d100)

>>41739634
>>Stealth
>>
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>Stealth

You attempt to dash to the rubble, but the stalker turns around as you trip and knock a stone. It shrieks and roars at you. Several others are advancing on you, you can count at least three. You draw your knife, and prepare to fire. However, just as you do this you notice another drainage tunnel leading down, just behind the stalker that initially noticed you. You could make a rush for it, even if it meant putting yourself at the mercy of the advancing stalkers.

>Stand and fight
>Run for the exit
>>
>>41739922
>Stand and fight
Not the best option, but we need experience anyways.
If we end up going against something tougher by fleeing, we won't stand a chance if we can't beat these guys.
>>
>Stand and fight

You level your pistol and fire two rounds into the stalker closest to you, killing it instantly. Climbing up on top of the debris, you shoot at the stalkers that are now running at you. Of six shots, three connect. There are two stalkers now, more cunning than the others. As soon as they saw the other stalkers dying, they ducked behind barricades and hid. You can hear them, snuffling about. You don't want to leave them, as they could be a difficulty later on, but to kill them you've have to get up close, and you aren't sure that you're up to that in your condition.

Learned: Secondary Firearms Operation

>Attack (1d100)
>Leave
>Write in (1d100)
>>
Rolled 65 (1d100)

>>41740140
>Attack
Shoot through their cover, if we can.
Most stuff isn't durable to take bullets.
How much ammo do we have again?
>>
>>41740140
>Leave
>>
>>41740140
>Write in (1d100)
Be on overwatch. Wait and see.
>>
>>41740197 here.
Changing my vote to >>41740228.
>>
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>>41740197

You have 12 rounds, 4 in your magazine.

>Overwatch

You decide to wait and see what the stalkers do. You try and be as quiet as possible and cover yourself with card.

After waiting for 10 minutes or so you can hear one whimpering behind the concrete. After waiting a while longer the stalker breaks cover and runs out of cover. You track it with your weapon, and it leaves a blood trail as it limps away. After watching it disappear down a grate, you return to covering the other animal. However, you wait for a while and you realize you can't hear it anymore. Damn! It must have disappeared when you were watching the other one.

You have no choice but to continue down the tunnel. If the stalker turns up later, you'll have your gun drawn.

(TBC)
>>
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>>41740551

You continue down the drainage tunnel, which gets thinner as you walk. Soon you have to crouch with your head dragging along the ceiling as you descend ever deeper into the building.

Your flashlight, already weak, finally gives out when the air is getting unusually humid. After walking in the darkness for a while, the tunnel unexpectedly opens out into a pathway. It leads to an open room, that you're walking above on overhead gantries. Looking down, you can see hundreds of mice crawling around.

Strange echoes are heard from all around as you explore from the gantries. The metal groans and protests as you walk on it, as this area obviously hasn't been used for years. Coming up to a junction, you can hear another roar of water from one direction, and a strange clanking, like that of a machine, from another.

>Head towards the clanking
>Investigate the roaring
>>
>>41740703
>roaring
>>
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>Investigate the roaring

You head towards the sound of rushing water and find another cistern, draining downwards.

At this point, you stop and think. How could a cistern be draining this water downwards, when you're already a long way underground? Where could it be going?

With these questions in mind you head back to base camp, following the way you came. Before you leave however, you pick up a small pile of papers lying in the room of the cistern.

You can't make out much, but your basic knowledge of the Kay'at language allows you to read:

"...report on drain..... higher than expected.... contingency.... should we be forced down....be heated.... counter anomalies......soon"

Puzzled, you return the way you came and eventually you arrive back at the hidden door. The hospital is flooded, not helped by rain (something that is being irritatingly constant but hardly suprising, given the climate), and after an hour's struggle you return to base camp.

Your final mystery of the day is the most puzzling. While you specifically remember that East Street was overgrown by a jungle and blockaded, it now appears that West Street has the jungle and the blockade, while East Street is clear. Also, your tent is wet, which shouldn't happen, because it was sheltered by a skybridge... wasn't it?

You decide that you're imagining things, and after cooking some of the Cheetah meat over a fire you fall into a gentle, dreamless sleep.


Thanks for the session, everyone! Although small, it was undoubtedly important, and I'm eager to get started on Volume 7. See you all later, it's off to the archive for me.



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