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/qst/ - Quests


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Since we’re trying out this whole /qst/ thing, I thought it best to reiterate some important information. Old players can skip this post.

Navigators are absolutely vital to the continued operation and survival of the Imperium of Man. Their ability to guide ships through the Immaterium is irreplaceable. Without them, even the smallest of interstellar gulfs would be impossible to cross without the most detailed and ancient charts. Any vessel missing one is limited to warp jumps of only a few light years in length, at great peril to both ship and crew. As such, these three-eyed mutants are in high demand and wield great power.

You, Senka, are one such gifted individual.

There are countless Navigator Houses within the Imperium, each backed by their own colorful history. Yours, the Shrouded House of Girad, is no exception. Once a grand and influential House, the current Girad is but a shadow of its former self. What exactly caused the fall from grace generations ago has been muddied with time. But while other Houses refer to yours as a “beggar house,” the overall effect on your upbringing was hardly noticeable. Possibly due to the fact that your homeworld of Kessae was where Girad was founded.

Currently, you’re the Navigator Primaris of The Brazen Of Pearl, a Conquest-class Star Galleon owned by the Rogue Trader Ferus Hillbrant. Your first few Warp jumps were largely successful, as were your first few away missions. Normally a Navigator wouldn’t dare leave their Sanctum, but where would the fun in that be? So far you’ve faced threats xenos and daemonic, emerging relatively unscathed in each instance. You’ve earned the respect of several of the Pearl’s officers, including Mistress of Whispers Nelia and Explorator Forgal. The former of which has sought out your aid in tracking down a rogue psyker aboard the Pearl.

In tracking down said rogue psyker, you helped expose the existence of a minor pleasure cult. For the most part, Nelia handled the process of tracking down and eliminating the cult’s members. During that time you carefully watched a tear in the fabric of reality that was present in the local star system. On the sixth day of such observation, the hole in reality folded back into itself. But not before emitting a stream of malevolent energies towards the Pearl. You called for the gellar fields to be raised just in time for the jet to wash over you harmlessly. Or so you thought, anyways.

Not soon after, Nelia vox’d you for aid. It seemed that she’d managed to finally corner the rogue psyker. The only problem was he was gibbering in tongues, made worse by whatever that burst of energy was. You quickly hurried down to the shuttlebay in question, arriving just in time to see the psyker explode outward in a flash of pink fire.
>>
Twitter: @ELHMk1
”Normal” Run Time(s): Thurs/Fri @ 7pm EST (GMT-5)
Archive Link:
http://suptg.thisisnotatrueending.com/archive.html?tags=Navigator%20Quest

Previous Thread:
http://suptg.thisisnotatrueending.com/archive/45449355

Senka’s Character Sheet: (Includes handy NPC reference)
https://docs.google.com/spreadsheets/d/1h53V9xovaCGkwB1kkB26l6OBwahOGs22rsQe4sCA_M4/edit?usp=sharing

For those not entirely familiar with the 40kverse, I encourage you going back and reading the past threads as well as http://1d4chan.org/wiki/Imperium Hopefully between the two you’ll get the gist of what’s going on, but don’t hesistate to ask if you’re completely lost.

All rolls will go against a specified characteristic in the style of Rogue Trader. You’ll want to roll under the characteristic value in order to pass the check. The more degrees of success (every multiple of 10 counts as 1), the more awesome of a result. A 1 is a guaranteed success, and a 100 is a guaranteed failure. Best of three rolls when it’s called for, with a 1 or a 100 instantly taking precedence. If you see multiple characteristics being called for, each 1d100 counts for its respective test.

I figure I’ll give /qst/ here at least a shot or two before deciding whether to keep this on /tg/ or not. There’s plenty of good arguments both ways, so we’ll just play it by ear and see what happens.

If you have any questions/etc, just shout.
>>
>>13631
As the stack of storage containers the psyker was hiding behind go flying, you keep your Warp Eye locked onto his form. It twists and mutates before your very eyes, turning into something utterly profane. Where once stood a man now stands a mutated abomination. One arm has turned into a claw, and one leg warped to be digitigrade ending in a cloven hoof. Half of the man’s face has been replaced by unnaturally smooth, purple skin and a horn that juts straight upwards. Needless to say, you’re no longer dealing with a mere rogue psyker. You’re dealing with a daemonhost.

“Everyone back!” shouts Nelia as she and her two blanks struggle to compose themselves. They were the closest to the psychic blast, and thus were the ones hit hardest. Were it not for the fact that blanks disrupt psychic phenomena in their vicinity they’d likely be far worse for the wear. As it is, one of the men has a nasty gash along their arm where a container clipped him. The other seems rooted in place with fear. Nelia herself seems just as unnerved, though she’s already reaching for the bolt pistol at her side.

Meanwhile, the daemonhost has begun floating just off of the shuttlebay deck. All around it crackles a pink halo of pure Warp energy. It cackles in a damned tongue, the actual words of which your brain refuses to process. Probably for the best. Still, you do have a very real threat in front of you. How do you approach tackling it?

Your go-to thus far has been your Warp Eye. The third eye in the middle of your forehead is capable of unleashing untold horrors on those who dare gaze into it. You’re just not sure how effective it will be against a daemonhost. It might be better to call upon the aid of all the voidsmen and Arbites waiting just outside of the shuttlebay. But even their combined firepower might not be enough. The only thing you know for sure is that taking the daemonhost’s head off with your sword will kill it dead.

Decisions decisions...

> [1] Use your Warp Eye’s Lidless Stare power
> [2] Order anyone who will listen to fire at the daemonhost
> [3] Advance with your Archeotech Force Sword drawn
> [4] Write in
>>
>>13646
> [3] Advance with your Archeotech Force Sword drawn
>>
>>13646
>> [2] Order anyone who will listen to fire at the daemonhost
then
>> [3] Advance with your Archeotech Force Sword drawn
>qst
ew
>>
>>13646
Bloody traitor.
> [1] Use your Warp Eye’s Lidless Stare power
> [2] Order anyone who will listen to fire at the daemonhost
>>
Rolled 2 (1d2)

Gunna roll off to break the tie between [2] and [3]. 1 will be [2], 2 will be [3].
>>
>>13646

You’ve yet to actually use your Archeotech Force Sword in combat. Now’s a good a time as any. You unsheathe it from its scabbard and focus on the blade. Moments later the length of it sparkles with psychic energies. So long as you hold it, the sword should be as effective as a Power Sword, if not more so. Now the only problem is in closing the gap between you and your foe.

The daemonhost lets out a cackle and raises a hand in Nelia’s direction. As it does, Nelia herself unloads several rounds into it from her Bolt Pistol. Distressingly, none of the rounds connect. They’re either far off the mark or absorbed by the pink forcefield that’s manifested around the daemonhost. It’s not a good sign. Your sword should be able to pierce through the forcefield, but it’ll involve a battle of willpower. You’re only about 50% sure that you’ll be able to win such a fight.

Still, you’re one of the few people aboard that has the capability to actually slay a daemonhost. So you advance slowly and cautiously as the daemonhost focuses its attention upon Nelia and her retinue. You’re able to get about a fourth of the way there before the daemonhost notices you. It lets out another unnerving fit of laughter, then flings a bolt of psychic energy at you.

> [1] Dodge
> [2] Try to deflect it with your sword
> [3] Try to charge past it
> [4] Write in
>>
>>13865
>[1] Dodge
>>
>>13865
>> [1] Dodge
Hiya Hel.
>>
>>13684
supporting
>>
>>13865
>Dodge

I hope we're good at that
>>
>>13865
> [1] Dodge
> [3] Try to charge past it
seems these 2 can be worked into a single move.
>>
[1] it is. Three of you roll me 1d100. The target value is 32.

>>13903
Hiya

>>13998
Perhaps if you roll low enough they can be combined
>>
Rolled 80 (1d100)

>>14006
Dice gods guide my rolls
>>
Rolled 30 (1d100)

>>14006
>>
Rolled 96 (1d100)

>>14006

Hear me Dice Gods!
>>
>>14014
>>14028
>>14035

A 30 is enough to dodge it! Back in a bit!
>>
>>13865

As the corrosive bolt of dark energy screams towards you, you prepare to leap out of the way. Then, with one coordinated movement, you twist your body out of the way just as the bitter projectile would hit you. You can smell the stench of brimstone and the booming roar of beings from beyond as it passes inches from your flesh. It flies and impacts the deck behind you harmlessly, only leaving a small scorch mark on the deck plating.

By now your bodyguards, Yen and Yang have managed to extricate themselves from the crowd outside of the shuttlebay. They come running in along with quite a few of the Voidsmen and Arbites. Yen and Yang take one look over the scene then begin shouting orders. A firing line is formed within seconds. With a wave of Yen’s hand, a barrage is fired at the daemonhost.

Only about a third of the combined fire manages to both hit the foul being and pierce it’s forcefield. It shrieks in ecstasy as las fire and bullets sear its flesh. “Yes!” the daemonhost cries. “Hurt me more!”

You suppose you should have expected that on some level. Slaanesh daemons are all about the extremes of emotion and sensation. Even a possessed human like this one is bound to have abilities far beyond its normal limits. Already the several flesh wounds the daemonhost sustained are knitting themselves back together. Your Force Sword will need to strike true and rapidly if you’re to have any hope of felling this abomination.

This all allows you to close the gap even further. Now six meters from your target, you’re practically within arm’s reach. So you…

> [1] Charge the rest of the distance (+10 to WS)
> [2] Carefully advance, then take aim (+10 to WS)
> [3] Attempt to stun the daemonhost in place with your Warp Eye so it will be easier to hit
> [4] Write in
>>
>>14168
> [1] Charge the rest of the distance (+10 to WS)
>>
>>14168
>> [2] Carefully advance, then take aim (+10 to WS)
>>
>>14168
>[1] Charge the rest of the distance (+10 to WS)
>>
Looks like [1] has it by a vote. Time for another roll. 1d100 if you would. The target this time is 42 (Normal WS of 32 + 10 from charge)

Also - do people mind the 15 minute voting period? I'm still trying to judge how much is appropriate here on /qst/ vs /tg/
>>
Rolled 59 (1d100)

>>14320
>>
Rolled 36 (1d100)

>>14320
I really would prefer you go back to /tg/, This board is shit.
>>
Rolled 73 (1d100)

>>14320
>>14338
I agree with this guy. The only things on this board that are any good they could have just added to tg.
>>
>>14331
>>14338
>>14362

36 is indeed less than 42. Back in a bit!

As for /tg/ vs /qst/, I kinda like the IDs and formatting. Again the whole point of this is to see what people like and what they don't. I.e. that whole "keep an open mind" thing in the /tg/ sticky.
>>
>>14362
eeeyup. Nearly drew a dick but decided I don't want a ban.
>>
>>14370
>I kinda like the IDs
What the fuck is wrong with you? It's called an ANONYMOUS imageboard for a reason.
>>
>>14385
you do know that the ID changes every thread right? even if your playing quests in 2 at the same time, they are different?
>>
>>14403
It still removes the anonymous part, That's basically what makes 4chan 4chan.
>>
>>14168
> [4] Write in
>“Yes!” the daemonhost cries. “Hurt me more!”
Shout "Stay still and we will".
>>
>>14403
I think I kinda get his point. The Id's stick so it makes it harder to troll and when you're called out for being a troll and you say, No that wasn't me that was the other anon, theirs totally more than five anons who agree with my stupidity. And so the anon that called you out has to go, alright whatever.
>>
>>14419
How? You still don't know who I am or what my name is. Only you know what posts I made for this one thread. You can't even find me in another unless I take lengths to make that know.
>>
>>14168

In a sudden display of speed, you charge forward. As you run you bring your Force Sword back and prepare to slice horizontally with all of your strength. The daemonhost turns its full attention to you and raises its claw in an attempt to block your blow. It’s too slow, however, and its forcefield seems to still be recharging from the earlier barrage.

Your sword deftly cleaves through the daemonhost’s flesh, right above where the claw fuses with the rest of the arm. A torrent of dark, purple blood spews out from the wound as you nearly cut through the entirety of the bone, muscle, and sinew. The daemonhost is just fast enough to squirm out of the way and save its limb.

Before you can perform another strike, the pink forcefield sizzles back to life. You’re forced to step back out of the way else risking taking a hit of your own. The daemonhost notes this with glee, hissing, “You will not strike me again unless I wish it, mortal. Now feel the true might of Chaos!”

In the unmaimed arm, the daemonhost manifests a sword of pure energy. It brings it up over its head, then brings it whistling back down towards your head. In order to avoid getting hit, you…

> [1] Dodge (Ag)
> [2] Parry (WS)
> [3] Stare at it (WP)
> [4] Write in
>>
>>14445
What? I get that he doesn't like IDs since it takes away a sense of anonymity, but not the true anonymity that is needed to be known or followed outside of 4chan or even on the boards we visit.

>>14502
> [1] Dodge (Ag)
>>
>>14502
>[2] Parry (WS)
>>
>>14502
>> [1] Dodge (Ag)
>>
>>14502
> [1] Dodge (Ag)
>>
Seems [1] has it. Another 1d100 if you would, vs a 32.

Normally we don't roll this much, but as it's combat it's kinda needed. The plus side is it lets those of you lurkers play without needing to vote I guess.
>>
Rolled 53 (1d100)

>>14588
>>
Rolled 87 (1d100)

>>14588
>>
Rolled 5 (1d100)

>>14588
Why not have combat rolls for the entire scene instead of for every attack and action of combat?
Or some middle ground inbetween.
>>
>>14606
>>14616
uh.............
>>14628
Holy, thank fuck for you.
>>
>>14628
If only I could post a reaction to this.
>>
>>14606
>>14616
>>14628

A 5 is indeed enough to dodge out of the way! Back in a bit.

>>14628
That sort of thing works best when you have OP QMCs or simple mooks. Ideally there's just enough rolling to tap into that dice rolling anxiety while keeping combat relatively short.

>>14644
You should be able to!
>>
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>>14644
Nah the mod actually listend to this complaint.
>>
>>14655
>>14676
I know sortive. But not what I meant, old computer died.
>>
>>14502

...opt to completely dodge out of the way. If this daemonhost is powerful enough to throw bolts and create weapons of pure psychic force you don’t want to test whether or not your Force Sword is powerful enough to deflect them. And there’s not quite enough time for you to use your Warp Eye without leaving yourself open momentarily. Which, should you fail to stun it, would mean rather bad things.

That just leaves dodging. Which, surprisingly, you’re quite good at. Maybe it’s pure skill, maybe it’s a combination of righteous fury and adrenaline. Or maybe the daemonhost is simply slow. Whatever the case, you easily sidestep the downward cleave. You can feel a rush of wind and the heat of the blade as it passes harmlessly to your left. The daemonhost growls as a result. It cocks its sword back and attempts to mirror your first strike.

Again you move out of the way before the blow can connect. This warrants an outcry from the abomination. “STAY STILL! I only wish to carve you into a sensual work of flesh art!”

“If this is the best you have to offer, Chaos-spawn, then no such thing will occur,” you retort as you once again dodge an attempt at your head. “My faith in the Emperor guides my body and blade.”

The daemonhost lets out something close to a giggle combined with a snarl. Then it raises its clawed arm. Said arm has already regenerated from your earlier strike, meaning you now have to dodge two things at once. You should try and finish this now before it's able to muster a proper counterattack.

> [1] Attempt to stun it with your Warp Eye (WP)
> [2] Swing for the fences. Or in this case, its head (WS+10)
> [3] Dodge and Parry until you can find a proper opening (WS/Ag)
> [4] Write in
>>
Side note - does anyone have Greenmarine's Senka on their hard drive? I seem to have misplaced it and can't find it in my emails.
>>
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>>14729
>> [3] Dodge and Parry until you can find a proper opening (WS/Ag)
>>14733
got you covered.
>>
>>14729
> [2] Swing for the fences. Or in this case, its head (WS+10)
>>
>>14745
Thanks anon
>>
>>14729
> [2] Swing for the fences. Or in this case, its head (WS+10)
>>
[2] has it I believe. This time it'll be 2d100 instead of 1d100. The first vs a 42 (WS), the second vs a 46 (WP).

If you succeed on both... well let's just say you'll be a head of the game.
>>
Rolled 97, 85 = 182 (2d100)

>>14835
>>
>>14844
I'm sorry it appears my dice think I'm participating in a quest where high rolls are good rolls. The lowest I've rolled is a 73. Maybe I should stop?
>>
Rolled 56, 82 = 138 (2d100)

>>14835
WELP
>>
Rolled 20, 89 = 109 (2d100)

>>14835
Oh shiii
>>
>>14844
>>14868
>>14885

Survey says... Your aim is true, but you have a little problem getting through the forcefield. Happens to the best of us. Writing...
>>
>>14885
Best I could do.
Emperor Protect us.
>>
>>14894
At least you got a 20.
>>
>>14729

You take careful aim and angle your sword so that your next blow will (hopefully) take off the daemonhost’s head. Then, with a surge of strength, you swing your blade. For a moment, it looks like the weapon will connect. But then the crackling pink energy of the abomination’s forcefield rebukes your attack. You’re just able to keep yourself from being sent off balance.

“Fufufu, it seems your ‘faith’ is as weak as your body is,” remarks the daemonhost. “Or perhaps your Corpse God has abandoned you in your time of need. It matters not.”

“Silence, Warp-spawn,” you shoot back. “You shall not unnerve me.”

“We shall see, weakling~”

The daemonhost then unleashes a flurry of blows. Each one directed at a different part of your body. For the most part, you’re able to dodge or parry them. Yet a few attacks connect. A slash to your right arm leaves it numb and tingly, and a horizontal slice across your chest literally steals the air from your lungs. A grand total of -4 wounds

As you cry out in alarm, Yen rushes forward, leaving Yang to coordinate the firing line. She produces a sabre and does her best to draw the daemonhost’s attention away from you. It’s only somewhat successful. For the most part you’re still the subject of the chaos-spawn’s ire, but the aid of your bodyguard gives you just enough time to recompose yourself between blows.

> [1] Use Yen’s distraction to attempt another guillotine (WS & WP)
> [2] Yell for Yen to get out of the way, then attempt to use your Warp Eye (WP)
> [3] Yell for Yen to get out of the way, then at Yang to have the firing line shoot again
> [4] Write in
>>
>>14969
>> [1] Use Yen’s distraction to attempt another guillotine (WS & WP)
second times the charm?.......right?
>>
>>14969
> [1] Use Yen’s distraction to attempt another guillotine (WS & WP)
>>
>>14969
> [2] Yell for Yen to get out of the way, then attempt to use your Warp Eye (WP)
>>
Seems we'll be trying for the head once more.

2d100 once again, though this time you'll be against a 52 (An added +10 from Yeng ganging up) and a 46

One way or another, this will (hopefully) be the last round of combat
>>
Rolled 8, 12 = 20 (2d100)

>>15060
.................
>>
>>15076
..............................................................................................................................................................................................................................................................................huh.
>>
>>15076
Do we even need to roll?
>>
Rolled 56, 42 = 98 (2d100)

>>15060
>>
>>15098
Just to keep things fair (i.e. the possibility of a 1 or 100) I'd prefer it. But if no one does after 10 minutes I'll just go with the two rolls we have already
>>
Rolled 31, 23 = 54 (2d100)

Rolling
>>
>>15076
>>15099
>>15127

Cheers. An 8 (Hi Khorne) and a 12 definitely means you pass both. Back in a bit!
>>
Rolled 58, 9 = 67 (2d100)

>>15119
Well, I feel like tempting fate
>>
>>15127
We're looking for small right?
>>
>>15143
Yep! Roll under system

>>15135
>9
Eyyy there's Tzeentch too. Now all we need is a 7.
>>
Rolled 46, 48 = 94 (2d100)

>>15119
kay.
>>
>>14969


Prolonged battle with a daemonhost is, as evidenced, a fast way to the grave. It’s only thanks to your faith, skill, and little bit of luck that’s let you last this long. You need to end this here, one way or another.

You steel yourself, putting every ounce of concentration towards pouring power into your Force Sword. The blade flares with a brilliant, bright, golden, psychic flame. As it does, the daemonhost snarls and bats Yen away. She goes skidding across the deck, coming to a stop against one of the fallen crates. You can’t spare a second of worry on her behalf, though, else you’ll risk losing your focus. Of course, the chaos-spawn had other ideas.

It raises both arms above its head and lets out a deafening shriek. Before your eyes, the two limbs fuse into a wicked, scythe-like claw. Then the daemonhost brings it down at you as fast as lightning. You bring your own weapon up to meet it with a roar. For a second, the daemonhost’s natural weapon holds fast against your ignited blade. Then your sword slices through the claw as if it was butter. Even the forcefield is no match for your superior willpower. It collapses with a thundering sound. All the while, the daemonhost cries out in a mixture of alarm and delight due to the pain.

You continue to press your advantage. As the Warp-spawn writhes you aim squarely for its head. Then, with a single slice, you remove its head from its body. It crumples forward onto its knees then off to the side. The head goes sailing into the air, spewing out more purple blood as it does. All the while, the daemonhost gibbers its last words:

“Kekekek. So long as Deck 23 remains ours, you’ll never stop us!”

Then the head crashes back down to the deck and begins fading away into nothingness. The body does much the same, eventually leaving you with not but a large purple bloodstain where the daemonhost once stood. Now that you’re victorious (and covered in blood), you first...

> [1] Check on Yen
> [2] Beeline for a cleansing shower of holy water
> [3] Congratulate everyone involved
> [4] Write in
>>
>>15249
> [1] Check on Yen
>>
>>15249
> [1] Check on Yen
> [2] Beeline for a cleansing shower of holy water
Cleanse the bloody area with fire.
>>
>>15249
>[2] Beeline for a cleansing shower of holy water
Daemonic blood is no joke
>>
>>15307
Although I am concerned for Yen's well-being. Maybe just give Yang a quick order to see to his sister?
>>
>>15249
>> [1] Check on Yen
while
>> [3] Congratulate everyone involved
before
>> [2] Beeline for a cleansing shower of holy water
>>
>>15372
we can congratulate everyone after and give everyone extra rations or something.
>>
Seems [1] combined [2] will be what we're going with. Back in a bit!
>>
>>15249

The possible taint of daemonic blood is something you don’t want to deal with. As it is, the splatter of blood on your robes means you’ve taken a small amount of corruption (+2 corruption). Thankfully none of it landed on your open skin, else it might be much worse. You’ll need a holy water bath either way, and fast. But you don’t want to be so impersonal as to ignore Yen’s fate.

You shout over to Yang, “Go check on your sister while I make sure the daemonhost is dead.”

“You’ve got it boss,” he yells back as he strides over to where his sister landed.

Meanwhile you use your Warp Eye to scan the immediate area for taint. Short of the blood, nothing stands out to you. A cleansing gout of holy promethium should be sufficient to clean the shuttlebay.

“She’ll live!” cries Yang. “Though by the looks of it she’s got a nasty concussion.”

“Take her to a Med Bay,” you order. “I must visit the ship’s shrine to cleanse myself.”

“And what of the cleanup, Mistress?”

“See to it every man present is inspected for any signs of Warp taint. If they’re clean give them a few extra rations. I’m sure First Officer Lion won’t object. As for the shuttlebay itself, have every inch bathed in blessed fire. Especially the blood spots.”

“As you wish, Mistress.”

You nod and spin on your heel. Then you make a beeline for the ship’s shrine. You’ve yet to visit it, so it’s slightly surprising when you arrive. The shrine itself spans across three decks, with a massive statue of the God Emperor at its core. Combined with the flying buttresses, purity seals on everything, and the red drapings, it reminds you of your home world’s Hive Chapel.

As you stand taking everything in, a priest comes sliding up to you. He gives you a once over, then hesitantly asks, “You must be our Navigator, Mistress Senka. To what do we owe the pleasure of your company? Have you come to pray?”

“Something like that,” you reply. “I require enough holy water to bathe in to cleanse myself of any lingering taint.”

You motion at the bloodstains for effect. The priest opens his mouth slightly in awe, catches himself, then nods his head.

“Of course, of course! Will you be taking the water back with you, or will you be bathing here?”

> [1] You’d prefer the privacy of your own quarters
> [2] Bathing here doesn’t bother you in the slightest
> [3] Write in
>>
>>15513
>[2] Bathing here doesn’t bother you in the slightest
>>
>>15513
> [2] Bathing here doesn’t bother you in the slightest
>>
>>15513
>[2] Bathing here doesn’t bother you in the slightest
>>
>>15513
> [2] Bathing here doesn’t bother you in the slightest
>>
[2] it is. Back in a bit!
>>
>>15513

“I shall bathe here, so long as that’s not an issue.”

You allude to the fact you’re a mutant. Usually they’re shunned and scorned by the Ecclesiarchy, except in rare circumstances. Thankfully, it doesn’t seem this particular priest is one of those ultra-puritans.

“Not at all,” he says. “Come, come. This way.”

He leads you back behind the massive altar to the God Emperor into the chambers beyond. After several twists and turns through the dim corridors, you arrive at a sectioned off area about a meter across in either direction inset in one of the walls. In the ceiling is a spicket adorned with purity seals connected to a showerhead. The only thing it seems to be lacking is a privacy screen.

“We normally use this area to forcefully purify those who would otherwise resist it. It is the only place that is currently connected to our reserves of holy water. I hope this is not an issue?”

You give the “shower” another once over, then shrug. “It will have to do. I will require a new set of robes and a towel.”

The priest bows his head. “Of course, of course. I shall have them brought at once. What of your current robes?”

“They should only be handled by the most faithful. Have them burned.”

“As you wish. I shall leave you to it.”

He then departs. You glance up and down the corridor once he’s out of sight. Content that you’re alone for the time being, you strip and pile up your bloodied robes. Then you step into the depression and turn on the shower. The nearly-scalding water that pours over your body instantly eliminates any trace of weariness. For a time you simply let the water wash over you. Just as you start looking around for something to scrub yourself with, you hear the sound of footsteps.

“Mistress Senka?” calls a female voice. “I’ve brought you a fresh set of robes, a towel, and some cleaning implements. Where would you like me to leave them?”

You poke your head out into the corridor to see a wiry looking choir-girl clad in a pure, white tunic. “You may bring them here. Take this set of robes here in their place and burn them.”

She bows her head reverently and does as you’ve asked. But before she leaves, she says, “It is an honor to serve you, Navigator. For without your guidance, we would surely be lost.”

“I am only doing my duty,” you reply. The choir-girl immediately shakes her head.

“But you do so much more than that. You bring us the light of his majesty.”

Oh. She must be one of those that Nelia warned you about a few days ago. A parishioner that views you as a vessel of the God Emperor’s will. It’s flattering in a way, but is also borderline heresy. You must be careful with how you handle this.

> [1] Tell her that it’s nothing. Really.
> [2] Warn her of such dangerous thoughts
> [3] Order her to leave at once without a word more
> [4] Write in
>>
>>15683
>[3] Order her to leave at once without a word more

Trying to get her to see us as anything less than an angel will probably just get us a compliment about our humility. Best to just minimize interaction.
>>
>>15683
> [3] Order her to leave at once without a word more
Make sure to note her face and inform the priest of her views.
>>
>>15683

In order to avoid a comment about your humility, you simply point back down the corridor and order the choir-girl to leave. She bows her head reverently and thankfully does as you ask. In the process, you note her face for a future conversation you’ll be having with the priest.

The rest of your cleansing passes uneventfully. Once you’ve dried yourself off, you adorn the set of grey, white, and red robes that was brought to you. It’s a little small in certain places, but it will do for now.

Purified and refreshened, you need to decide what to do next. You should probably tell someone about the daemonhost’s last words as soon as possible. Then again, Deck 23 isn’t going anywhere as far as you know. It might be better worth your time to deal with this choir-girl and her ilk while you’re here in the Chapel. Perhaps it’s worth sleeping on.

> [1] Inform Captain Hillbrant right away
> [2] Consult Torth, One of the Pearl's daemonologists
> [3] Seek out the priest from before
> [4] Head back to your own quarters
> [5] Write in
>>
>>15683
>> [1] Tell her that it’s nothing. Really.
because option 3 makes us sound like a rude bitch and frankly she's kind of right, Senka is a navigator, charged by the Emperor himself with guiding his ships through the darkness of the void.
and I'm too late.

>>15797
> [2] Consult Torth, One of the Pearl's daemonologists
>>
>>15797
>[3] Seek out the priest from before
>>
>>15797
>[3] Seek out the priest from before

With intent to afterwards

>2] Consult Torth, One of the Pearl's daemonologists
>>
[3] it is. Back in a bit!

Also as a small retcon note, Senka has technically been to one of the many chapels on the ship back in thread #4. The one she's in now is the main one
>>
>>15797

You figure you might as well deal with the whole “worshipping” problem while you’re here and it’s fresh in your mind. So you seek out the priest from earlier. You eventually find him pouring over a collection of tomes in what appears to be his office. On it is a plaque with what you assume is his name, Jere.

He looks up when you knock on his open door. “Ah, Mistress Senka. I trust your purification went well?”

“About as well as it could have,” you reply. “Save for one small sticking point.”

“That being?”

“It seems some of your flock has taken to holding me up as an instrument of the God Emperor’s will. The girl you sent to bring me fresh robes and such was one such individual.”

Jere sighs, marks his place in the tomes, then closes them. “To be fair, you are charged by the Emperor himself to guide his ships through the darkness of the void. It’s only natural that some interpret that to mean you are a person to be worshipped.”

“Still, I’d rather not have to worry about someone in the Ecclesiarchy or the Inquisition executing me as a heretic for not voicing my objection to such worship.”

“I doubt that anyone sane aboard would dare attack a Navigator. But then again, we live in strange times. If it will set your mind at ease, I shall confront the choir-girl and see to it her fellows change their line of thinking.”

> [1] Thank him and leave
> [2] Say that you don’t mind the worship so long as it doesn’t get out of control and become heretical
> [3] Ask/Talk about something else (Write in)
>>
>>15924
>> [1] Thank him and leave
As you do not worship the stone that smites thine enemies after you pray to The Emperor for deliverance, nor shall you worship the navigator when you pray to The Emperor for guidance. For the Navigator is but an insturemnt through which The Emperor aids you, and shows you that He is listening and that He cares.
>>
>>15924
> [1] Thank him and leave
>>
>>15924
> [1] Thank him and leave
>>
>>15924

You bow your head respectfully. “I would appreciate that greatly. Thank you.”

Jere nods and stands. “Was there anything else?”

“Not at all. Thank you for everything.”

The two of you share a bow, then go your separate ways. Before you leave the chapel behind, you offer several prayers to the God Emperor for guiding you through the day. Then you head for higher decks. You’re not one hundred percent sure where Torth resides, but you figure he must be at least somewhere close to the officer bunks. Once you’ve reached Deck 4, you consult one of the many data shrines spaced throughout the deck. Turns out your hunch was correct. Torth is but a deck above you.

You reach his quarters without incident. You then rap three times loudly on his door, saying, “Adept Torth? It’s Navigator Senka. I could use a word.”

There’s a moment of silence, then the door opens. On the other side is the sinewy man you know to be Torth.

“Ms. Senka, yes I remember you. The one who was planetside on Kayleigh Prime when the book incident occurred. To what do I owe the pleasure?”

“I need your wisdom on a matter that concerns the daemonic.”

His face instantly stiffens. He glances up and down the corridor, then ushers you inside. Once the door’s closed, he takes out a handkerchief and dabs at his forehead. “What exactly are you after?”

> [1] Give him the whole story about the psyker-turned-daemonhost
> [2] Give him the cliffnotes version, focusing on the daemonhost’s last words
> [3] Ask if Deck 23 has ever been tainted by Chaos
> [4] Write in
>>
>>15924
>[1] Thank him and leave

For these reasons >>15979 because Anon makes it sound all religiousy
>>
>>16065
>> [1] Give him the whole story about the psyker-turned-daemonhost
But we should remain vigilant. I don't trust demonologists.
>>
>>16065
>[2] Give him the cliffnotes version, focusing on the daemonhost’s last words

If he needs details, we'll give them, but we're really more concerned with Deck 23
>>
>>16065
>[2] Give him the cliffnotes version, focusing on the daemonhost’s last words
>>
>>16065
>[2] Give him the cliffnotes version, focusing on the daemonhost’s last words
>>
[2] it is, back in a bit!
>>
>>16065

Not one to trust daemonologists outright, you give Torth the short version of the events that transpired in the shuttlebay. You finish by saying, “...and then, as I decapitated the daemonhost, it screeched that ‘we’d never stop them so long as they held Deck 23.’ I figured it best to consult someone who was both wise in the way of daemons and has actually been on board long enough to know about Deck 23’s quirks.”

Torth continues to dab at his forehead. While you told your story he broke out in a cold sweat. When he speaks again, it’s in a shaky tone. “Y-Yes well, Deck 23 has always been an enigma. Ever since the Pearl’s first Warp jump it’s disappeared from all elevators, staircases, and internal maps. The only people who find it are those who are lost to begin with. Those who survive it never share the same experience. It’s something I’ve researched before, worried that the taint of the Warp would spread to other decks. If what you say is true, then we’re looking at just that.”

“So there’s no way to purposefully access Deck 23?” you ask.

He shakes his head. “Not that I’m aware of. You might be able to work something out between yourself and the astropaths though. Between the two of you you should be able to detect and hone in on the psychic field that surrounds the deck.”

Which means a conversation with Choir Master Keyes. Ugh. You might as well just go straight to Astropath Darell and hope he’ll be enough. Although if you went to the Captain first…

An idea occurs to you. You share it with Torth. “Is there any way to cleanse the deck of all matters Warp and otherwise? Perhaps a holy ritual of sorts?”

Torth frowns. “You’d have to find what’s sustaining the psychic field to begin with. It must be extremely powerful to hide an entire deck. If you were able to end that, then Deck 23 might phase back into being and allow cleanup crews to sweep through it.”

“Do you have any ideas of what it might be?”

He shudders. “I dare not speculate. Short of a greater daemon…”

He trails off. The entire affair of Deck 23 seems to unnerve him. Perhaps not the kind of person you want with you if/when you tackle the deck. It’ll be a difficult trip to begin with.

> [1] Tell him to begin preparing for an excursion
> [2] Thank him for his time and head for the Captain
> [3] Visit the Astropathic Choir to see Keyes
> [4] Write in
>>
>>16220
> [3] Visit the Astropathic Choir to see Keyes
>>
>>16220
> [3] Visit the Astropathic Choir to see Keyes
>>
[3] it is. Back in a bit!
>>
>>16220

You politely excuse yourself from Torth’s quarters and head towards one of the many lifts. As much as you suspect your trip will be fruitless, you bite the bullet and head for the Astropathic Choir. The choir itself is in charge of sending and receiving messages from across the Imperium. They do this by psychically singing and boosting each other’s song. Leading the choir is a powerful psyker, in this case, Keyes.

As it so happens, the choir room is just down the hall from your Navigator’s Sanctum. When you poke your head in, you see (and hear) that the choir is in the middle of sending a message. There’s no sense in interrupting, so you wait. After about ten minutes the din inside dies down. You take that to mean it’s a good time to try and wrangle Keyes.

Keyes himself is easily found. Of the ten Astropaths that are present within the choir room, he’s the only one that stands on the raised dais across from the door. He watches you approach with a stalwartly neutral expression.

“Keyes,” you say once you’re within conversational range. “I need a word.”

He lets out a deep sigh, as if your very presence is troublesome. “If you wish to send a message, it must first go through the proper channels…”

You cut him off with a slash of your hand. “It’s not about that. It’s about Deck 23 and a potential problem that we might have.”

“And what problem would that be?”

> [1] Daemons. Lots of Daemons.
> [2] Chaos Cults
> [3] You don’t know for sure, but it can’t be good
> [4] Write in
>>
>>16344
>> [1] Daemons. Lots of Daemons.
>> [2] Chaos Cults
>>
>>16344
> [1] Daemons. Lots of Daemons.
> [2] Chaos Cults
>>
>>16344

“Daemons and Chaos Cults,” you reply.

“Oh? And what proof do you have of this?” Keyes questions.

“Besides the fact it came from the mouth of a Chaos-spawn itself?”

The gathered astropaths fall silent and look between you and Keyes. The latter of which says, “If such a creature were to be on board, we would have noticed it.”

> [1] Maybe he was just busy
> [2] Maybe the astropaths just suck
> [3] Quip that you should have expected him to try and weasel out of this
> [4] Write in
>>
>>16401
> [3] Quip that you should have expected him to try and weasel out of this
>>
>>16401
>> [2] Maybe the astropaths just suck
Would you like me to get the witnesses? Its not our fault that you are inferior to navigators.
>>
>>16418
>> [2] Maybe the astropaths just suck

Jesus Christ, these guys are incompetent.
>>
[2] it is. Back in a bit!
>>
>>16401

You had a feeling that Keyes would be difficult. Maybe it’s the fact that you went toe to toe with a daemonhost today, but you’re not really in the mood for his shit. So you let your temper get the better of you.

“Well maybe if you were doing your actual job you’dve noticed the daemonhost that manifested down on Deck 15,” you practically spit. “And before you claim I’m making this up, I’ll have you know Nelia and at least two score Voidsmen were present.”

There’s a grumble among the gathered astropaths. Then Keyes shakes his head and shrugs. “Sounds like the great and powerful Senka handled things then. Why do you need us?”

“Have you not been paying attention? I require your aid in reaching Deck 23. Unless you’re so weak that you can’t even see Warp phenomena past your own nose.”

That gets them riled up. Several astropaths hiss in disapproval at you, while others shrink back at your wraith. Keyes remains annoyingly disinterested. “Let’s say for a moment that you’re right. What’s in it for us?”

You stare incredulously at him. “What do you mean ‘what’s in it for us?’ Is the well-being and continued existence of the Pearl and everyone aboard not enough for you?!”

“Oh but of course it is. Yet so is the continued ability for the Pearl to send and receive messages. I cannot spare a single member of my choir for such an… eccentric request.”

Maybe you should have gone to the Captain first. It feels like he’s the only person Keyes would ever follow an order from. He’s clearly bluffing. You know for a fact that it takes, at most, five Astropaths to send any message that isn’t going to an entire Segmentum. The rest are just there as extra precaution in case of burnout.

> [1] Call Keyes’ bluff
> [2] Cut your loses and head for the Captain
> [3] Threaten to go to the Captain
> [4] Write in
>>
>>16492
>> [1] Call Keyes’ bluff
>>
>>16492
> [1] Call Keyes’ bluff
>>
>>16492
>> [2] Cut your loses and head for the Captain
Smile.Turn.Walk away.
>>
>>16492
[4] Flip him the bird as you [2] Cut your loses and head for the Captain.
>>
Hm. We're tied between [1] and [2]. I'll give it another 5 minutes, then roll it off to break the tie.
>>
>>16492
> [1] Call Keyes’ bluff
If we keep running to the captain, its just going to prolong his attitude to us.
>>
[1] it is. There's two ways you all as players can handle this. You can either roll 1d100 vs 42 (Your Fellowship score) or you can come up with a good write in yourself.
>>
Rolled 42 (1d100)

>>16581
"Okay I'll just go tell everyone that the astropaths don't want to help us get rid of a daemonic threat"
>>
Rolled 37 (1d100)

>>16581
>>
Rolled 60 (1d100)

>>16581
I can't think of anything good to write in so have a dice.
>>
>>16585
>>16590
>>16595

A 37 is indeed a pass. Back in a bit! If any good write ins crop up between now and then I'll try and include them.

>>16585
Hah. That's probably about right for a 42.
>>
>>16581
Storm up to the captain looking pissed, and demand a though work over to check if they are cultists. justify it as them being oblivious to warning us about daemon manifestations and refusal to to help seek out tainted areas for the men to destroy.
>>
>>16597
If Keyes is denying us resources to cleanse the ship he's in charge of guiding... Should we get an Inquisitor involved? Because that sounds suspiciously like heresy to me.
>>
>>16631
Also apologies in advance for whatever I misconstrue. I just got here.
>>
>>16631
There's no Inquisitors aboard (yet), but nice thought.

>>16637
You're fine
>>
>>16637
Keyes isn't in charge of guiding the ship, he's just a part of the glorified email system. Guiding the ships our job. But threatening him with the Inquisition is a good idea.
>>
>>16631
>getting an Inquisitor involved.
Anon, just think about that for a few more seconds.

1. Captain can't do shit cause Inquisitor, so no money.
2. We have a nearly heretical cult of worship for ourselves.
3. Why would an Inquisitor care about a single astropath on a Rogue Trader?
>>
>>16640
What about commissars?
>>
>>16652
Plenty of those!
>>
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>>16658
>>
>>16647
We're not getting an inquisitor involved. We're Explaining to Keyes that by obstructing the cleansing of the taint on his ship he's implicating himself and his fellows as chaos worshipers.

No one in the history of the Empire of Mankind ever wants to get an Inquisitor involved. Ever.
>>16652
I didn't think about that anon. Good answer.
>>
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>>16658
Yes.....
>>
>>16492
> [1] Call Keyes’ bluff

We already use the Warp. Let's take more chances.
>>
>>16492

You grit your teeth and force yourself to calm down just a little bit. Acting on anger alone will get you nowhere in this instance. Still, you decide it best to actually call Keyes on his bluff.

“And what message, pray tell, requires ten astropaths to constantly be here? Hm?”

Keyes scoffs, “I don’t expect you to understand, not being of the Adeptus Astra Telepathica…”

“Oh I think I understand plenty. You’re just a Choir Master hiding behind his position because it’s the only bit of power he’ll ever have. Tell me, what do you think the Captain will say when I tell him that you neither sensed the daemonhost, nor were willing to aid in rooting out heresy?”

“I should think-”

“Clearly you aren’t. Because right now there’s more than enough justification to have you all branded as heretics. But please, continue stonewalling me. I’ve recorded the entire conversation. I’m sure the Captain will agree with me when he hears it. As would any Commissar.”

It’s a bluff, but one Keyes doesn’t call. He glares at you, grinding his teeth. It’s supremely satisfying to see him backed up against the wall like this. Eventually, he growls, “You may take Darell and Lera. That is the most I can spare.”

You flash him a shit-eating grin. “See? Was that so hard?” Before he can retort, you add to the room at large, “Alright you two, come along.”

You turn and walk out of the choir room. Two Astropaths follow you. One of them, Darell, speaks when the three of you are out of earshot of Keyes. “It’s about time someone put him in his place. Well done, Senka.”

Lera adds, “I cannot say I enjoy my abilities being questioned, but I do not wish to be branded as a traitor to the Imperium. Least of all having a Commissar use his bolt pistol on my head.”

“Glad you two are in agreement,” you say. “I’ll need to stop by the Captain before we can begin, so take the time to prepare yourself. I have no idea how long our trip to Deck 23 will take or what we may face. Keep that in mind.”

Both Astropaths bow their heads and separate off to go to their respective quarters. You continue up to Deck 1 where the Captain’s Ready Room is. Hillbrant gives you a curt, “Enter,” when you knock. He looks up at you across the desk and smiles.

“Ah, Senka. I’ve just been going over Nelia’s report. Excellent work, I must say.”

> [1] It was nothing
> [2] Thanks, but we really should focus on Deck 23
> [3] You’ve reason to believe Keyes is related to all this
> [4] Write in
>>
>>16683
>> [2] Thanks, but we really should focus on Deck 23
>>
>>16683
> [2] Thanks, but we really should focus on Deck 23

What are we facing here. Demons, heretics, psychic Tyrannids?
>>
>>16692
You forgot Daemonic Tyrannids.
>>
>>16695
Do not talk about that. Fuck that.
>>
>>16683
> [4] Write in
"Thankyou Captain. But we have a whole deck and maybe the adjacent two to clear. I will need a some men and perhaps 2 or 3 commissars."

"Oh and before I go, I would like to have permission to search the living quarters where the Astra Telepathica sleep."

Ask him about Keyes, we won't outright accuse him just yet, but we will drop some doubt on him and his abilities.
>>
>>16701
actually ask him about keyes after we search the living quarters.
>>
>>16683
>[4] "I'd like to see any and all incident reports related to Deck 23. Torth said it had been swallowed by the warp on your first voyage? I believe it may have been connected to this incident."
>>
[2] with some write in flair I think. Back in a bit.
>>
>>16683
"Thank you, Captain,” you say, bowing your head. ”But we have the whole of Deck 23 and maybe the adjacent two decks to clear. I will need some men and perhaps two or three commissars."

“Done. I’ll have two full platoons report to your bodyguards. Anything else?”

"I'd like to see any and all incident reports related to Deck 23. Torth said it had been swallowed by the warp on your first voyage? I believe it may have been connected to this incident."

Hillbrant turns his head slightly as he taps at his console. “I’ll have them forwarded along to your quarters. There’s a lot, mind you.”

“Anything we can dredge up about Deck 23 might help us find a way to purposefully enter it. If what the Warp-spawn said is true, there is at least one way.”

“Speaking of which, have you consulted Keyes on this matter? You’ll at least want an astropath with you to maintain connection to the outside world.”

> [1] Yes I did
> [2] Yes, but he was rather uncooperative. Almost heretically so.
> [3] Not yet
> [4] Write in
>>
>>16746
> [1] Yes I did
>>
>>16746
> [1] Yes I did
We don't have enough proof. Keyes could very well be just a giant arsehole.
>>
>>16746
> [1] Yes I did
Ask if we could see Keyes background/data.
>>
>>16746
> [2] Yes, but he was rather uncooperative.
We all know he's a dick.
>>
>>16746
> [2] Yes, but he was rather uncooperative. Almost heretically so.
Huff, or grunt. And say reluctantly, Yes..... I would rather have the two Telepathica next to me, Darell and Lera to act as my official liaison/retinue for the foreseeable future.
>>
Lemme scarf down some breakfast then I'll get to writing. Right now [1]'s in the lead.
>>
>>16746
Oh, I'm torn between 1 and 2.

The other anons are right, though, there isn't enough information to say that Keyes is actually a chaos worshipper, so I guess:

> [1] Yes I did
>>
>>16798
I just omitted the 'chaos worshiper' bit. We can tell the captain he was being rather uncooperative without implying he's a demon worshiper.
>>
>>16809
I suppose, but throwing around accusations of heresy is no little thing.
>>
>>16798
We are not accusing him of anything yet.
>>16809
Pretty much, we are pointing out that hes a lil shit who can't or won't do his job, and would rather see others come to harm than to git good or stand down and let someone competent take over. If hes found out to be a chaos cultist thats just a bonus..... but In the mean time, we are just being through in our search, and taking him down a few pegs.
>>
>>16821
Well aside from some passive-aggressive remarks about him being bad at his job.
>>
>>16746

Unfortunately you only have enough proof the Keyes is a colossal asshole. There’s just not enough evidence to accuse him of being a Chaos worshipper. So you simply say, “Yes, I did. He leant me Darell and Lera for the time being.”

“Wonderful. One less order I have to give then. I don’t even want to know how you got him to cooperate. Usually I have to be the one to order him to give up an Astropath for something.”

You bite your lip. “If I may be so bold, Captain, why tolerate him if he’s that much of a nuisance?”

Hillbrant smiles once more. But it’s a weary one. “Let’s just say I owe his family a favor. And even at his worst he still does his job as Choir Master.”

You’ll have to take his word on that, since you’ve only been aboard for about month. “I see. I think that’s all I need for the time being. I’ll pass along any information as it becomes available.”

“Sounds like a plan. And Senka, do be careful. The last thing I want to do is write House Girad saying their daughter was swallowed by a ghost deck.”

It’s your turn to smile. “I appreciate the concern, Captain. I’ll remain cautious.” You turn so as to leave, then stop as a thought comes to you. “Could you have one of the Commissars bring along a spare Bolt Pistol? I’ve yet to replace my Hellgun.”

“Of course,” replies Hillbrant. “Good luck out there. Dismissed.”

You leave the Captain’s ready room and head for your quarters. There you find Yang waiting outside for you. His eyes seem sunken, distant.

“How’s Yen?” you ask.

“Better,” he says. “But she’ll be down and out for at least a week.”

“I see. We’ll have to visit her after our trip to Deck 23. Have you heard about that yet?”

“Yes, Mistress. I have sixty-five men ready to move on your orders, plus an additional thirty following under Arch Militant Ruhr. Combined with the Commissars, that brings us to a grand total of one hundred men strong.”

“Wonderful. I have some reading to do before we’ll be able to leave. When Darell and Lera stop by, please let them in.”

He nods, and you head inside. You sit down at your terminal and see that you have at least two hundred reports waiting for you about Deck 23, if not more. It might take you quite a while to get through all of them.

> [1] Power on through (Int)
> [2] Read a few, but rely on Darell and Lera’s skills to help you locate Deck 23 (WP-10)
> [3] Attempt to find Deck 23 using your Warp Eye (WP-30)
> [4] Write in
>>
>>16858
>> [1] Power on through (Int)
>>
>>16858
> [1] Power on through (Int)
>>
>>16858
> [1] Power on through (Int)
We need to learn about adjacent decks too. odds are there's other shit we need to deal with, and we are in a good position to do so. Might aswell do as much as possible in one go.
>>
>>16858
> [1] Power on through (Int)
>>
[1] it is. 1d100 vs 39 if you would.

Passing this might net you some valuable information about Deck 23. Failing means you get bogged down in the myths and legends.
>>
Rolled 56 (1d100)

>>16917
>>
Rolled 37 (1d100)

>>16917
>>
Rolled 90 (1d100)

>>16917
Rollin for the emporer
>>
>>16945
Thats what I get for misspelling and not capitalizing His name.
>>
>>16922
>>16931
>>16945

A 37 will net you a small something at least. Back in a bit!
>>
Rolled 6 (1d100)

>>16922
Do you take the first only 3?
>>
>>16960
Yeah only the first three. But if I allow a reroll I take four. It's worked pretty well in the past.
>>
>>16960
LOL!
>>
>>16965
Awe dam.
Wait so do I roll again?
>>
>>16972
Nah, no need. I haven't implemented rerolls in the quest yet, plus you all already passed the skill check.
>>
>>16981
With that 6 we could have thrown the papers around in a fit of rage then discovered they all fit together to form a huge "23". Conspiracy theories, yo.
>>
>>16858

A large number of the reports are little more than gibberish. Some unimportant crewman getting lost in a drunken stupor, a story made up to impress his fellows, that sort of thing. Only about twenty-three or so contain valuable information.

The first pattern you’re able to discern is that the transition to Deck 23 always occurs during the night shift. More specifically between midnight and twelve fourteen. The second is that there’s a stomach-turning sensation that’s similar to that when the vessel transitions into the Warp. Finally, everyone who survives their trip claims to be able to see auras around people for at least a week following their return. It all points to a localized Warp anomaly being contained by something. Your guess? Probably a Gellar Field generator or two. Especially since Deck 23 sits right in the overlap between two such generators. Though that wouldn’t explain why the deck doesn’t expand when the fields are off. Perhaps instead the anomaly is simply a deck in size. It’s hard to say for sure until you’re actually inside.

In any case, you now at least have a window of opportunity. It’s only fourteen minutes long, so you’ll have to be in place and ready when it comes. You just need to decide where to be.

> [1] In a stairwell on Deck 24
> [2] In a lift on Deck 22
> [3] In a corridor directly above where Deck 23 should be
> [4] Write in
>>
>>17022
> [4] Write in
The area closest to where the crewmen get drunk.
>>
>>17022
> [3] In a corridor directly above where Deck 23 should be.

We've got about 100 men coming with us. I'd prefer the lift or stairwell so we might have a secure fallback point but this will do.
>>
>>17022
> [3] In a corridor directly above where Deck 23 should be.
>>
[3] has it by a vote. Back in a bit!
>>
I didn't vote cuz idk what to pick.
>>
>>17022

The easiest and perhaps most sensical place for you to be is in a corridor directly above where Deck 23 should be. It’ll give you enough space to accommodate all 100 men that are coming with you, as well as room to work. So you poke your head out of your room and let Yang know to have everyone gathered by 11:50pm.

Between now and then you catch some much needed rest. Your dreams are vague shadows and non-distinct shapes. At least at first. Towards the later hours they become visions of you strolling through a Hive World park. In all, nothing alarming or ominous. Which, considering there’s a raging Warp Storm currently keeping you in-system, is quite welcome.

You start to head down to the designated meeting place a little bit early. You’re sporting a brand new set of Navigator robes, as well as your force sword at your side. Soon after you arrive the first platoon shows up. The commissar in charge happens to be none other than Vicconius.

“Ah Miss Senka,” he hails. “It’s pleasure to see you again. I’ve brought my finest men this time around. As well as a spare bolt pistol for you.”

He proffers the weapon to you. You take it gingerly and give it a once over. It’s been awhile since you’ve shot such a weapon, but you remember most of the basics. “Thank you, Commissar Vicconius.”

“Commissar Vic is fine by me, Ma’am.”

“Of course. Have they told you what we’ll be doing?”

“Not yet. I can only hope it involves purging heresy though.”

You let out a laugh. “Quite so. If all goes well we’ll be up to our necks in heresy.”

Vic shares your mirth. His men not so much. Shortly thereafter the rest of your fighting force arrive en masse. Ruhr, Darell, and Lera all seek you out.

“What’s the plan here, Senka?” asks Ruhr.

You motion at the two Astropaths and yourself. “Us three will be attempting to pierce the veil surrounding Deck 23. If successful, we should be able to enter it at will within the fourteen minute window. Once inside our goal will be to trace the power source keeping the deck phased out of reality and shut it down. Then it’s just a matter of purging everything with great prejudice.”

“If I may,” interjects Lera. “One of us should stay out in order to coordinate with the Captain and the rest of the officers.”

It’s not a bad plan. “I take it you volunteer for such?” you ask. She nods. You follow suit. “Alright. Let’s get ready. We’re coming up on midnight now.”

The three of you space yourselves equi-distant from one another in a triangle shape. Everyone else hangs back and gives you all space. As the clock ticks over to 0001, your Warp Eye is practically blinded by the amount of energy contained in the floor below you. Seems you’ve found the right place. Now all you need to do is find a crack.

> Roll 1d100 vs 36
>>
Rolled 93 (1d100)

>>17169
>>
Rolled 14 (1d100)

>>17169
>>
Rolled 49 (1d100)

>>17169
>>
>>17180
>>17185
>>17188

A 14 will do just nicely. Back in a bit!
>>
>>17169

With Darell and Lera aiding you it only takes a few minutes to find a point where the veil is weak. You motion at the designated spot, then pour your willpower into tearing open a portal. The two Astropaths do much the same. Sure enough, a rift opens in the deck plates, revealing a forest as seen from above.

One of the commissars wastes no time in walking over and tossing in a handkerchief. When it flutters to the forest floor unscathed, he yells for his men to hurry up and prepare to repel. Hasty anchors are driven into the deck plates, and soon after everyone begins abseiling into the breach. Yang and you are the second to last in, followed by Commissar Vic. Once you’re down, you shout back up at Lera, “We’ll be in touch!”

Before she can reply, the rift begins closing in on itself. The lines you rode down on are severed one after another, until finally the ceiling becomes seamless. You’re stuck in Deck 23 for now.

The commissars set their men to secure a perimeter. Meanwhile Ruhr sends out some of his voidsmen to scout the immediate area.

“Any idea what they should be looking for?” he asks.

“Not a clue,” you admit. “But I imagine they’ll know it when they see it.”

“Perhaps we should look as well?” posits Darell, referring to your Warp Eye and his Psyniscience.

“Indeed.”

> 1d100 vs 50
>>
Rolled 12 (1d100)

>>17246
Rollin
>>
Rolled 88 (1d100)

>>17246
>>17249
nice
>>
>>17252
Khorne is watching.
>>
Rolled 64 (1d100)

>>17246
>>
Rolled 75 (1d100)

>>17246
Last roll I guess. Gimme dat nat 1
>>
>>17249
>>17252
>>17261

12 will work! Back in a bit!

Probably only going to be another update or two, then I'll need to sleep. Since the thread will still be up by the time I wake up, we'll pick right back up then. I'll announce it on Twitter as well.
>>
>>17246

You carefully open your Warp Eye and gaze at your surroundings. What you see is… confusing to say the least. Each and every tree around you carries some form of Warp taint. But that’s not the strange part. That happens to be fact they’re emanating a strange miasma invisible to the naked eye. Best you can tell, the cloud carries a small amount of psychic residue. It’s probably why those who survive Deck 23 have lingering psyniscience-like abilities. It should be harmless in small quantities, though it’s hard to say for sure what might happen if you end up stuck here for several days.

Beyond that, you sense a massive pull off towards the bow of the Pearl. It’s like a psychic black hole that’s pulling everything towards it. You seem to be okay in looking at it, but Darell has a hard time of it. He clutches his head and falls to one knee almost instantly.

“By the Emperor, what is that?!” he cries.

“That’s what we’re here to find out,” you reply. “I suggest not trying to open your mind to the Warp except if absolutely necessary.”

“You’re luckily you’re a Navigator. You don’t feel that pressure beating down on every square inch of your brain.”

He’s right. You don’t. Such is the strange nature of how Navigators interact with the Warp. You’re like a psyker in many ways, but unlike them in so many others. In this case, it’s worked out in your favor.

In any event, you share the information you’ve gathered with Ruhr, Vic, and the rest of the men. Vic and the other Commissars are all for a forward march directly towards whatever may be lurking ahead. Ruhr is a bit more cautious, advocating a more roundabout approach so as to avoid potential traps. Both plans have their merits. You could split up you suppose, but that might turn out to be the wrong decision should you get into a firefight.

> [1] Side with the Commissars
> [2] Side with Ruhr
> [3] Split up the party
> [4] Write in
>>
Rolled 100 (1d100)

>>17312
> [1] Side with the Commissars
>>
>>17312
>> [1] Side with the Commissars
This place is infuse with the energys of the warp. Everywhere is not safe.
>>17323
Thank the gods we aren't rolling here.
>>
>>17312
>[1] Side with the Commissars
And use chalk on the walls or something, who knows what kind of warp sorcery is at work here.
>>
Rolled 25 (1d100)

>>17312
>> [1] Side with the Commissars
>>
>>17312
> [1] Side with the Commissars
>>
>>17339
>use chalk on the walls
to find our way back, I mean.
>>
[1] it is. As I said, we'll take a break here and pick up after I catch some Z's. I'll be around for a little bit longer if you have any lingering questions. Otherwise, see you in a few hours.
>>
>>17369
Thanks for running so far HEL.
>>
>>17369
Good night, Hel.
This quest isn't on my timezone at all, but it's always a pleasure catching it.
>>
I'm still not sure how we're supposed to archive this thread.
>>
>>17408
http://suptg.thisisnotatrueending.com/qstarchive.html

There is an archive for /qst/ stuff.
>>
>>17408
Already done if you check sup/tg/'s /qst/ archive:
http://suptg.thisisnotatrueending.com/qstarchive.html
>>
>>17417
>>17418
Oh nice. That takes care of that.
>>
How do you archive things anyway?
>>
Just woke up. Gimme about 2 hours to eat and handle errands then we'll start up again.
>>
>>20081
Waiting in anticipation.
>>
File: Yuko's gonna splode.gif (457 KB, 500x500)
457 KB
457 KB GIF
>>20081

So exiting!
>>
>>20081
Oh boy. Better go get my errands done before then, I'm quite excited.
>>
>>17312

The way you see it, the faster you tackle whatever lies ahead the faster you can leave this warped space. And that means less exposure to the Warp spore cloud for everyone involved. Besides, any traps are bound to be closer to the actual source of the psychic pressure than this far out. You’ll probably be fine. So you inform those gathered that you all will be following the Commissars’ plan. Ruhr looks like he wants to object but he bows his head to your authority.

The subsequent forward march is both brisk and harrowing. The latter is mainly due to Darell looking more and more pale the closer you get to your destination. That and your paranoia. The forest you’re in is just sparse enough to allow passage through it, yet is also overgrown and teeming with strange wildlife. No beasts actually attack your party. Rather, they stay on the periphery just out of normal sight. Were it not for your Warp Eye you’d miss them entirely. The sheer size of some of them is worrying, however. How something the size of two grox can be that sneaky is troubling to say the least.

Regardless, the more you press on, the more the foliage thins out. Trees that once went all the way to the ceiling of the deck now barely tower over you. And the spacing between the trunks grows with every step. It makes sightlines far more open. As a result, your beastly shadows disappear. You’re also afforded glimpses of something up ahead.

In the middle a massive clearing, about 100 meters across, lies what looks to be a giant force staff. It’s positively overflowing with energy when you look at it with your Warp Eye. It’s probably why Darell is having such a hard time, and why the surrounding greenery is bleeding with the taint of the Warp.The more you look at it, the more you’re reminded of the Archeotech device known as a Warp Antenna. Said device is supposed to allow a Navigator to more easily hone in on the signal of the Astronomican. At this same time, however, it also makes the vessel it’s attached to much more noticeable to others in the Warp. If such a device was to be planted aboard, even a small one, it would explain why warp phenomena, such as the disappearance of an entire deck, was manifesting.

You call your group to a stop and have Commissar Vic send one of his men ahead to scout. When he returns ten minutes later, he looks like he’s seen a ghost.

“There’s a whole camp of them,” the man says. “Perhaps two hundred in all. And that staff thing was covered in all sorts of symbols that made my brain hurt.”

Them?” asks Vic. “Who’s them, voidsman?”

“The cultists Sir, or so I guess. They all had on strange robes and had varying mutations.”

Vic turns to you and the rest of the leaders. “How should we play this?”

> cont
>>
>>20958

Ruhr is quick to say, “We have the element of surprise. We should use it. I say send groups all around the edge of the clearing, then turn it into a killzone.”

“That runs the risk of us being spotted while we’re setting up though,” comments one of the Commissars. “A forward charge into the belly of the beast will catch them off-guard and unable to properly rebuff us.”

Darell, clutching his head, adds, “Whatever the case, we need to be careful around that big staff. A stray shot might make things worse.”

Another risk vs reward scenario. Goody.

> [1] Go with Ruhr’s plan
> [2] A forward charge will work nicely
> [3] Write in
>>
>>20963
> [1] Go with Ruhr’s plan
>>
>>20963
> [1] Go with Ruhr’s plan
>>
>>20963
[2] a forward charge
>>
>>20963
>> [1] Go with Ruhr’s plan
>> [3] Write in
Maybe we should check if there are other corridors that go into the clearing on the other sides, that would allow the armsmen to approach unnoticed.
>>
>>20963
> [1] Go with Ruhr’s plan
>>
[1] it is. Back in a bit!
>>
>>20963

As “effective” is the Imperial Guardsmen tactic of a headlong charge, you don’t think it’s the best course of action in this instance. So you turn to Ruhr and say, “Let’s get moving. Make sure your teams won't hit either each other or the antenna in the crossfire.”

The Arch Militant nods, then sets about splitting up the assembled force. In the end you’re left with five teams of twenty each. You remain where you are while the other four groups sneak around the clearing. When they’re in position they vox Ruhr back over their microbeads. So far it doesn’t seem like you’ve been noticed. Ruhr gives the order to take up firing lines and aim. Every group, including yours, creeps to the edge of the clearing and begins lining up their shots.

Now that you’re actually able to see the clearing properly, you see that the cultists have set up a commune of sorts. It’s comprised of tents for the most part, with what appears to be a rockcrete structure at the base of the antenna. Speaking of which, you see an eight-pointed star emblazoned on each side of the staff. You know just enough about Chaos and cults to identify it as the symbol of Chaos Undivided.

“Ready?” asks Ruhr, snapping your focus back.

“As I’ll ever be,” you reply.

“Right then. All teams, fire on my mark.”

> [1] Join in with your bolt pistol
> [2] Conserve ammo for now
> [3] Use your pistol, but aim for the antenna
> [4] Write in
>>
>>21140
> [1] Join in with your bolt pistol
>>
>>21140
>> [2] Conserve ammo for now
>>
>>21140
> [3] Use your pistol, but aim for the antenna
If ammo becomes a problem we can bum some off of our comrades. Or if things go south recover it off their corpses.
>>
>>21140
>[2] Conserve ammo for now

We may need it at an opportune moment
>>
>>21140
> [1] Join in with your bolt pistol
> [4] Check for any powerful warp-aura in the camp other than the staff
>>
>>21140

> [2] Conserve ammo for now

No wasting that delicious BLAM on soft targets.
>>
Rolled 97, 85, 26 = 208 (3d100)

I believe [2] has it by a vote. Lemme just roll here a few times for the voidsmen to see how they do, then I'll get to writing.
>>
>>21292
We need better voidsmen.
>>
Rolled 45, 61 = 106 (2d100)

>>21292
Bah I fat fingered 3 instead of 5 (one for each group). Here's the other two rolls.

>>21301
That could be said of every ship, really.
>>
>>21292
that third guy sucks
Oh, right........ That third guys awesome!!!
>>
>>21140

At this range you’re not confident that you’ll hit anything meaningful with your bolt pistol. So for the time being you simply hang back and let the voidsmen do their thing. All at once, five streams of heavy stubber and long-las fire barrel through the clearing. Thanks to the element of surprise, three of the groups’ shots fly true. Close to ninety or so cultists go down hard. The rest begin scrambling for their weapons and returning fire wildly into the surrounding woods. That’s when you notice something is wrong.

One of the groups of voidsmen was so off the mark that they managed to hit the miniature Warp Antenna. Their weapons aren’t nearly powerful enough to damage it, yet the impact alone seems to have sent the device into overdrive. Behind you, Darell falls to his knees, clutching at his head as if it were about to explode. In your Warp Eye you see that the psychic output of the antenna has nearly doubled. You wouldn’t be surprised if Decks 22 and 24 were now apart of the field hiding Deck 23. You’ll need to shut down the antenna, and fast.

> [1] Call for a charge from all groups
> [2] Call for another volley, then a charge
> [3] Send whichever group has the most detpacks in while the rest provide covering fire
> [4] Write in
>>
>>21431
> [3] Send whichever group has the most detpacks in while the rest provide covering fire
>>
>>21431
>> [3] Send whichever group has the most detpacks in while the rest provide covering fire
>>
>>21431
>[3] Send whichever group has the most detpacks in while the rest provide covering fire

Fuck stealth. Fuck gentle.
>>
>>21431

> [2] Call for another volley, then a charge

Thin the horde before the demotroopers go in. If the cultists have a chance to taje cover abd pot-shots this shit will only take longer.
>>
>>21431
> [3] Send whichever group has the most detpacks in while the rest provide covering fire
>>
Rolled 68, 89, 80, 45 = 282 (4d100)

[3] it is. Again I'll roll for the remaining four groups to see how good their supporting fire is.
>>
>>21577
Where did we even get these guys?
>>
>>21674
Same place you get Imperial Guardsmen and PDF
>>
>>21693
The Munitorum's guard regiment bargain bin?
>>
>>21431

You don’t have time to wait for the cultists to be whittled down to a manageable number. That antenna needs to be destroyed now. To that end, you vox Group C and tell the commissar in charge to prepare his men for a demolition run. The other groups you have Ruhr order to provide covering fire. Then, with a simple “go” from you, Group C comes charging out of the forest into the clearing.

At first it seems like the cultists haven’t even noticed the twenty voidsmen running at them. But about halfway to the antenna their fire shifts. Instead of firing blindly into the edges of the clearing, the cultists have trained their combined fire in an attempt to stop Group C’s charge. A couple of voidsmen go down as a result, but for the most part they finish closing the gap. That’s when the first explosion goes off.

A voidsmen must have detonated his packs early to open up a path for his fellows. Another two blasts, each closer to the antenna, confirm this theory. But between the tents and the flurry of movement from the cultists you can’t be sure how close Group C’s gotten. It all seems for naught when the explosions stop.

Just when you’re ready to write Group C off, several detpacks fly up into the air and stick to the mini warp antenna. This is followed by a muffled vox to everyone, “-jamming our signal. Must --- manually.”

> [1] Wait a bit to see if the remainder of Group C can pull it off
> [2] You don’t have time to wait. Aim and fire your pistol at the detpacks
> [3] Have everyone fire at the detpacks
> [4] Write in
>>
>>21744
> [2] You don’t have time to wait. Aim and fire your pistol at the detpacks
>>
>>21744
>> [2] You don’t have time to wait. Aim and fire your pistol at the detpacks
Also try to tell the men to retreat. Or don't because voidsmen are redshirts.
>>
>>21744
>[2] You don’t have time to wait. Aim and fire your pistol at the detpacks

Team effort!
>>
>>21744
>> [1] Wait a bit to see if the remainder of Group C can pull it off
They've gone that far, after all.
>>
[2] it is. Time for another roll. 1d100 vs 32 if you would.
>>
Rolled 79 (1d100)

>>21890
>>
Rolled 5 (1d100)

>>21890
>>
>>21902
Oh baby
>>
Rolled 71 (1d100)

>>21890
>>
>>21895
>>21902
>>21921

A 5 will do nicely. Back in a bit!
>>
Rolled 46 (1d100)

>>21890
REeeeeee
>>
>>21902
Fuck yeah.
>>
>>21744

It’s probably a safe bet that Group C isn’t going to be able to extricate themselves from the midst of all the cultists. You whisper a prayer to the Emperor for their souls as you line up a shot on the detpacks with your pistol. They’re technically out of the pistol’s range, but you believe. Sure enough, your shot flies true. The bolt explodes against the detpacks, causing a chain reaction.

There’s a deck-shaking blast, and everything within twenty meters of the antenna ceases to exist. As for the device itself, it shatters into pieces and falls over with a crash. A psychic howl thunders throughout the deck, momentarily deafening everyone. The deck lighting flickers. For a moment the entire deck is cast into darkness. Then the emergency lights illuminate. At the same time, a buzz in your ear signifies you’re receiving an external vox.

“Senka? It’s Hillbrant. Whatever you did it’s brought Deck 23 back. Are you alright? Shall I begin the purge?”

“I’m fine,” you reply. “We lost a few voidsmen, but the deck is ready for a purge.”

“Hurry up and find an exit then. I’ll open up all external airlocks on the deck when you’re clear. Then, once everything’s dead, I’ll send in a crew with flamers.”

“Sounds like a plan to me.”

You turn to Ruhr, who nods to signify he was listening in. He orders for all remaining men to regroup and head for the nearest exit. Everything seems to be working in your favor, until you realize Darell’s no longer moving. You turn to his fallen form and give him a shake. Between his limp limbs and the fact he’s no longer breathing, you’re sad to say he’s more than likely dead. The psychic explosion must have been too much for him to handle. Still, are you going to leave his body here?

> [1] Carry him out yourself
> [2] Have a voidsmen do it
> [3] Leave him here so his body will be cast into the void
> [4] Write in
>>
>>22120
> [2] Have a voidsmen do it
>>
>>22120
>> [2] Have a voidsmen do it
But stay near that voidsmen just in case something happens.
>>
>>22120
>[2] Have a voidsmen do it
>>
>>22120
>[3] Leave him here so his body will be cast into the void

We'll pray for him afterwards.
>>
>>22120
>> [2] Have a voidsmen do it
>>
[2] it is. Back in a bit!
>>
>>22120
Darell nooooo :(
>>
>>22120

You’re not the strongest person in the world. Plus what use is there in having grunts if you can’t delegate? You flag down a couple voidsmen and have them move Darell’s body in your stead. They carry him over their shoulders as the entire group starts to move towards where a lift used to be when Deck 23 was normal.

About two-thirds of the way there, you realize that the forest around you is fading out of existence. It leaves behind scorched and bloodied deck plates. The process also exposes the various creatures that once lived in it. Most screech and try to run for cover, but a few beasts take the opportunity to prey upon the weak. Your party is no exception. You hear the voidsmen in the back open up fire as one such beast that’s all tooth and claw attempts to pick off stragglers. It cries out in pain, then slinks off to find less spiky food.

You reach the lift just as the last traces of the forest vanish. The lift itself appears to be in working order. It’s large enough that it should only require two trips to safely extract everyone.

> [1] Go with the first group
> [2] Wait for the second
> [3] Write in
>>
>>22416
> [2] Wait for the second
>>
>>22416
>> [2] Wait for the second
>>
>>22416
>[2] Wait for the second

Keep an eye on things.
>>
[2] Wait for the second
>>
>>22416
> [2] Wait for the second
Don't want any creatures taking out the second half of the party without us, after all.
>>
>>22416
>> [2] Wait for the second
And tell Hillbrand that the lift only contains the first half of the party, so he'd better wait a bit before starting the purge.
>>
>>22416

You decide to wait for the second group rather than leave right away. As the lift door closes and the lift itself begins rising up, you turn your attention to the now barren Deck 23. In the distance you can see the remainder of the cultists fighting various beasts. They’re not exactly winning. You seem to be ignored for the moment, which is more than fine for you.

“So who’s gunna write up this one?” ask Ruhr. He and Commissar Vic were among those who chose to wait like you.

“Seems pretty straightforward,” you reply. “The only thing I have to add to the report is how Darell died.”

Ruhr sighs. “Aye. Bad business that. Keyes is going to throw a fit when he finds out.”

“He can shove it as far as I’m concerned. Darell died rooting out heresy, what nobler cause is there?”

Ruhr shrugs and resumes scanning the immediate area. Some ten minutes later you hear the clank of the lift as it returns. The remainder of you get on, and soon you’re back on Deck 22. Once there, you vox the Captain and let him know to begin the purge. As for you, you have to check and see if that Warp Storm outside has died down. You have the sneaking suspicion it was tied to the antenna, after all.

>Housekeeping next post
>>
That's all I have for the week. Hope you enjoyed. Ideally I'll be able to run Friday/Saturday again next week, but we'll see. As always my schedule is changing almost day by day.

For the most part, running here on /qst/ worked. Then again, I'm not experiencing any of the bugs people keep mentioning. My one worry is the auto-update thing. If that's bothering people or they keep missing vote windows, then I might take Nav Quest back to /tg/. We'll see. I feel like we got some fresh blood to cover for them though, so that's neat.
>>
>>22660
Thanks for running!
>>
>>22660
Thanks for the fun.

The auto update seems to be related to spoilered images.
>>
>>22660
Thanks for the run HEL
>>
>>22660
Thanks for running HEL.
How's the auto-update thing different from /tg/?
>>
>>22717
It's supposedly just not working at all for some people. It's been mentioned enough times in multiple threads at least.
>>
>>22739
Ah ok, hopefully stuff like that gets sorted out soon.
>>
Trying out something while I have OP status:

Green
>Greentext
Bold Green
>>
>>22907
I don't think it worked.
>>
>>13631
>Navigator Quest

did not know this was a thing.

coolio.



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