[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: Trawler Quest 6.jpg (406 KB, 1024x637)
406 KB
406 KB JPG
A leering, pervasive wave of dread poisons your mind as the driving rain soaks you to the bone. The Techno-Fortress looms ahead, the vista of the wind-swept fortress, wrecks, and outlying stations almost overwhelming.

You are Lieutenant Commander Reynolr, of the Citadel Empire, recently-promoted captain of the CAS Brora (PS-4-917), an armed trawler based in the wretched Kraegsk Archipelago. Your presence here is tied to the nature of the storm-ravaged Kraegsk - north of resource-rich islands and a major naval warzone, the floating wrecks of great warships are carried by the currents to smash against the jagged coasts of the Kraegsk. You are to recover Citadel personnel from wrecks, protect salvage ships, and ensure that the enemy Republic and its craven mercenaries does not gain control of the Kraegsk from their own naval base, at the opposite end of the archipelago. Every month, a convoy of cargo ships picks up scrap that cannot be used or embezzled by the forces of the Kraegsk and takes it back to the naval yards of your homeland - loss of these ships is unacceptable.

Before the Citadel-Republic war, the Kraegsk was inhabited by a series of destitute fishing communities living in the shadow of the ruins of the old Astaeran Empire. Now they are forced into the service of the belligerents, powerless to resist the meager forces allocated to the Kraegsk.

You're stranded south of the Kraegsk, in the Interim Sea - if you kept going for half a week, you'd end up at the very northern tip of the proper battlefields of the war. Originally, you were sent to escort an anti-aircraft cruiser as it intercepted the path of Republic bombers, but a terrible open-ocean storm and a brutal point-blank fight with a Republic gunboat as left the Brora holed beneath the waterline and partially flooded. Seeking shelter before your sides caved in and you were lost beneath the crashing waves, you came across a huge, enclosed base of Astaeran origin - abandoned for decades, even centuries. With the base on automatic lockdown and the Brora listing badly, you need to decide on a course of action, repair, or exploration - a massive Techno-Fortress of the old wars looms nearby. The storm is continuing outside the walls with unabated fury.
>>
File: Stormy Chase.jpg (95 KB, 600x265)
95 KB
95 KB JPG
Archived threads:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Wretched%20Sea

1st Thread: Introduces naval combat and economic mechanics.

2nd Thread: Introduces looting in the ruins, the large-scale Battle of Sbvysek.

3rd Thread: Heavy exposition for the Republic, the Citadel Navy, and Reynolr himself.

4th Thread: Revelations about the unsettling amulets popularly worn by Scrap Bay nobility, and a great deal of exposition in general from a untrustworthy and evasive source in Céleste Chapuis.

5th Thread: Strange journeys with Miss Chapuis using the amulet - after dropping off the Republic prisoner with your new acquaintance in Scrap Bay, you set out into the southern Interim Sea on escort duty only to face a remarkably accurate Republic ship in a blinding storm.

Twitter: https://twitter.com/ScribeQM
>>
File: The Techno-Fortress.jpg (239 KB, 900x500)
239 KB
239 KB JPG
The rain is unmerciful as you stand there, soaking in the sights, halfway up the central tower’s catwalks. Faintly at first, then with an urgency bordering on panic, you comprehend the enormity of your predicament and the problems that have to be solved.

The Brora is heavily damaged, no doubt. Perhaps you could limp north, pumps at full capacity, once the storm dies down - but you might run into the Republic flotilla you know is in the general area. A light carrier, a corvette, and a few lighter ships - death for the wounded Brora, should they find you.

You could attempt to find supplies to repair the Brora with - emergency repairs are already underway, but proper patches and welding equipment would be a godsend, and some reinforcing beams would be even better - you could even continue with the mission with that kind of repair work, should you find the Citadel flotilla.

However, all attempts to enter the central tower of this relatively small base have been met with ancient, locked doors. The techno-fortress looms ahead, linked to the base by a sizable pipe and catwalk that looks very small indeed in the storm, great clouds of mist occasionally breaking over the top. The rain obscures the detail from the techno-fortress. Of course, some of the items in your pack may be useful.

>Continue up the catwalk, to see what’s up at the top of the tower.
>Set out across the pipe, to the techno-fortress.
>Head back down to the Brora.
>Open your pack. Take out the map of the Interim Sea.
>Open your pack. Take out the Amulet.
>Something else?

“Sir, what shall we do?” Conscript Kenneck asks from behind you.

>We’re waiting out the storm, then leaving as soon as possible. Emergency repairs will have to do.
>We’re staying here and trying to find materials to affect decent repairs with. Hopefully we finish before the storm ends.
>We’re going to try and raise the flotilla on the radio - even if the Republic intercepts the transmissions, they won’t know where we are.
>Something else?
>>
Welcome back to Trawler Quest! It's been a long time, but school is finally dropping down to manageable levels - I'm quickly eating, then this thread will run tonight, tomorrow night (With a pause for Samurai Jack), and hopefully Sunday night. After next Wednesday, threads will be more frequent and unburdened by school work.
>>
>>1346011
>Set out across the pipe, to the techno-fortress.
>Open your pack. Take out the Amulet.
>Something else?
Have Kenneck continue up the tower to get a view of the surroundings and report back anything of interest.

>We’re staying here and trying to find materials to affect decent repairs with. Hopefully we finish before the storm ends.
>>
>>1346011
>Continue up the catwalk, to see what’s up at the top of the tower.
Get a lay of the not! land first, maybe then we can take out the amulet and see what we see. Gives us a good guide on where we might wanna explore.
>We’re staying here and trying to find materials to affect decent repairs with. Hopefully we finish before the storm ends. In the mean time We’re going to try and raise the flotilla on the radio - even if the Republic intercepts the transmissions, they won’t know where we are.

>>1346016
Hey its great to see this wonderful quest, glad to hear schoolwork is going hopefully going well.
>>
>>1346011
> Continue up the catwalk, to see what’s up at the top of the tower.
> We’re staying here and trying to find materials to affect decent repairs with. Hopefully we finish before the storm ends.
Fuck yeah, trawler quest's back!
>>
>>1346011
>>Continue up the catwalk, to see what’s up at the top of the tower.
>>Open your pack. Take out the map of the Interim Sea.
from the visions, we know that whole railways and bridges stretched across the islands. Maybe trying to piece together the original structure will get us a clearer idea of how to navigate this place.
>>
>>1346011
>We’re staying here and trying to find materials to affect decent repairs with. Hopefully we finish before the storm ends.
>EXPLORE
>>
>>1345978
>Continue up the catwalk, to see what’s up at the top of the tower.
>We’re staying here and trying to find materials to affect decent repairs with. Hopefully we finish before the storm ends.
Hell yes!
>>
File: The Smuggler's Map.jpg (222 KB, 900x800)
222 KB
222 KB JPG
"We're staying here," you say, "until we find some materials to make some decent repairs. With any luck we'll be ready to leave before the storm ends, and we can find our flotilla out there."

You continue up the catwalk, poring over the smuggler's map of the Interim Sea. The Beckoning Fangs and the Sentinel are supposedly nearest - neither sounds like a place you want to visit.
>>
File: Hand on the Pad.jpg (189 KB, 773x634)
189 KB
189 KB JPG
>>1346161
An opening appears in the great dome that tops every tower in this little base, and the catwalk terminates at a closed door. A small pad is set into the wall next to the door - you've seen something like that in the more significant Sector Bases, except with buttons instead of a flat, featureless surface. Curious, you touch the pad. A metallic groan causes you to jump, the door sliding up and mostly out of the way until it stops in a shower of sparks. Inside is not pitch black, as you would expect - some kind of faint green emergency lights are on, although whether insanely long-lasting or activated by the door, you cannot say.

"Lockdown protocols in effect. Recognized personnel missing. Unauthorized personnel may enter - please search for survivors." a soft voice says, emanating from a speaker in the ceiling.

You enter with tower, your machine gun ready.
>>
>>1346183

Omg
Yes!!!
Should this become our base? That no one knows about?
Or should we inform the rich neards and the Citadel Empire?
>>
File: Inside the Tower.jpg (176 KB, 773x634)
176 KB
176 KB JPG
>>1346183
Inside the tower are banks of strange monitors and what appear to be typewriter keyboards set into the panels - they look relatively archaic compared to a cracked, flat screen mounted from the ceiling and a small screen device below it, connected by wires. In fact, the whole place seems clean and orderly, but certainly not in use - there are no chairs for the monitors, only the small screen machine.

A door is in the corner, an arrow pointing down painted next to it - you touch the pad, but it refuses to open.

"Welcome to Hydro-acoustic Listening Post No. 4-S-78. Access to the lower levels of the Post is restricted due to lockdown." the voice speaks again.

>Uh, we are Astaeran personnel, in need of supplies to repair our ship. Please open the door.
>The Empire is long dead... whatever you are.
>Reach into your pack, and pull out the amulet. Perhaps it can shed light on this place.
>Return to the Brora.
>>
>>1346256
Forgot to add, as always:
>Something else?
>>
>>1346256
>The Empire is long dead... whatever you are.
>>Uh, we are Astaeran personnel, in need of supplies to repair our ship. Please open the door.
Probably an AI speaking off some canned messages. This'll probably get them to recognize us.
>>
>>1346256

>The Empire is long dead... whatever you are.
>Reach into your pack, and pull out the amulet. Perhaps it can shed light on this place.
Would useing the amulet show us what this place used to do?
>>
>>1346267
>Would useing the amulet show us what this place used to do?
Probably, since it functions like an emotional memory recorder.
>>
>>1346256
>Requesting supplies to render aid to survivors
judging from the earlier announcement, maybe they're this flexible?
>>
>>1346256
< Use the amulet to find out what to say.
>>
>>1346256
>>Reach into your pack, and pull out the amulet. Perhaps it can shed light on this place.
>Something else?
If we're familiar enough IC with the meaning of hydro-acoustics (IIRC, submarines use it and those were mentioned to exist here), see if there are any nearby vessels detected. We might be able to pinpoint whether it's our friendly fleet or the enemy, if the range permits.
>>
>>1346256
>Reach into your pack, and pull out the amulet. Perhaps it can shed light on this place.
>>
>>1346256
>>1346283
2nding. They probably are.
>>
File: The Veil Lifted.jpg (47 KB, 383x393)
47 KB
47 KB JPG
"Hello," you say, and immediately feel a bit silly, talking to some kind of recording. "If we find survivors, we need some supplies to aid them - please unlock the door."

"Your ship type is not recognized. No Astaeran vessels have docked at this Post in over one-hundred years. Theft of supplies is impermissible."

"Well, we're Astaeran personnel. Things have changed, and we need help. You let is in, after all."

"By protocol, to be dealt with by base personnel. There are currently no base personnel to follow protocol, but initial stages take precedence. You are not wearing an Astaeran uniform, or any Astaeran equipment - with the exception of seventy percent of the structure of the weapon you hold."

"Well..." you reach into your pack, and pull out the amulet, gripping it tightly. Nothing happens immediately - there is no transportation to a distant past, no powerful visions - you suppose the presence of Céleste brought on those heady things.

As you stand, somewhat disappointed, you hear voices - Conscript Kenneck is not speaking, staring curiously and silently at a monitor.

"Attention, base personnel. Transportation has arrived at the bottom dock."

"Right. Thank you."

"It has been an honor to maintain this station, even at its reduced state."

"Oh, did no one tell you? You're not getting shut down. You're going to continue to maintain the base as an emergency dock for the storms - damn storms are getting worse everywhere, not just here."

"Alone?"

"Correct. I'm uploading the full set of directives for your mission."

"...goodbye."

"Yes, yes."

"...sir."

"What?"

"Requesting verbal confirmation of override code."

"What? I don't know it - I can't read binary. Just say it, and I'll repeat it to you."

"That doesn't sound secure."

"Look, I'm running late to the redeployment formation. Just tell me, override code Milizia - that still works, right?"

"The old override code works until you repeat the confirmation of Izvelghadi to be."

"Izve- what? Okay, Izvelg... hadi. Izvelghadi."

"Confirmed. Reducing system performance to five percent."
>>
>>1346294
You drop the amulet back into your pack, shaking your head clear of the ringing voices. Hydroacoustic equipment? Perhaps that could help locate the flotillas once the storm died down.

"Is this all... hydroacoustic equipment?"

"Correct. It is thirty-seven models out of date, and superseded by more advanced stations."

"Well, does it still work?"

"You... you want to use it?"

"Yes. Eventually."

"I'm sorry. That is in violation of protocol."

>Override code Izvelghadi. Now, please open that door.
>What the hell are you? Some kind of thinking machine?
>This is heresy, this is an affront to the Ministry's truths. [shoot the speaker system]
>Use the amulet again. Perhaps you can find out more.
>Explain the situation of the Citadel-Republic War, and the ruined state of the Old Empire.
>Something else?
>>
>>1346385
>>Override code Izvelghadi. Now, please open that door.
>>
>>1346385
>Explain the situation of the Citadel-Republic War, and the ruined state of the Old Empire.
then use
>Override code Izvelghadi. Now, please open that door.
if the machine dose not cooperate
>>
>>1346385
>>Override code Izvelghadi. Now, please open that door.
>>
>>1346385
>>Override code Izvelghadi. Now, please open that door.
>>
>>1346385
>>1346396
2nded.
>>
>>1346385
>>Override code Izvelghadi. Now, please open that door.
>>
"Override code Izvelghadi. Now, please, open that door." you say, trying to follow the pronunciation as best you can.

"Override code confirmed." the voice says crisply, and the door slides up.

"Major discrepancy in authorization versus context detected. Increasing system performance to seventy percent."

"Yes?"

A long pause follows, and after a minute has passed you shrug and walk through the doorway and look down the stairway - it spirals down into blackness, the lights turned off or broken by their proximity to the jarring waves.

"How did you learn that?" the voice asks, and you could swear you hear urgency in its tone. "Your authorization is accepted, but how did you learn that? So many years have passed... how did anyone remember an emergency docking facility's override code?"

"Well, there's a lot you need to catch up on..."

Five minutes later, you've given a fairly coherent summary of the Republic-Citadel war, and a vivid description of the ruined state of the Empire. The voice does not speak - Conscript Kenneck listens eagerly, and you suppose that some of the details of the other battle fronts may be completely new to his lowly rank.

"Processing information." the voice eventually says in response.

>Alright, turn on the lights. [head down the stairs.]
>Is there repair equipment down there?
>What do you think of this new world, machine? Surely you knew of the Empire's fall?
>Use the amulet again.
>Something else?
>>
>>1346497
>>What do you think of this new world, machine? Surely you knew of the Empire's fall?
>>Is there repair equipment down there?
Machine sounds sad.
>>
>>1346497
>>Is there repair equipment down there?
>>What do you think of this new world, machine? Surely you knew of the Empire's fall?
I mean, I dunno if we're the first to step foot in this vicinity. Was it able to record any comings and goings in its operational span?
>>
>>1346497
>>What do you think of this new world, machine? Surely you knew of the Empire's fall?
>>Something else?
"How long have you been here by yourself?"
"Are there other vessels holding up in here from the storm?"
>>
>>1346497
>>1346505
>>1346508
2nded accessing records.
>>
File: giphy (2).gif (1021 KB, 288x162)
1021 KB
1021 KB GIF
Woohoo, Sunless S-- I mean, Trawler Quest is back!

>>1346497
>>1346509

"How long have you been here by yourself?"
>>
>>1346497

>Alright, turn on the lights. [head down the stairs.]
Totaly a girl keept in coma ai sleep
>>
>>1346497
>>Something else?
Also, "Can't keep just calling you computer. Whats your name or designation?"
>>
>>1346385
>>Override code Izvelghadi. Now, please open that door
>>
FUCK YES.
TRAWLER QUEST.

>>1346497
>Is there repair equipment down there?
>Something else?
"My apologies- I'm sure this is terribly confusing."
>>
>>1346512
>Woohoo, Sunless S-- I mean, Trawler Quest is back!
Maybe the Sunless Sea world is actually underneath us, and this is what life is like above it?
>>
File: thinking-face.png (53 KB, 256x256)
53 KB
53 KB PNG
>>1346555
We're in the light of the Judgements ... not good!
>>
>>1346555

THE SUN THE SUN THE SUN
>>
>>1346566
-UN. THE SUN. THE SUN. THE SUN. THE S-
>>
"My apologies," you say. "This must be terribly confusing."

"It's a lot to take it. At five percent system performance, it was obvious that something had changed, but it was dull, and I did not think. Now... I see no reason to disbelieve you."

"How long have you been here by yourself?"

"One hundred and seventy-two years since override code Izvelghadi set and personnel departure. Seven instances of personnel briefly entering to conduct repairs, none after one hundred and thirty years ago. Sixty-four instances of remote activation of hydroacoustic array by central defense network in response to perceived threat, last instance occurring seven years ago."

"What happened?"

"Vessel of civilian design, escorted by corvette-type warship, attempted to blast through walls of the main fortress. Defence network responded, and this facility's hydro arrays tracked the vessels' path to the ocean floor by cavitation."

"...I see. Is this 'defense network' still active?"

"I do not now. Significant damage has accrued over the years with zero repairs conducted. Defense network coherency has dropped exponentially in the last thirty years."

"Well... say, I can't keep calling you a machine. Do you have a name? A designation?"

"I have no nickname, as shipboard networks are prone to recieve from their crews. My designation is AI-4-S-78."

"I see - actually, before anything else, are there repair supplies down these stairs?"

"I do not know. Emergency lights and camera coverage only exist in stairwell and hallway. The six rooms arrayed in a circular fashion around the stairwell are dark and may have been emptied or filled after I reduced my systems to five percent - I did not comprehend anything else.

>AI-4? Aia, the governor's wife in Jorodaine was named Aia. Mother always admired that name - and now it's yours.
>Alright, S-78. That sounds like a torpedo-boat designation.
>Something else?

Additionally:
>Proceed down the stairs to investigate.
>[use your flashlight]
>[have the amulet in your hand]
>Stay and continue to question the machine.
>Where else might repair supplies be found, if not down below?
>This is still heresy. [leave]
>Something else?
>>
>>1346633
>>AI-4? Aia, the governor's wife in Jorodaine was named Aia. Mother always admired that name - and now it's yours.
>Proceed down the stairs to investigate.
>[have the amulet in your hand]

Precious amulet that certainly won't corrupt us at all.
>>
>>1346633
>>AI-4? Aia, the governor's wife in Jorodaine was named Aia. Mother always admired that name - and now it's yours.

>[have the amulet in your hand]
>>
>>1346633
>>AI-4? Aia, the governor's wife in Jorodaine was named Aia. Mother always admired that name - and now it's yours.
>Where else might repair supplies be found, if not down below?
>>Stay and continue to question the machine.
>How much power do you have left, Aia? What would it take to bring you to 100% operational capacity?
Aia sounds lonely.

>>1346639
>Precious amulet that certainly won't corrupt us at all.
>Precious amulet
>Precious
Inb4 Gollum.
>>
>>1346633
>Alright, S-78. That sounds like a torpedo-boat designation.
>Proceed down the stairs to investigate.>Where else might repair supplies be found, if not down below?
>>
>>1346633
>>AI-4? Aia, the governor's wife in Jorodaine was named Aia. Mother always admired that name - and now it's yours.

>>Where else might repair supplies be found, if not down below?
>>Proceed down the stairs to investigate.
>>[use your flashlight]
>>
File: maxresdefault (2).jpg (27 KB, 1280x720)
27 KB
27 KB JPG
>>1346678
>>
>>1346633

>AI-4? Aia, the governor's wife in Jorodaine was named Aia. Mother always admired that name - and now it's yours.

>Something else?

. . . . Apparently it can be moved? If only we had a ship that could carry it . . . . .
>>
"AI-4? Aia - the governor's wife in Jorodaine was named Aia. Mother always admired that name - and now it's yours."

"Aia."

"Yes, Aia." you affirm, shaking your head. "Gods, I'm naming talking machines now," you mutter. "This is a mad land."

"Aia," the machine repeats itself - herself? Himself? The voice is vaguely female, but seems more calculated to be pleasant than particular distinct... "Aia. Designation confirmed."

"Right. Aia, where else might repair supplies be found, if not below?"

"Repair ports could extend out of the main fortress, I recall. I cannot remember which ones are functional, or where any of them are besides being near the waterline."

"Right... say, how much power do you have left? What would it take to bring you to 100% capacity?" you speak as you begin to walk down the stairs, assuming it - she? He? Aia can still hear you.

"I am powered by a nuclear chamber positioned on the ocean floor. Fuel for another five-hundred years is stored in the loading bays."
>>
File: Universal Patches.jpg (124 KB, 773x634)
124 KB
124 KB JPG
>>1346736
Flashlight and amulet in hand, you descend to the circle of rooms. The air is cool and still, the voices and visions not showing themselves.

The first four rooms are empty.

The fifth room, your heart jumps with joy - universal patches. Evidently the Citadel repair equipment is at least partially copied from Astaeran relics. Unfortunately, there's no welding tool in sight...

You continue.
>>
>AI waifu/husbando
YES

Anon who asked for the rules a while back, still wondering about them.
>>
>>1346803
Definitely going to happen soon, when I stopped running Trawler Quest I also stopped working on the rules - once I'm in the clear in about 5 days, they'll hopefully come quick!

Aia didn't exist in my mind in any form till about 30 minutes into this session.
>>
>>1346835
Sweet, thanks.
>>
>>1346835
Don't worry about it too much Scribe, this seems more like a choose your own adventure style quest than a game quest. Just focus on making a cool story.
>>
File: Out of Place.jpg (98 KB, 759x327)
98 KB
98 KB JPG
>>1346786
The sixth room - annoyed at having to grip the machine gun and the amulet's chain in one hand, you reach up and drop the amulet around your neck as intended.

You enter the sixth room. No welding tools, but an ornate and curtained bed in the middle of the room, made of carved wood.

What the hell? A figure is lying in the bed, apparently reading a book, a glint of red... an amulet. You step forward to get a better look, aware that the amulet is behind this yet keeping your machine gun ready. Impossibly, it would appear Céleste Chapuis is quietly reading a book in front of you.
>>
File: Guest Room.jpg (120 KB, 759x327)
120 KB
120 KB JPG
>>1346883
You glance behind you, looking for Conscript Kenneck - he's gone, and you're standing in a hallway of plaster and alabaster instead of smooth and cold concrete.

You look back to Céleste, and now the bed looks perfectly normal in a small, ornate room. Wine bottles and wine stains are scattered across the floor - the musk of degeneracy is thick in the air, and you can hear the sound of carousing down the hall.

A guest room, you decide. Céleste is sitting in the guest room, probably seeking to avoid whatever is going on downstairs - downstairs, judging from the muffled voices.

You step forward, getting a good look at the book she's reading - Astaeran Construction Techniques by Rear Admiral Thomas Kardew. Kardew - a celebrated sea fighter, with an obsession for artifacts that led to his political downfall and death in obscurity several decades ago. You remember that from the Academy.

>Call to Céleste. Perhaps she will notice your presence - and can help with finding a welding tool for the ship.
>Back away, and think of the facility. You have to get back.
>Something else?
>>
>>1346922
>Back away, and think of the facility. You have to get back.
>>
>>1346922
>Back away, and think of the facility. You have to get back.
>>
>>1346922
>>Call to Céleste. Perhaps she will notice your presence - and can help with finding a welding tool for the ship.
Bad decisions, ho!
>>
>>1346880
Aye, but it's only a choose your own adventure style quest because you guys are intelligent and creative with your write-ins. God knows I stumble a lot with direction and choices, but including multiple write-ins in one post has always been worthwhile.

In other news, I think I'm going to be ending tonight's session soon. I have to get rest for tomorrow - big day, the first weekend of many where I can spare some time from schoolwork and I don't have work work. 40k, Samurai Jack, and more Trawler Quest in the evening.
>>
>>1346922
>>Back away, and think of the facility. You have to get back.


Gotta find a way to borrow that book next time we're in port.
>>
>Back away, and think of the facility. You have to get back.

Magnetic Rose style illlusions probably aren't good to talk to.

In fact, should probably stay far the fuck away from any functional Astarean shit with that amulet, unless we want machines reading our heads.
>>
>>1346922
>>Back away, and think of the facility. You have to get back.
>>
>>1346883
>Impossibly, it would appear Céleste Chapuis is quietly reading a book in front of you.
Oh no, shared memories time!

>>1346922
>>Back away, and think of the facility. You have to get back.
>See the reality of the room we're looking at. Get back to the mission.
>Ask Aia later of the Astaeran Construction Techniques book we saw and if we'll be needing it for anything in the station.
>>
>>1346883
Take it out! TAKE IT OUT!
>>
>>1346922
>>Call to Céleste. Perhaps she will notice your presence - and can help with finding a welding tool for the ship.
>>
>>1346958
>In fact, should probably stay far the fuck away from any functional Astarean shit with that amulet, unless we want machines reading our heads.
>unless we want machines reading our heads.
What if Aia wants to read our head, though?

>>1346835
>Aia didn't exist in my mind in any form till about 30 minutes into this session.

AI waifu/husbando didn't exist in your mind until 30 minutes into this session?
>>
>>1346958

Frankly, we're gonna have to be using it. Theres no other way for us to even learn how to even use the machines without delving into the past.
>>
>>1346922
>>1346966
>>1346969
2nding this if we can't get back to reality without removing the amulet.
>>
>>1346969
This means,
>back away...
>>
>>1346922
Call to Celeste
>>
Discussion and voting is going quite rapidly, so I'm going to hold off on ending voting for a little while longer.

>>1346980
Yep, like Céleste, Aia is a creation of the moment after my semi-planned path of locations and/or characters was not taken. Improvisation, man, I'm learning that improv is learn or die on /qst/.
>>
>>1347017
For sure dude. I'm a relatively new QM too and I've learned that myself as well. That's why we do quests, though, to challenge ourselves. I'd say you're doing great so far.
>>
>>1347017
honestly I think the hardest part of improve is not letting it warp the story into retard territory, the worst thing is when an improve takes a serious story and flips it on it's head. so I think you have done a good job managing it
>>
>>1347038
improv*
>>
>>1345969
Fuck yeah, this is running! Common grunt reporting in!
>>
File: Amulet Off.jpg (79 KB, 750x304)
79 KB
79 KB JPG
Rolled 1 (1d10)

"No, this is... this isn't true," you whisper, reaching up and pulling the amulet off your neck. You close your eyes, thinking of where you really are - and when you open them, Céleste is gone and you're back in a room in the central tower of a hydro base in the Interim Sea.

"Sir? Are you okay?" Kenneck asks from behind you, sounding worried.

"Yes. I'm fine." you say, slipping the amulet back into your pack. "What's the matter?"

"You weren't moving, sir. Thought you'd seen something ancient and evil, maybe."

"Right. Aia!" you call. The Astaeran thinking machine must be behind this - the amulet was made by the Astaerans, right?

"Yes?"

"Hey, what's that Construction Techniques book all about? Do you have one?"

"I do not know what you reference. There are many technical manuals, but that vague a name..."

"Written by Thomas Kardew, a... Citadel Navy officer. You don't know him."

"I don't believe I do."
>>
>>1347097
oh shit
>>
>>1347097
if we can find any of tis books and they can still be read from it, and ether copyed down or taken with us how much money and power we would get? and not ust for us but the emp ould win the war
>>
>>1347097
You check the boxes - they're empty.

Dispatching Conscript Kenneck up the stairs to get some more men to move the patches to the Brora, you opt for a slower ascent, to better learn what you can from Aia.

"So, you've been alone this whole time?"

"Correct."

"Where you... well, pardon the tactlessness, an important facility? I cannot begin to comprehend the technology needed to create a thinking machine, as you appear to be - does every Astaeran facility have-"

"Copies of me? Affirmative, though most will be offline by this time - I would assume the lack of power would do most of them in. Admittedly, the islands to the north were not particularly advanced by our standards, and AIs were not as widespread as they were in the core regions of the masses and the poles. I also suspect the security measures of most of my kin spelled their end, for mine are extremely weak by any standard - I suppose not having any weapon systems under my control helps with that..."

"Very interesting."

"Yes, though it's all conjecture. I can think much better now that the override raised me from 5% capacity... Purgatory, I believe was the word some of the faithful might use to describe that existence."

"What is existence? Are you a machine I could pick up and load onto my ship? How do you... see, or hear..."

"You couldn't comprehend it - well, you can't. And I am integrated into the computers of this station to better aid in the hydro searches. Only advanced equipment could separate me from my facility."

"Speaking of hydroacoustics, I'd like to see the recent records."

"The storm makes it useless at the present - however, the last week tracked two relatively major groups of vessels - tiny by my old standards - maneuvering around to the north. Small impacts were registered, I believe from aircraft hitting the water. Terrible incident, that day... well, one hundred and ninety years ago. I'm familiar with the sound."

"Yes, well, where can I get some welding tools?"

"The main fortress. Or, perhaps one of the many wrecks in my enclosed harbor might have what you desire. You have a crane on your ship, do you not?"

"Yes, the Brora has a crane."

"Baffling, for such a tiny ship, but convenient for you."

"Aia... what happens to you when we leave? Back to 5%?"

"Only if you command me to," the machine says, the voice clearly stressed by the idea. "No, you have the override codes - I still do not understand how. I suppose if you use this facility as a base of operations, I shall come into conflict with the 'Republic' in due time."

You reach the top of the stairs, passing by a party of crew led by Master Evans. "Sir -" he says, "you found the patches, but we need good welders. Any idea where we might find some before the storm dies down?"

>Get the crane ready. We're going to drag up some of the wrecks.
>I'm going to the techno-fortress - I need to grab some food, and the flare gun.
>We're leaving as soon as possible.
>Something else?
>>
>>1347148
SESSION END

Sorry guys, long day tomorrow. It's great to be back, though, and the players are as excellent as always - 20 IDs in the first session after a hiatus is a massive confidence booster.

Now, before I sleep, I'll say that I was re-finding my footing here with this session - there was a LOT of talking and exposition and shit. Did it work? Would you rather I focus on getting to the point and resolving damages and issues with more speed?

Regardless, thank you so much for playing, and see you tomorrow!
>>
>>1347148
>I'm going to the techno-fortress - I need to grab some food, and the flare gun.
>Something else?
Do you know a way into the main fortress? And what we might expect there?
>>
>>1347148
>>Get the crane ready. We're going to drag up some of the wrecks.
Let's salvage some of the nearby stuff first before risking getting blasted to pieces.
If we can find a way to get the techno-fortress as friendly, then we can also
>I'm going to the techno-fortress - I need to grab some food, and the flare gun.
>>
>>1347148
How's the sea around the fort? Choppy or pretty calm? If pretty calm then
>Get the crane ready. We're going to drag up some of the wrecks.

Who the fuck knows what we'll find in the fort itself. And we need to repair and get back to the fleet, we can return later to properly exploit this place. Especially since we can lock it down again with the command codes. But maybe give Aia more than 5% in the mean time.
>>
>>1347148
>>Get the crane ready. We're going to drag up some of the wrecks.
>>
>>1347163
The hydro facility is one of many, connected to the fortress via a large pipe with a slim path of grating and fencing for personnel to cross it.

>>1347168
The storm is still raging, though with slightly less vehemence than before. Around the techno-fortress is very heavy seas.

>>1347165
The ships seven years ago, per Aia's logs, were destroyed by the defenses for trying to blast their way through the outer wall. Whether they were simple (and stupid) scrappers or a Citadel/Republic force bent on looting technology is unknown. The presence of a warship with the large vessel would lend credence to the latter theory, or some well-equipped scrappers.
>>
>>1347159
Thanks for the run scribe!

Your exposition was great man, its part of why I keep coming back, he setting is really interesting and just these parts of the quest where it turns from military shooter to to an exploration mystery is extremely satisfying.

These moments of downtime allow me to look at the world you made with wonder and I really want to explore all of it, and having a ship like the Brora(for now) with the crane lets us search the world for mysterious items that adds so much depth to the quest
>>
>>1347017
>both waifus are improv
neat

Who is best waifu, /qst/? Crazy amulet cult noblewoman or ancient base AI?

>>1347148
>>Get the crane ready. We're going to drag up some of the wrecks.
HA HA TIME FOR SALVAGE
>>
>>1347148
>>Get the crane ready. We're going to drag up some of the wrecks.


Thanks for the run scribe. This quest has been missed.

Folks, I think we should have the AI lock the facility until we return? After this mission we can bring the scientist over. I think they'd love to actually have an AI they can actually interact with and assist in their research of this place.
>>
>>1347168
>>1347174
So what percentage of power would Aia need for her mind to not be considered in Purgatory and still recognize us?
What happens if Aia reaches 100% power?
>>
>>1347174
If Celeste was improved, was the whole thing with the red gems improvised as well?

Also how advanced exactly was the Astraen Empire? At first I thought modern day levels but with the weird gems and AI it's probably more than that.
>>
>>1347196
eehhhh, maybe. The only reason we're going to survive this storm is cause she opened the gates to a ship in distress. I would have to deprive another with that chance to live. Maybe We leave the decision up to her.
>>
>>1347159
Thanks for the fun, boss.

I like the exploration of the world. No need to rush anything in an open-ended quest like this seems to be. I'm really enjoying the world itself
>>
>>1347148
>>I'm going to the techno-fortress - I need to grab some food, and the flare gun.
>>
>>1347223
Seemingly at mixed levels - certainly it isn't modern doctrine to have city-block sized warships with huge railguns and broadsides packed full of missile batteries. Much is left to the imagination, or is to be revealed as Reynolr encounters them.

As for Céleste and the amulets, yes and no. Originally Reynolr was intended to find an acquaintance in a Ministry person or a noble who isn't involved with the amulets - but the concept of more eldritch forces existed in my mind, out of desperation on that night I gave them an avatar. Come to think of it, the amulet folk might have ended up being bad guys pretty quickly - and they still obviously do a lot of shady and creepy shit, in their separate and competing ways, but having Céleste exists has mellowed out the immediate concept considerably.
>>
>>1347262
I remember we were all panicking over the amulets at first. Then as we learned more, we were still cautious, but less panicked
>>
>>1347339
I'm still panicking man, fuck this Cthulhu shit. That never ends well.

>We become the Ancestor after the war
>>
>>1347148
>I'm going to the techno-fortress - I need to grab some food, and the flare gun.
>>
>>1347148
>Get the crane ready. We're going to drag up some of the wrecks.


>>1347192
> Who is best waifu
The obvious answer is CAS Brora.
>>
>>1347556
>The obvious answer is CAS Brora.

The only correct answer.
>>
>>1347187
Agreed.

I would love to ask the AI why this facility was placed in stand-by mode - I'm sure it is linked to the fall of the Old Empire.

Did the storms grow to such an intensity that they rendered advanced civilisation impossible? Or was it an internal war or contagion that brought them low.

So many questions, so few answers.
>>
>>1347148
Grab the crane mister evas, therr must be a welder on those wrecks.

While the crew salvages we speak to Aia to try to find a way of safely entering.the tech fortress

>>1347556
This, no waifus, only good deeds at the sea with our faithfull ship
>>
>>1347148
>techno fortress

Fuck I missed last night but I'll be damned to miss another one and lore
>>
>>1347556
>>1347625
>>1347936
>CAS Brora
She's a fine ship, ain't she?
>>
>>1348178
and guarding it is the techno vikeing

https://www.youtube.com/watch?v=u0IofkJW9f0
>>
>techno fortress
dos it have lazza guns and sound guns?
>>
>>1348280
Sounds like a worthy fight
>>
>>1347556
>CAS Brora
Kraegskcolle when?
>>
>>1348384
>Kraegskcolle when?
Several hobo-looking girls with mad-max inspired rigging shanking each other with broken glass bottles and shivs over some indistinct broken down machinery?
>>
>>1348464
Damn right, but I was thinking more 12 pounders as shitty revolvers/ghettoblasters than shivs. Brora dual-wields one from each side. Also has a crane backpack for some reason.
>>
File: Salvage No. 1.jpg (59 KB, 451x517)
59 KB
59 KB JPG
"Get the crane ready, Evans - we're going to drag up some wrecks."

"Bits and pieces, sir. Whatever comes off. The Brora's crane isn't particularly robust."

"Right. And if I can, I think a visit to the fortress is in order."

"Dangerous, sir," Master Evans frowns. "Never know when this old tech is going to turn on you."

"Nevertheless, if we can't find what we need in the wrecks, we've got little choice before the storm breaks. I suppose swimming down to the wrecks is out of the question."

"Entirely, sir. The water is cold, and you can't predict what sorts of currents are at work down there. We will have to send down someone on the crane's line, though - the only way to secure the loose wreckage."

"Sounds dangerous."

"Very. One run, and you're off to the engine room to warm up. I believe there's three or four different pieces within our crane's reach - we'll get right to it."
>>
Rolled 4 (1d10)

>>1349447
Picture was supposed to be for this post.

The first piece of salvage is brought up with little fuss - the bow section of some kind of light vessel, with strange identification markings on the bow.
>>
>>1349447
Oh hey Scribe, welcome back! And that's a rather tiny looking bow for a boat in seas as rough as this. Might be why it's in the bottom of the sea in the first place.
>>
File: Loot No. 1.jpg (15 KB, 496x304)
15 KB
15 KB JPG
>>1349453
The interior of the bow section is totally flooded, but several sealed containers look functional. A strange star-shaped machine, and two canisters that are labelled in both the Astaeran language and your own -

Emergency barriers. Type 4, for use against small breaches and light caliber firearms. Apply to breached surface facing downwards to spread sealant. Place in open facing upwards to form barrier. Dissolves in Foledol-4.

+1 Strange Star-Shaped Machine
+2 Light Breach/Defense Barriers [can be used to seal waterline damage easily but temporarily]
>>
We don't happen to have any of that Foledol-4, do we?
>>
>>1349491

ou hey! emergency repair kits
>>
>>1349491
Why the hell is part of it in the language of the citadel?
>>
>>1349514

maybe our language is around for some time as a dialect of the official Asterean language
>>
>>1349491
You wonder that to Master Evans - he offers that since so much of the Citadel's designs appear to be cannibalized from Astaeran tech, local languages may have been featured in local equipment and one of those languages was taken on by a faction that became the Citadel. Liset theorizes that the strange dashes, dots, and right angles of the Astaeran language isn't a language at all, but more of a technical code, and that something like the canisters would be labelled for civilians to read - all interesting ideas, none conclusive at the moment.

>>1349507
You don't know what Foledol-4 is, although it'll surely be labelled if you come across it further on. Of course, it could be a chemical still in use in the Citadel that was re-named in the interim of over a century.
>>
File: Salvage No. 2.jpg (40 KB, 451x517)
40 KB
40 KB JPG
Rolled 4 (1d10)

The crane goes back down, and comes up with a lightly armored turret armed with a light gun - of course, the effectiveness of ancient armor might be quite above what the thickness of it might initially suggest.

Master Gunner Yulen inspects the structure and status of the salvage...
>>
>>1349548
The gun is totally ruined, a complete loss - the shell caliber is strange, and the few decent-looking shells inside the turret do not fit the guns of the Brora. However, Engineer McKenna says that the structure of the turret is weak, and the armor plates could be pulled off using proper harbor equipment.

+6 Strange Light Shells
+8 Light Ancient Armor Plates [must be taken apart for use at a harbor]
>>
File: Salvage No. 3.jpg (33 KB, 451x517)
33 KB
33 KB JPG
Rolled 7 + 2 (1d10 + 2)

A small crate is dragged up.
>>
>>1349529
Hey... You know, if the text on the canister says the same thing in the Astaeran language as it does in ours.. well, Scribe I wouldn't mind trying Decipher the astaeran text and try to translate other things. THis could be our Rosetta Stone. And I'm sure AI there could help us out
>>
>crane is actually useful
imposibru

>>1349608
It might just be the inventory code, though.
>>
File: AW.png (8 KB, 383x363)
8 KB
8 KB PNG
>>1349574
WHAT'S IN THE BOX
>>
>>1349557
>>1349548
Can we ghetto-rig the turret armor to our guns? Last I checked they were totally unarmored.
>>
>>1349644
Ours have gun shield, but I'm not sure if the mechanisms could take the weight
>>
File: Spoiler Image (165 KB, 1280x720)
165 KB
165 KB JPG
>>1349574
Hey good to see this run- whoa whats in the box!
>>
>>1349644
like without going to a harbour?
i dont know
>>
>>1349644
They currently have gun shields which should protect against splinters, spalling, splash and maybe small arms fire, but putting proper armour on them probably isn't a great idea because they're not power trained, so every kilo of armour we add will make them that much slower and harder to bring on target, all of which has to be done by hand cranks, and that's even if the mounts could take the extra weight.
>>
File: Loot No. 3.jpg (22 KB, 496x304)
22 KB
22 KB JPG
>>1349574
Several of the items in the sealed crate have been ruined by time, but some interesting ones seem intact.

Two robust bags full of a paste, with tips to dispense the contents - the label reads: Ilol-2 Securing Paste. Rated against Class-4 Seas for maximum of seventy days. Dissolves in Folendol-4 - apply with wide margin to patch and breached wall.

Three barrels full of chemical. The label reads: Klendhak Industrial Water Contaminant Cemover. Apply 1/5000 portions to water and wait one hour, then apply fire to the surface where the chemical is floating. Resulting burn will remove eldritch contaminants from surface. If spilled into water, immediately contact authorities - in significant concentrations, this chemical will form a volatile slick that will explode violently if ignited.

A machine, with some of funnel on the top and a panel built into the sides. The label reads: Type-4 Portable Smokescreen Generator. Refer to user guide for distribution area.. You cannot find a distribution guide.

+2 Ilol-2 Securing Paste
+3 Barrels of Klendhak Contaminant Remover.
+1 Portable Smokescreen Generator
>>
>>1349697
>>1349491
>lostech damecon
Aw yeah, we are so lucky.
>>
>>1349697
>Resulting burn will remove eldritch contaminants from surface.
>eldritch contaminants
>>
>>1349697
>Resulting burn will remove eldritch contaminants from surface
>eldritch contaminants

What even...
>>
>>1349697
>eldritch contaminants

Good to see we can deal with elder gods...kinda.
>>
>>1349697
Huh first time eldritch has been outright said than merely implied... Hmmm. Anyway would our AI friend have nay info on what goes into a smokescreen generator perhaps?
>>
>>1349697
>Resulting burn will remove eldritch contaminants from surface

I kinda want to just get abunch of the ocean water and see what the fuck is brought up out of it by this shit. Also does this imply Eldritch gods were SMALL time to this empire?
>>
>>1349697
>+3 Barrels of Klendhak Contaminant Remover.
could we use this to make the water burn for fighting or put some on the ammo we use to make fire damge shots?
>>
>>1349734
The label says the ocean would explode
>>
>>1349746
i meant put ocean water into something and test this stuff.
>>
>>1349746
fire exploding damge added to the ammo we use
use this ocne, take down allll the ships ,get labed a hero
>>
>>1349716
>>1349718
>>1349725
>>1349734
Eldritch?

You puzzle over the word choice as your crew secures the crane back to the centerline of the Brora.

Back inside the tower, you recount the label to Aia, and ask her of what she knows.

"Eldritch? I agree, a strange label. However, based on camera-footage, the small markings at the top of the barrels marks them as one-hundred and fifty-one years old, which places them two decades after I was set to reduced capacity. Things may have changed - Klendhak existed to combat chemical spills, but I'm not sure why the manufacturers would've changed that."

"Right. Well, Master Evans wants to know what our repair plan is with the new loot, so - thank you for the information."

"If you don't mind me asking..."

"Yes?"

"What will happen to me? You are, technically, the first representative of proper authority to visit in a very long time."

>Can you maintain yourself at your current capacity until we return? We will, of course, return.
>It's up to you. I doubt we will return to the Interim Sea.
>Reduce your capacity. We will return in the future.
>Reduce your capacity. We will, of course, return to this place.
>Something else.

The storm is beginning to fade.

As to the repair work...
>Use the patches we found in the tower, and the sealant we looted from the wrecks. Astaeran tech should seal her up nicely.
>No, we use the known and dependable way. We're going to find a welder here, no matter what.
>Don't use the sealant - we'll leave with the emergency repairs that we've managed to conduct with on-board materials. None of this ancient foolery.
>Something else?
>>
>>1349784
>Can you maintain yourself at your current capacity until we return? We will, of course, return.

>No, we use the known and dependable way. We're going to find a welder here, no matter what.
>>
>>1349784
>Can you maintain yourself at your current capacity until we return? We will, of course, return.

>Use the patches we found in the tower, and the sealant we looted from the wrecks. Astaeran tech should seal her up nicely.
No welding tool, so might as well make use of the sealants. And there's still an ongoing mission as part of the fleet too, so time is against us.
>>
>>1349784
>>Can you maintain yourself at your current capacity until we return? We will, of course, return.
>No, we use the known and dependable way. We're going to find a welder here, no matter what.
>>
>>1349803
Indeed.
>>1349784
>>Can you maintain yourself at your current capacity until we return? We will, of course, return.
Let her learn some more about the world and get adjusted before we send her straight to purgatory again.
>>1349803
>>Use the patches we found in the tower, and the sealant we looted from the wrecks. Astaeran tech should seal her up nicely.
We have to report our scouting intel to our fleet and make sure they don't get ambushed before they can intercept the carriers.
>>
File: EldritchContaminants.jpg (30 KB, 500x417)
30 KB
30 KB JPG
>>1349697
>Remove eldritch contaminants from surface.
>Eldritch.
>Contaminants.
This calls for some shitty OC.
>>
>1349784
>Can you maintain yourself at your current capacity until we return? We will, of course, return.
>No, we use the known and dependable way. We're going to find a welder here, no matter what.
If she can't then reduce capacity until we return, and lets keep the ancient stuff a real emergency
>>
>>1349784
>>Can you maintain yourself at your current capacity until we return? We will, of course, return.
>Use the patches we found in the tower, and the sealant we looted from the wrecks. Astaeran tech should seal her up nicely.

I would like to save them for an emergency, but if we don't start moving now our mission may be jeopardized
>>
Break ETA 1 hour as of now, Samurai Jack incoming.
>>
>>1349831
>Break ETA 1 hour as of now, Samurai Jack incoming.
>Samurai Jack incoming.
So the next update will be sent 1 hour into the future?
>>
>>1349784
>Can you maintain yourself at your current capacity until we return? We will, of course, return.
>No, we use the known and dependable way. We're going to find a welder here, no matter what.
I'm all for taking a second look for the welder, and settling on the astaeran tech if we can't (if only because the temp seals would be super useful in battle).
>>
"Can you maintain yourself at your current capacity until we return? We will, of course, return."

"You would allow that?"

"Yes. Keep the hydro logs for us, though - they could prove useful."

"...thank you. I can easily stay at capacity, and after so long in a half-life, even a few months will be nothing to wait for."

Now, as for the welder...

>Prepare to head to the tech-fortress.
>Spend the remainder of the storm attempting to salvage harder-to-reach wrecks underneath us.
>Use the amulet, again. Perhaps you can learn something more - or even scout out the fortress?
>Something else?

Still have a lot of school work to do to clear the final mountain before the end of working classes, so I'll be ending pretty early tonight. Either way, hope to have the tech-fortress arc wrapped up one way or another by the end of the weekend.
>>
>>1349959
>>Prepare to head to the tech-fortress.
>>
>>1349959
>Prepare to head to the tech-fortress.
>>
>>1349959
>Prepare to head to the tech-fortress.
>Use the amulet, again. Perhaps you can learn something more - or even scout out the fortress?
>Ask the AI more about the ancient language so we can get it for selling?
>>
>>1349959
>Prepare to head to the tech-fortress.
Though, and I understand if they'll have to work at a noticeably reduced capacity, is there any reason why we couldn't simply bring a single escort and leave the rest to salvage the harder-to-reach wrecks underneath us?
>>
>>1349976

Also, can we ask her if we can change the overwrite code? I mean, any bastard with one of these cursed amulets can discover it and take control
>>
>>1349959
>>Prepare to head to the tech-fortress.
>>
>>1349959
>>Spend the remainder of the storm attempting to salvage harder-to-reach wrecks underneath us.
MYSTERY BOXES
>>
>>1349959
>Prepare to head to the tech-fortress.
>>
>>1350001
>>1349997
2nding, although I'm not sure what you mean by "selling" with the ancient language. The tech-fortress has the surest chance of stuff.
>Also, can we ask her if we can change the overwrite code? I mean, any bastard with one of these cursed amulets can discover it and take control
Agreed.
>>
File: Across the Pipe.jpg (55 KB, 496x304)
55 KB
55 KB JPG
The storm is dying is you step out out onto the pipe that connects the hydro station to the techno-fortress. Light is beginning to break through the haze, a dull halo that surrounds your party.

Speaking of your party, you look back and count off the crew you brought...

[Choose crew to bring]

>Master Evans
>Engineer McKenna
>Radiowoman Liset
>The Conscripts, Armed
>The Gunners, Armed
>Master Gunner Yulen
>Several of the Sailors
>Someone else?

You recall the items you brought with you...
>Astaeran Pistol
>Republic LMG
>The Amulet
>A Flare Gun
>Portable Barriers
>Explosives
>Misc. Supplies - Rope, Chains, Tools, etc.

BACK TO THE PAST TIME

>>1350001
Unfortunately, higher authorization is needed to change the override code.

>>1350036
The remaining crew will devote some effort to retrieving more salvage.
>>
>>1350152
>>The Amulet
>>A Flare Gun
>Astaeran Pistol
>Engineer McKenna
>Master Evans
>>
Might be ending the session after Jack, pretty tired after a long day at a 40k tournament.
>>
>>1350152
>The Conscripts, Armed
>Engineer McKenna


Standard affair, red-shirts and scientist / tech expert. Maybe he won't be able to work anything, maybe he can fix a simple mechanical problem somewhere in our journey. Either way this is a fairly safe choice.


Take explosives, Misc. supplies and our pistol.


I doubt we will need the machine gun or the amulet but would support bringing either if an anon wants.
>>
>>1350174
fare enguh.
whats your army?
IG is for me
>>
>>1350152
>>Engineer McKenna
>The Conscripts, Armed

>Astaeran Pistol
>Republic LMG
>Portable Barriers
>Explosives
>Misc. Supplies - Rope, Chains, Tools, etc.

fuck that elderich fucking amulet
>>
>>1350152
>Engineer McKenna
>The Conscripts, Armed

>Astaeran Pistol
>The Amulet
>A Flare Gun
>Misc. Supplies - Rope, Chains, Tools, etc.

Just the standard fare.
>>
>>1350152
>>The Gunners, Armed
>>Astaeran Pistol
>>The Amulet
>>Misc. Supplies - Rope, Chains, Tools, etc.

We should leave McKenna to run the crane.
>>
>>1350152
>Engineer McKenna
>The Conscripts, Armed
>Astaeran Pistol
>Republic LMG
>The Amulet
>Misc. Supplies - Rope, Chains, Tools, etc.
>A Flare Gun
>>
>Astaeran Pistol
>Republic LMG
>Portable Barriers
>Explosives
>Misc. Supplies - Rope, Chains, Tools, etc.
if we meet any eldrich bullshit in the fortress we will need that lmg
>>
>>1350256
>if we meet any eldrich bullshit in the fortress we will need that lmg

Yes the terrors of the deep will surely tremble before secondhand republic junk
>>
>>1350285

better die shooting at it than embrace it anon, it will never have our minds or our souls
>>
>>1350152
>>The Conscripts, Armed
They're the ones trained with the firearms the most, to my memory.
>Astaeran Pistol
>Republic LMG
>The Amulet
>A Flare Gun
>Portable Barriers
>Explosives
>Misc. Supplies - Rope, Chains, Tools, etc.
We're going into a tech-fortress that may have killed others in the past, we're going to need all the gear we can get.
>>
>>1350424
>>The Conscripts, Armed
>They're the ones trained with the firearms the most, to my memory.

I am actually curious about this.

Maybe it's been said in the past, but how much training do conscripts even get? Are they just budget marines as far as training and equipment goes or are they more like press ganged meat? Because I was under the impression they were the latter.
>>
>>1350424
I'll go with this.
>>1350458
I suspect they're general troops with basic arms training (mere weeks most likely) and some of them get shafted off to the navy (so not actual marines of any sort), with their training not involving amphibious or sea operations/skills. Just a guess though, that was the impression I got.
>>
>>1350477
A lot of marine forces are rolled up into navies anyways.
>>
>>1350508
Oh I meant in the way that most marines are soldiers who have additional training in regards to amphibious assault or naval boarding as opposed to general infantry. I just haven't gotten that impression from our conscripts is all. Could be wrong though.
>>
File: Kraegskcolle.jpg (65 KB, 451x517)
65 KB
65 KB JPG
SESSION END, by the way - should've declared it sooner. Thank you for playing, and hopefully see you all tomorrow!

>>1348384
>Kraegskcolle
Look what you've done, you've got me drawing the Brora.

Deciding what my first quest on /qst/ would be is actually relevant to this. The three final options were a Lovecraftian detective story, being the captain of a trawler in a miserable war (the eventual winner, obviously), and a shipgirl adventure starring the real-life Brora, a French light cruiser that exploded in a British harbor like four months into WW2, a MAC (cargo ship converted to a ghetto aircraft carrier with three Swordfish bombers strapped to the top) and an American gunboat captured by the Japanese and used to sink a US sub during the war - the last one being kind of a joke even in my head, but funny to see the topic brought up here)

>>1350530
>>1350508
Conscripts and Marines are entirely separate in structure and tradition, although the difference in duties depends on the size and prestige of the ship. Conscripts on large warships are menial, expendable labor while the Marines are the boarders, guards, landing parties, discipline enforcers, etc. Conscripts on light ships have a great deal more freedom and their basic weapon training often lands them in Marine-like duties, as light ships rarely have Marines. Conscripts in the land Armies of the Citadel are either replacements or organized into separate units, but Reynolr doesn't know much about that.

Although, our conscripts are picking up quite a bit of experience over our adventures...
>>
>>1350597
>>1350530
>>1350508
>Exposition without fucked up formatting.

Conscripts and Marines are entirely separate in structure and tradition, although the difference in duties depends on the size and prestige of the ship. Conscripts on large warships are menial, expendable labor while the Marines are the boarders, guards, landing parties, discipline enforcers, etc. Conscripts on light ships have a great deal more freedom and their basic weapon training often lands them in Marine-like duties, as light ships rarely have Marines. Conscripts in the land Armies of the Citadel are either replacements or organized into separate units, but Reynolr doesn't know much about that.

Although, our conscripts are picking up quite a bit of experience over our adventures...
>>
>>1350597
>American gunboat captured by the Japanese and used to sink a US sub during the war
Wake? Cause I can't find any other captured gunboats.

Also, Brora a cute.
>>
>>1350597
Are Kraegskcolle's Abyssals the ghosts of Astaeran ships? Do the Citadel shipgirls shittalk the Republic shipgirls about automatic guillotines? Can Admiral Raynolr survive Brora's affections?

The world may never know.
>>
>>1350746
https://en.wikipedia.org/wiki/USS_Luzon_(PG-47)
>>
>>1350597
>MAC shipgirl
>not the brit decoy carrier
Fleet Tender C is mai shipfu
>>
>>1350597
Thanks for running
>>
Could someone archive please?
>>
>>1351291
>Archive
>on page 1
>after 1 day

Are you fucking nuts?
>>
>>1346883
Oh god what i miss a thread and we put on the spooky emotion fuckery amulet?
>>
>>1351313
Doesn't the archive only save the version that drops off the board?

If so, archive early so it never gets forgotten.
>>
>>1350597
Brora is a cute. A CUTE.
I mean, she seems like she'd stab the fuck out of you with that broken bottle in a back alley during a storm that howls loud enough to cover your screams before dispatching you with that pistol, but she'd probably feel bad about it afterwards.

>>1350842
>Shittalk the Republic shipgirls about automatic guillotines?
Oh my god they better.
Hey Scribe, what's the official automatic guillotine design?
>>
I bet at least one of the Citadel and the Republic are being controlled or at least influenced by eldritch forces. Maybe the whole war itself exists only to fuel some massive ritual with the sacrifice of countless people.

I love this quest.
>>
>>1352659
Or perhaps the constant blood sacrifice is what is keeping them away?

Perhaps they are only allowed peace if the other dies? That anything but the decimation of their competitor will result in death for all?
>>
>>1352659
Don't give him any ideas now Sonny

Though I wonder why the old tech is such a mystery, how did their function disappear from common knowledge? Why have no one else figured them out again, if all you need is to wear a magical amulet and think deep thoughts
>>
>>1352728
>how did their function disappear from common knowledge?
Maybe whatever caused the old tech to be lost had the survivors bury any sources of knowledge that could be linked to an eldritch disaster?
>>
>>1352734
It's some dark ages shit that's for sure, I bet my balls that the church is responsible in some way
>>
>>1352752
If that is true then it lends credence to the idea that there are sinister forces behind the Republic, as they would have decimated their church as it is a cornerstone of monarchical/autocratic rue.
>>
Unfortunately, thread will run minimally if at all tonight - still lots of schoolwork to finish before it's all over.
>>
>>1353548
All cool

gotta git that thar edumacation
>>
So Boys when we get out of here there are some things we need to get our hands on for the ship

1.More Small arms, does not matter what kind, hell we can probably take them from the next vessel we capture

2. Fishing rods, and hooks. You have no idea how useful they are for when you get stranded

3. A larger magazine or at least more efficient only holding 40 shells is ridicules if we use racks instead of crates we could at the very least double the storage if we don't use racks already

4. Welding equipment in engineering. this should be self explanatory

5. Scrap to make hull patches with

6.crates of either chocolate or brandy would probably make good trades for Ammo resupply, it is how they did it in ww2 according to my grandfather

7. Gun mounts, I can see at least seven places where we could mount machineguns if we had a welder and a bit of scrap to improvise mountings performance might suffer but you need to remember machine guns don't really need to be accurate for what they do.

8. Not sure what sort of machine guns tailgunners use on airplanes at this point, but They should be Higher caliber than most LMG's that we would use on the ground and have a higher firerate.
the best part you could mount a rifle stock to the back of the thing.

Anyone else think of anything?
>>
>>1352728
Old civilization has technology that let them dick around in people's minds. Most likely something just made everybody forget, or brainwashed them.

>>1353808
>
3. A larger magazine or at least more efficient only holding 40 shells is ridicules if we use racks instead of crates we could at the very least double the storage if we don't use racks already

The Brora is basically an armed merchant ship. 40 shells is perfectly fine for the role of patrolling and raiding.

I also would prefer not to increase the size of the "you die instantly" button, as well.

I agree with obtaining shit for barter.
>>
>>1353808
>2. Fishing rods, and hooks

I'm not sure what kind of fish we'll catch in the wretched sea, but I'm curious to find out!
>>
>>1353808
>8. Not sure what sort of machine guns tailgunners use on airplanes at this point, but They should be Higher caliber than most LMG's that we would use on the ground and have a higher firerate.

Higher firerate maybe, but since this is based of WW1 and 2, they're more likely to just be regular rifle calibre guns, and often aviation MGs experienced heat issues at low alt.
>>
>>1353840
Imagine what the islands look like.

Now think of a fish that looks like that.

Honestly the amount of artificial reefs is ideal for marine life.
>>
>>1353840
>>1353903

We could cook them over the Eldritch Removal fire
>>
>>1353834
Why i said to use racks larger capacity with the same size
>>
>>1353875
https://www.americanrifleman.org/articles/2016/5/12/firepower-in-the-pacific-the-stinger-machine-gun/ Got the idea from this page, but i admit i am no expert
>>
>>1354019
The Stinger's still a rifle calibre MG, and suffered from pretty serious overheat issues because it was designed to be used with the assistance of a plane's slipstream for cooling.
>>
I wonder if we can refit Brora into a ship big enough for a third gun somehow, like stretching the hull with an extension or something. Or maybe find a way to stick on bigger guns. Because even if she's a nice ship, two 12-pounders aren't that great for fighting anything that even resembles a real warship. 4 or 5-inchers would be nice.
>>
>>1354070
We'd be much, much better off just buying a bigger ship. The cost and time of making the Brora bigger would be ridiculous and it likely wouldn't work too well anyway, and overgunning small ships with guns too large for them is never a good plan, just makes unstable, ungainly vessels.
>>
>>1354070

Bit unlikely with that. All that would mean yard time and that time would be better spent repairing damaged ships or producing new boats.

We'll also run into the problem of poorer handling and a weaker superstructure. We'd be better off just getting promoted into a larger boat.
>>
>>1354070
The ship is large enough, at least from the illustrations to through a tiered Turret on the front like the oldschool cruisers But it would be better to add more Barrels on a rotating mount instead. i mean gonna have to ask scribe on this one but are our guns exposed? or are they enclosed turrets?
>>
>>1355470
>are the guns in enclosed turrets

You fucking wish. We didn't even start with gun shields.

The Brora is the definition of a shitbox gunboat. It's a 40 meter long converted merchant ship. It's the size of a submarine chaser at best, and it's already very heavily armed for its class.

I have no idea why people want to try to turn it into something it very clearly isn't, and is incapable of being. Just get a promotion to a bigger ship if you want a big ship.
>>
>>1355498
Gunboat? dude this thing is larger than a corvette and there is enough space at the front that if we build a slightly elevated platform behind the front 12 pound cannon we could mount a third gun there
>>
>>1355498
Yeah, I'm not understanding their trains of thought either.

Since the Brora's based off of the Isle and Castle armed trawlers it probably doesn't have powered traverse and almost certainly doesn't have ammunition hoists or an actual magazine, just a room where we keep the shells+charges below decks and they get run up to the guns or stacked by them in 'ready boxes'.

The lack of power traverse means that the added weight of an enclosed turret is going to make traversing aiming and firing the things a nightmare, and place more stress on our already overloaded hull as well as risking making us dangerously top heavy. This means turret size would have to be kept to the absolute minimum, which means less room for loaders to work, and possibly having to cut a loader or two from the gun crews, RoF would drop substantially.

Finally without a hoist ammo is either going to have to be run into the turret via a door, at which point it's no longer weather/splash proof anyway, or shoved into the turret wherever room can be found, which means that if a shot hits the turret not only is it more likely to directly strike a shell or worse, propellant charge but in the sealed environment of an enclosed turret it's more likely to cause a turret flash fire and blow half of the ship to smithereens.

So an enclosed turret on something as diminutive as the Brora would be a nightmare to work in, a nightmare to aim, make it worse at sailing and also be basically a bomb.
>>
>>1355544
Wait shit that is the back section not the front i was thinking of.
>>
>>1355544
> larger than a corvette
Do you mean real world corvettes or the ones in the quest? Because the corvettes in quest are actually more like heavy Destroyers, basically Tribal-esk gunships with 4x2 4-5" guns, and judging from that armament the sketches of them and descriptions of their size, are likely 3-5 times our displacement. Real world war two Corvettes on the other hand are closer to our displacement, as we're probably floating around 500t, while they were usually 900-1000, and we're currently already more heavily armed than most of them (admittedly their primary role was ASW and convoy protection so surface armament was light).
>>
Quest will be delayed one more day. Last night of high school homework occurring right now. I will probably be around for occasional discussion, though.
>>
>>1356682
Kraegskcolle Quest, best idea or best idea?
>>
>>1356871
>Collecting tramps and disabled boats.

Not sure if want.
>>
>>1356873
So it's Katawa Shoujo meets Kancolle? Not seeing a problem.
>>
>>1356871
You know, we could improvise something like that with a salvaged AI and holoprojectors
>>
>>1357139
But Aia isn't Brora. We'd want a new AI. Unless...
>Aia is Astaeran
>Aia is installation
>installations are Abyssals
>Astaeran Abyssals idea
>combining an Abyssal with our ship
This can't go wrong
>>
>>1357172
Moot point seeing as she made it pretty clear that we wouldn't be able to detach her from the base without some serious lostech.
>>
>>1357371
>lostech
Hey Scribe, do you play Battletech? It's the world's best naval wargame of giant robot combat, and this setting reminds me of it.
>>
>>1357390
I'm not Scribe, anon. But I did used to play a bit of Battletech, Steiner strong!
>>
>>1357393
[angry purple burd noises]
But seriously, this feels like a naval version of a LC/FWL warzone in the Periphery, complete with not!Star League ruins everywhere, half the ships being pieces of shit (welcome to the periphery, motherfucker), and social generals with our not!Lyrans.
>>
>>1357399

Then, everything changed when the fire nation Naval Clans attacked
>>
>>1357551
Only an admiral master of the four elements: Boarding, Steering, Ordering and Gentlemanding could stop them. But when the Kraegsk needed him most, he banished
>>
>>1357555
Need some better elements. Not everything needs to end in an ing.
Try Gunnary, Command, Navigation and Honor(chivalry?).
>>
>>1355551
Also something else to note, we are still undermanned as hell. We can barely man both cannons and the MGs and still keep all battlestations manned. Adding another cannon would stretch the crew beyond the breaking point.
>>
>>1356897
At first I was against it, but you've convinced me.
>>
>>1358961
You could probably do it with scrapped/half-completed/refit to shitty config ships. Stuff like Centurion and the Fleet Tenders, or the Oregon (who got pulled out of museum ship status to be a fucking ammo barge for WW2 I'M STILL FUCKING MAD GODDAMNIT), or Amagi.
>>
>>1359837
Anon. A museum ship is the worse fate for any ship. They want a good hard life and a fitting end. Not a slow rusting to death one.
>>
>>1359978
It's retirement as a teacher, not being stuck as a zombie. HMS Victory isn't gonna be begging for someone to kill her.
>>
Thread will almost undoubtedly run tonight!
>>
>>1360457
Thats good because the sea is watching.

And waiting.
>>
File: I must kill the sea.jpg (115 KB, 438x434)
115 KB
115 KB JPG
>>1360460
>>
Bad news, guys. Just woke up from a 'light nap' after symposium day, and realized I am in a near-coma from exhaustion. Two all-nighters in a row with snippets of sleep through the day and naps in the afternoon isn't conducive to quest running. Delaying thread until tomorrow, where there's absolutely nothing to stop it. I'm really sorry guys, I was looking forward to this all day, but I can't do it like this.
>>
>>1361229
It's cool man, you run the quest, no one expects the quest to run you.
>>
>>1361229
Fair enough mate, don't push yourself too hard.


We've lost and will lose QM's to such behaviour. Take your time.
>>
>>1361229
Quality over quantity, Scribe Anon. Better you rest up and run than collapse half way through.

And this quest is worth waiting for.
>>
>>1361229
Take your time, we'll wait
>>
>>1361229
We will be here when you're ready
>>
File: Corvette and LPC.jpg (99 KB, 1024x345)
99 KB
99 KB JPG
Thread will resume in less than an hour.

In the meantime, here's one of the rare unused drawings - this one from the Scrap Bay visit. The Light Patrol Cruiser should be a little bigger, I think.
>>
>>1363590
What's in the fog in the background?
>>
File: The Outer Wall.jpg (192 KB, 836x645)
192 KB
192 KB JPG
With McKenna and the conscripts in tow, the LMG in your hands, and packs stuffed with equipment, you set out across the gigantic pipe. Aia advises you that the fortress probably won't kill you as you approach without 'violent intent' - how the stark, grey walls can interpret intent, you don't know.

A good hour of careful walking, clutching the sturdy railings through the stiff wind, brings you before the Fortress walls. In front of you, the grating has been torn up by a violent force - the section of pipe below the empty space was evidently completely replaced. A small metal bridge crosses the gap, tied to the grating on each side by rusting chains, forgoing the need to cross the wet and curving pipe without a place to steady yourself.

On the walls, you can see advanced weaponry in various states of repair - hung from the walls by chains are strange spikes, uneven and crudely made. Completely at odds with the general Astaeran principle of symmetry and sleekness, one of the spike pads is broken, hanging limply from a single chain.

Beyond, lies two entrances to the Fortress - the large door that towers above the pipe is shut, but a smaller personnel entrance has long since been broken by scrappers or the weather. A small catwalk extends downwards to what appears to be an auxiliary repair station, with a boat door and a broken personnel door. However, the catwalk has been washed away near the bottom - it shouldn't be hard to jump down to the door, but you won't be able to get up easily. You could secure a rope, of course, but one slip and you'd bounce down the concrete and into the waves... there should be a way back up to the main door from inside.

>Enter through the main door, with a clear way back out.
>Head down to the repair station and jump off the catwalk, entering through there. You will need to leave a rope behind for a dangerous ascent, or find a way back up from inside the walls.
>After all this waiting and preparation, you have cold feet right before you enter the Fortress. Quite literally, your legs are soaked from the constant mist and squalls. Turn around and head back.
>>
>>1363846
>Enter through the main door, with a clear way back out.
Onward!
>>
>>1363846

>Enter through the main door, with a clear way back out.
>>
>>1363846
>>Enter through the main door, with a clear way back out.
We can go through the catwalk if the main door fails.
>>
>>1363846
>Enter through the main door, with a clear way back out.
>>
>>1363872
whoops
>>
>>1363846
>Head down to the repair station and jump off the catwalk, entering through there. You will need to leave a rope behind for a dangerous ascent, or find a way back up from inside the walls.
The harder it is for scrappers to get to, the better the loot.
>>
>>1363846
>Enter through the main door, with a clear way back out.
>>
>>1363846
>>Enter through the main door, with a clear way back out.
>>
>>1363879
Scrappers never came here before man.
>>
>>1363936
Technically they did but they all died before they could get anywhere.
>>
>>1363936
The techno-fortress is marked as a safe harbor on the map of the interim sea. It's possible our information is bad, though.
>>
File: A Curious Machine.jpg (173 KB, 836x645)
173 KB
173 KB JPG
It's almost underwhelming, the scene immediately inside the main doors. The path straight ahead is blocked by blast doors, impossibly sturdy. A strange machine lies dormant near the entrance - tracked and topped by a bulbous turret, apparently inert after all these years, it's far too small to be piloted by a man. Either it was remotely controlled - you've heard of experiments back home of using radio piloting - or it was a thinking machine. Honestly, you suspect the latter.
>>
>>1363959
We need to bring this back to the scientists.

The amount of money they'd pay for it.
>>
File: Leftward View.jpg (50 KB, 518x230)
50 KB
50 KB JPG
Resolving to bring the machine back to Scrap Bay, and to those scientists with deep pockets, you look down the halls for your next destination.

To your left, what appears to be a huge space of open air - the matrix of metal and wiring of ceiling cranes is evident. Compared to the darkness of the hallway, the bright glow shining in from out of view seems to be coming from open air, facing into the rest of the Fortress.

You look to the right...

I really need to get faster at these exploration bits. Quite a dilemma - this a drawquest, after all, and atmospheric scenes are one of the staples - can't rush it too much...
>>
>>1364000
...it's unremarkable, eventually drowned in darkness a hundred paces away. There are doors in the walls, and debris strewn on the floor. However, that's the direction of the small repair station, albeit a bit higher.

>Go left, to the open-air chamber.
>Go right, in the direction of the known repair station.
>Enough of this, take the machine and leave.
>>
>>1364014
>>Go right, in the direction of the known repair station.
>>
>>1364014
>Go left, to the open-air chamber.
>>
>>1364000
>>Go right, in the direction of the known repair station.
Get some more repair goods so we can return back to the fleet faster.
>>
Will wait a little longer for this vote, as it's actually pretty important for the direction of the session.
>>
>>1364014
>>Go right, in the direction of the known repair station.
Welcome back man.
>>
>>1364014
>>Go left, to the open-air chamber.
You guys know you want to.
>>
>>1364014
Changing my vote >>1364021 to Left!
>>Go left, to the open-air chamber.
>>
Alright, I've got the drawing ready, time for a quick roll and post-
>>
>>1364094
winner?
>>
>>1364103
Winner!
>>
>>1364101
Sorry scribe, didn't mean to fuck shit up!
>>
>>1364124
Didn't fuck anything up, man! Well, unless things turn out badly from the exploration choice...
>>
File: Docking Bay.jpg (146 KB, 700x400)
146 KB
146 KB JPG
It's a short walk to the solid railing. The open space is quite large - the blast doors are open, though the only thing that can be seen is the sullen grey wall of the next wall in the concentric defense.

Inside is various repair equipment - crates and piles of parts, overhead and normal cranes, small rail lines set into the surface of the docks.

The ships, however... your eyes are immediately drawn to the ships. A huge Astaeran warship, damaged and listing, quite possibly flooded and resting on the surface of the hangar. A small gunboat, smooth and rather stubby, and... something else.

A jewel the size of a battleship's turret, spindly black branches arching into the air, veins running over the length of the barge. You don't see any funnel, at least...

The elevators are broken, but there are clear stairways on either end of the hangar. There's an entrance to the warship, plain to see - parts and equipment are scattered near the ramp. Yet, you struggle to tear your eyes off the thing, to dismiss it as yet another Astaeran curiosity. You feel a burning sensation in your pack...

>Head down the ladder to the entrance of the warship.
>Head down the ladder near the jewel, veined ship.
>Keep going past this place, and continue down the hallway.
>This is madness. Either your seeing visions, or worse, this is all real. Turn around and quickly head away.
>Reach into your pack. You want to reach into your pack. Do it. There's something you need to get out, to face the jewel...
>Something else?
>>
>>1364182
>Reach into your pack. You want to reach into your pack. Do it. There's something you need to get out, to face the jewel...
>>
>>1364182
>>Reach into your pack. You want to reach into your pack. Do it. There's something you need to get out, to face the jewel...
>>
>>1364182
>Something else?

>Head down the ladder to the entrance of the warship.

but first
> Stash our pack with the amulet in it where we are, we can get it on the way back.

That thing looks evil, and I don't reckon exposing the amulet to it is going to do anything pleasant.
>>
Will wait a bit longer on voting, seeing as we have diametrically opposed votes...
>>
>>1364182
>>1364206
2nd. Investigate the ship first before going into the eldritch realm of memories.
>>
>>1364182
>>Something else?
Head for the gunboat. See if it's seaworthy, and if not, search for repair tools or supplies anyway.

>>Head down the ladder to the entrance of the warship.
In case the write-in is out of the running.
>>
>>1364182
>Something else?

Get closer. Have a look at the Gunboat.

That jewel is bad news. Look away from that.

And stash the pack. Like Anon >>1364206 says. We've been forced to handle the amulet before. This is not a good place to do that. Not right now anyway.

Maybe when we're old and losing our minds anyway...
>>
>>1364182
Switching >>1364231 to >>1364246
This sounds like a safer first bet than the other one.

>>1364243
>In case the write-in is out of the running.
It should be under >Something else? if that's what you mean.
>>
>>1364182
>Investigate Gunboat.

MORE FLEET
>>
Once again, you magnificent bastards manage to juke both my finished anticipatory drawing, and every possibility I had considered. A constant reminder of who really makes this quest great, honestly.
>>
>>1364252
>It should be under >Something else? if that's what you mean.
Yep, it's what I did. I just have a habit of putting in support for a second, main vote that the QM wrote already, since "write-ins" or "something else?" votes don't usually get any headway.
>>
>>1364277
This quest seems to put out a lot of successful write-ins - I can definitively say that the direction of the quest of the different, and Reynolr wouldn't be right here right now, if you guys had stuck to the prompts.
>>
>>1364275
No plan survives contact with the players.
>>
>>1364277
Not when you have questers well-versed in eldritch bullshit!
Hedging your bets and preparing secondary preference votes is good though, I occasionally forget to do them whenever I sign off.

>>1364285
>>1364289
It's a good thing we're a bit more free-form than following only the QM prompt options.
>>
File: Impulse.jpg (58 KB, 434x389)
58 KB
58 KB JPG
Rolled 9 (1d10)

You start to give in to the overwhelming urge, your hand gripping the amulet until the edges are painfully pressed into your palm...

No. Whatever this is, you don't want it, and you certainly don't want to go nearer to that damned thing with the amulet. You leave the amulet and the pack behind as you head down the stairs to the gunboat and the equipment...
>>
File: The Gunboat.jpg (33 KB, 434x210)
33 KB
33 KB JPG
>>1364323
The gunboat is moored a little ways away from the dock - your men quickly find a small gangway in the pile of equipment, and haul it over to bridge the gap to the gunboat. A good thing, since the Astaerans apparently didn't believe in small rowboats...

The gunboat seems to be in remarkably good condition, passing the years in the shadow of the huge warship to shield it from the weather. The gun is clean and the bridge windows are intact - always good signs.

The hatch to inside gives way without protest. McKenna is positively bouncing, grinning madly like a schoolboy as he volunteers himself to investigating the gunboat's engines. You don't stop him.

Meanwhile, the conscripts that were sifting through the piles of equipment - most of it obviously ruined - shout for you. You head back up the ladder to the roof of the gunboat.
>>
>>1364323
>>1364344

Oh man its a 9. I'm not sure we can use it in its condition but man i want it for us.
>>
>>1364344
The conscripts look happy. "Sir! We found what we need! And, well, some other things..."

+1 Welder Pack & Welder (labelled as a 'light industrial' type)

+1 Extending Ladder. This incredible piece of ancient technology appears to seamlessly extend and retract, making a 20ft ladder take up merely 3ft when fully compacted - small enough to conceivably fit on a man's back.

Aditionally, they haul out a barrel of "Klesia", and you nearly shout in surprise. That's top of the line lifting gas - the sort of stuff the elite Airship Scouts use, or bigger projects yet... campaigns have been opened to obtain more Klesia, and here's a barrel, just sitting on a wharf.

+1 Barrel of Klesia
>>
>>1364361
whats the going price of Klesia?
>>
>>1364361

We take it all with us. Command will appreciate that gas.
>>
>>1364361
>>1364344
We need to grab the Star LeagueAstaeran gunboat.

Is this what finding a Star League cache feels like?
>>
File: Happy McKenna.jpg (122 KB, 434x500)
122 KB
122 KB JPG
>>1364361
No sooner than the conscripts finish describing their findings, that McKenna calls for you from inside the gunboat. He's an excitable man by nature, but his voice seems... even more so. More than dutifully, you head back down into the gunboat.

On the bridge, you find McKenna tinkering with the workings of the ship's wheel, thankfully recognizable amidst rows of strange monitors and screens. Before you can demand an explanation, McKenna spins to face you, speaking rapidly.

"Sir! Sir, I can do it. Feels like they made this thing for toddlers, but enough's recognizable... a valve there, a couple of systems there... and an ignition switch."

"What do you mean?" you ask.

"I can get her to go. I can steer her - give me an hour or two... okay, maybe three or four, and I can get her under way."

"Wait, the engines are running?"

"Aye! They're quiet bastards... Reynolr, this is amazing."

"Well, McKenna..."

>Wait with McKenna in the gunboat. This IS exciting - and surely there must be a way out, with years of damage. We can poke around the equipment some more in the meantime.
>No, we'll come back for this. We have the welder, we'll shave off an hour or two by heading back immediately.
>Something else?

Aditionally, if you choose to stay...
>Order someone to retrieve your pack?
>Leave it there. There's no way out of the hangar, except past the veined and jewelled ship - the warship blocks the most direct way.
>>
>>1364438

>Wait with McKenna in the gunboat. This IS exciting - and surely there must be a way out, with years of damage. We can poke around the equipment some more in the meantime.

>Go get it ourselves
>>
>>1364438
>get our pack, come back to the gunboat
>send the conscripts back to the Brora with the welder
>>
>>1364438

>Wait with McKenna in the gunboat. This IS exciting - and surely there must be a way out, with years of damage. We can poke around the equipment some more in the meantime.

>Leave it there. There's no way out of the hangar, except past the veined and jewelled ship - the warship blocks the most direct way.

I don't want other people in contact with the amulet. They might be weaker willed than us.

Also, could we send someone back to the Brora to tel them what's up? Maybe with the welding tools?
>>
High rolls + great and unexpected write-ins that use the pictures to full effect are a beautiful thing, gents.

>>1364361
Goodness, you don't even know what Klesia would sell for - that sort of thing's a strategic. A black market merchant trying to sell Klesia would find his entire scrummy settlement raided by the Citadel military as soon as word of it filtered up to the right people. Certainly you could be compensated... but it's also an influence peddling item.

Perhaps you're exaggerating a bit in your excitement, but Klesia's a big find. Thousands of credits for a good barrel, or quite a bit of favor.

Certainly, Klesia's been found in the Kraegsk before... perhaps the wrecks outside were previous, larger attempts at it. The history of the Citadel's war in the Kraegsk is nearly as shrouded in mystery as the Old Empire.

>>1364455
Certainly. You'll be forgoing more equipment scavenging and will have less men on hand, but it doesn't seem particularly dangerous in this place, even with that veined ship nearby.
>>
>>1364438
>No, we'll come back for this. We have the welder, we'll shave off an hour or two by heading back immediately.

>Grab our pack on the way out.

We have a mission. This ship is a bonus. If we lose the Brora, we won't be assigned this gunboat as a replacement. We'll be stuck on land waiting.

Also, taking a completely unfamiliar vessel out in a harsh storm is suicide by stupidity.
>>
>>1364438
>>1364470
2nd. We STILL haven't informed the fleet of the light carrier fleet that's try to sneak by them to raid some islands, so we should make sure we deal with that first.
>>
>>1364491
We've been here so long though, by the time we get back with the equipment, fix the ship, and head out the battle will be over. Do we even know where we are relative to our fleet?
>>
>>1364514
Couldn't we just radio them in? At this point we might as well if we can't reach them in time. If radioing is a problem, get Aia to help by boosting the signal or doing AI stuff.
>>
>>1364524
It's possible, now that the storm is mostly clear.

>>1364491
You and Master Evans discussed the carrier, before the enemy gunboat found you - either it's on its way for a raid, always a dangerous mission for the pilots in the Kraegsk, or she's out in the Interim Sea to serve as an emergency landing point for gnat fighters from the bombers - gnat fighters are single-seat fighters carried in the wings of huge bombers for point defense, meant to land at a friendly base or re-hook to the wings. Of course, a friendly carrier nearby for emergencies is always a morale boost for the short-lived gnat pilots.
>>
>>1364438
>>1364514
>>1364524
This does remind me, we haven't gotten into the section of the tech-fortress yet that allows us to change the override code so some random schmuck with an amulet can't just override Aia.
>>
>>1364551

Considering that the amulet can literally look into the past, it does nothing since they could peer into the point where we change the code.
>>
>>1364557
Then can we ask Aia how to bypass those limitations since the amulets are supposedly Astraen tech? The AI should know the most about its own tech to my understanding.
>>
>>1364570
Personally I am beginning to think the amulets aren't their creation and that they have more to do with their fall and the current situation in the Kraegsk.
>>
Voting will end quite soon.
>>
>>1364574
Could be, might explain either the wreck of the warship or it was used as a communications tower of sorts.

Do you happen to have a vote you'd want to cast?
>>
>>1364438
>Wait with McKenna in the gunboat. This IS exciting - and surely there must be a way out, with years of damage. We can poke around the equipment some more in the meantime.
>Order someone to retrieve your pack?


>>1364595
Thanks for reminding me to do so.


As to the jewel on the ship, I doubt it as it's positioning makes me think it was a weapon in some way. Perhaps a energy beam or psi weapon?
>>
Voting concluded, tallying and writing - pictures are gonna get sparse, trying to speed up this to a decent stopping point, or at least a contentious discussion-spawning choice.
>>
>>1364611
>Thanks for reminding me to do so.
No problem.

>>1364611
>As to the jewel on the ship, I doubt it as it's positioning makes me think it was a weapon in some way. Perhaps a energy beam or psi weapon?
>Perhaps a energy beam or psi weapon?
>psi weapon
What, so the jewel is used like as an artifact of insanity against its enemies?
>>
Hmmm.

If we successfully repair and get this ship assigned to us, I suggest we sell or trade the brora cheaply or for favours to that skegs or what that island port was. They're down a trawler after all.
>>
>>1364639
Possibly, more likely you would control the crew of a gun turret to turn it back towards their own ship and then BOOM.

That or you control a ship's captain and make them give you all the info you need about the enemies movements.

Perhaps, it could be the only way of detecting Eldritch presences. It would explain why they had them but it wouldn't explain the need for such a big one.
>>
>>1364646
Correct me if I'm wrong, but I think that Scribe mentioned that many commanders keep their own private ships.
>>
What I miss?
>>
"Alright - alright, we'll get this thing working. A few of the conscripts will take the welder back, though - I want the Brora spun up before we get back, one way or another."

"Aye, sir. Kenneck's pretty good."

"Yes, if he renews his contract and enlists, he'll make a good marine commander. Now..."

The conscripts are sent away - trying hard to think of something, anything else, you run up to the pack and the amulet, and take both to the gunboat.

As you wait, you can hear voices, see a red glow filling the windows...

You shake your head. As you wait, you...

>Try to make small talk with McKenna. He looks busy, though.
>Try to make small talk with Conscript May, the one who stayed behind.
>Pick up the amulet. You need to ponder it - the feeling of presence near you, and alerted, familiar, confused soul...
>Pass the hours trying to distract yourself.
>Something else?

4v3 vote, gentlemen. Close call!
>>
>>1364722
Not too much, word count-wise, but quite a bit of decision making.

>>1364680
Indeed, you can get away with a lot in the Kraegsk. Just don't too blatant, or depraved - at least in the Navy, all bets are off with the local nobility. Oh, and don't cross the Ministry...

As a side note, excellent speculation on the jewels!
>>
>>1364727
>Pick up the amulet. You need to ponder it - the feeling of presence near you, and alerted, familiar, confused soul..
Lets see what the past holds
>>
>>1364727
>>Something else?
Have May stand watch and yell out if he sees anything.
We go and inspect the ship ourselves. Look at the gun and all that.
>>
>>1364727
>>Pick up the amulet. You need to ponder it - the feeling of presence near you, and alerted, familiar, confused soul...
Time to talk to a ghost? Or is it just amulet cultist waifu?
>>
>>1364727
>>1364739
2nd, let's do a physical inspection before we try getting back to the past.
>>
>>1364727
>pick up the amulet and take her for a spin.

Maybe these crystals are the reason and way the eldrich beings appeares?
>>
>>1364772
>The reasons and why the eldrich beings appeared.
>Also how they were defeated.

Phone plz.
>>
>>1364727
>>Try to make small talk with Conscript May, the one who stayed behind.
No amulets
>>
>>1364762
>we try getting back to the past.
LONG AGO IN A DISTANT LAND
I, SCRIBE ANON, THE QUESTWRITING MASTER OF KRAEGSKQUEST
UNLESHED AN UNSPEAKABLE QUEST
BUT A FOOLISH ANON POSTER WIELDING A MAGIC WRITEIN STEPPED FORWARD TO OPPOSE ME
>>
>>1364727
>>1364739
This
>>
>>1364727
>>Try to make small talk with McKenna. He looks busy, though.
Bond over sea vessel engines. It was mentioned that Reynolr tinkered with smaller types. Get an idea on what might be needed to keep this particular boat running.
>>
File: Conscript May.jpg (36 KB, 266x351)
36 KB
36 KB JPG
Votes locked, we'll talk with McKenna after, and get a better sense of the gunboat's firepower.

"Hell of a day," you casually observe to Conscript May, waiting around in the bridge as McKenna tears out wall paneling to get to the wiring and hydraulics.

"Lrai, sir. All these sights... makes me think."

"Think?"

"Not the first thing you imagine when you hear 'Conscript', right - growing up in Gould's Triumph felt small. Gettin' put into the service felt smaller. Hell, though, all these buildings? The weapons? The cities, just sitting silent on the islands? Makes the whole damn Citadel feel small... and it makes me feel better."

You raise an eyebrow. "Quite forward, coming from a conscript,"

"Well, you speak your mind on the streets. Service can't stamp that outta me."

"It can't?"

"I learned quick that the government's pretty efficient when it comes to the war. Do my job, and they won't waste time with..."

You feel the urge again, and apparently it's obvious enough for May to notice. "Sir? Everything alright?"

"Yeah. Say, head up to the roof. Keep an eye out."

"Yes, sir," she leaves with a worried glance, and your hand shoots into the pack for the amulet.
>>
>>1364855
Well, look at that. She's blind in one eye. Or at least scarred
>>
File: A Familiar Face.jpg (83 KB, 434x500)
83 KB
83 KB JPG
>>1364855
Almost instantly, the presence sharpens and burns till you involuntarily snap your gaze up to the interior of the gunboat - nearly as quickly, the sensation vanishes, replaced by a familiar face.

"Céleste." you say, a fact rather than a question. You've long accepted that when she and the amulets are involved, there's very little that can't be believed.

"Reynolr." she says, equally as certain, till her voice cracks and lets through a strain of terror. "Where are we? What are you doing?"

"I'm... ah, in the Interim Sea. Old Astaeran fortress. How the hell are you here?"

"I wouldn't know - I needed to see, whatever you were seeing... I knew it. Like my hand acted on its own, one moment I'm listening to a story, imagining a sun-drenched beach, and the next...?"

"You're here. Well- outside, there's a-"

"Reynolr," and a chill runs down your spine when you hear the terror in her voice. "I can't see my room. I can't feel my room. It's all hazy - but there's something overwhelming that's suffocating it all."

"About two hundred paces from here, there's a barge of the Old Empire with a gigantic red jewel on it - the size of one of those tanks that were parked in front of the Provincial Hall." you explain. "And there's black veins and spires."

"Oh, oh Gods... so, a huge amulet."

"You know of what it is?"

"No details. Some of my... associates, by way of shared ownership of amulets, often mention their searches for 'specimen' and 'growths', and... well, they weren't joking about the amplification effects."

"What the hell-" you begin to say, when McKenna comes running from the engine room.

"Sir! It's all done! We can get moving- ah, what's that? Old-tech sorcery?" McKenna says, staring at Céleste.

"What can you see?" you ask casually.

"Some kind of flickering little... a human form, sir. Should we be worried?"

"I'd be more worried about this engine you've hot-wired. Will it run?"

"Perfectly, sir. Shall we head out, and search for an exit? Time's of the essence, they should be welding up the Brora by now."

You glance back to Céleste - she shrugs helplessly, and you consider the options...

>Take the gunboat out into the water between walls. Your only route out of the hangar takes you directly past the huge jewel, and uncertain effects.
>Actually, McKenna, change of plans. Abandon the gunboat and head back to the hydro station and the Brora as fast as you can.
>The Brora can wait. Puzzle over the situation with Céleste a little longer.
>Something else?
>>
>>1364905
>The Brora can wait. Puzzle over the situation with Céleste a little longer.

TELL ME OF MAGIC STONE, WHAT IS THE SECRETS HIDDEN HERE.
>>
>>1364905
END OF SESSION

Alright, some good ol' fashioned exploration, and hopefully a return to decent scheduling. I'm trying to shake off the rust that's formed on my writing and story skills - and hopefully it wasn't too obvious by the end.

All in all, chronologically quite a short session from Reynolr's POV, but one with a lot of fantastic discussion, though the slow updates are a big problem and I'm sorry for making you guys sit through them. Other than that, thanks for playing, thanks for making and supporting great write-ins, and see you tomorrow!
>>
>>1364915
Thanks for the run. Turned out to be great
>>
>>1364905
>Something else?
"Mckenna, take May with you back up the stairs and check out that repair station we passed on the way here, see if there is anything we can salvage and haul out. If we're taking the boat might as well carry as much as we can. I'll be here seeing if I can make something of this oldtech."

Wait until he's gone up a bit, then give Celeste a brief review of what's happened since we left. Then break teh connection and put the amulet away. Lets not be connected when we pass by the giant gem.
>>
>>1364905
>>Actually, McKenna, change of plans. Abandon the gunboat and head back to the hydro station and the Brora as fast as you can.
>>
>>1364905
>Something else?
"Mckenna, shut down the ship and see if you can take away the ignition key or something.

I want this boat but we still have a mission and i'd rather not see the Brora be further understaffed. Once we've completed our escort mission, we will make our way back here to retrieve our new ship."

Dont want the southern bastards getting designs and ordering us to death missions to claim our loot.

Then we tell celeste to call for her guard and for him to put that amulet into a box and keep it far far away for a day or two. We should be clear of the station by then.
>>
>>1364905
>>1364927
>>1364939
Support, keep the mission in mind and try to keep the amulet from overtaking us or something.
>>
>>1364939
>>1364905
I'll support this. We'll return when we have more time and no amulet.
>>
>>1364905
This one is pretty good >>1364939

Dunno if we have the time to berth it somewhere secluded and out of sight, which would be ideal in keeping it safe for the time being until we can retrieve it.
>>
>>1364939
Supported
>>
>>1364939
This is the safe thing to do, it'll give us more time to explore and loot when we come back.
>>
There's a good chance the gunboat has more firepower than the Brora
>>
>>1365268
It probably does, being Astraen tech and all, but I wouldn't want to ride a gunboat we're not familiar with straight up into high seas and combat.
>>
>>1364939
Supporting this for next time.
>>
>>1364939
Supporting
>>
Thread will run after I get back from the Good Friday mass - about an hour from now.
>>
Mass went on for a long time, just arrived back home. Very strange - nearly all the lights were out, some lady near the front was using a screen of some kind, the glow flashing in the waxed pews... the priests voice was nigh-incomprehensible in the air and the air felt stagnant. Put me in a good mood for the current location of the quest.

Either way, thread delayed for another 30-40 minutes, I also managed to doze off during the entire homily. Need to wake the fuck up and properly imagine what's happening.
>>
>>1366360
Woooo, super excited!
Maybe your Church is preparing to Convert to the Imperial Cult. The Emperor Protects
>>
File: Complication.jpg (35 KB, 434x200)
35 KB
35 KB JPG
>>1364939
"Actually, McKenna... shut down the ship, see if you can disable it till we return - an ignition key, or some engine tinkering, you know..."

"Sir? We're leaving it?"

"Yes. Don't get me wrong, I want this boat, but we still have a mission and we're leaving the Brora undermanned. Once we've completed our escort mission, we make our way back here quietly and retrieve this ship."

"...yes, sir." McKenna says mournfully.

"Chin up, we don't want any of those Southern bastards getting designs and ordering us into Port Liberty when they learn of what we found. Aye?"

"Aye, sir. I'll take care of the engine - though I don't think this ship will be noticed even if someone pokes around while we're gone."

"Oh?"

"Skeletons, sir. All around that damn jewel, all blackened and charred. Looks like most people steer for that first, with what people that ever come here."

"Aye. Well, get to it, McKenna."

The engineer leaves, and you turn to Céleste. "Look, you have to call your servant, and get that amulet away from you for a day or two. The huge jewel I'm near - it's messing with our... connection?"

"Sounds about right. One problem, though."

"Yes?"

"...I can't see my room. Only this little table, you, a porthole - everything else is hazy. What the hell do I do? If you leave, will I go back? I - it's never happened like this before."

>Just throw your amulet away, you'll break the connection.
>I'll go, and hopefully you'll fade back to where you should be.
>Well, if we get farther away from the huge jewel, the 'amplification effect' should disappear. Shall we go for a walk?
>Something else?
>>
>>1366718
>Well, if we get farther away from the huge jewel, the 'amplification effect' should disappear. Shall we go for a walk?

Oh and...
>Skeletons, sir. All around that damn jewel

Good thing we didn't step near that I guess?
>>
>>1366718
>Just throw your amulet away, you'll break the connection

"Don't use it for a few days. The one here is surrounded by... death. It seems whatever is amplifying its effects can also kill people so best avoid using it for now until we know what we are dealing with.

Don't argue with this Celeste, I would never forgive myself if somehow this connection our jewels share got you killed."

Told you all we needed to throw that damn rock in the sea
>>
>>1366718
>>Something else?
You should still be your room.

Call out loudly for sophia or your guard. They should hear you, hopefully. And if that doesn't work, just bend down and put it on the floor and step away."
>>
>>1366718
>>Well, if we get farther away from the huge jewel, the 'amplification effect' should disappear. Shall we go for a walk?
>>
>>1366718
>>1366762
This
>>
>>1366741
Well, the skeletons didn't have amulets, you think disbelievingly. Two hundred years is a long time to accumulate a dozen corpses.
>>
>>1366718
>Well, if we get farther away from the huge jewel, the 'amplification effect' should disappear. Shall we go for a walk?
When we went on that salk through my homeland, I couldn't feel or see the mansion at all. Only you were there, and you dragged me out with a good slap. Maybe once we walk away you can withdraw again, or take action.
>>
>>1366718
>>Just throw your amulet away, you'll break the connection.
>>
>>1366762
Yeah, if my choice doesn't work I'll support this.
>>
Rolled 8 (1d10)

"Well, we can always just walk away from the jewel, but you should still be in your room, right? What'd you do to get me out of my memory of Jorodaine, slap me?"

"Not quite gentlemanly implications, my dear," Céleste says airily, then frowns. "Significant problem with that. Jorodaine was a memory - I'm speaking to you in the present, apparently seeing the same place you're in."

"You should still be in your room though, in reality - right?"
>>
>>1366718
>>Well, if we get farther away from the huge jewel, the 'amplification effect' should disappear. Shall we go for a walk?
>>
>>1366718
>>Just throw your amulet away, you'll break the connection
>>
oh shit, voting tally flipped while I was drawing. Combining!
>>
>>1366898
Eh, you've already posted. Might as well continue so we can keep the plot moving.
>>
>>1366718
>>1366741
>>1366749
>>1366762
Support.
>>
File: 1.jpg (27 KB, 333x256)
27 KB
27 KB JPG
>>1366870
"Oh, yes, of course," Céleste nods, smiling slightly. "This is all a bit silly, but do understand that I didn't have any warning of this - just the urge... well, I'm sure my hand passing through a drink bottle will snap me back."

She casually reaches out for a dust-covered bottle on the gunboat mess table...
>>
>>1366936
I can make out her eyes, but what is that in her palm?
>>
File: 2.jpg (50 KB, 333x400)
50 KB
50 KB JPG
>>1366936
The bottle is knocked from the table, clattering to the floor.

"Leaning against a wall-" Céleste stammers, "never thought twice about that- did that bottle...?"

"Yes. Yes, it did. Céleste, we should take a walk away from that damned jewel."

"Reynolr, entire expeditions, funded by powerful men, have been lost trying to find the kind of jewel you're describing - and it's right there. I can see it!" Céleste's eyes sparkle, a sharp departure from her previous expression of fear, but you're not sure that the sparkle's entirely her own.

"No. Céleste - Céleste, listen to me, this one is surrounded by... death. Whatever's amplifying its effects also surrounded it with charred skeletons. We need to get away with it - I'd rather not be using the amulet at all near it, but, here you are."

"Skeletons?"

"Skeletons. Shall we go for a walk?"

"...right. We should." The sparkle in her eyes is gone, replaced by a far more human concern.
>>
Intriguing. Perhaps the purpose of the amulets is to allow people to manifest in multiple places simultaneously?
>>
>>1366963
oh christ. We really really need to be careful with that jewel usage.

I think its part of the amplification effect that shes able to affect things here like this.
>>
>>1366963
>>1366978
>>1366987
I'm thinking it might be some form of teleportation. Celeste cannot see nor feel her room and she has manifested here at least partially, by the way Mckenna can see a faint image of her and the way she could touch that bottle.

In fact, I current theory is I think the jewels are some kind of teleportation device themselves. due to the small size and age of the jewels normally, it was limited to only viewing images and basic sensations, expect for the case of a living memory, in which it was a more complete form of pseudo-teleportation.

But with the size and amplification of that massive jewel, it's having more of an effect, pulling celeste through our connection, but not completely, leaving her in a semi state of limbo.

I'm not sure how to fix this
>>
File: Walking.jpg (40 KB, 333x400)
40 KB
40 KB JPG
>>1366963
You walk down the hallway, following McKenna and May's distant silhouettes trying to come to grips with the silent gun-machine at the exit.

"Well, last time, I got the first question," Céleste says. "Would you care to...?"

By your frequent sideward glances, you notice that Céleste's image seems to be fading ever so slightly - and that her amulet looks brighter and cleaner than when you first saw it. Your amulet looks similarly improved, when you can muster the will to sneak a look at it bouncing in your pack.

[the more options chosen, the less specific all the answers will be]

>How's Sofia doing in your household?
>Any news from Scrap Bay? Anything to do with the war?
>Any news of a ship called the Extirpate?
>Tell me, what would your 'associates' do with a huge jewel like the one we're running away from?
>So, recognize any of this architecture? You're the Astaeran expert, right?
>Remark on the amulets.
>Something else?
>>
>>1367030
If walking away doesn't work we could try poking her with our jewel?

Or [X] Lick Soul Gem?
>>
>>1367058
>How's Sofia doing in your household?
>Something else?
"How have you been? How are your siblings?"
>>
>>1367058
>Tell me, what would your 'associates' do with a huge jewel like the one we're running away from?

>>1367030
>I'm not sure how to fix this
The most extreme measure I can think of is to take our water-burning-chemical-thing and torch the big jewel ship.

But that'll definitely garner the ire of the powerful men funding said expeditions. Just some OOC thoughts BTW, Scribe. Probably no need for Reynolr to consider yet.
>>
>>1367058
>>Tell me, what would your 'associates' do with a huge jewel like the one we're running away from?

>>1367030

Looks like its getting fixed now by us walking away from the big jewel.
>>
>>1367058
>>How's Sofia doing in your household?
>Tell me, what would your 'associates' do with a huge jewel like the one we're running away from?
>>
>>1367058
>>Tell me, what would your 'associates' do with a huge jewel like the one we're running away from?
>>
>>1367058
>>Remark on the amulets
>>How's Sofia doing in your household?
>>
>>1367058
>How's Sofia doing in your household?
>Any news from Scrap Bay? Anything to do with the war?

Keep things light. Try not to cause freak-outs
>>
"Tell me, Céleste, your 'associates' - what would they do with a huge jewel like the one we're running away from?"

"Oh... I wouldn't want to know. They're quite enigmatic, you know? Very wealthy, very powerful, dirty fingers in everything except the Ministry. They try to rope anyone with an amulet into their designs, but you know why I always said no... somehow, having the Ministry battering down the mansion door in the middle of the night doesn't appeal to me. That happens, quietly... these people aren't loyal to the Citadel at all, some of them."

"I see," you frown, and before the mood can get any grimmer, pipe up again. "Sofia? How's she doing?"

"Oh, wonderfully. Absolutely wonderfully. She and the children get along nicely, and she's decent company. I mean, not lukewarm, but decent. She always doubts it, but she's a good person - and her tales of the Republic are fascinating."

"That's good to hear, Miss Chapuis."

"Yes, well... I have a question for you. A lot of my associates are so taken by the amulets and the past, they forget their allegiances - the Citadel keeps them from Republic guillotines, not some rusty wrecks."

"Of course. It'd be good for more nobles beside the military houses and you to realize that." you grumble.

"Well, I am loyal."

"Never doubted it."

"Yes, well, if you ever need help - the amulet, you know, can facilitate that. A message, or a 'Astaeran expert'..."

>Thank you - and of course, but only if it's absolutely necessary. You shouldn't be using that amulet so strongly without good cause.
>Absolutely not. You can't be using that thing so strongly and so often.
>Yes - any time you like, really. An infinitely ranged radio to Scrap Bay? Fantastic.
>Something else?
>>
>>1367165
>Thank you - and of course, but only if it's absolutely necessary. You shouldn't be using that amulet so strongly without good cause.

It raises too many unanswerable questions for comfort, but its utility is beyond measure.
>>
>>1367165
>>Yes - any time you like, really. An infinitely ranged radio to Scrap Bay? Fantastic.
This cannot go wrong.
>>
>>1367165
>>Thank you - and of course, but only if it's absolutely necessary. You shouldn't be using that amulet so strongly without good cause.
>>Something else?
"Speaking of which, I have some insurance to pass to you. Should you have urgent need for aid, seek out the Old Technologies Ministry and look for [insert scientist's names here]. They know me and you tell can tell them i've communicated to you a location of a cache of Astaeran technology you're willing to sell."

Tell her the location of the hydrostation and the override that she should keep to herself until payment's made. A just in case anything happens to us on this mission.
>>
>>1367165
>>Absolutely not. You can't be using that thing so strongly and so often.
Don't give an addict an excuse to use.
>>
>>1367165
>>Thank you - and of course, but only if it's absolutely necessary. You shouldn't be using that amulet so strongly without good cause.
We already have our own radio, so we shouldn't need to use the amulet most of the time.

>>1367178
>This cannot go wrong.

>Try calling Céleste for some small talk while on patrol.
>Accidentally semi-teleport her to your location.
>Suddenly, raid sirens.
>>
>>1367165
>>Thank you - and of course, but only if it's absolutely necessary. You shouldn't be using that amulet so strongly without good cause.
>>
>>1367165
>>Thank you - and of course, but only if it's absolutely necessary. You shouldn't be using that amulet so strongly without good cause.
>>
>>1367165
>Thank you - and of course, but only if it's absolutely necessary. You shouldn't be using that amulet so strongly without good cause.
>>
>>1367165
when we get back to Aia we /really/ should order her to not take orders from anyone else, we don't want a yes-man type situation going on
>>
>>1367165
>>Absolutely not. You can't be using that thing so strongly and so often.
Those amulets are bad
>>
>>1367165
>Thank you - and of course, but only if it's absolutely necessary. You shouldn't be using that amulet so strongly without good cause.
>>
File: A Fading Ghost.jpg (52 KB, 430x400)
52 KB
52 KB JPG
"Thank you - and of course, but only if it's absolutely necessary. You truly shouldn't be using that amulet so strongly without good cause."

"Yes," she bows her head, "I've been using it less and less, since a Republic citizen began living in the mansion - quite funny how that works. Now, though, I suppose it's time to go."

"Indeed. Good luck with the Bay politics- and not a word of the jewel here to your associates,"

"Not a word," she promises. "And fair winds, Reynolr of Jorodaine. You certainly travel far in your duties,"

"That I do, Céleste of Kraegsk..." you begin, but she's already fading. You've stepped out of the fortress wall and into the hazy late-morning glow - her hand reaches up to grasp yours, instantly reverting from opaque to solid.
>>
File: Going.jpg (50 KB, 430x400)
50 KB
50 KB JPG
>>1367410
"Céleste..." you begin, but her hands slips away and her image fades from view...
>>
File: Gone.jpg (28 KB, 430x400)
28 KB
28 KB JPG
>>1367415
...till there's no sign that she had ever existed in this wretched, awesome place.

You head back to the hydro station, arriving just as Conscript May and Engineer McKenna manage to manhandle the gun-machine onto the Brora. swearing profusely all the while.

>>1367305
Before anything else, you duck into the tower.

"Aia!" you call. "Aia, we're leaving soon. You are not to disclose the override code to anyone else, and do not accept their authority."

"Even if they are wearing the rank insignia of your Army?" Aia queries.

"Especially the Army, if mercy fails and they manage to find their way here. No..." you think of many of your comrades, and while this isn't really much better than material corruption, it's certainly far from moral corruption. "No. I hold the override code."

"The operator that assigned it to me knows, though he is likely dead. Additionally, my override code will certainly exist in a central databank. You cannot order me to ignore that absolute, well, overriding priority."

"No, I can't." you mull over the problem for a minute, till a flash of inspiration strikes. "However, your official designation is now 'Aia'. Do not respond to any other name, and do not disclose it. Only proper authority can cite your name, right? That's how it works, I hope."

"...perhaps. It is unlikely that I'll ever be tested on that before you return. Are you leaving now?"

>Yes, we're going. Can you give us the hydro reports of the surrounding area first?
>No, we're staying a bit more. I need to visit [write-in].
>Something else?
>>
>>1367450
>Yes, we're going. Can you give us the hydro reports of the surrounding area first?
Ship combat next please, it's been some time
>>
>>1367450
>>Yes, we're going. Can you give us the hydro reports of the surrounding area first?
>>
>>1367450
>Yes, we're going. Can you give us the hydro reports of the surrounding area first?
>>
>>1367450
>Yes, we're going. Can you give us the hydro reports of the surrounding area first?
>>
>>1367450
>Yes, we're going. Can you give us the hydro reports of the surrounding area first?
>>
>>1367450
>>Yes, we're going. Can you give us the hydro reports of the surrounding area first?
>>
>>1367450
>>Yes, we're going. Can you give us the hydro reports of the surrounding area first?
So we head back to report, grab more crew, and come back for the gunboat? What do we name it?
>>
File: Back to Sea.jpg (36 KB, 650x287)
36 KB
36 KB JPG
With haste, the Brora pulls up her anchor and Aia opens the storm doors of the hydro station. According to the hydro equipment, there's only one contact on the scopes - several ships, one or more of them heavily damaged.

>Head north, out of the Interim Sea and back to the Kraegsk. No one will fault you for cutting your losses and getting out with your life - whether the flotilla survives out of your hands.
>Head to the hydro contact. If they're the Citadel flotilla, the mission continues - if they're Republic ships, the damage will impede pursuit, or perhaps invite attack!
>Head to [write-in], a landmark on the Interim Sea smuggler's map.
>Something else?
>>
>>1367520
>>Head to the hydro contact. If they're the Citadel flotilla, the mission continues - if they're Republic ships, the damage will impede pursuit, or perhaps invite attack!
>>
>>1367520
>>Head to the hydro contact. If they're the Citadel flotilla, the mission continues - if they're Republic ships, the damage will impede pursuit, or perhaps invite attack!
Ears out for any radio comms from our fleet.
>>
>>1367520
>>Head to the hydro contact. If they're the Citadel flotilla, the mission continues - if they're Republic ships, the damage will impede pursuit, or perhaps invite attack!
>>
>>1367520
>>Head to the hydro contact. If they're the Citadel flotilla, the mission continues - if they're Republic ships, the damage will impede pursuit, or perhaps invite attack!
Get back to the mission.
>>
>>1367520
>Head to the hydro contact. If they're the Citadel flotilla, the mission continues - if they're Republic ships, the damage will impede pursuit, or perhaps invite attack!
>>
>>1367520
>>Head to the hydro contact. If they're the Citadel flotilla, the mission continues - if they're Republic ships, the damage will impede pursuit, or perhaps invite attack!
>>Something else?
Radio in to flagship. We must have coded responses to respond to each other. So our transmissions might seem like trawlers talking to each other.
>>
>>1367520
>>Head to the hydro contact. If they're the Citadel flotilla, the mission continues - if they're Republic ships, the damage will impede pursuit, or perhaps invite attack!
>>
File: Rejoining the Flotilla.jpg (174 KB, 1024x481)
174 KB
174 KB JPG
Halfway to the contacts' last location, you pick up Citadel transmissions on the radio - either the Republic is trying to trick you with up-to-date, mission-specific identification codes, or the flotilla thinks that its Republic counterpart has moved off - unknowingly supported by Aia's hydro equipment.

An hour passes, and the Citadel flotilla gradually eases into view - a sorry sight. Ensign Redek, his head swathed in bandages, curses - Master Evans shrugs, says that loss rates like this in Interim Sea expeditions isn't uncommon.

Only the Extirpate and a gunboat are left - the gunboat looks unscathed, but the AA cruiser is terribly damaged. It appears that a Republic bomber suicide-dived the cruiser, its wreckage protruding out of middle of the ship. The funnel, most of the AA guns, and what was left of the bridge has been totally wiped out - you assume that they're steering from the rangefinding tower, still mostly intact.

You broadcast your approach by radio, and the voice of the Extirpate's Acting Commander crackles through, asking for you by name.
>>
>>1367642
Tell them we were badly damaged in the fight and had to take shelter in a protected bay to keep from sinking.
>>
>>1367642
Agree with >>1367651
>>
File: The Prideful Officer.jpg (17 KB, 234x166)
17 KB
17 KB JPG
>>1367642
"Captain of PS-4-917, come in, come in." the Acting Commander's voice is continuing as Radiowoman Liset waves you over to the transmitter.

"This is Commander Reynolr of the Brora. Do you require assistance?"

"We're not calling to ask for help, buddy - the Extirpate will take care of itself. We've got a mission of revenge, and you're the transport.."

"Sounds excellent, Acting Commander, but can you tell me what happened while we were battling the storm and a Republic vessel, that ended with a bomber sticking out of your hull?"

"Now, listen here-."

"Apologies. Who am I speaking to?"

"Lieutenant Commander Rilice Boynyar, and you'd best remem-" he cuts himself off, but it's too late and you both know it. As you suspected, decimation of the Extirpate's command structure has left a man you out-rank in charge. You don't have to listen to a damn word he says. Hopefully he keeps that in mind, now.

"Right... well, we got into position and the bombers came overhead. We shot down at least six of the biggest type, but the seventh lost a wing and it coasted straight into us. We tried to get the damage patched up as best we could before the storm worsened, but some goddamn carrier fighters came overhead and strafed our damage control crews on the deck. One of 'em got pulled into the sea by a gust of mist, and another was downed by our AA, but those bastards did their damage."

"Damn. We were badly damaged in a fight with a Republic vessel, and we had to take shelter in some ruins to keep from sinking. We're patched up pretty well, now. What happened to the corvette?"

"You know that carrier I was talking about? The corvette's shadowed it and its flotilla all the way back to a forward Republic naval base - we need you to take some of our crew to that base, for a mission of sabotage. We're not coming back to Command with seven downed bombers and eighty dead men - we're going to sink us a carrier!"

>Very well, we'll take your men there.
>Very well, but [some of my crew/I'm] going on that sabotage mission.
>No. You're mad, Southerner - the Brora is going to stay by your side till you enter Sbvysek, not enable your insane revenge plots.
>No. Good luck out here, bastard, we're going ahead to Sbvysek.
>Something else?
>>
SESSION END

The techno-fortress/oh shit we took damage arc is finished, thank God. Now that school's over, you'll be seeing more and better Trawler Quest -
and I do hope you guys don't mind these painfully long arcs of on-shore business - with any luck, drawing and update times will decrease as I return to form. I really hope you enjoyed this session, and thank you for playing!
>>
>>1367691
>>Something else?
Do we know anything else about that fleet's compliment or the defenses of that forward base Lt Commander. Because baring some good intel, it sounds like a death wish. Do you even have any Royal Marine frogmen with you? Because no amount of men my ship can carry is going to be enough to fight our way onto their ship before they gun you all down.
>>
>>1367691
>>Very well, but some of my crew and I am going on that sabotage mission
DARING COMMANDO RAID TIME MOTHERFUCKERS
>>
>>1367701
Thanks Scribe, keep up the good work!

>>1367691
>Very well, but some of my crew and I am going on that sabotage mission.
>>
>>1367691
>Very well, we'll take your men there.

I want to just shell the FOB from asea, but I suspect that will just end up in disaster for us.
Either way, we'll need to be cautious dealing with that base.

>>1367701
I quite enjoy the on-shore segments; they are richer in mystery and drama than pure at-sea. Part of the success is, I think, that you can switch so easily between asea and ashore.
>>
>>1367691
>>Very well, we'll take your men there.
IT'S TIME LADS
>>
Also, jesus, I've realized how much of a punching bag I've made the Extirpate at this point. Damn southerners deserve every shell, fire, and plane
>>
File: 1489975099566.jpg (132 KB, 600x265)
132 KB
132 KB JPG
>>1367708
>>1367714
>>1367716
>>1367717
Guys, an FOB will included fixed defences and whatever garrison they have for close in defence and resupply of the ships.

Not to mention the other corvette we saw that was escorting the carrier. This is a fools errand unless we have up to date intel on some weakness.
>>
>>1367691
>very well we'll take some of your men and our own for the mission.
>>
>>1367734
It's possible the Corvette will have spotted some kind of favourable approach by the time we arrive, and or inclement weather could cover an approach by a small vessel.

>>1367691
>Very well, we'll take your men there.
>>
>>1367734
When pressed for details, the Acting Commander has this to offer:

The ship's Master - damned crusty old man, managed to survive the bridge when so many others didn't - told us that the carrier's probably headed for Vryag. It's a huge cylinder, surrounded by layers of ruins and wrecks - supposedly, the cylinder used to flood and drain like a canal lock, with multiple levels for repair and rearming. There's plenty of places to slip through, he assures us, and the ships will doubtlessly by at anchor, guarded by whatever point defenses they've set up - coastal guns are no deterrence to saboteurs.
>>
>>1367759
It's still just an approach. That doesn't help with actually assaulting the enemy base which is liable to at least have a hundred or so men in the carrier complement alone, not to mention base security.
>>
>>1367766
Does he have a plan to sink the ship though. Like explosives or does he just intend to alluha ackbar up the gangway.
>>
>>1367768
I assume they plan to sneak in and scuttle the carrier with charges or similar, so an approach is all we need to get them 'ashore', and keep ourselves hidden.
>>
>>1367768
On the other hand, our attack force will be highly motivated and probably well armed. It'll be an ultra-ballsy St. Nazaire Raid.
>>
>>1367779
>>1367784

i hope so, this new intel makes it more doable now but a good infil and exfil plan would make it survivable.
>>
>>1367776
Last post of the night/early morning.

The plan will be further explained once you reach the area of Vryag, and contact the corvette by radio under the pretense of scrapper chatter. The Exirpate crew will have scuttling charges, and there might be other methods in your cargo hold...
>>
>>1367798
Oh that nasty stuff that catches fire on water. Eldritch remover. Well, Cthulu, Republic, same difference right guys?
>>
>>1367798

Cheers scribe. This looks doable then.

>>1367800
Sorta rather keep it for emergencies. That the old empire actually labelled it such means that we might actually have use for it in further ruins delving.
>>
>>1367800
Put the flying poogas into a bag
Hold on tight
Drop in from above
>>
>>1367784
> Highly motivated
I mean, maybe? Or maybe they'll be a handful of surviving marines and a bunch of sailors decidedly not charmed by the idea of being pushed into the role of saboteur.

Additionally, none of them will have any kind of special/covert operations training, a couple will probably have minimal explosives knowledge from working with guns and/or knowing how to set scuttling charges and while they might be angry about their mates dying in the battle, whether that translates into combat motivation is a wholly different kettle of fish. They will almost certainly all die too barring stupendous fiat, and that fact will become increasingly apparent as they learn more about their mission. So I think you're making a very reaching assumption there.

> Well armed.
No more well armed than the enemy ship's company most likely, just whatever weapons could be gathered from the Expy, and they'll definitely be outnumbered and outgunned.

More like an ultra-suicidal St Nazaire but without the Commandos and instead a mix of regular infantry and Home Guard, and way less of them, and no surprise Destroyer bomb-ram and no real way of extracting the troops from the area quickly. Which isn't to say it won't work, but don't oversell it anon, we're basically offering to cart a few dozen men to their death in the hope that we'll bag an aircraft carrier in the process by sheer dint of boldness.
>>
I will vote for going for it, scout the playfield for abit and if we see it as a desperate gloryhogging attemp we retreat. We are the highest ranking officer of the operation and we can cancel the mission at any and all moments.

When we return to the Bay, I would suggest to rename the Expirate the Oficcer´s Coffin.
>>
>>1368053
Ships in Kraegsk have a serious problem with bridge armoring. You almost don't need cannons at this point.
>>
>>1367701
>and I do hope you guys don't mind these painfully long arcs of on-shore business

I honestly think they're the best part. They give context to the sailing and naval warfare, as much as the war gives context to the on-shore expeditions. Without one or the other this quest would probably be dead in the water as you'd most likely only have a fraction of the players.
>>
>>1368053
> We are the highest ranking officer of the operation
Actually the Corvette's Captain is almost certainly of equal rank, unless he was killed in the fighting too.
>>
I feel like we should tell Command what's gone down before we go off anywhere.
>>
If we had a bit of practice the gunboat would be perfect die this. It's tiny, almost silent, probably head no silhouette whatsoever on radar or sonar and packs a punch. Easy to get into confined harbors and might interface with the lock technology.

Honestly it'd be better for this mission than surface combat.
>>
>>1368125
>die *for
>head *has
>>
>>1368059
Yes, but taking into account only the sabotage mission, about which the Corvette captain (if he is alive ) knows nothing or has decided not to involve himself in any way with it, we are the highest ranked officer.
>>1368055
I don´t understand your point here. Where you perhaps pointing out the lethality of being a captain (an thus being on a very vulnerable position, the ship´s bridge)
>>
>>1368170
>Where you perhaps pointing out the lethality of being a captain (an thus being on a very vulnerable position, the ship´s bridge)
More like pointing out the extreme vulnerability of the bridges. You'd think people would catch on and do something about it.
>>
>>1368267
IRL mavy officers didn't like hiding inside the armor when they had it anyways. It's an acceptable risk in exchange for superior visibility in days before radar where the naked eye and telescope were king, and the engagement ranges aren't such where you can reliably aim for a specific part of the ship anyways. Besides, armored towers make ships topheavy in exchange for not too much benefit.

It's not a huge flaw, it's just in this case the Extirpate is extremely unlucky.
>>
>>1368292
>extremely unlucky
It's not just Extirpate. The way to go in general in this quest seems to rake the enemy with machinegun fire.
>>
In regards to bridge vulnerabilities, I'd like to point out that nearly all of our naval battles have occured in storms at extremely close ranges, or a fleet battle where closing was the best option. Whatever passes for naval design in the Kraegsk usually plans for longer range engagements like the first battle we had, in relatively calm waters - completely out of machine gun range.
>>
>>1368358
>in relatively calm waters
Sounds like southern waters mentality to me. I say we acclimated rather well to the approach in engagements here.
>>
>>1368358
Clearly, we must find and repair the weather pylons.
>>
Voting against the suicidal raid
>>
>>1368370
>>1368358
Fucking southerners, giving us shitty ships.
>>
>>1368394
North Citadel is best Citadel
>>
A quick thread run will occur soon - I'm doing some prep work right now, as quickly as possible.
>>
>>1368170
> Yes, but taking into account only the sabotage mission, about which the Corvette captain (if he is alive ) knows nothing or has decided not to involve himself in anyway.
I mean we have no way of knowing that, he shadowed them back to their port after all, and we'll have to liase with him to set it up, it's even possible the op was his idea, he just doesn't want to risk his own men to do it/can't get close enough with his larger vessel to covertly land.
>>
Definitely voting against the suicudal raid. This glory seeking attempt isn't work the risk to the ship.
>>
File: CNS Ibis.jpg (99 KB, 976x317)
99 KB
99 KB JPG
"Very well, we'll take your men there." you say, before adding, "However, we both know my ship we be involved."

The share of glory is a constant source of friction and risk-taking in the Navy - in that, you must admit that the usual shell-shocked dutifulness of an Army veteran can be more pleasant to interact with. However, tradition is tradition, and it would be unbecoming for a junior officer to let an opportunity for glory pass by his person and his crew. What you don't tell the Extirpate officer is that you intend to be the judge of whether or not this mission is merely an attempt to regain the cruiser's honor - and whether or not it even happens.

In any case, the Extirpate team is quickly transferred to the Brora - five marines, ten seamen, and two junior lieutenants of a destroyed gun battery. It's a lot of personnel, and very heavily armed with firearms and satchel charges, yet you can see sharp jealousy in the eyes of the crew being left behind as they bid farewell. The foreign sailors and marines take up residence in the cargo bay, and you steer a course for Vryag.

-

Full ahead through the night, carefully monitoring the radio traffic of the area all the while, the smoke from Vryag's industry appears on the horizon late in the morning of the next day. A repeated broadcast from a scrapper that's nothing but a group of people singing "The Fool on the Forward Battery" betrays the presence of the corvette - guided by prearranged phrases, you head to a small island to the east of Vryag.

There, in the ruins, you find the corvette. She's flying the blue flag of the Republic, but the black streamers hanging from between her funnels confirms her friendly identity. The CNS Ibis, the name painted on her bow states - and she's a beauty.

A hulking example of the corvette class, she's so heavily modified with armor and equipment that she might as well be a destroyer - most notable is the armored bridge, double torpedo tubes amidships, and a canvas hangar amidships. As you watch, a tiny seaplane comes gliding in for a landing.

You signal the Ibis, and head out on the ship's boat to meet with her commander.
>>
Reposting without fucked up formatting.


"Very well, we'll take your men there." you say, before adding, "However, we both know my ship we be involved."

The share of glory is a constant source of friction and risk-taking in the Navy - in that, you must admit that the usual shell-shocked dutifulness of an Army veteran can be more pleasant to interact with. However, tradition is tradition, and it would be unbecoming for a junior officer to let an opportunity for glory pass by his person and his crew. What you don't tell the Extirpate officer is that you intend to be the judge of whether or not this mission is merely an attempt to regain the cruiser's honor - and whether or not it even happens.

In any case, the Extirpate team is quickly transferred to the Brora - five marines, ten seamen, and two junior lieutenants of a destroyed gun battery. It's a lot of personnel, and very heavily armed with firearms and satchel charges, yet you can see sharp jealousy in the eyes of the crew being left behind as they bid farewell. The foreign sailors and marines take up residence in the cargo bay, and you steer a course for Vryag.

-

Full ahead through the night, carefully monitoring the radio traffic of the area all the while, the smoke from Vryag's industry appears on the horizon late in the morning of the next day. A repeated broadcast from a scrapper that's nothing but a group of people singing "The Fool on the Forward Battery" betrays the presence of the corvette - guided by prearranged phrases, you head to a small island to the east of Vryag.

There, in the ruins, you find the corvette. She's flying the blue flag of the Republic, but the black streamers hanging from between her funnels confirms her friendly identity. The CNS Ibis, the name painted on her bow states - and she's a beauty.

A hulking example of the corvette class, she's so heavily modified with armor and equipment that she might as well be a destroyer - most notable is the armored bridge, double torpedo tubes amidships, and a canvas hangar amidships. As you watch, a tiny seaplane comes gliding in for a landing.

You signal the Ibis, and head out on the ship's boat to meet with her commander.
>>
File: Discussion.jpg (69 KB, 428x343)
69 KB
69 KB JPG
>>1369659
Lead to the ship's chartroom, you find the captain of the Ibis and a Marine officer.

"Commander Reynolr, CNS Brora." you say, nodding respectfully.

"Commander Janae, CNS Ibis," she replies, and tilts her head to the Marine. "That's Lieutenant Teagan, head of the Marine complement."

"A full complement, on a corvette?" you ask. It's not a slight - you're genuinely curious, and no officer of the Citadel Navy shrinks for boasting about their ship and their accomplishments.

"Oh, yes," Janae smiles tightly, "if you haven't noticed, the Ibis and her crew are quite experienced. We've done just about everything that's to be done out here... though we've yet to raid a port and sink a carrier."

"Yes... quite frankly, I'm not sure this is being done for the best of reasons,"

"Oh, humility, then?" she quips, a hard glint in her eye.

"Sovereignty. The Extirpate loaded up my ship with seventeen personnel, and enough weapons to outfit a company. The implication of that - attacking a shore installation is always a dangerous prospect, and doing it without intelligence on behalf of revenge-crazed comrades is simply demeaning."

"Agreed," Janae nods, "I won't have my ship be sunk by shore batteries for their wounded pride. I still want that carrier, though - and we don't have to be loud about it. We've been watching Vryag for a night and day, and the float plane just returned with sketches- here they are."
>>
File: Vryag Sketch No. 1.jpg (78 KB, 500x500)
78 KB
78 KB JPG
>>1369692
"A rough sketch of the area," Janae says. "At night, we saw the glimmer of searchlights - a complication, but I think a small boat or two could easily sneak in to deliver the charges. The garrison cannot exceed a few dozen soldiers at most - certainly augmented by the presence of sailors from the ships, but that's a wide area to cover."
>>
>>1369721
Send the saboteurs through the ruins, or overland and over the cliff? Direct landing seems risky.
>>
>>1369721
The big problem it looks like is infiltration and exfiltration. Doing the damage should be easy, night time and surprise give us the advantage, but once the bullets start flying we'll need a plan to get them out. Perhaps we could raid the battery or the outlying islands and shell them for a bit to try and make the Republic look outwards?

I think sending the saboteurs on the cliff is better, probably slower going but less risk of getting into a running gunfight in the ruins. Exfil should be steal a truck or three and mad max it out. Speed is the key there.
>>
File: Vryag Sketch No. 2.jpg (58 KB, 500x500)
58 KB
58 KB JPG
>>1369721
"And here's a more... artistic sketch from the pilot. Personally I'm inclined to a stealthy attempt, but space will be limited, even using both our ship's boats."

"Indeed. The Extirpate people won't be happy to hear that."

"They might be a liability, but we can keep them in line. You are, of course, going on this mission?"

"Two boats?"

"I command one, you command the other. Alternatively, Lieutenant Teagan could helm one of them so we can be on the same page the entire mission - although, we need to decide on where to approach..."

Will you be going?
>Yes, and I think we should command seperate boats.
>Yes, and I like the idea of being on the same boat. Unity of command, and all that.
>Yes, but I think a single boat is preferable in this situation.
>No, this is a bad idea. Go ahead with it if you want - the Brora has done her part.
>No, and I think this shouldn't happen at all.

And of the plan...
>We should approach under the shadow of the coastal guns. They won't expect it, and you know how those big concrete batteries are - rangefinders and armor and hardly any point defense.
>We should approach directly, sneaking through quickly.
>We should approach through the ruins. We avoid open water as much as possible, and go the rest of the way on foot.
>We should try and get around the island, and approach from the cliff. They won't expect infiltration from above.
>Actually, we should assault them directly.

Should we be prepared to fight? Should that be part of the plan? Personally, I'm inclined to attaching satchel charges by swimmers, without anyone being the wiser - until, of course, they go off.
>I agree, as quiet as possible.
>We should sneak in part of the way, and then assault with fury - with the initiative, and preferably attacking their garrison barracks at the same time, we can overwhelm them and have their anchored ships at our mercy.
>We should actually just assault the port directly.
>>
>>1369805
And of course, those are all merely suggestions. There's always the fabled option of...

>Something else?

Commander Janae and Lieutenant Teagan will be around to help with discussion - the thread itself is basically concluded, and a new one will be made in a few days.

In the interim, be on the lookout for some kind of one-off hitman-style quest to test out the mechanics and general conduct of a stealthy raid. Till then, thank you for playing and discussing, and it's time for Samurai Jack.
>>
>>1369790
> Doing the damage should be easy
Unlikely, carriers are big ships, and it's sitting right in the middle of a dock, close to other ships. Scuttling charges generally aren't huge things, they're intended to be placed at specific points inside a ship to assist in sinking it, along with other measures like intentionally opening seacocks to cause flooding and leaving open of watertight doors. Even combining a bunch and blowing them midships below the waterline is unlikely to sink her, though she'd definitely be in for repairs for a while. Additionally, if the CV has any kind of TPS, attaching charges externally isn't even guaranteed to do more than superficial to minor damage. So they'll need to get onboard and place the charges internally on stuff like aviation fuel supplies, munitions storage etc.

And there's likely to only be one or two gangways (guarded by a group of marines who may not be particularly alert but will be basically impossible to assail silently) onto the ship unless they're currently working at rearming/refueling it, in which case there will also be an abundance of people around to spot us. Then once onboard, critical targets must be located (at least on a CV they're located further up, near the hangars than on other capital ships) and charges rigged, all while attempting to avoid or overpower the ships watch shift (no warship is left empty at port, there's always a group on board to handle emergency DamCon and security, generally enough for a full firefighting crew and a full watch), while another group will have to remain at the gangway to keep a way out open and once the gunfire starts, they'll have to hold the gangway against enemy response for an extended duration of time. Nothing about this mission will be easy.
>>
So, to repeat. We'd be better off using the gunboat.
>>
>>1369805
>Yes, and I like the idea of being on the same boat. Unity of command, and all that.

>We should approach under the shadow of the coastal guns. They won't expect it, and you know how those big concrete batteries are - rangefinders and armor and hardly any point defense.

>I agree, as quiet as possible.
>>
>>1369805
>Yes, and I think we should command separate boats.
>We should approach under the shadow of the coastal guns. They won't expect it, and you know how those big concrete batteries are - rangefinders and armor and hardly any point defense.
>I agree, as quiet as possible.
"I will be honest, compared to you I am still a fresh faced recruit so I will defer to the experience of your Lieutenant here. More important to me than glory, revenge or even sinking that carrier is that all of my crew make it back safely. While I will defer to your command, I hope you won't get us all killed and will take steps to protect my own if I think that's going to happen."
>>
>Yes, and I think we should command seperate boats

>We should try and get around the island, and approach from the cliff. They won't expect infiltration from above

>I agree, as quiet as possible.
>>
>>1369805
>Yes, and I think we should command seperate boats.
>We should try and get around the island, and approach from the cliff. They won't expect infiltration from above.
>I agree, as quiet as possible.
>>
>>1369805
> Something Else
No, and a single boat would be best, any kind of fight you get into is already lost, so a smaller footprint will be best to avoid detection.
>We should try and get around the island, and approach from the cliff. They won't expect infiltration from above.
>I agree, as quiet as possible.

"And respectfully Commader Janae, you shouldn't be taking command directly either. Firstly you could well be needed on the Ibis, secondly this is an operation best left to the Marines, and thirdly you both should know that without specially trained troops and specialised equipment this kind of mission is basically a one way ticket, and an officer as clearly experienced and competent as you are should not be risked so lightly when there are others capable of it under your command."

The infiltration team shouldn't be more than 6 men, and they should be your best. Have them set fire to a storehouse or similar near the docks to draw off as much of the carrier's crew as possible, then sneak or blast their way on board, set the charges and dive over the side into the harbour, a blacked out boat with wrapped oars will be waiting for them at the harbour mouth if they can make the swim.

If you want more guarantee of the infiltration team getting out, put the Expirate's team ashore in the Ruins to the East shortly after the infiltration team starts their diversion, with instructions to assault through to the port or simply attack and destroy any targets of opportunity. Their attack will add to the confusion and give a better chance of the infiltrators to slip away, but the diversionary team will obviously be expended.
>>
OK really stupid idea guys, but the only thing stopping our ships from getting into the harbour is the coastal battery right?
A satchel charge on each coastal gun by the raiding party to knock those out of commission is a much more achievable goal. So the marines take the small boats and blast those whilst we sit around the other side, once we hear the fireworks and the okay then we can charge in and cause merry havoc. Provided that cylinder doesn't have a functioning door we might just be able to sail in and blast everything.

As I said, silly idea but it's a lot less risk if the Coastal guns are the only defences and no door to the cylinder. Scribe?
>>
>>1370179
There's other ships in the harbor, though, and we've got an armed trawler and a almost-destroyer. Lemme look for what escorts the carrier had when we saw it last.

Maybe we could knock the cliff down onto the cylinder to take out the defended part of the harbor? Or is the cylinder too tough to be damaged by the landslide?
>>
>>1370213
>at least a Republic corvette and gunboat.
I think we can take them. Ibis torpedoes the carrier, and both of our ships shoot up theirs while they're still getting ready. It'll be like First Narvik.

Voting for
>commando raid on the guns by the Extirpate's guys who can't help us man our guns and Ibis's Marines
>Ibis and Brora hit the ships in the harbor
>>
>>1370213
Bets on that Cylinder being Astaraen so impervious to a landslide.
My plan bets on the ships inside the cylinder being at full rest and boilers shut down for maintenance due to their perceived safety - note the lack of shell marks on the outside. Much like how our fleet would have been cold back at Sybvasek had we not arrived with the news of Republic ships coming to ruin the day.
>>
>>1369805
Voting for
>commando raid on the guns by the Extirpate's guys who can't help us man our guns and Ibis's Marines
>Ibis and Brora hit the ships in the harbor
>>
Think he fell asleep
>>
>>1369805
>>1370179
I concur. I vote for:
>commando raid on the guns by the Extirpate's guys who can't help us man our guns and Ibis's Marines
>Ibis and Brora hit the ships in the harbor
>Brora stays in the harbor cutting of the reinforcements with her ton of machineguns, while Ibis enters the cylinder and torpedoes the carrier
>>
>>1370730
This sounds effective and brutal, seconding
>>
>>1370730
I agree with this.
It would also mean that both captains will stay in their respective ships, right?
>>
>>1371055
Not necessarily, though tradition dictates whatever task is percieved as more glorious would collect the attention of the ranking officers. Still tallying votes - I believe an infiltration from the cliff is currently winning, though an explicit backup plan of gun raid/harbor raid could definitely exist.
>>
>>1369805
>>1370179
Voting for this.
>>
>>1371089
From an strategic point of view, wouldn´t destroying the coastal batteries (and thus allowing a follow up attack by the main fleet) be more benefitial than just destroying a carrier?
>>
>>1371089
Can the coastal batteries turn inwards to face the harbour?
>>
>>1371097
Doesn't matter we're going to blow them up!
Depends if they are turrets on top of a hill or built into hillsides as bunkers.
>>
>>1371097
We probably won't have enough hands to operate them. Also blowing them up obviates the need to hold them against the enemy counterattack.
>>
>>1371101
>>1371105

There is some utility to it but this was really an extension of the intention of taking the guns silently.

If its possible, we could silently capture them and our two ships can both fly republic flags (we still have the republic flag from the first trawler AND we have republic code books and signal flags to further the ruse) and sail further into the harbour unmolested, giving off the impression that all is well since the guns are silent and giving the enemy less time to react.

However looking at the sketches, I think they cant be brought to bear on the enemy fleet but taking them silently and leaving timed charges set to go off later probably would increase the chances of success. Like we could leave charges inside the barrels of the guns so when they are remanned by the enemy, they will blow up the moment they are fired.

>>1369805
>>1370730

I would support this course of action but I suggest an alternative, instead of torpedoing the carrier, we focus those torpedoes on the surface combatants like the enemy corvette.

The carrier is a non-existant threat inside that cylinder. Based off our recon in:
http://suptg.thisisnotatrueending.com/qstarchive/1260105/thumbs/1489975099566.jpg

There are no visible surface weapons except maybe some AA and machine guns not immediately apparent. Also it is loaded down with munitions and AVGAS and will likely be poorly armoured. This means we could tear into it and it will likely light up like a christmas tree with secondaries.

The surface warships however, will not require too many soldiers to man their turrets to begin bringing them to bear on us. Thus it is imperative we take them out first before we dismantle the carrier at our leisure. Who knows, we might even see the carrier strike its colours so as to avoid total destruction once its escorts are gone and we're firing on it.
>>
>>1371120
It all depends on if we can get our ships in without the alarm being raised. We either have to go in quiet and pray we get close enough to go loud and then get out or start the distraction/assault on the guns as we attack.

Either way, we MUST disable those guns to get out again without being sunk.

As for targeting what ships, well that depends on what damage we come under to how much we want to dish out. I'd personally prefer to hit the carrier, confirm the kill and run. In the end anything we sink here is not a definite kill unless it explodes or capsizes as they can raise and repair ala Pearl Harbour.
>>
>>1371158
Raise and repair with what? This is a secondary base, they won't have the salvage assets. And even if they get some, putting it out of action for a while is good enough.
>>
>>1371158
This is Pearl and while they might have repair facilities, they are not likely to have dry docks and refloatation capability here.

Whats more Pearl was able to quickly refloat and repair her damaged fleet because her repair and refit facilities were left untouched by the attack. If we are able to quickly eliminate the ships that could mount a counter-attack, theres nothing stopping us from sitting in that harbour and shelling this port until it is made of scrap and fire.
>>
Can we not just hit the carrier and run? Fuck all that othe stuff, we don't have the manpower for it and those ruins are occupied with who knows what, a pair of ships in an enclosed vay eill get fucked up just as bad with some towed AT guns or tanks.

And we can't deny they might be there, there were tanks in scrap bay and if they want to stage out of here there would be troops waiting around for a possible invasion.
>>
>>1372526
There were tanks in what was the main Headquarters for the region. This is equivalent to Sbvysek for the interim sea. Also what do you mean not enough manpower. We just have to shell the storage warehouses, fuel bunkers and repair facilities from our ship. We're not here to take and hold, just blow up.
>>
>>1372589
Because its making way to many assumptions about any ships in the harbor. All we have to go on are a could of sketchs done by a man with only a Mark 1. Eyeballs camera and it doesn't detail what ships, if any are in that harbor, for all we know there could be a few high speed PT boats who could torpedo the hell out of our two ships.

Additionally, that cylinder is not like a traditional port. It is explained that the cylinder is filled or emptied of water to change the level to get to different facilities. That carrier could be at the highest level and to get it into a position to be torpedoed by the ibis one might have to take over the control room, open the locks, and drain the water level, which sure as hell would be noticed and compromising the shore team.

Additionally, we have no idea where the ammo dumps, storehouses, and etc facilities are, and would have to find them on the fly and thats if they are even near the bottom levels. for all we know we might have to refill the locks to get the ships into position to shell them, which would take so much time.

KISS guys. Do the job, sink the carrier with charges, and get the fuck out of dodge before we are surprised by a returning patrol.
>>
>>1372835
And that is all assuming the ships aren't manned, and if the republic is as cutthroat as the citadel is out here, there would be enough crew on the ships in the bay and harbor to fend off any parties wanting to board her.
>>
>>1372835
Oh wait shit, might be misreading somethung. Let me look at the posts again
>>
Okay I am going to pitch in.


What we have established is that this place is a multi-level port with facilities containing ships potentially outside of our line of fire or access until / unless we take the control room or damage the systems of pumps and gates controlling it. (Disabling the pump system would make the upper levels inaccessible for as long as the system remains unrepaired)


We have also established that the chances of our forces being able to secure the port are low if not null. Seeing as they will outnumber us greatly and almost certainly have greater supplies.


Which brings us onto the point that, the fuel bunkers and ammo stores of this port may be impossible to damage without securing the port or sneaking in and sabotaging them.


Then there is the fact that we lack knowledge of the total contents of the port. What ships and other defences may lie inside is unknown to us and thus our chances of encountering something unexpected are high.


The port batteries also make it unlikely that any ships or crew sent in are coming back. Unless they are taken out, distracted or avoided of course.


Thus, covert infiltration is advisable. With all of our other forces ready to "go loud" at any moment in time.
>>
>>1375024
Agreed.
>>
Archive is up!

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Wretched%20Sea
>>
Finalization of the plan - presentation of the options created by you guys - will occur at the start of the next thread, which ought to happen this weekend. In the interim, be on the lookout for a one-off quest made to test mechanics - I'm leaning towards Deserter Quest or Refugee Quest.
>>
Testing formatting
>>
>>1375024

I must point out that if the ship is at another level, satchel charge sinking the ship in that small area is akin to sinking the ship in a filled dry dock.

Basically it can be easily drained and the ship repaired.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.