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File: Title.jpg (98 KB, 1024x640)
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Your ship rolling in heavy seas, you dream of endless skies, the grey expanse, and the writhing things that lurk beneath the clouds and the waves...

You are Commander Reynolr of the Citadel Empire, proud 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 are aboard the Brora, heading north for Scrap Bay. There, you're supposed to board a merchant ship that will take you to the Volcano, a neutral haven where you'll board an airship on a mission with a certain Mr. Bucard.
>>
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.

6th Thread: Exploring the ruins of the fortress, you encounter a thinking relic of the Old Empire, and after an unsettling encounter, repair the Brora. After, you find your way to... Vryag, was it? You were chasing something, but you can only really remember the red speckling the walls, and a wreck-strewn beach. It seems like another world, but no one else shares your memories.

7th Thread: You explored an island, didn't you? Something about a mission, and cliffs of crystal... a sharp headache dulls this line of thought. You've stopped thinking about it, mostly - the present, your duty, and your crew - those are what's important.

8th Thread: You fight a battle with an uppity civilian, and the cargo you seize entangles you in the mission of Mr. Bucard, who seeks an ancient spire north of the Kraegsk.

Twitter: https://twitter.com/ScribeQM
>>
Hi Scribe, welcome back. I just caught up to the quest, and love it.
>>
File: Scrap Bay.jpg (419 KB, 1024x768)
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The Brora sails to Scrap Bay without incident, save a storm that tosses the ship around the seas off Sbvysek. You concentrate on your duties, trying to blot out the images of rolling clouds and writhing forms in the haze, curling towards your island in the clouds...

You shake your head, cursing. Master Evans looks at you with a hint of concern, but turns back to his work without a question. He's guiding the Brora to anchor in Scrap Bay - it's morning, but a thick blanket of fog is smothering the whole area. Evans knows the area best, giving him the wheel and you plenty of time to mull over your mission.

You're to head to the civilian wharfs tomorrow, and board a certain ship with the strange Astaeran suits, heading for the Volcano to meet Mr. Bucard and board his airship. You've got a day, more or less - enough time to decide who's accompanying you on his journey, if any. Mr. Bucard wants only one or two companions, however...

>Rest. Your body is rested from the trip up to the Bay, but your mind is unsettled... perhaps some time to yourself, on land, will help.
>Visit a certain Céleste Chapuis at her residence. You did promise to, after all - and she surely has some helpful knowledge on your mission. Of course, she'll demand to go, to explore the ruins she so loves...
>Find the two scientists. One or both could accompany you, giving knowledge on the ancient technology and architecture - sort of like Céleste. Of course, it really may not be a good idea to let mysterious Citadel researchers learn of your contacts with treasure-seekers, and Mr. Bucard will surely resent their presence.
>Ask the crew for volunteers - who's interested, and what might they contribute to this mission?
>Something else?
>>
>>1584485
>>Visit a certain Céleste Chapuis at her residence. You did promise to, after all - and she surely has some helpful knowledge on your mission. Of course, she'll demand to go, to explore the ruins she so loves...
Could we avoid it? I don't want the scientists on board. The rarer Astaren tech is, the more they'll want it.
>>
>>1584485
>>Visit a certain Céleste Chapuis at her residence. You did promise to, after all - and she surely has some helpful knowledge on your mission. Of course, she'll demand to go, to explore the ruins she so loves...

Whether or not she comes is a different issue.
>>
>>1584485
>>Visit a certain Céleste Chapuis at her residence. You did promise to, after all - and she surely has some helpful knowledge on your mission. Of course, she'll demand to go, to explore the ruins she so loves...
>>
>Visit a certain Céleste Chapuis at her residence. You did promise to, after all - and she surely has some helpful knowledge on your mission. Of course, she'll demand to go, to explore the ruins she so loves...

We did say we would visit after all.
>>
>>1584485
>Ask the crew for volunteers - who's interested, and what might they contribute to this mission?
First things first we need to get this sorted. Then we can visit Celeste later.

Her coming is a bad idea...
>>
>>1584485
>>Visit a certain Céleste Chapuis at her residence. You did promise to, after all - and she surely has some helpful knowledge on your mission. Of course, she'll demand to go, to explore the ruins she so loves...
>>
>>1584738
Seconding this.

We're already here after all
>>
>>1584738
>>1584886
You ask for volunteers from the crew, keeping the details vague. Only a few of the crew are willing to part with their hard-earned leave.

>Conscript Ricard Kenneck
>A good shot. Dedicated and brave. Learns quickly.
A brave and steadfast man, and dedicated to his duty in a manner that better suits a good officer than a mere conscript. You see quite a bit of potential in the man.

>Engineer 2nd. Class Milin Bryora
>Apparently a competent engineer. Was born in the Kraegsk, has knowledge comparable to Master Evan's. Other traits are unknown.
One of the former crew of the scrapper you rescued in your very first battle in the Kraegsk, and something of an unknown quantity to you. Engineer McKenna apparently vouches for her competence.

>Seaman Benedict Howards
>Has knowledge of the Kraegsk. A survivor, with grit and strength - and a decent shot.
An old deck hand, and a reliable man. Proven himself cool under fire and competent in a variety of general skills.
>>
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>>1584964
Promises are promises - after the Brora is safely docked and the crew eagerly preparing for leave, you make your way to the Noble's District. It's slightly less miserable than you remember, as the fog dulls the vista of discarded excess - easing the sight of decaying houses and sodden noble dandies, muffling the sounds of partying and worse.

You head to the Chapuis residence, greeting the head Chapuis guard, Gor, at the side entrance where you bid farewell to Céleste. He lets you in without a fuss - and, unless you're imagining it, with a bit of warmth.

"Good to see you, Officer." he says. "I've always held that the Navy was the best influence on our wretched community..."

He disappears into the house, returning a few minutes later to wave you inside.

Standing at the doorway is Céleste Chapuis in the flesh, hair down and ruby amulet around her neck - the vision on Jorrat's Column, now in the flesh.

"Reynolr, dear, do you remember the spire?" she asks softly, looking at you with uncertainty.

"Yes, I do - so it was really you," you confirm. "Is something wrong?"

"No, I'm glad... I can't trust myself, Reynolr. So little of what I see here is, well, real - the actual details of noble life on this island are really better to be smothered. It's quite silly, but I had feared you had just been another vision,"

"That was my fear, in a fashion," you say. "It's relieving to know the amulet isn't conjuring people and personalities out of nothing."

"It will - can, it can," Céleste shakes her head. "It's awful, sometimes. Look out the window, see a vehicle floating down the road... people in jumpsuits, eight feet tall, some of them... and then the back of their necks boil outwards... it's gotten so much better with Sofia around."

"...where is she, then?"

"Reading a story to my siblings downstairs - I have her transcribe the stories of her homeland down to paper, helps with her learning and my library."

"Good to hear," you say, unwilling to comment any further on a citizen of the Republic.

"Now, Reynolr - you've gotten yourself involved with Mr. Bucard?"

"Well..."

>Tell her about the mission, and ask for any information on Bucard or the dangers he's described.
>Avoid the question. Continue small talk, it's quite pleasant compared to the loneliness of command.
>Avoid the question. Ask to see Sofia and the children.
>It's time to leave, I'm afraid.
>Something else?
>>
>>1584976
>Tell her about the mission, and ask for any information on Bucard or the dangers he's described.
>>
>>1584976
>>Tell her about the mission, and ask for any information on Bucard or the dangers he's described.
>>
>>1584976
>Tell her about the mission, and ask for any information on Bucard or the dangers he's described.
>>
>>1584964
Sounds like a good bunch, thank them for volunteering and bring them along on the mission

>>1584976
>Tell her about the mission, and ask for any information on Bucard or the dangers he's described.
>>
>>1584976
>>Tell her about the mission, and ask for any information on Bucard or the dangers he's described.

Make her "promise you won't get involved" before we tell her about the excursion.

>>1584964
We should offer bonus pay for the crew that volunteered when we return from the expedition.
>>
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>>1585031
>>1585038
>>1585064
>>1585085
You explain the details of the mission - and the man, Mr. Bucard. His drunkenness and strangely reverent lust for relics - his righteousness against the book-burners (you) and the fanatics (Céleste?), and his immense wealth.

"Mr. Bucard wants you alone on an airship? His airship? Surrounded by his greedy mercenaries?"

"Quite harsh, Céleste," you comment. "You've talked to these Krempt men?"

"Krempt, Kruppel, Vanir, doesn't matter. They're all volunteers - Mr. Bucard is one of those thieves that cares nothing for his men. He doesn't get them killed for laughs - not that I hear - but it's up to them and luck to live or die. I think Gor's friend called him a 'halfer'."

"A halfer?"

"Half his crews, on average, come baclk. They volunteer because the pay is immense. My associates hate him, but they still purchase from him..."

"He calls you fanatics."

"He calls some of us that. I stay away from those circles - as I've said, I've fallen away from the general circles of... amulet business, long ago. It's all a haze, really... I can't remember it too well."

"Anything more on Bucard?"

"A thief and a halfer. And apparently the sort of man that's lost his sense of common wisdom because of his wealth, and now acts on whim. As lovely as it would be to explore an intact spire, I really must protest going with him alone. I don't want you to be on the mourned half of his crew..."

"Not quite alone. I've been allowed one or two companions-" you can see Céleste immediately lean forward in interest, her eyes sparkling. You raise a hand to stifle her inevitable request. "I know. You want to go with me..."

>...and blithely ignore all the caution and doubt you expressed about me. I'm sorry, Céleste, you're not going on this trip. It's too dangerous, and your amulet - your visions - are a liability. Bucard was an amulet-cursed man, and I was lucky to be free of whatever he can do with that influence...
>...it'd be good to have you aboard. We'll be leaving tomorrow.
>...and I have the gravest doubts, foremost being Bucard's influence over you - you are both deeply mired in the use of an amulet. Why should I bring you along? Sell me on your presence. I've got able crew that are quite willing to go along...
>Something else?
>>
>>1585225
>...and blithely ignore all the caution and doubt you expressed about me. I'm sorry, Céleste, you're not going on this trip. It's too dangerous, and your amulet - your visions - are a liability. Bucard was an amulet-cursed man, and I was lucky to be free of whatever he can do with that influence...
>>
>>1585225
>>...and blithely ignore all the caution and doubt you expressed about me. I'm sorry, Céleste, you're not going on this trip. It's too dangerous, and your amulet - your visions - are a liability. Bucard was an amulet-cursed man, and I was lucky to be free of whatever he can do with that influence...

Add on:
I care for you, but this is too dangerous. If something goes wrong or I am left behind you will be my only lifeline back home. I am sorry, but for the good of us both you must remain here.
>>
>>1585225
>>>...and blithely ignore all the caution and doubt you expressed about me. I'm sorry, Céleste, you're not going on this trip. It's too dangerous, and your amulet - your visions - are a liability. Bucard was an amulet-cursed man, and I was lucky to be free of whatever he can do with that influence...
>Add on:
>I care for you, but this is too dangerous. If something goes wrong or I am left behind you will be my only lifeline back home. I am sorry, but for the good of us both you must remain here.
>>
>>1585242
Seconding this.
>>
Aw shit trawler quest
>>
>>1585225
Supporting what >>1585242 and >>1585269 said, it's too dangerous.
>>
>>1585242
Yes this wonderful guest is here! Also what this guy says.
>>
>>1585438
*quest... not that your not a swell guy anon
>>
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>>1585242
"...and blithely ignore all the caution and doubt you expressed about me. I'm sorry, Céleste, you're not going on this trip. It's too dangerous, and your amulet - your visions - are a liability. Bucard was an amulet-cursed man, and I was lucky to be free of whatever he can do with that influence..."

She looks hurt.

"I care for you - but this is too dangerous. If something goes wrong, if I'm stranded or abandoned, you're my only lifeline back home. I'm sorry, but for the good of both of us, you can't accompany me."

"Reynolr..." she begins, and you frown at the tone of her voice. Your last line seems to have mollified her, but she's certainly not giving up.

"What you said - it's true, to an extent - but listen to me, Reynolr. Listen to me. I'll admit that I want to see relics and ruins and leave this sodden island - but if we're talking your safety, you're suicidal not to... utilize my knowledge. It's simple - without me, you rely entirely on Bucard for the architecture and the history of all things Astaeran - you won't know if he lies or misleads you. And of course we can see each other with the amulet, but don't you think he has some way of interfering with that?"

"Céleste..."

"Yes, trust in your instincts and your immunity as a man of the Citadel, and trust Bucard for everything. Everything! You travel on his airship, and then you'll do everything and know everything at his whim. The entire journey will be spent trying to work around that man and find out things for yourself, free of his taint. I bypass all of that."

"Céleste."

"...I respect your decision, Reynolr. And I know I come across as self-serving and selfish, chasing ruins... but it's for your sake, too."

>You decide who you're taking...
>>
>>1585665
Stats will now be posted, as this mission will involve hard statistics.

>Strength
Used to bypass obstacles, contribute to physical challenges, and fight hand-to-hand. Altered by injury. Also counts as a character's HP, of sorts.
>Sanity
Proof against the terrors of the past. Can be altered by outside forces.
>Skill
Proficiency with weapons. You can barely use weapons with skill requirements that exceed your own.

>Weapons
Ranged and melee. Skill allows you to use them to their fullest, and excess skill grants diminishing returns of extra effectiveness.

>Red
Red circles are of the amulet and its myriad forms. Red weapons require red skill to use to their fullest - red sanity is a fickle thing. Some actions require red skill to do at all.

>Traits
Certain problems can have insight, or be solved, by certain keywords. A broken generator of Citadel make can be repaired by someone with engineering skill, while opening an old Astaeran door or seeing a trap requires Astaeran knowledge. Other traits have effects on skill and sanity.
>>
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>>1585675
Bucard, for example.

>Amulet-Tainted
Heavily affected by Astaeran blasphemy.
>High Astaeran Knowledge
Knows what most things were supposed to do, and often knows how to work them.
>Knowledge of Ruins
Architectural know-how of ancient ruins. Knows what they did, and usually how to avoid getting killed by them.
>>
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>Survivalist
Better options in desperate situations.
>General Knowledge
Well-rounded and experienced. Better options in a variety of situations, usually somewhat mundane.
>Kraegsk Knowledge
Knows the ins and outs of wreckages, mercenaries, scrappers, barons, etc. Comparable to Master Evans' role.
>>
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>Engineering Knowledge
Able to alter and fix 'modern' technology, given the proper tools. Better options in mechanical situations.
>>
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>Amulet-Touched
Affected by Astaeran blasphemy.
>Medium Astaeran Knowledge
Knows what most things were supposed to do, and occasionally how to work them.
>Knowledge of Ruins
Architectural know-how of ancient ruins. Knows what they did, and usually how to avoid getting killed by them.

(Question marks mean that their actual skill could either be lower or higher - events and chance will decide that)
>>
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>Fast Learner
Increases in capability faster. Gains useful traits faster.
>Dutiful
It is nearly impossible for his Sanity to be altered by outside events - his sense of duty is overwhelming.
>>
Pick one, or two - or more, if you don't care about Bucard's parameters.

END OF SESSION

Apologies for a drop in quality at the end, dealt with some family stress during the time and now. I'll be lurking in this thread to respond to people for a while longer, and another session will likely take place tomorrow.

Thanks for playing, and good night!
>>
>>1585748
Thanks for running, boss.

We have to take Kenneck. His Duty will keep give us an out when the crazy happens.
>>
I think we can get away with two if one of them is Celete; let's face it, she's really not intimidating, and whatever element of control that Pinkeye could have over her might keep his guard down for if it counts.

Of course, we'd be plunging her into the depths of danger, but ehyouknowImeansuremaybewhatever.

The other person, I'm inclined to go with Kenneck. To me, being unbreakable in the face of crazy shit is more valuable than fighting skill.
>>
>>1585748
Thanks for running!

We can upgrade our equipment right?
For example, if we want to equip all our followers with the high quality rifles, or sell some of our loot for better gear we can do that, right?

What are Reynolr's stats?...
>>
>>1585782
Sanity: 0
>>
>>1585748
Thanks for the session boss.

Voting for:
>Seaman Howards
>Conscript Kenneck

Good dependable support options, no nasty surprises
>>
>>1585748
Voting for
>Kenneck
>Celeste
>>1585765
I agree with you, and Celeste will let us see some more crazy stuff.
>>
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>>1585782
>Officer's Duty
His sense of noblesse oblige and duty is genuine and fitting to his station. It is extremely difficult for him to lose more than one point of sanity, regardless of the severity of the challenge to said sanity.
>Amulet-User
Lightly effected by Astaeran blasphemy.
>>
>>1585748
Voting for:
>Kenneck
>Céleste
>>
>>1585748
>Kenneck
>Céleste

Bucard looks all sorts of bad news bears. Céleste will keep us aware of his shenanigans and Kenneck will keep us honest.
>>
>Kenneck
>Céleste

That Kenneck right there looks like officer material. We should take into account his actions during this expedition when the time to promote members of the crew to higher duties arrives
>>
>>1585890
>Even refurbished pistol benefits from red skill

Succumbbbbb
>>
>>1585748
I don't know if I'm too late but my votes:
Kenneck is definitely coming with us.
Not sure about celeste, we could bring her. but if we had to choose between them I vote kenneck.
>>
>>1585748
>Kenneck
>Céleste

Backing because of
>>1586112

I wish we could bring an engineer so they could start to understand how to possibly incorporate Astaeran salvage we gather into something useful, but given we are limited to only two companions Kenneck and Celeste are probably best.

Could we bribe Bucard to let us bring someone else with our lifting gas or Eldritch-B-Gone cleaner?
>>
>>1585748
>Celeste
>Kenneck
>>
>>1586522
>Could we bribe Bucard to let us bring someone else with our lifting gas or Eldritch-B-Gone cleaner?
This could be helpful. If this is possible then I vote on bringing an engineer as well.
>>
>>1586522
>>1586606
These things are insanely valuable. Will we get back their worth by bringing an extra person?
>>
>>1586606
If we bribe him with either of those things,we´d better bring all the three voluntaries and Celeste

Scribe, could you post inventary pls?
>>
I love this quest scribe.
Do we really want to risk bringing anyone else along?
>>
>>1585748
>Celeste
>Kenneck

>>1585689
I love these character sheets. The black and white + red aesthetic is on point.
>>
Didn't we just tell Celeste that can't bring her along because it's too dangerous...?
>>
>>1586687
Yes...

But then we saw that she is the only one with any kind of Astaeran knowledge. The fact that she "Knows what most things were supposed to do, and occasionally how to work them" will be utterly invaluable in the same setting as Bucard.
>>
>>1585748
Take Kenneck and Howards

We can take Celeste to the hydrostation later if we want to take her adventuring. It will keep us honest; and our goal with this mission is to get in and out so we can say we did it, and find out about the spire so we can head back later under our own power and our own expedition.
>>
Will tally votes and post around 7PM EST, father's day dinner will slow it down a bit.
>>
>>1587937
Hurray!

My two favorite Quests (Wrteched Sea and Hive Queen) will be running at the same time. Life is good.
>>
>>1588071
In that case, fuck, I'm really sorry man - combination of misplacing my drawing tablet stylus and dinner happening is going to delay that even more. Worn out from work, too, but that itself doesn't stop TQ.
>>
>>1585689
Sanity: 1+1
How did Bucard get more Sanity from his amulet taint?
>>1585890
Also, what's the baseline for stats? Is 2 average?
>>
>>1585890
>>1586112
>>1586208
Support, was it possible to try convincing him to bring an escort vessel on standby? Do our units have moral, did keeping the others on leave help improve that?
>>
>>1588144
I'm guessing the sanity base is 2. He would already appear insane were it not for the amulet keeping his brain function intact for now. Of course, if he loses one more insanity point his "sanity"/ brain will be entirely controlled by the amulet...
>>
>>1588196
Ah, right. That makes sense.
Is this how possessions happen? When do we start the purges?
>>
You have the option of taking two additional items from your cargo hold.

>Strange Star-Shaped Machine
You don’t know what this does. Maybe Bucard
>llol-2 Securing Paste
Quick-acting, industrial adhesive.
>Light Breach Barrier
Astaeran make. Meant to patch holes on a ship, but it could be useful to seal off a door or something.
>Barrel of Klendhak Contaminent Remover
For removing eldritch contaminants - and Bucard isn’t exactly subtle about the strange and horrible things he has encountered…
>Portable Smokescreen Generator
Hand-carried and untested, though it’s of Astaeran make - it probably works.
>Extending Ladder
Useful for traversing ruins, and going around obstacles and traps.
>Barrel of Klesia
Extremely valuable lifting gas. Might be useful for Bucard’s airship, as it’s supposedly a height-climber type.
>>
>>1588878
>Barrel of Klendhak Contaminent Remover
>Strange Star-Shaped Machine
We should hand the Klesia in to command, if it's anywhere near as important as we thought it was when we found it, it's the kind of thing that could get us a promotion or even a newer, bigger ship, or at least some fame/reputation and a favour back in Scrap Bay.
>>
>>1588878
Glue and monster anti-cummies
>>
>>1588878
>Barrel of Klendhak Contaminent Remover
This, and maybe one more item, but I'm getting undecisive on the second one if any.

Also what >>1588903 said.
>>
>>1588903
This is fine.

The gas will be a great find.
>>
>>1588878
>Barrel of Klendhak Contaminent Remover
>Light Breach Barrier

I think those will be the most useful. I agree we should hand in the Klesia to command.
>>
>>1588913
Seconding
>>
I missed the session. Fuck
>>
Post soon, had a heavy distraction! Planning to run till 1 or 2 PM EST, properly now.
>>
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"Alright," you say, shaking your head. "You made good points. Pack up quickly, we're leaving tomorrow."

"Oh!" Céleste exclaims, smiling. "Wonderful! I'll get my things together right now, in fact - it's not as if I have plans of a sort..."

She rushes into the house and you follow slowly, sidestepping stained and drunken revelers strewn about the hallways. Several of the manor staff direct your way, with the occasional smile - a rare sane stranger, you suppose.

You find Céleste in a study, excitedly scouring a bookshelf and occasionally dropping a tome into her bag. There's children in the room, and their nanny - Céleste's siblings, perhaps?

The nanny waves at you, softly smiling, before turning back to the kids and their storybook. Sofia looks quite happy with her situation - your dealing with a Republic conscript still makes you uneasy as an officer, but seeing this does reassure you somewhat that your decision was the right one.

It's the late afternoon. You're not particularly tired, but with Céleste gone to prepare and bid farewell to her family - Sofia apparently included - the feeling of unease gnaws at your mind again.

By the time to walk to anywhere important, Navy Docks included, they'll be closed.

>Head back to the Brora and rest. Hopefully you can settle your mind and body before the mission.
>Take a walk in Scrap Bay to clear your mind and take in the sights.
>Something else?
>>
>>1589398
>Head back to the Brora and rest. Hopefully you can settle your mind and body before the mission.
>>
>>1589398
>Take a walk in Scrap Bay to clear your mind and take in the sights.
>>
Rolled 9 (1d10)

>>1589543
>>1589415
Such a mundane choice is refreshing after the absolute nature of the sea - you idly pick up a solid gold coin off a snoring party-goer and flip it...
>>
>>1588878
Guys, I'm just getting here, but did we seriously not take the extendable ladder? Really?
It's like no one has ever gone on a dungeon crawl or explored ruins before.
>>
>>1589583
Bucard has, I doubt him or his mercs will be lacking such basic items as a folding or rope ladder, so not much point to us bringing something equivalent.
>>
Rolled 3 (1d10)

>>1589569
You walk out into the cool evening air, deciding to take a relaxing walk in Scrap Bay. Mindful of where the Brora is berthed, you make your way through narrow alleys and churning factory districts, the crowds gradually thinning as the light fades.

Children playing, lovers embracing, a spectrum of citizens going about their lives. This is the Citadel you fight for, visible even in the wretched Kraegsk.

Feeling quite a bit better, you head for home as darkness falls...
>>
G'night Scribe, fellow anons. Work in the morning.
>>
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>>1589647
Under the light of infrequent street lamps, you head for the Brora. It's dark out - extremely dark, suffocating...

There's no way that the docks were this far from where you walked - you should have been home twice over by now...

Under the nearest lamp, a figure stirs. Under the grace of the Ministry - what the hell is curling and writhing on his arm?

You realize the sound of the Bay has fallen away - all you hear is an ugly gurgling noise, like one of the servants' chickens getting its throat cut...

>Call out to the figure, demanding its identity. Perhaps this is all a vision?
>Draw you pistol and unsheathe your officer's sword. You're not going to be taken by surprise.
>Flee - run the other way!
>Flee - try to get around the lamp and make for the Brora.
>Something else?
>>
>>1589677
>>Call out to the figure, demanding its identity. Perhaps this is all a vision?
>>Something else?
Unbutton pistol cover, palm on grip, ready to draw and mag dump.
>>
>>1589677
>Call out to the figure, demanding its identity. Perhaps this is all a vision?
Unclip the pistol holster though and keep a hand on the grip.
>>
>>1589677
>>Draw you pistol and unsheathe your officer's sword. You're not going to be taken by surprise.

How many bullets does our pistol have? If 6 or so fire a round at the ground in front of it.

This probably should only be done if another anon agrees with me.
>>
>>1589699
A fellow gentleman and scholar.
>>
Rolled 8 (1d10)

You call out to the figure, demanding its identity - while undoing the holster cover and reaching a hand down for the grip.
>>
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>>1589818
"Your bag! Gimme your bag!" the writhing figure shouts at you.

You blink in surprise, and a dirty man holding a knife is standing in front of you. Before you can try to placate the mugger, you notice the madness in his eyes - and his foot shifting forward...

You were ready for it, which means to get to fire with your pistol before he reaches you...

>Your Pistol is Value 1 without Red.
>You have no Red.

Ranged:
>You must score a value of 6 on a d6, after modifiers, to hit.
>Half your Sanity is added to the roll.
>The weapon's Value is added to the roll.
>Circumstance affects the roll. Darkness subtracts 1 from the roll.
>Total modifier: +1

You fire several times at the onrushing mugger, thanks to your caution.

>I need two separate d6 rolls, pick the highest.
>>
Rolled 2 (1d6)

>>1589877
>>
Rolled 6 (1d6)

>>1589877
>>
>>1589895
Good show, ol' boy. Good show.
>>
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>>1589895
>A 6! The weapon's damage - its Value - is doubled!

>The mugger takes two damage.

The mugger bellows in pain as the bullet strikes him squarely in the chest - he's still coming!
>>
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Rolled 2 (1d6)

>The mugger swings his knife at you!

You raise your officer's sword to deflect the blow - or his arm.

>The mugger's knife is Value 1 - +1 to the roll.
>The mugger does not have enough Sanity to increase his roll.
>The mugger is Strength 2, due to the bullet in his chest. Half of that - +1 - to his melee roll.
>-1 for darkness
>Total:+1 to the roll.

His knife flashing in the lamplight, you raise your sword to block...
>>
Oh god why are we suddenly fighting
>>
>>1589966
Some fool decided to mug an Imperial Navy officer.

We are now dispensing saber rule.
>>
Rolled 5 (1d6)

>>1589964
Seriously, trying to mug a heavily armed navy officer has got to be one of the stupidest possible targets to pick. We aren't even drunk.

Oh well, let's dispense justice.
>>
Rolled 1 (1d6)

>>1589964
Uh. Do we have to roll now?
>>
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>>1589964
His blow is feeble and slow, and you easily force him away with your sword...

>He failed his roll. You do not have to roll to parry in melee.
>You can only roll to parry in melee. Only armor and cover can mitigate ranged hits...

You strike back with your sword...

>+2 from half of your Strength.
>+1 from half of your Sanity.
>+2 from your weapon.
>-1 from darkness.

>Reynolr needs a d6! Don't roll a 1!
>>
Rolled 4 (1d6)

>>1589992
EN GARDE
>>
Rolled 4 (1d6)

>>1589992
Cthulu Jesus don't fail me now
>>
>>1589992
Think of this as a bit of a trial run. Currently, the trial run is screaming "SIMPLER AND FASTER DRAWINGS", which will speed this up in the future. Plus, I iron out the mechanics and get them drawn onto a single short rules sheet.
>>
>>1589998
Draw templates for the sides so you can mix and match poses reflecting differing statuses
>>
Rolled 2 (1d6)

>>1589996
Your sword's edge arcs towards the mugger, as he desperately raises his knife - and arm - to deflect the blow...

>+1 from half of Strength.
>-1 from weapon.
>Some weapons are good at parrying - your sword is exceptional at it. Mere knives are almost useless at parrying, as he is likely to intercept your blade with his arm, which hardly counts as deflecting the blow...

>>1589998
Good advice, man. Time to draw up templates for our heroes...
>>
Damn this is cool!
>>
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Rolled 2 (1d3)

>>1590009
Transfixed by the flashing blade, the mugger fails to stop your sword from slashing across your chest.

>Weapon Value 2 - 2 damage dealt to a Strength 2 target.
>No remaining Strength.

Standing over your fallen foe, you look over his condition...
>>
So Scribe, when you call for rolls are you just taking best of 3? Something like that?
>>
>>1589998
My recommendation would be turn up the lethality even more and add more damage/injury variance, a bullet to the chest at close range like this should stand a pretty good chance of putting someone down and out of the fight right away, or at least do something a bit more immersive than reduce a strength value by 2. I feel like on foot combat in the world of Trawler Quest should always be scary, frantic and brutal, as well as preserving the immersive elements of the naval fights, where you're not sure exactly how much longer the enemy can hold it together or exactly what kind of damage you're doing except a basic understanding of hit location and broad severity along with what you have described to you by the QM.
>>
>>1590050
What this guy said.
Although I dont think anons would willingly put themselves in a more lethal system when given the choice though.
>>
>>1590050
>>1590058
The naval system's already pretty lethal, we've just been getting some damn good rolls to avoid any death.
Unless there was a way of mitigating the lethality, or perhaps increasing invasion with the range option system the naval combat, someone's death or incapacitation looks guaranteed in one or two rounds.

>>1590003
>>1590009
Does this mean you'll be recycling animations during combat?
>>
>>1590050
>>1590058
You'd need some sort of method in place to prevent a scenario where a few bad dice rolls leads to a sudden and abrupt ending to the quest. Having bonus "protagonist HP" would be jarring, and there are only so many times Reynolr can be conviently KO'd instead of killed before it stops selling.
Otherwise, those are all great arguments.
>>
>>1590050
Very good points - I really like that dissection of why I'm pretty satisfied with naval combat and wasn't particularly happy with how tonight's test run went. Tomorrow will be spent weeding the sunflower patches and mulling over your words - and how to better represent them in the game. Agreed on all points!
>>1590049
Sort of, system's to be changed - it'll be announced how many rolls are needed, though, until I get a set system down.
>>1590013
Thank you!
>>1590003
Will do.
>>
>>1590076
>invasion
evasion. Autocorrect.
>>1590083
We still have that body armor, if that counts as plot armor.
>>
>>1590083
Jewel mental corruption. Every time he dies, rewind back to before the start of the encounter an increased mental corruption. AKA he goes mad.
>>
>>1590096
Makes sense to me. The jewel can keep you alive, but it extracts a cost for doing so...
>>
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The man is gravely injured, barely breathing. He's moving his lips, only a gurgling noise sounding from them -

Shouts in the distance - you don't recognize the words, but they're a dozen voices of a mob, not a lone officer of the Garrison directing a squad...

"Feta- Feta-" the man below you stammers, choking on his own blood.
>>
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>>1590101
"Feta... g-guna..."

The man's face melts into the cobblestone, a mass of leering mouths and bleeding eyes snapping and staring up at you, flowing into the cracks between stones...

The voices are getting closer, snapping your gaze away. Clutching at your head, you run away, towards the sea -

You notice will dull eyes that the sun is still out, settling beneath the horizon - the darkness has lifted, enough light to navigate the streets.

You glance back, and see a normal man lying in a pool of his own blood, and you see blood red and glowing red.
>>
>>1590106
The knife on the ground is proof enough that the events of the last minute really happened, in some fashion - you run onwards, making it to the docks and to the Brora without further incident.

Mercifully, you do not dream that night. The next morning, you wake, order some crew to haul the boxes with the suits, Klendhak Contaminant Remover, and llol-2 adhesive, and head for the boat to the Volcano. Kenneck accompanies you, and Celeste is supposed to meet you there.

SESSION END

I'll be around for a little longer - as always, thank you so much for playing and contributing! Proper run tomorrow, with plenty of prep.
>>
>>1590112
Thanks for running.

I suppose the reason for the mans incredible durability was his corruption. That actually makes a lot of sense.
I suspect we weren't just a random mugging. Armed military officers in their home base aren't usually targets of choice for criminals. Maybe it has something to do with the amulet?
>>
>>1590101
>"Feta- Feta-"

I've heard of spilling your Spaghetti but this is the first I've heard of spilling your Gyros.
>>
>>1590166
Clearly we misheard him. He was trying to say fettuccine.
>>
>>1590166
>>1590181
I don't get it.
>>
>>1590231
Look up Feta, it sounds like his interrupted phrase was a type of Greek cheese.
>>
>>1590232
My addition to the joke was that he was actually still spilling spaghetti and that he was trying to say fettuccine, a spaghetti like pasta.

Apologies for killing the joke by overly explaining it
>>
>>1590112
I was late to the fight but I have some observations:

1 damage from a pistol is too little. Is it shooting peas? With the possibility of a double damage crit, I think 2 would be just right.

Parrying the knife with the sword isn't really what you do. Realistically we would either cut at his arm or just stab him through, employing our reach advantage.
>>
>>1590273
We didn't actually get a chance to parry with the sword because the "mugger" missed so horribly.

Perhaps there should be a damage bonus to successful parry against an inappropriate weapon. For example, if we parry against someone attacking us with a knife we slash their hand causing them to take 1 damage and drop the knife, or something similar.

I agree 1 damage for the pistol at near point blank range is too little. The damage for the pistol should scale based on how close or far away the enemy is. That being said, it could be argued this "mugger" was a supernatural entity and therefore was able to tank much more damage than an ordinary human could. If "1" damage is the usual level needed to incapacitate a human the pistol is dealing the right amount if any ordinary fight would stop once it is employed.
>>
>>1590283
Strength also serves as hitpoints, and we both had 4, so his corruption didn't play into this.
>>
>>1590283
Considering he turned to Ftaghn jizz and melted away

Yeah I'm pretty sure he might have had some sort of inhuman resistance.
>>
>>1590528
To specify, perhaps we should keep an eye out for inhuman characteristics. They may have some trait that means they have to be cut apart instead of shot, or something.

Or just have some Pocket Contaminant remover.
>>
>>1590146
Note that the man's corruption is left ambiguous - when Reynolr looks back as he's running away, he thinks he sees a normal man whose head hasn't dissolved into madness.
>>1590166
All I'll say is that what the man said was Reynolr's interpretation of the pronunciation - not, necessarily, pieces of a meaningful word...
>>1590273
1. True, I'm trying to find the balance between realism in damage and realism in that people can keep fighting and moving even after a fatal injury - adrenaline makes for some incredible stories. Agreed on the crit, need to find a better result.

2. Parrying isn't realistic at all, you're right. The man would've tried to stab and slash and hack in a wild fashion, and Reynolr probably would've cut him down easily - this system was designed for enemies with larger weapons than a knife...


>>1588144
Baseline for humans is Sanity 2, Skill 1, and Strength 3-4.
>>
>>1585689
so, if i read this correctly, Bucard is immensely strong, highly talented, possesed of multiple Asterean artifacts of unknown provenance, and hanging on to sanity by his fingernails while living halfway in red space.

that bodes ill.

I know Celeste and Kennick are virtually locked in, but the lure of what might have been nags at me.

what would Gor's stats have looked like?
or the scientists?

thanks for putting so much effort into this.
>>
>>1590096
Sounds like a good mechanic. It allows failure to have a consequence, but stops short of ending the quest.
>>
Running soon, posting from a family member's device as my laptop overheated yet again, erasing about half of the prep work of the last hour.
>>
The way I see it, HP is the amount of damage you take before you die. Consider that people can live for hours after getting shot and it makes more sense.

Losing even 1point could cause a debilitating .
>>
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At dawn you make your way down to the civilian docks. The Scrap Queen is the ship - in the company of Kenneck, you drop off the crates containing the suits and your other equipment with the ship's cargo officer. Master Evans says this sort of civilian ship takes very good care of its cargo - such is its reputation - but you're on your own for surviving the trip.

Standing before the gangway to the hulking, battered Scrap Queen with Céleste and Kenneck. You know that first impressions are important for your stay aboard the Queen - world will spread quickly of a vulnerable soul, or three, and you don't have Howards to navigate the intricacies of the Kraegsk civilian world with a guarantee of safety...

And, of course, perhaps for the sake of fanatics it's best that you're not followed.

Walking up the gangway, you're dressed in...

>Officer's uniform. You're not going to surrender your dignity to brutish civilians, and you're in Citadel territory - they'll respect the braids, and Kenneck's rifle.
>A noble's finery, borrowed from Céleste. You can hopefully get a proper cabin in a dignified portion of this ship, which Evans warns will be highly divided on class lines...
>A rugged overcoat with your uniform packed neatly away. You're just a traveler, as far as anyone's concerned...
>Proudly wearing the Amulet. You're not actually a member of their circles, but you figure they ought to leave you alone.
>Something else?
>>
>>1591522
>A rugged overcoat with your uniform packed neatly away. You're just a traveler, as far as anyone's concerned...
>>
>>1591522
>A rugged overcoat with your uniform packed neatly away. You're just a traveler, as far as anyone's concerned...
>>
>>1591522
>A rugged overcoat with your uniform packed neatly away. You're just a traveler, as far as anyone's concerned...
>>
>>1591522
>A rugged overcoat with your uniform packed neatly away. You're just a traveler, as far as anyone's concerned...
>And have a good hat, some thing treated for the rains and sea.
>>
>>1591522
>>A rugged overcoat with your uniform packed neatly away. You're just a traveler, as far as anyone's concerned...
>>
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>>1591543
>>1591573
>>1591575
>>1591654
>A good hat.
>>1591660


Tugging at your old overcoat - borrowed from Master Evans' extensive collection - you pull it closer to your body, shivering in the wind. The morning is cold and raw, the shouts of men and machinery filling the air as Scrap Bay comes to life.

Standing on the fo'c's'le of the Scrap Queen, you take stock of the scene. A shanty town clings to the main deck, dozens of civilians - some quite openly armed - milling around the claustrophobic alleys and tiny shops. Several bodies are sprawled on the ground, though the bottles scattered around them probably mean they're alive, or recently were. Looming over the entire ship from the aft is the bridge, a mass of steel and portholes that better resembles a ship - the bridge is perched above that, and a superstructure-mounted crane is busy taking on cargo.

You need a place to stay for the journey of a half a week. You decide to...

>Make your way to the superstructure, and demand a cabin away from the riff-raff - you're an Officer of the Citadel Navy, and will be treated with a modicum of respect.
>Make you way to the superstructure, and demand a cabin away from the riff-raff - offer to pay with cash.
>Find a corner to set up in on the main deck, perhaps paying a petty proprietor a small sum. You see plenty of travelers doing just that.
>Head belowdecks, to find a corner to set up in. The shanty town wouldn't be the best place to be in a storm.
>Something else?
>>
>>1591661
>Find a corner to set up in on the main deck, perhaps paying a petty proprietor a small sum. You see plenty of travelers doing just that.
>>
>>1591661
>Make you way to the superstructure, and demand a cabin away from the riff-raff - offer to pay with cash.

Cash does talk. Does run the risk of it talking too much and attracting unwanted attention.
>>
>>1591685
Supporting.

There's definetly going to be storms, and a cabin has an added defence bonus with the walls and door.
>>
>>1591661
>>Find a corner to set up in on the main deck, perhaps paying a petty proprietor a small sum. You see plenty of travelers doing just that.
>>
>>1591661
>Find a corner to set up in on the main deck, perhaps paying a petty proprietor a small sum. You see plenty of travelers doing just that.
Inconspicuous without being unbearable. Lets see how our officer handles haggling for sleeping arrangements!
>>
Apologies, nasty argument with dad. Will update in an hour, but I've been completely torn out of the QMing mood. Hour, less than an hour.
>>
>>1591661
>>Make you way to the superstructure, and demand a cabin away from the riff-raff - offer to pay with cash.
>>
>>1591802
that sucks
mybe make this the last post for today?
>>
>>1591826
No, I'm getting back into it. I'm very used to it, but in this case it was going from being on a roll to getting really suddenly torn down. It got to me - fuck, I don't want to be a drama whoring flaky QM, which is exactly what whining about my personal life in a quest thread is. Update before the hour is over.
>>
Rolled 4 (1d10)

You search for a resting place amidst the shanties on the deck...
>>
>>1591957
After an hour of wandering the shanties, you find a tiny alcove to settle in to - a room formed between haphazardly-constructed plates, in a maze of torn up deck plating near what appears to be a shipboard bar.

The Scrap Queen shudders as she pulls out of Scrap Bay, packed to the brim with merchants, migrants, mercenaries, scrappers, and anyone else one could think of - probably a helping of Citadel and Republic spies on the side, as well.

After some long hours spent keeping the drunks away from your 'cabin'm, you finally have some free time - what shall you do?

>Talk with Kenneck. An insight into the mind of a dutiful man, perhaps - you saw a Ministry token around his neck.
>Talk with Céleste. Conversations with her are never boring, and you never know what useful information she'll say by chance.
>Listen to the old man telling sea stories in the bar. It'd be good to get a glimpse of more of the culture - and perhaps history - of the Kraegsk.
>Wander the decks, looking for something interesting.
>Wander belowdecks, looking for something interesting.
>Go to the superstructure and introduce yourself to the officers as a fellow Officer - there might be useful information to be gleaned from that.

There are three days left in the journey.
>>
>>1591990
>>Talk with Kenneck. An insight into the mind of a dutiful man, perhaps - you saw a Ministry token around his neck.
>>
>>1591990
>Talk with Kenneck. An insight into the mind of a dutiful man, perhaps - you saw a Ministry token around his neck.
>>
>>1591990
>Talk with Kenneck. An insight into the mind of a dutiful man, perhaps - you saw a Ministry token around his neck.
>>
>>1591990
>>Talk with Céleste. Conversations with her are never boring, and you never know what useful information she'll say by chance.
>>
>>1591990
>Talk with Kenneck. An insight into the mind of a dutiful man, perhaps - you saw a Ministry token around his neck.
>>
>>1591990
>Talk with Kenneck. An insight into the mind of a dutiful man, perhaps - you saw a Ministry token around his neck.
>>
>>1591990
>Listen to the old man telling sea stories in the bar. It'd be good to get a glimpse of more of the culture - and perhaps history - of the Kraegsk.
>>
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As Céleste cheerily reads her book on Astaeran architecture in the corner, you speak at length with Kenneck. You laugh over the day-to-day moments of levity on the Brora, compare details of the various battles you've shared in somber tones, and agree on how much you distrust Bucard, the red man of madness and whimsy. Eventually, the subject turns to duty.

"You're a dedicated man, Kenneck," you say. "That's one of the reasons I selected you for this mission."

"I'm honored, sir." he says simply.

"Come on - I've seen Ministry preachers with less raw devotion than you. What's the root of it, nearest as you can tell?"

"It's simple duty, sir, and I'm a simple man."

"You're no fool, Kenneck. Faith is not ignorance - you're one of the crew that everybody agrees is destined for commission."

"Well..." he says, fidgeting with the Ministry trinket you saw him place in his pocket earlier. "It's still simplicity, sir. Beautiful simplicity. I'm from Scarbrowal, a city in the west - it's a 'trouble city', that's how the drill sergeants referred to it."

"I think I've heard of it. A neighbor's son was deployed there to quell an insurrection."

"One insurrection? Try a dozen a year, in different sectors of the city. I've seen that damned revolutionary sentiment in shanties and slums half a world away from the Republic - it's a whole other reality out there in the West..." he shakes his head. "I'm wasting your time, now."

"Hardly," you assure him. "I grew up in place without strife, Jorodaine - this is fascinating."

"Well, Scarbrowal... my first ten or so years were spent in a terrible sector, plenty of violence, influence from the corporations from across the sea, but their mercenaries didn't give a damn about order, or anything like that. After a bad Ministry purge, too close to be tolerable anymore, my family sold everything and moved to Sector-34. Nearer the rail lines, you see, and under far tighter Citadel control..."

"Better?"

"Yes, sir," he says, in a tone that drips of understatement. "A lot of the anger in the bad sectors was along the lines of, oh, 'they're drafting us for a horrible war!'. And they didn't understand why the war was happening, and why Scarbrowal had to pay in blood for it. I understood, in my new home - sir, it was another world. Law, and order... children who didn't know what violence and thuggery was. Certainly, send them off to war when they're grown - but not before. Trying to fight a the war at home just brings it home, without the Republic raising a finger..."

You wait for him to continue.

"Well, sir," he says after a long, thoughtful pause, "after I was drafted, to end up here, I had to be shipped across the Continent, and I saw an endless procession of peace and civility. That's what the Citadel is about. Never mind those freaks for the past, or the ones who think they can change it all, where thousands have failed... that's why everybody thinks I'm dutiful, sir. It is my duty. To uphold that."
>>
>>1592186
It's quite a lot to think about.

>Well spoken, Kenneck. That's why we fight. That's why I fight.
>Lovely words, but us nobles fight for different things - honor and tradition, you wouldn't quite understand it.
>Uppity of you, Kenneck. Don't try to interpret the Citadel Empire's existence - it's far above either of ours' heads.
>Something else?
>>
>>1592193
>>Well spoken, Kenneck. That's why we fight. That's why I fight.

We have to see if we can promote kenneck.
>>
>>1592193
>Well spoken, Kenneck. That's why we fight. That's why I fight.
>>
>>1592193
>Well spoken, Kenneck. That's why we fight. That's why I fight.
>>
>>1592193
>Well spoken, Kenneck. That's why we fight. That's why I fight.
>>
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>>1592203
>>1592212
>>1592233
>>1592245
You feel like a sliver of Kenneck's utter devotion has been passed to you, and you feel all the better for it. Steel against the coming madness.

>Brittle +1 to Sanity
>Brittle Stats are shields for your actual psyche. Things that would destroy your core sanity will merely strip away your confidence, arrogance reassurance, drunkenness, etc, and leave you merely shaken, not broken.
>Certain types of Brittle Sanity can be adopted through experience and repetition to be added to Core Sanity.
>These specific types are never stated, and context is king.
The day passes. Two days left in the journey.

You decide to...
>Talk with Céleste. Conversations with her are never boring, and you never know what useful information she'll say by chance.
>Listen to the old man telling sea stories in the bar. It'd be good to get a glimpse of more of the culture - and perhaps history - of the Kraegsk.
>Wander the decks, looking for something interesting.
>Wander belowdecks, looking for something interesting.
>Go to the superstructure and introduce yourself to the officers as a fellow Officer - there might be useful information to be gleaned from that.
>>
>>1592306
>Talk with Céleste. Conversations with her are never boring, and you never know what useful information she'll say by chance.
>>
>>1592306
>>Talk with Céleste. Conversations with her are never boring, and you never know what useful information she'll say by chance.
Also discuss protocol with the Amulet. We really don't want her wearing it around Bucard even if she is carrying it separately.
>>
>>1592306
>>Talk with Céleste. Conversations with her are never boring, and you never know what useful information she'll say by chance.

Deito. Deito.
>>
>>1592306
>Talk with Céleste. Conversations with her are never boring, and you never know what useful information she'll say by chance.

Time to get more Brittle...or lose a fuck ton of it
>>
>>1592306
>>Talk with Céleste. Conversations with her are never boring, and you never know what useful information she'll say by chance.
>>1585724
>>1592334
Celeste has potentially the highest base Sanity of any potential expedition member, I doubt she'd involve herself in something that'd start screwing with minds.
>>
>>1592357
>I doubt she'd involve herself in something that'd start screwing with minds.
You mean besides the amulet?...
>>
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Céleste seems quite happy to talk at length with you - however, she insists on talking elsewhere than the dingy alcove you've been crammed inside for the better part of a day and a half.

>Grab a seat at the nearby bar.
>Walk through the shanties.
>Head belowdecks.
>Head for the bow.
>Head for the superstructure.
>Something else?

buying time for a distraction, partially

>>1592357
Good point - or, of course, the lowest base Sanity of anyone, since those question marks can subtract...
>>
>>1592375
Besides the amulet addiction, yeah. So long as we avoid that on the expedition, we should be fiiine...
>>1585689
>>1585724
Looking between Bucard's and Celeste's stats, they have same skills, but Celeste has it to lesser degrees. So I guess we follow Celeste's advice anytime Bucard starts derping-

>>1592384
>Good point - or, of course, the lowest base Sanity of anyone, since those question marks can subtract...
wait wut
>>
>>1592384
>>Grab a seat at the nearby bar.
>>
>>1592384
>Head for the bow.
A traditional romantic rendezvous

And for Gods sake take off the damn Amulet!
>>
>>1592384
>>Something else?
Ask her where she'd like to talk in.
>>1592306
>>Go to the superstructure and introduce yourself to the officers as a fellow Officer - there might be useful information to be gleaned from that.
>>1592384
>>Head for the superstructure.
Offer to head for the superstructure if she doesn't have any in mind, since it seems like we'll be going there after this.
>>
>>1592384
>>1592391
>>1592390
Switching offer to that, that sounds like a better place to talk if she doesn't have any in mind.
>>
>>1592390
Supporting.
>>
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>>1592390
You head for the bow, chatting merrily with Céleste.

When you briefly interrupt the lighthearted discourse with your worry about the amulet, Céleste plucks it off her neck and hurls it off the side off the ship, much to your surprise.

"Oh, don't worry," she grins, reaching into her pocket, and retrieving the same amulet. "It's a wonderful party trick - enough to entertain the guests when I'm dragged upstairs, and give me time to slip away..."

The light gun is unmanned and the bow is empty, save for an old man telling a sailor's story to a group of ship children. Miss Chapuis is quite cheerful - steering the conversation to Bucard's madness would certainly be a shame... The conversation turns to...

>Heavy, I'm afraid. What of those fanatics that you keep referencing? She can't sidestep your questions out here...
>Light, perhaps. Talk about happier memories.
>Inquisitive - what's the most interesting things about the ruins that she knows?
>Simply enjoying the time - listen to the man's story, together.
>Something else?
>>
>>1592473
>>Inquisitive - what's the most interesting things about the ruins that she knows?
>>
>>1592473
>Inquisitive - what's the most interesting things about the ruins that she knows?
>>
>>1592473
>>Inquisitive - what's the most interesting things about the ruins that she knows?
>>
>>1592473
>Inquisitive - what's the most interesting things about the ruins that she knows?
>>
>>1592473
>Inquisitive - what's the most interesting things about the ruins that she knows?
Some kind of pattern?
>>
"Ruins? Oh... Ha! The yellow food packets, wonderfully delicious. I'm sure you've got an acquired taste for those awful rations so... the underground, certainly. So many of the pipes and tubes have had whatever covered them on the surface ripped off, either by time or for scrap, and the innards - wires, liquid, and so on - removed. Reynolr, there are almost certainly networks of metal and glass on the floor of the sea, far below us. Most of the islands are honeycombed with passages, and you'll find plenty of skeletons of scrappers and thieves in there... plenty of 'associates' have disappeared out there, to general apathy from the community."

"Undersea bases?"

"Plenty of them. This spire we're going to, certainly, has a maze beneath it - perhaps Bucard will not care to search there too heavily, as his focus is the spire. We could find things in there... my most exciting hour in life was spent in tunnels below the ruins of the Bay - there were diggers there, massive machines, it seemed they were frantic and crude in their efforts when they stopped.

A storm is boiling up on the horizon - you've time for perhaps two more selections before the moment is passed, and shelter must be sought.

>Press her further on anything else she knows. This is business, now.
>Heavy, I'm afraid. What of those fanatics that you keep referencing? She can't sidestep your questions out here...
>Light, perhaps. Talk about happier memories.
>Simply enjoying the time - listen to the man's story, together.
>Something else?
>>
>>1592596
>Have you ever heard of or seen a crystal physically change someone, Celeste?
>>
>>1592596
>Do you think Feta is cheese or spaghetti?
>>
>>1592596
>>Simply enjoying the time - listen to the man's story, together.
>>
>>1592596
>Press her further on anything else she knows. This is business, now.

>Have you ever heard of or seen a crystal physically change someone, Celeste?
We can ask this at another time as it is important, but it doesn't really fit in the conversation. Maybe when we have that heavy conversation with the Heretics we can bring this discussion up.
>>
>>1592596
>>1592602
2nd. Do we need to bring those Contaminent Removers for anyone with a crystal?
>>
>>1592621
So what's your choice?
>>
>>1592629
>Press her further on anything else she knows. This is business, now.
I had selected that, I thought it was clear...
>>
>>1592632
>>1592621
It was a bit ambiguous because you mentioned it didn't fit in a conversation, unless you wanted to have a business instead of a personal conversation.
>>
Well, that's a four way tie. Waiting a bit before I start rolling dice/mashing together options into a single post.
>>
>>1592596
>>1592622
>>1592621
>Press her further on anything else she knows. This is business, now.
Switching because he has a point.
Specifically, try asking her on points of interest someone without Astaeran Knowledge wouldn't notice.

>>1592667
>inb4 Feta is the center of the conversation.
>>
>>1592667
>>1592672
My real vote goes to
>Press her further on anything else she knows. This is business, now.
>>
>>1592667
> press her on what she knows

Have we told her about our discoveries about eldritch monsters?
>>
>>1592672
Supporting this guy.
Also cheese
>>
>>1592667
>Press her further on anything else she knows. This is business, now.

I already voted for this, but reaffirming my support just in case it wasn't clear.
>>
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"Anything else, Céleste?" you ask. "This is important for the mission I've trusted you with - what are things that someone who isn't you or Bucard fail to pick up on - Astaeran..."

"Yes, yes," she says, clearly on edge, her eyes flitting back and forth. "Is there any other time for us to talk about this stuff?"

"Céleste, it's quite disturbing the number of times I've heard of... monsters. Eldritch things, and I see them in my dreams... glimpses... anything you know. About ruins. We can keep about ruins for now."

"Alright. Er... the pads. The language is completely incomprehensible, but I know how to press the buttons - or brush my hands across the screen in a certain way - to open doors, and such. Or, at least, my books can tell me how to."

"Go on..."

"The design cues, I think," Céleste says after a thoughtful pause. "If you know what to look for, you can figure out the purpose of where you're standing - the layout of the armored plates, the electrical wires facing in instead of out... most importantly, their prisons, and their malfunctioning areas - where things are dangerous. They loved to keep dangerous things captive, and they had machines that sometimes refused to die a quiet death..."

Another pause.

"Layouts are fairly standardized, so we can navigate to a certain degree... and the signals. Sometimes, I've heard, you come across signals painted into the walls, warning of you of particular dangers - not on the surface, of course, the surface is usually picked clean, but far below."

"Ah."

"Oh!" she exclaims, "and I can tell you where the bathrooms and canteens are. Makes it much, much easier."

With a note of levity, and framed by the roar of the approaching storm, you have precious little time left.

>Press her on the monsters, and the fanatics. Damn the mood, we need this knowledge.
>Light, perhaps. Talk about happier memories.
>Simply enjoying the time - listen to the man's story, together.
>Something else?

Remember, knowledge usually comes at the expense of something else - the opportunities for stat benefits, or others, can slip by quickly.
>>
>>1592793
>>Simply enjoying the time - listen to the man's story, together.
We can talk of fanatics later. As essential as that information is perhaps we can discuss on the airship. Or not. But today is for just being together.
>>
>>1592793
>Simply enjoying the time - listen to the man's story, together.
>>
>>1592793
>>Simply enjoying the time - listen to the man's story, together.
>>
>>1592793
>"Oh!" she exclaims, "and I can tell you where the bathrooms and canteens are. Makes it much, much easier."
>Something else?
Can we learn of these ancient bathrooms? Must be real nice. If now's a bad time to have toilet humor, we could also do as >>1592797 said.
>>1592473
>save for an old man telling a sailor's story to a group of ship children.
>>1592793
>>Simply enjoying the time - listen to the man's story, together.
It must stir up some fond memories for Celeste.
>>
>>1592793
>Simply enjoying the time - listen to the man's story, together.
>Something else?
About the things she found in the canteen perhaps?
>>
>>1592797
Agreed
>>
>>1592793
>Simply enjoying the time - listen to the man's story, together.
Increase the relationship stat.
>>
There once was a stolid rock, watching over a bed of orange metal. Around him was twisted and rusting metal, brittle to the touch - the metal fit in with the sea, the natural sight of a wreckage floating on the frigid waters, but the metal was weaker than the rock for that. Out of place and unwelcome, he stood above it all in all his modest size.

There once was a lovely flower, that sprung up from a pot left carelessly in an abandoned garden. Around her coiled ugly thorns and rotting fruits, ensnaring and futile - climbing over each other, stabbing each other, producing the fruits of excess for a dead crew. The flower was content with herself, with an ugly brown stripe that marred her crimson petals - she was tougher than her sisters, and beautiful in the wreckage, thriving in spite of it all.

Together, the flawed flower and lonesome rock braved the winds and the waves, secure on their island of refuge amidst the maddening foam and the terrible troughs. And they sailed onwards, a spot of simplicity and of goodness amidst the boundless anger of the sea, and they drew the gaze of her hateful eyes.

The sea was affronted at such beauty as they, and the earth laughed for her son and daughter had done what she could never do - anger the dead Northern Sea, her currents cold and her depths empty of life and goodness. And so the sea wanted for the inevitable to come quicker and snuff out the painful lights in her darkness...

When the rock looked down, he saw the waves grinding against the rocks of the coast, eating them away till they split apart and fell into the raging waters. And when the flower looked down, she saw the sea had pulled a blanket of rot over its waves, dying and wilting colors spread over the surface of the sea.

Yet the sea could not faze the pair, for they could still look up from the inevitable and unfightable, and back on the rusting wreck. Who cared of the frail greenery and brittle mineral, when the flawed flower was the most beautiful and the rock the most steadfast amid their twisted world of rust and crusty blood?

More than ever, the sea could not bear to witness to the intruders on her domain, so unlike her cold self, only caring for the eventual end and the entropy of it all. Yet the wreckages, while triumphs of her belief in the inevitable and unfightable, were not her own creation, and she had no power over the flawed flower and lonesome rock so long as they clung to their island - their island of sanity, amid the endless rage of the endless sea.
>>
The rotting greenery turned to the most beautiful flowers anyone could imagine, the puppeted memories of the men and women who had been claimed by the seas, and the flower knew longing and jealousy. A brown stripe was supplanted by green speckles, crimson petals split by purple bands, trying to become what she beheld - yet the rock would bring her back to reality, time and time again.

So one day, when the rock looked down and around, he saw mighty islands and sheer cliffs, stone that towered into the heavens and contained the sea - no longer what he
would be, but what he could be! And though he knew they were there, an infinite plain of dust that was once rock that covers the ocean floor, he could not resist the cliff’s calling. And so, in leaping for the cliffs, he instead leapt off of one - and only hurtling towards the sea was when he appreciated that he never had anything more than the wreckage. A fool, a fool! A fool chasing glory, his eyes filled with the sight of a mountain, forgetting his small, respectable self! Chasing glory, a fool! He raged on as the sea claimed him, and he sunk into the interminable darkness.

And the flower had long ago lost all her color in her vibrant lust, a pallet of paint with too many hues all churned together, and she looked no different from the rust around her. Missing the rock, when she eventually wilted away, no one could tell the difference, and no one beheld her end.

Kids, if you ever see stones leaping off into the sea of their own accord, or behold the sea filling with dead greenery, you find your way to the middle of the ship and you shut your eyes and cover your ears, for the temptation of the sea for a young deck-hand comes in the form of…
>>
>+1 Fate Point
>The threads of destiny have at least one thing planned for you....
>Use in a time the necessitates a great feat, or to mitigate a potential disaster.
>They will be far harder to obtain in the future.

You walk off as the rain begins to patter down, filled with the strangest feeling of assurance considering the story. You and Céleste are quiet, but the way she’s squeezing your hand must mean she’s trying to appreciate her own life’s wreckage, after a fashion.

You’re quite able to sleep through a storm, at this point. The storm passes, and the Scrap Queen approaches the entrance to the Volcano through the mists of the morning...
>>
>>1593010
That was pretty foreboding.
Inb4 tomorrow no one can remember there ever being an old guy like that on the ship
>>1593014
Handholding acquired!
>>
>>1593014
>she’s squeezing your hand
Wait. Handholding?
>>
>>1593062
Yep.
Now we only have to drink out of the same straw to plunge this quests into the depths of depravity.
>>
Scribe, this is too lewd. Stop while you can
>>
>>1593014
I leave for bed and this happenes?
Had holding! !
How low has the mighty have fallen
>>
>>1593014
>>1593062
What is this degeneracy!?
>>
>>1593224
To be expected of nobles.
>>
>>1593230
Definetly not Ministry approved
>>
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I'll understand if I get no players tonight because of this.

less disgusting update soon
>>
>>1594208
Reynolr would have points docked for having that expression. Good thing the lady's looking another way.
>>
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>>1594208
>>
>>1594208
Plse stop im on the skytrain
>>
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>>1594208
Oh man what are we in for, good God! How... how absolutely, anarchist! It was Sofia wasn't it!? Such revolutionary filth! Our choices return to haunt us! Actually really happy to see a minimum of decency and charity on our part did so well for Sofia, and didn't spiral out into a multi thread event or moral story. Yet it was still a very human interaction with grounding and context not going off the far end. It was just a short interaction with a good bit of characterization and backstory, not a huge moral play. (I imagine we'll get enough of those in this dreary archipelago anyway, especially as sanity ebbs, vid related! Especially the first quote if we go down the elevator shaft!) https://www.youtube.com/watch?v=n-cDqY4-8DE
>>
>>1594208
Jesus Christ, Scribe, this is a blue board!
>>
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>>1594208
Oh my, how lewd.
>>
>>1594478
Such is the nature of the Scraesk: it ravages every thing on Earth it sets sights on and corrupts what it cannot destroy. We will remember you as a brave QM, scribe.
>>
>>1594208
Update when?
>>
>>1594803
when her gets unband ffrom the hand holding
>>
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The Scrap Queen fights through the storm, arriving at the Volcano - the center of the Kraegsk - at midday the next day. Bucard's airship is docked outside the cavernous tunnel to the interior of the Volcano - it appears that the Queen will stop at the fortifications outside, then head to the inner heart of the settlement. City, perhaps, is more accurate - supposedly this place rivals Scrap Bay...

>Get off outside, and head immediately to the airship.
>Get off outside, and take some time to explore the fortifications. You'll be a little late.
>Stay on the Scrap Queen, and see the inside of the Volcano - you'll be very late.
>Something else?
>>
>>1594878
>>Get off outside, and head immediately to the airship.
>>
>>1594878
>Get off outside, and head immediately to the airship.

Let's not be rude to our client - or give him the impression that we've got an eye on him.
>>
>>1594878
>Get off outside, and head immediately to the airship.

Probably take some glancing looks at the surroundings while going to the airship.
>>
>>1594878
>Get off outside, and head immediately to the airship.
I hope we aren't late.
>>
>>1594878
>>>Get off outside, and head immediately to the airship.

>>1594903
He isn't really our client, though. In fact, we're paying him (through the suits) for the chance to come along. Hopefully the looted artifacts are worth it...
>>
>>1594926
or the info we can resale to people/navey forces
>>
>>1594926
Client was the wrong word, but we are associates and we are expected to be punctual.
>>
>>1594878
>Get off outside, and head immediately to the airship.
We'll see all these things on the way back no doubt, best not be late in the now.
>>
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You disembark from the Scrap Queen, and are immediately greeted by a Krempt mercenary - he leads you directly through the fortifications, up the cargo elevator on the boarding spire, and onto the vast airship. A huge 'K' is emblazoned on the side, and engraved above the nose-cone is the name of the craft - the Maîtresse.

Another Krempt man meets you at the entrance, holding out a boarding ledger.

>You can meet Bucard now, sir. I'd expect him to have details he won't tell the rest of us.
>You could, of course, list the area of the Maîtresse you will be bedding in. First come, first serve.
>Something else?

Sorry for delay, something came up. Mostly gone now.
>>
>>1595275
Not a choice, but a question. Does the big K preclude anybody from shooting at this thing? The guns are obviously not for show, but what are the risks in the air that aren't from ARRRR?
>>
>>1595275
>You could, of course, list the area of the Maîtresse you will be bedding in. First come, first serve.
It'll be a long enough trip for many conversations no doubt, and we're, if not early, definitely not late, so lets get the best we can for rickety airship sleeping arrangements!
>>
>>1595275
Might as well ensure our sleeping quarters first and get ourselves sorted out before we meet Bucard.
>>
>>1595275
>>You could, of course, list the area of the Maîtresse you will be bedding in. First come, first serve.
>>
>>1595275

>You could, of course, list the area of the Maîtresse you will be bedding in. First come, first serve.

How far away is the spire anyway?
>>
>>1595275
>>You can meet Bucard now, sir. I'd expect him to have details he won't tell the rest of us.
>>
You read over the areas of the Maîtresse still open to guests...

>Searchlight Deck (Lower Bow)
>Engine Rooms (Stern)
>Topside Gun Deck (Roof Center)
>Rear Cabin (Lower Stern)
>>
>>1595500
>Searchlight Deck (Lower Bow)

Better access to the view.
>>
>>1595500
>>Searchlight Deck (Lower Bow)
>>
>>1595500
>Searchlight Deck (Lower Bow)
Hopefully.
>>
>>1589398
Damn adorable. Also twitter notification would have been nice
>>
>>1595537
Oh shit, I keep forgetting. Thanks, man.
>>1595336
Perhaps the title image is more relevant than usual...
>>
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>>1595562
Is that thing in the title image a giant worm of some kind?
I hope I'm wrong
>>
>>1595500
>>Searchlight Deck (Lower Bow)

Hopefully we'll be the first to see anything.
>>
>>1595500
>Searchlight Deck (Lower Bow)
>But first ask the man his recommendation.
>>
>>1595500
>>Searchlight Deck (Lower Bow)
>>
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You head down a series of ladders, following the vaguest of directions from the Krempt mercenaries.

The searchlight deck juts out from the bow, a small enclosed room, four searchlights, a backup generator and a machine gun.

The trip down was mostly quiet - only at one point were words exchanged between your party and the crew. Céleste tried to greet a Krempt man in an ill-fitting Krempt uniform, but received no answer. She swears she's seen him back in the Bay, as an 'associate'.

Kenneck's as stolid as ever, merely commenting on the apparent damage to the searchlight deck, and the abandoned state of the beds and closets inside...

The Maîtresse seems poised to cast off from the tower, the deck shuddering as cranes haul in last-minute supplies, your crates presumably among them. You heard some of the Krempt men referring to Bucard as having an 'episode' - perhaps you don't have to find him right away...

>Seek out Bucard, starting with the control-car that's quite near you in the bow.
>Take a breather, and investigate your new surroundings. It seems very strange that the searchlight deck appears otherwise unused, especially on a vessel of exploration...
>Try to speak to nearest Krempt mercenary you see, find out some of the basic workings of airship life - when you get food, for starters.
>Something else?
>>
Probably won't be running for much longer, need my rest tonight.
>>
>>1595833
>Take a breather, and investigate your new surroundings. It seems very strange that the searchlight deck appears otherwise unused, especially on a vessel of exploration...
I don't want to go near the insane superhumanly strong and skilled owner of the airship when he is having an "episode." We're much better off investigating the area.

Luckily it looks like there's only one way to our area. That should make it relatively easy to guard and difficult for someone to sneak up on us through.
>>
>>1595833
>>Seek out Bucard, starting with the control-car that's quite near you in the bow.
>>
>>1595838
Sorry to hear that mate. Take a breather if you need to. There's no need to add a drawing with every update either (although, of course, I would never object to more imagery).
>>
>>1595833
>Seek out Bucard, starting with the control-car that's quite near you in the bow.

He's our host on this and our leader on the expedition. We should know what to expect if things go weird.
>>
>>1595833
>>Try to speak to nearest Krempt mercenary you see, find out some of the basic workings of airship life - when you get food, for starters.
>>
>>1595833
> "She swears she's seen him back in the Bay, as an 'associate'."

Seems our host might have sprung a leak, assuming 'associates' are the amulet cult in Scrap Bay.
>>
>>1595868
>>1595882
Are you guys sure about that? The Krempt mercenaries did say Bucard was "having an 'episode' "
We might want to wait this one out...
>>
>>1595902
Oh shit, you could be right. We need to talk to Celeste privately asap and possibly warn Bucard when he's more stable
>>
>>1595833
> Take a breather, and investigate your new surroundings. It seems very strange that the searchlight deck appears otherwise unused, especially on a vessel of exploration...
>>
>>1595904
I don't suggest we demand to see him, I just think we should find out how sideways he can go and what it looks like as a warning.
>>
>>1595833
>Take a breather, and investigate your new surroundings. It seems very strange that the searchlight deck appears otherwise unused, especially on a vessel of exploration...
>>
>>1595913
Or we could keep it to ourselves, it could prove more profitable for us to watch this play out, or play the two sides off each other so we can take advantage of whenever they make their move.
>>
>>1595928
I support this
>>
>>1595939
Considering I don't want that to come to a head while we are on a space station, why not just.... hint at it. No details, just a hint
>>
>>1595950
nah, the drama sounds more interesting.
>>
>>1595928
That could be risky. We have an in with Bucard and don't really have one with the fanatics (Celeste doesn't really count for that).

The Fanatics are probably... er... fanatical. They could be planning to have an agent suicide the balloon when we're over the northern storms to kill everyone aboard. Or they could have some other "kill the entire crew" objective planned. Playing the fanatics and Bucard against each other only works for us if Bucard wins and we don't die in the ensuing fight, as there will be more loot left for us. But that's a big risk to take.
>>
>>1595950
That could backfire. Bucard sounds like an extremely unscrupulous paranoid. If we start hinting we know someone who will betray him he could either torture us or, more likely, attempt a mind probe to have our knowledge revealed. Either way, things could go very poorly very quickly if we misjudge the situation.
>>
Sorry guys, napping on the table. Going to sleep now.

Great discussion though - I scrapped a couple of bad attempts at a narrative of Céleste seeing the 'associate' from the Bay, and I really wish the final product hadn't been so sudden and short. Props for noticing anyway - and this is definitely one of the opportunities afforded by selecting Céleste for the mission.

Next update will be some time tomorrow with the investigation and a proper choice for letting Bucard know/keeping quiet/everything in between. Thanks for playing ,everyone!
>>1595873
I keep forgetting I don't need to draw for every post - bad habits from the at-sea portions of TQ, since drawing ships is much quicker for me. Future runs will be more word-heavy, as some have been in the past - today it was probably just me being exhausted and unsettled. QMing takes a strange mood to really get into it, for me at least.
>>
>>1596140
No worries Scribe. Get a some sleep. See you next time.
>>
>>1596140 Thanks for the run Scribe, goodnight
>>
Next update tonight?
>>
>>1598407
Probably one update, and perhaps a vignette from life on the airship. Not a proper run, though, considering I'm writing this about a half hour's drive from home.
>>
>>1598733
Sounds good. Thanks for running.

Remember, you don't need to draw everything necessarily.
>>
>>1598733
How goes it Scribe?

Any luck on cranking out an update tonight, or should we just expect one tomorrow?

No pressure, of course. Please write and/or draw as the muse strikes you.
>>
>>1599743
Updating soon, I think. Was delayed by getting pulled over by a cop for the first time in my life, exited the road from a burnt out factory (briefly indulged my love of abandoned buildings) with a headlight out.
>>
>>1599764
Where did you go exactly
>>
>>1599764
>>1599775
We're totally not stalkers or anything.
>>
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>>1599825
You can trust me~
>>
>>1599775
>>1599825
>>1599834

D̰̟͕̻o̪͍̰͍͘ ̷͈̖̙n̨̯o̴̝͚̩ͅt͖̭̰̩̫̭ ̮̩w͕͝o͉̺̭͖̩̪͡r̮̜̜̗̦̖̣̀r̛̫̠͚͇͉y̦̘͎̙͉͚,̦̬̼̳̖ͅ ͓̖͎̪͔̖͘y̴̼͇͙ơu̙͉͔̳̜ ̠͓͕̣̰ͅc̻̻̯̞͍̬̮͝a͇̜̟̦͓̠ͅn̸͙͖̻̪͉̠͓ ̸̞̰̹̱͍̝t̬̀r͇̦u̬̗̳̕ş͈͔̙t̙̜͓ ̣u͔͙̜s. ͖̬̖̭W̦e͉̮̦̞̪͘ͅ ̱a͚̥̣̖̺ͅr̶̻̦͔̙̘è̞̜̠̼̜ ̮̹̼̝̮͍a̹l̟̭l̺̬͓̖̙̱͎͡ ̛̻̰̬̪̹f̭̭r̮̞̭̱͕͔̺i͉̖ͅẹ̞͞n̶̘̮͍̝͔d͓͡s̷̰̭̺͓̣̥.̘͈
̵̞̰͓̰̠̮̯
>>
Update today maybe?
>>
>>1602282
Nigga keep it in yo damn pants
>>
How's it going Scribe?

You feeling up for a run tonight, or is real life being an asshole again. Take as long as you need.
>>
>>1602893
see
>>1602385
>>
Céleste and Kenneck settle into their corners of the searchlight deck, having brought in a trio of spring mattresses they found in the hallway right inside the main body of the airship - there were dozens of the mattresses strewn about, and upon closer inspection, they’re all marked with the words “Cumulus Queen.” Very strange - on some of the mattresses, that marking has been plotted out with brown paint.

...

Taking stock of your new surroundings, you find the searchlights in working order and the single machine gun on the roof of the searchlight deck cleaned and presentable, though apparently somewhat aged. Owing to the proximity of the Volcano you resist the urge to fire off a burst, but at least there’s a box of ammunition for when you get permission from someone to do so. The machine gun is built by DuMarck, a reputable arms manufacturer - they mostly specialize in neutral and civilian contracts, but some of the light AA guns on your training ship back in the Academy were DuMarck ones, and they functioned quite well.

...

Searching around further, you find that the closets are completely empty, save for an emergency pack - the medical supplies and rations are still there, but the survival pistol and ammunition has been removed, their bindings torn open.



The searchlight deck does appear to be damaged - while the catwalks snaking out along the outside of the airship are brand new, the walls protecting you are patched and battered. Some of the superficial damage to the rear of the roof bulwark hasn’t been repaired.



Leaving the searchlight deck and moving out along the catwalk for a couple dozen paces, you find a new machine gun bolted to the railing - it’s of superior quality, manufactured by the Bulkwark Conglomerate. War profiteers - you remember that the Droval rifles that were on the smuggler’s ship were manufactured by Bulwark Co, and were destined for the Krempt mercenaries.



Freshly painted brown Ks are emblazoned onto the balloon’s envelope every dozen paces. Perhaps the Maîtresse went through a refit quite recently.



The hallway where you found the mattresses leads to a closed hatch, and the rest of the airship.
>>
>>1603400
Celeste: I don't feel so well, Reynolr. I can hear screaming echoing from the hallways... desperation. Distorted, incomplete, like a memory. But the scratching and tinkering, I hear that as clear as if it was in this very room - like a wrench around a pipe, and protesting steam...

Kenneck: Nothing to report, sir. The mercenaries have no cause to pass by our section of the ship, unless they intend to man the searchlights.
>>
You can feel the Maîtresse shuddering as she climbs into the sky, wind shrieking past the searchlight deck in waves as the airship powers through turbulent air. Night as not yet fallen - perhaps you should do something?

>Spar with your companions. Something tells you you'll be needing the practice...
>Open the hatch at the end of the hallway, and take stock of the airship's layout - you could visit the kitchen, engine rooms, gun deck, top deck, etc.
>Open the hatch at the end of the hallway, and take stock of the persons on the ship, perhaps speaking with a mercenary or any other travelers that Bucard has roped into this journey.
>Rest in the searchlight deck. It's for the best if most of the crew doesn't even know of your presence.
>If applicable, choose one or both of your companions to accompany you. It's probably a good idea to leave one behind, to guard your things.
>Something else?
>>
Posting will be slowing down in the next few days - tomorrow I have work 6-10, same story on Saturday. If I get out early, I'll do a proper run - otherwise, it'll be steady but intermittent updates till freer waters.
>>
>>1603465
> Get Celeste to spar with us as she's the weakest member, and in turn tell us about what she's hearing.

> Get Kennick to secure the Searchlight deck and maybe set up some low-key traps. Also making sure he looks for "alternative exits" if we need to get out fast/quiet.

Nobody here is our friend.
>>
>>1603511
>set up traps

?????

It's their ship. I don't think they'll look upon such shenanigans kindly.
>>
>>1603465
>>Open the hatch at the end of the hallway, and take stock of the persons on the ship, perhaps speaking with a mercenary or any other travelers that Bucard has roped into this journey.
We need to get a sense of the layout of the ship and who else is crazy enough to have been roped into this.
>If applicable, choose one or both of your companions to accompany you. It's probably a good idea to leave one behind, to guard your things.
Bring Celeste with us. She doesn't feel well in the room we acquired and she much is more likely to recognize Astaeran tech aboard the ship. She can also identify possible "associates" should we run into them. It's probably a good idea to leave the amulets behind under guard.

>>1603485
No worries Scribe. Thanks for letting us know. Take it as easy as you need to. Appreciate your continuing to run.
>>
>>1603465
>>1603638
I second this, but
>Leave the amulets
Wouldn't the amulets help us with investigating? And what if Kenneck accidentally gets corrupted by the amulets?
>>
>>1603638
Seconding this.
For all the amulets could be useful, I really don't want to run into Buckard while carrying one.
>>
>>1603671
>And what if Kenneck accidentally gets corrupted by the amulets?
And what if WE accidentally get corrupted by the amulets? We have no idea what is on the Maîtresse and during our exploring we could stumble upon another giant gem for all we know. It's probably for the best to stay away from the mind-altering artifacts until we better understand this environment. Kenneck can be ordered not to touch our stuff and he is probably dutiful enough to obey. You seem to need to actually wear the amulet for a while to start getting effected by them.

Wearing an amulet openly could also have unfortunate implications if there are fanatics aboard...
>>
>>1603400
Yeah, so it looks like the Krempt recently 'liberated' this airship from its previous owners when it was under the name 'Cumulus Queen', which is why the markings are fresh and explains the battle damage. What Celeste's hearing are probably just the 'echoes' of the crewmembers' violent deaths, nothing to be that concerned about.
>>
Bump.
>>
>>1605462
>Bump
>After six days

Senpai. This is qst.
>>
Update from the theater: I hate pre-teens so very much. Also, turn off your goddamn phones. Actual update will be later tonight.
>>
>>1605860
No.
I need to Snapchat what I'm watching and with who.
>>
>>1605860
ok
>>
>>1605860
Thanks Scribe.
>>
>>1605860
wait, did we bring those 'diving' suits like we said we would?
>>
>>1615200
Yeah, pretty sure that's among the other cargo we brought.
>>
Proper run tonight or tomorrow night at the latest. Apologies for the pause, no great dramas, just a drought of motivation.
>>
>>1616145
No worries. Thanks for continuing to run.

You might want to start a new thread, though, since we're on page 9.
>>
It's over.
>>
>>1618945
Nah. New thread is up here
>>1619056
>>
Thanks for archiving the thread, guys!

>>1616195
Good advice, was taken to heart.




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