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File: Trawler Quest Title 11.jpg (158 KB, 1024x600)
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Clinging to the railing of a gas-cell catwalk, the cavernous depths of the airship Maîtresse are a void in your world of pain. Clutching at your sword, you watch the monstrosity that was once a man advance on your group…

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.

Now on leave, you've taken to something of a side hobby in joining treasure-seekers on expeditions to dangerous ruins. With all grace, you'll manage to live to see the Brora again.

You are aboard Mr. Bucard’s airship, the Maîtresse. After discovering a group of fanatics amongst the crew that aim to end the mission of Bucard and his treasure seekers, you’ve tracked down an equipment cache and are fighting its defenders. One is dead - the second has warped into an insane monster, flesh bubbling and flaking off in sheets, claws stained with your blood.
>>
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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.

9th Thread: Alongside Céleste and Kenneck, you pass the time on a cargo ship with stories. Upon reaching the Volcano, you board Bucard's airship, where all is not right…

10th Thread: Aboard Bucard’s airship, you settle in, take stock of your situation, and land yourself in a desperate fight against fanatics that want nothing more than Bucard’s expedition meeting its end before the Spire is ever sighted.

Twitter: https://twitter.com/ScribeQM
>>
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The situation is desperate - your skin is torn in a half dozen places, deep cuts that stain your clothing with blood. Céleste is clutching a gunshot wound on or near her shoulder - you can’t quite see. Kenneck is the only uninjured member of the group, standing in the front and facing down the monstrosity with a levelled rifle. The demonic visage writhes in front of the clothed Visage, an apparent statue that was the jewel of the cache - you’ve wounded the monster, and it’s growing and boiling, fissures and pus exploding from the brittle skin as it strains its unholy self for a final effort.

Kenneck: Damn you, monster! You won’t have my soul!

Céleste: Reynolr, the amulet - I can use it, I can get us out of this before he gets hurt too, or worse -

>Never! Madness defeating madness doesn’t help us! We kill it with steel!
>No! Céleste, you can’t use that damned thing, not like this - we kill it with steel!
>Alright - end it, if you can! Be careful!
>Something else?
>>
>>1698189
My favorite quest. Finally caught it live. Glad to have you back, Scribe. Don't forget to update Twitter if you haven't yet.

Anyway, could we use the amulet to power up Reynolr's pistol? 3 points of damage (2 base + 1 red) will probably do the thing in.
>>
>>1698189
>Alright - end it, if you can! Be careful!

The only other option I can think of is shooting the statue, but that's full on desperation

Also HOORAY! This Wretched Sea is back!
>>
>>1698189
>Alright - end it, if you can! Be careful!
>>
>>1698189
>Never! Madness defeating madness doesn’t help us! We kill it with steel!
Only man can kill monsters
Becoming a monster youlself will only couse you to be hunted
>>
>>1698207
Possibly, but it's doubtful that you can shoot straight in your current condition.

Also, thanks for the reminder - totally forgot about Twitter, as always.

After this fight, events and encounters in this thread will be less mechanical and more narrative - back to my comfort zone, really.
>>
>>1698189
>>Never! Madness defeating madness doesn’t help us! We kill it with steel!
>>
>>1698189
>Alright - end it, if you can! Be careful!
>>
Waiting a few more minutes, as votes are evidently still trickling in.
>>
>>1698346
It was good fun ether way
I mean you could keep the mathammer just on your side and type it out as a story
Ether way you do good
>>
>>1698189
>Never! Madness defeating madness doesn’t help us! We kill it with steel!

Who knows what the price will be this time.
>>
>>1698189
>No! Céleste, you can’t use that damned thing, not like this - we kill it with steel!
>>
Vote is 3v4 at the moment. Did a perimeter check around the house, fired at a plant-eating groundhog without apparent effect. Heading back out with a flashlight to check the nest, will return shortly.
>>
>>1698472
Kill them all
And return a hero
>>
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"Never!" you shout through gritted teeth. "Madness defeating madness doesn’t help us! We kill it with steel!"

Céleste looks at you with wild eyes, fear etched into her face, her knife suspended in the air by a red glow. "I can end it- I can save us..."

>She needs a d10.
>Pray your voice wins over the other whispers.
>>
Rolled 1 (1d10)

>>1698554
Don't head towards the light...
>>
Rolled 5 (1d10)

>>1698554
Here goes. Hope I got the die rolling thing right.
>>
>>1698554

dice gods to me!
>>
>>1698569
Anyone else remember that Fate point?
>>
>>1698605
Indeed. If not prompted by a particularly awful situation, you can suggest its use and if others agree, a vote goes up.
>>
>>1698636
This is not a particularly awful situation?

Also dicing again because I'm retarded
>>
>>1698569
"Sorry, Reynolr," she says tersely, looking away. "You're too messed up to think. 'Cold steel' isn't working for you."

At least the voice was her own, you think distantly, watching her step forward, the glowing knife dancing through the air.
>>
>>1698682
Damnit!
>>
>>1698685
Céleste's knife arcs through the air, soundlessly piercing the monstrosity through its boiling stomach.

A strangled cry erupts from its throat, a mass of flesh and blade slicing towards Céleste.

With an precise - unnatural! - flick of her wrist, the blade bursts from the monstrosity's bloated throat and starts to saw through its arm - trying to swat the blade away with an appendage, the monstrosity's blow fails to land.

Reynolr fires, blinking away tears and blood from his eyes, and manages to wing the monstrosity, a bony spike shattering from the impact.

Kenneck fires a round directly into the monstrosity's distracted head, and an unholy scream sounds from the depths of Hell itself.

The monstrosity collapses and falls apart on the ground, flesh and bone melting through the catwalk and showering onto the gas-cell canvas below.
>>
>>1698736
That rolling was done on my side, with a system that was much closer to how I do the sea battles. More narrative, and of course some heavy modifiers from injury and amulet.
>>
>>1698736
The fanatics are dead. Searching the pockets of the intact human reveals a gilded trinket - a weeping face, inlaid in genuine rubies, not the mad jewels of the amulet. You're gravely injured and Céleste somewhat hurt on her shoulder, although it seems the bullet passed through the flesh without stopping. You need to heal, but can you trust the medical facilities of Bucard's expedition? You hobble up to your companions, when the clothed statue catches your eye - at least that's what you want to think, it seems more like it drew your gaze downwards...

>Remove the cloth from the Visage, and see the face of the statue. Even covered, it seems to exude power.
>Leave that damned thing there, but hide it in the metal skeleton of the airship.
>Take it with you. You can throw it off the side, give it to Bucard, anything - but its secrets are not for your eyes.
>Something else?
>>
>>1698789
>Kenneck fires a round directly into the monstrosity's distracted head, and an unholy scream sounds from the depths of Hell itself.

Kenneck being our MVP, as usual. Give this man a promotion.

>Something else?
Check up on Céleste.
>>
>>1698789
>Take it with you. You can throw it off the side, give it to Bucard, anything - but its secrets are not for your eyes.

We should let him know his ship has a case of the Evils.
>>
Tied vote, waiting. Eating dinner right now, too. For the future, expect reasonably constant updates tomorrow and the day after, and solid runs in the evening.
>>
>>1698789
>Take it with you. You can throw it off the side, give it to Bucard, anything - but its secrets are not for your eyes.

We can look at it later when we are stronger if we really want to.
>>
>>1698789
>Take it with you. You can throw it off the side, give it to Bucard, anything - but its secrets are not for your eyes.
>>
>>1698789
>Take it with you. You can throw it off the side, give it to Bucard, anything - but its secrets are not for your eyes.
Good to have you back scribe
>>
With pained gestures, you have Kenneck scoop up the clothed Visage in his arms, carefully holding the statue by its sides.

"Why don't you brace a hand on the base?" you ask, curious at his inefficient carrying technique.

"Base is cold, sir." Kenneck frowns. "Freezing cold."

Your wounds are heavy, but it seems no bones were broken - you need to get them wrapped up, at an absolute minimum.

>Head for the populated center of the airship and find your way to the medbay - while the professionalism of any doctor in Bucard's employ is dubious at best, the medbay will also probably be well stocked.
>Head back to your makeshift quarters on the searchlight deck, and make do with the aid kit and the privacy you'll find there - it's for the best that no one else knows of your weakness.
>Wrap up your wounds as best you can and head for Bucard in the control cabin. He needs to learn of this fight, and of the Visage.
>Wrap up your wounds as best you can, and wait in the darkness for any other possible fanatics to visit the cache.
>Something else?
>>
>>1699172
>>Head back to your makeshift quarters on the searchlight deck, and make do with the aid kit and the privacy you'll find there - it's for the best that no one else knows of your weakness.

Learn the extent of our injuries and if we need more professional care we can head to the medbay. Storing the Visage in our quarters is the obvious place for anyone after it but until we can decide what to do with it there aren't any safer places.
>>
>>1699172
>Wrap up your wounds as best you can and head for Bucard in the control cabin. He needs to learn of this fight, and of the Visage.

This cult is a threat to everyone on this ship.
Since we're on the ship...
>>
Wounds are heavy
Mom's spaghetti
>>
>>1699245
Supporting.
>>
>>1699245
I'll toss in with this
>>
>>1699245
It's a long and painful journey down the ladders and to the searchlight deck, the flesh and bone of the monstrosity dripping down and past you during the descent. Your wounds are wrapped and sanitized with the aid kit - painful, scarring, but hopefully not permanent. The Meier family is tough, but you can't quiet the voice in the back of your mind warning you that wounds from unholy claws are injurious in more than the physical realm...

The storm shakes you out of your thoughts, the metal walls of the searchlight deck rattling and buckling in the wind. The sky is a churning void, the Maîtresse surging through a storm.

You've just about gotten accustomed to the shrieking noise when a metallic ring startles you. A dusty intercom set is transmitting - opening the panel, you find the tiny light next to "GUN DECK" is faintly shining.

>Open the line. Whatever the gun deck wants with the searchlights, it might be useful.
>Ignore it. It's better if everyone thinks this place is abandoned.
>Ignore it. There might be fanatics left to hunt you, and you won't make it easy for them.
>Something else?
>>
>>1699541

>Ignore it. It's better if everyone thinks this place is abandoned.

We can say we just relocated here if anyone comes asking
>>
>>1699541
>Ignore it. It's better if everyone thinks this place is abandoned.
>>
>>1699541
>Open the line. Whatever the gun deck wants with the searchlights, it might be useful.

Honestly I'd rather not have the ship get mauled by sea demons below. Guns are there for a reason
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>>1699541
>Open the line. Whatever the gun deck wants with the searchlights, it might be useful.
>>
>>1699541
>>Open the line. Whatever the gun deck wants with the searchlights, it might be useful.
>>
>>1699541
>Open the line. Whatever the gun deck wants with the searchlights, it might be useful.
>>
>>1699541
>Ignore it. There might be fanatics left to hunt you, and you won't make it easy for them.
>>
>>1699541
>>Open the line. Whatever the gun deck wants with the searchlights, it might be useful.
>>
>>1699541
>Open the line. Whatever the gun deck wants with the searchlights, it might be useful.
>>
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Wearily, you pick up the receiver. "This is the searchlight deck," you say carefully.

"Thank the Lady!" shouts a voice on the other end. "We need eyes on the target - search and illuminate!"

"Who the hell is this?" you retort. "We're not crew, we're passen-" you cut yourself off.

"Repeat that, Searchlight Deck?" the voice asks. "Proximity to the thing is garbling comms - sounds like my mates are speaking underwater."

"What's the target?" you enunciate, hoping he's still under the impression that you're a normal crewman - knowledge of other departments on this airship seems to be minimal at best.

"Would take too long to describe - sort of like an airship. You'll know it when you see it. Damned lucky shot, they got our primary nacelle light... where's your light, Forward Deck? Search and illuminate!"

Search and illuminate - a naval term you recognize, find the target with the beam and keep them lit up. Yet the sea is a different foundation that a writhing airship in a featureless storm - come to think of it, the Maîtresse is rocking and bucking under your feet far more than it should be in a storm like this...

And then there's the matter of the thing shooting back.

"Foward Deck, get your beams on! The hell are you waiting for, the War to end?" the voice yells again, garbled and drowning in static.

>Switch off the intercom and hope for the best. You're not dying for them.
>Switch on the searchlights to search and illuminate - there's a threat to the ship out there, and you're still on the ship!
>Demand more information. You're not doing this without knowing exactly what the gun deck wants to shoot.
>Ask Céleste to search for the target with the prescience of the amulet.
>Consult the wise Visage, it knows what hunts in the void . . .
>Something else?
>>
>>1700400
>Demand more information. You're not doing this without knowing exactly what the gun deck wants to shoot.
>>
>>1700400
>Switch on the searchlights to search and illuminate - there's a threat to the ship out there, and you're still on the ship!
>Get Celeste and Kenneck out of the deck with your things, in case the deck gets shot.
>>
>>1700400
>Switch on the searchlights to search and illuminate - there's a threat to the ship out there, and you're still on the ship!
>>
>>1700400
>>Switch on the searchlights to search and illuminate - there's a threat to the ship out there, and you're still on the ship!
>>
>>1700408
>Switch on the searchlights to search and illuminate - there's a threat to the ship out there, and you're still on the ship!
>Get Celeste and Kenneck out of the deck with your things, in case the deck gets shot.

Switching my vote to this.
>>
>>1700400
>Switch on the searchlights to search and illuminate - there's a threat to the ship out there, and you're still on the ship!
>Get Celeste and Kenneck out of the deck with your things, in case the deck gets shot.
>>
>>1700408
Support.
>>1700400
>>Something else?
Ask for more intel while we're illuminating.
>>
>>1700400
>Switch on the searchlights to search and illuminate - there's a threat to the ship out there, and you're still on the ship!
>>
Apologies, nasty argument with dad. Run will be somewhat delayed tonight. Horrible timing, second day of the thread, I know I rightfully lose more and more of you guys every time this happens. A better QM would run anyway and you'd never know anything was off.
>>
>>1701458
Don't sweat it man. Your still persistent, and that counts for a lot.
>>
>>1701458
No worries. I'm not planning on dropping the quest anytime soon.
>>
>>1701458
I'll come back when you can
Its all good
>>
>>1701458

Don't beat yourself up so much, I assure you there are far, far worse QMs than you.
>>
>>1701458
Dude, its cool. Quality stuff you got here. Worth waiting for.
>>
>>1701458
QM CAAAAAAAARSE.

Yar. A better QM would get cancer and die. That's how it works.

Run when you can bro.

QMsQMs that force themselves are the ones who ultimately die exhausted.
>>
"Aye," you say, and turn to your companions. "Both of you, head inside - this light might attract fire."

Céleste has been quiet and jumpy since the fight - without much in the way of protest, she rises and exits the room. Kenneck, however, looks at you like you've gone mad. "Sir," he says, clearly uncomfortable with second-guessing a superior, "you're the most wounded out of us three. I should be the one working a light and drawing fire, if any of us will."

His warning strikes a nerve of unease - as an educated Naval officer, you fully know that the first rule to night fighting is that the ship that turns on her searchlights first gets pasted - it's far harder for a hunter with a flashlight to find a fugitive than for the fugitive to know where that hunter is. You're a target - you'll just have to hope that a sea brawl and battle in the stormy skies aren't as comparable as your training immediately thinks they are.

And then there's the other matter.

"No, Kenneck," you say, tilting your head towards the swinging door. "I will take care of this responsibility myself - I chose for us to rest in the Searchlight Deck."

"Sir, your wounds..." he says doubtfully, inching for the door. "Are you absolutely sure? The inner lights' hydraulics don't work, you'd have to work the roof ones by hand..."

>This is my responsibility, Kenneck. Make sure she doesn't go mad.
>Alright, Kenneck. Help me with the searchlights.
>I- I was foolish to ignore my own wounds. I can hardly stand... very well, work the lights in my stead. Call the moment that you need help.
>I- I was foolish to ignore my own wounds. We won't make ourselves targets, either. Let's get inside.
>Something else?

You are quite wounded - you feel that in the reckless energy of the moment, the viciousness of the storm, you can do it - but you'll surely be bedridden after. Memories of long winter holidays spent with the coast guards and their lifesaving skiffs flood your mind, and how utterly exhausting battling a storm in the open is... but you could do it.
>>
>>1701806
>This is my responsibility, Kenneck. Make sure she doesn't go mad.

Kenneck, you are the only one in good shape. We need you to keep us alive and sane.
>>
>>1701806
>This is my responsibility, Kenneck. Make sure she doesn't go mad.
Protect her for me.
>>
>>1701806
>This is my responsibility, Kenneck. Make sure she doesn't go mad.

We can do it.
>>
>>1701806
>>Alright, Kenneck. Help me with the searchlights.
We can't be bedridden after this. Celeste and the expedition needs us. It wouldn't do to be crippled for much of it. Don't be stupid. Accept help.
>>
>>1701806
>>Alright, Kenneck. Help me with the searchlights.
>Something else?
Could you get us a medkit first?
>>
>>1701806
>Alright, Kenneck. Help me with the searchlights.
If we need to see what is going on at least get Kenneck to help us. We're badly wounded and if we are to survive we'll need to appear strong to others. Being bedridden will not help with that.
>>
Oh shit, a tie - and on a fairly important decision, too.
>>
>>1702137
SHHHHIIIIIIITTTT!
>>
>>1702137
Maybe there can be a compromise?

A middle ground would be to have Kenneck work the lights while we stay to make sure Celeste stays sane - and maybe pop our head outside briefly to see what's going on?

It doesn't look like the first choice of people, but might be a way to allow the two proposals to meet halfway?
>>
>>1702137
I guess I'll change my vote and break it.
>Alright, Kenneck. Help me with the searchlights.

Dangerous as it is for Céleste to walk around on her own right now, we can't exactly get stuck to a bed before we even reach the spire.
>>
>>1702157
Thanks Anon!

Lets hope Celeste holds firm and doesn't start messing around with the Visage.
>>
>>1702156
Sure.
>>1701806
>>1702157
>>1702163
>Something else?
Inform Celeste about the Eldritch Contaminant Remover and to use it if spooky shit starts appearing.
>>
>>1702171
>Inform Celeste about the Eldritch Contaminant Remover and to use it if spooky shit starts appearing.

Good idea. Doesn't it have to be mixed with water first, though? I wonder what would happen if we threw a small sample over the side in the midst of the supernatural storm...
>>
>>1702171
I can agree to this.

>>1702179
>Apply 1/5000 portions to water and wait one hour, then apply fire to the surface where the chemical is floating. Resulting burn will remove eldritch contaminants from surface. If spilled into water, immediately contact authorities - in significant concentrations, this chemical will form a volatile slick that will explode violently if ignited.

A very tiny portion of the stuff, yeah. Too much and we probably blow an unfortunate-sized hole on the ship.
>>
>>1702179
>I wonder what would happen if we threw a small sample over the side in the midst of the supernatural storm...
>>1701806
Supernatural storm ends in a ray of sunshine and the enemy airship is visible clear as day?
>>
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"Alright, Kenneck. Help me with the searchlights," you say, and the man looks hugely relieved. "But first - tell Céleste about the Contaminent Remover - tell her about portions!"

"Aye, sir!" Kenneck yells, running for the hallway. You start up the ladder, cursing at each painful rung - much to your chagrin, Kenneck has returned before you reach the roof, and helps push you over and onto the metal.

A beam of light pierces the shifting darkness - shaking hands grip slick handles as you stand exposed to the wind and rain. The Maîtresse shudders, the screaming, tearing noise of metal buckling under stress echoing from above - when to strain to hear it, voices screaming commands or pain can be discerned.

"Looks like the ship's damaged!" Kenneck observes, shouting over the wind. "We're losing altitude, too!"

"How the hell can you tell?" you reply, leaning against the siding to rest.

"First job, cargo haulers," he explains. "Another shift?"

"Certainly," you say cooly, inwardly dreading the effort.
>>
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>>1702249
The work is utterly repetitive, yet the shifting winds and slippery make every movement uncertain. Unsecure the searchlight, swing it to vaguely illuminate another section of sky, re-secure it, and catch your breath for a minute. Kenneck's presence is invaluable - by the fifth or sixth loop, he's doing most of the work. A shameful display for a Meier, but the soaked bandages slipping down to reveal ugly wounds tell that you made the right choice.

"Ahead!" Kenneck yells, and you strain your eyes at the shifting clouds, blinking away the stinging rain. A shape, like a jagged oval, the searchlight's beam softly silhouetting it against the dark backdrop.

A half dozen lights appear on the shape, twinkling, and stabbing tracers pierce the clouds - the canvas above you shudders and hisses as the rounds strike home. A bullet shatters against one of the support beams holding the searchlight deck against the airship - you and Kenneck duck behind the siding for doubtful protection against incoming fire, but welcome respite from the rain.

"We're heading in their direction!" Kenneck yells. The Maîtresse's turret fires, the crack echoing from behind you - the round goes low.

>Turn off the searchlight! Don't give them a target as we approach!
>Keep the searchlight on, and carefully illuminate the enemy - give the gunners the best possible chance of striking home.
>Keep the searchlight on, but run for better cover - hopefully the Maîtresse's pilot can keep the light centered on the enemy. You're not staying out here to be made a target.
>Something else?
>>
>>1702306
Forgot this.

Maximum Bravery Option:
>Keep the searchlight on, and fire the machine gun back at them!
>>
>>1702306
>Keep the searchlight on, and carefully illuminate the enemy - give the gunners the best possible chance of striking home.


Victory is the only way out now
>>
>>1702306
>Keep the searchlight on, and carefully illuminate the enemy - give the gunners the best possible chance of striking home.

We have to fight them off, but let's not be reckless about it.
>>
>>1702306
>Keep the searchlight on, and carefully illuminate the enemy - give the gunners the best possible chance of striking home.
If we don't kill them now we're dead anyway. Give our boys the best chance
>>
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Céleste Chapuis, a well-meaning woman, sits alone in the dark.

>There's no one around, but she still needs a d10.
>>
Rolled 3 (1d10)

>>1702461

Gods be with her.
>>
>>1702306
>Keep the searchlight on, and carefully illuminate the enemy - give the gunners the best possible chance of striking home.
Seems to me if illumination were a greater advantage to them than us they'd already have us lit up, clearly they somewhat already have our range.
>>
>>1702306
>>Keep the searchlight on, and carefully illuminate the enemy - give the gunners the best possible chance of striking home.
Either we die from the airship or we die from the aftermath.

>>1702461
>d10
Nooo, not Celeste!
>>
>>1702461


Ok lets see if this works
>>
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>>1702468
>>
>>1702513
Don't do it! Don't look at the visage like that!
>>
>>1702513
>>1702557
Isn't the Visage behind her though?
>>
>>1702574
Yes....why did we give it to her.

God above, this isn't good.
>>
You keep the searchlight on target, heedlessly standing to better direct the beam. Inwardly, of course, you’re shaking from fear and exhaustion, but Citadel officers don’t duck when there’s a job to be done. Kenneck is right beside you, and if he has any similar reservations, he does a superb job of hiding them. You’ve been wondering if the man fears at all - outrage, self-preservation, certainly, but fear?

The turret behind you keeps up its fire, aiming for the rear of the enemy - a sound move, for if even a tenth of the spikes and protrusions breaking the outline of the hazy shape are guns, the Maîtresse has no chance at all.

>The turret fires, on a d10!

>>1702615
Who says we gave it to her?
>>
Rolled 4 (1d10)

>>1702626
>Who says we gave it to her?
>>1702615
Maybe we should've had her stay directly outside the room instead?
>>
>>1702626
THis is why I wanted kenneck with her. No one should walk the dark corridors alone.
>>
Rolled 4 (1d10)

>>1702626
>>
>>1702468
dice tonight are fucked.
>>
Rolled 9 (1d10)

>>1702626
Please God, let us roll high enough to save her
>>
>>1702513
those fucking eyes man.
>>
>>1702710
On the bright side, at least she hasn't crit failed any sanity saves so far.
>>
>>1702626
>Who says we gave it to her?
>Madness intensifies
>>
Rolled 8 (1d10)

Dark shapes break off of the enemy, shed by the brief flashes the mark shell hits - the enemy is turning for the Maîtresse...
>>
>>1702791
God damn
>>
>>1702791
The air is filled with thunder and lightning as the enemy strikes hammer blows into the side of the Maîtresse[/u]. Thankfully, the Searchlight Deck is spared the fury of the enemy's fire, but it's increasingly, horribly clear that the Maîtresse is outgunned.

Still, machine guns on your airship have opened up - as you watch, a Krempt mercenary runs out onto the catwalk near you and fires his rifle at the enemy. A jolt of pain from your arm, a brief wince as you inspect the wound, and when you look back up the man is gone.

"A shape, sir, like a coiling wire-" Kenneck says disbelievingly, "snatched him right off."

>The Maîtresse rages on a d10.
>>
>>1702825
Without the formatting error.

The air is filled with thunder and lightning as the enemy strikes hammer blows into the side of the Maîtresse. Thankfully, the Searchlight Deck is spared the fury of the enemy's fire, but it's increasingly, horribly clear that the Maîtresse is outgunned.

Still, machine guns on your airship have opened up - as you watch, a Krempt mercenary runs out onto the catwalk near you and fires his rifle at the enemy. A jolt of pain from your arm, a brief wince as you inspect the wound, and when you look back up the man is gone.

"A shape, sir, like a coiling wire-" Kenneck says disbelievingly, "snatched him right off."

>The Maîtresse rages on, firing with a d10.
>>
Rolled 1 (1d10)

>>1702832
Oh fuck, oh here we go.
>>
Rolled 4 (1d10)

>>1702832
Please roll higher than him
>>
I think Kenneck needs to start belting out Ministry hymns to counter this terrible evil in the darkness
>>
Rolled 8 (1d10)

>>1702832
Camouflage pls save us

https://www.youtube.com/watch?v=3xC3ekylVDo
>>
>>1702869
Agreed.

We should probably join in too.
>>
>>1702832
The airships continue to trade thunderous volleys, but the enemy is clearly getting the better of it. Without warning, the Maîtresse jumps in the air, picking up speed -

"Is that mad bastard Bucard trying to ram them?" Kenneck yells, more outraged than afraid.

"No-" you say, trying to apply your Naval mind to the vagaries of an airship - "We're powering on past them! Get ready to shut that searchlight off!"

Shuddering from the strain of pushing her engines and wounded frame to the maximum - and the fusillade of fire smashing into her - the Maîtresse surges past the enemy. Kenneck is thrown back by a particularly sharp jolt - as he's scrambling forward to shut off the searchlight, the enemy passes below.

>Take a glimpse at your hunter - you must know of what sort of enemy is this far North. Surely not the Republic, despite your prayers.
>Shut off the searchlight yourself. Nothing good comes of witnessing these evils!
>Something else?
>>
>>1703018
>>Take a glimpse at your hunter - you must know of what sort of enemy is this far North. Surely not the Republic, despite your prayers.
>>
>>1703018
>>Shut off the searchlight yourself. Nothing good comes of witnessing these evils!
>>1702869
>>1702902
>Something else?
Time to chant Ministry hymns before we lose our sanity! It'll be a great work song!
>>
>>1703018
>Shut off the searchlight yourself. Nothing good comes of witnessing these evils!

Nope nope nope

Have to conserve what purity we have left. One moment we'll have a curious look and the next we'll have a red gem set in our forehead.
>>
>>1703018
>Shut off the searchlight yourself. Nothing good comes of witnessing these evils!
Some things are better left as outlines in the dark
>>
>>1703018
>Shut off the searchlight yourself. Nothing good comes of witnessing these evils!
A closed mind can survive great horrors.
>>
>>1703018
>Shut off the searchlight yourself. Nothing good comes of witnessing these evils!

Speaking of, pray Celeste hasn't looked beneath the Visage
>>
>>1703018
>Take a glimpse at your hunter - you must know of what sort of enemy is this far North. Surely not the Republic, despite your prayers.
>>
>>1702513
So, what did she learn.

Next time boys, the rock stays with the flower.
>>
>>1703131
It's probably nothing.

She'll walk it off. With the tentacles that come out of her eyes.
>>
>>1703183
It's not like she needed those eyes anyways.
>>
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You reach over and shut off the searchlight, purposefully avoiding the sight of the enemy airship. In the air, you smell the scent of incense and rotting flesh, and hear the tinkling of chains...

The moment passes, and the Maîtresse powers away from the enemy, apparently making good on her escape. Looking behind, you can see dark forms being dropped from the ship - eventually, the Maîtresse stops falling, though the jettisoned weight now visibly splashes into the raging sea. Exhausted and soaked, you head into the wounded airship...

Céleste Chapuis leans against a wall, staring into the unclothed Visage. The statue glows in her hand, seemingly carved purely out of the red crystal of the amulets' jewels... a figure of Céleste when you first met her, her hands splitting apart to drive spikes into the heads of a dozen wretched figures, her torso giving way into beseeching damned.

There's no way you could recognize a statue's face at this distance! your logical mind protests, but you know it is her.

>Céleste! Drop that damned thing, now!
>...Céleste? Are you alright? You should probably put that thing down, the danger's passed.
>Back away quietly, and leave her be. It's probably the best of bad options to not disturb her.
>Something else?
>>
>>1703218
>>Céleste! Drop that damned thing, now!
>>
>>1703218
>>Something else?
Celeste, the danger's passed. Nobody's here to harm you. Please put the statue away so we can have some alone time.
>>
>>1703218
No warnings, no advice. Punt the statue away and stuff her into a sack.

>Is this a good idea?

Probably not but the less time we have to think about which Celeste is better, the...uh, better.
>>
>>1703218
>Céleste? Are you alright? You should probably put that thing down, the danger's passed...Céleste, please put it down, please!

>Pleading intensifies
>>
>>1703218
Those eyes do not speak of good things.
>Something else?
Run up and and slap that fucker out of her hands. Seize her face and have her look at us, speak to her and use our voice to pull her back. Have Kenneck put the cloth back over the visage.
>>
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>>1703234
>Please put the statue away so we can have some alone time.

Gee anon not wasting any time are you
At least wait for the hangover to kick in
>>
The big thing is whether to use our voice or force to remove the visage. Cause I think we can all agree not to just leave this be.
>>
>>1703266
Indeed. As it is tied between forcefully removing the Visage, and talking more peacefully, the vote goes on...
>>
>>1703266
>>1703312
Tough choice.
>>1703248
kek
>>
>>1703312
Can we be peaceful at first then go forceful if peaceful fails?
>>
>>1703329
Certainly. In this sort of situation, the peaceful option being backed up by a forceful plan B is more or less assumed.
>>
>>1703312
also by my count it was three for peaceful, two for forceful
>>
>>1703218
>Something else?

Use the amulet
>>
>>1703346
>>1703237
Switch my vote to this then, and go forceful like I suggest if that fails.
>>
>>1703218
>>1703218
>Céleste! Drop that damned thing, now!
I don't think waiting and groveling is the way to go with addiction and taint
>>
“Céleste? Are you alright? You should probably put that thing down, the danger's passed…”

She looks up at you with dull eyes.

“Céleste, please put it down,” you say again. She slowly complies, setting the Visage down onto the floor - you blink, and now the head is made of crystal, and the clothing is no longer Céleste’s. The sorcery of the jewels, as always… as you muse, Kenneck walks over and covers the Visage with its cloth, carrying it away to the searchlight deck.

“We survived?” she asks quietly.

“Yes, by running,” you say with the lightness of a man who recently faced death, and with a somewhat disparaging tone. No need to cover for the inadequacies of a ship that isn’t your own.

“Ah. They will not pursue,” Céleste says with finality. “The area of the Spire is a cursed land for them, though I suspect Bucard has brought some means of pacifying the defenses.”

“And you know that how…?” you trail off, already knowing and dreading the answer.

“The Visage, yes. I thought I could help,” Céleste scoffs, seemingly directing the scorn for herself. “I only asked it to tell me about the airship that hunted us.”

“I see.”

“It was very specific, Reynolr. It’s an older Implacable-class airship, built when the technology for hovering craft was lost but the ancient and better construction techniques still remained in many places, though the number has of course dwindled to our days… it was built at the dawn of the Citadel itself. A tribe of looters - pirates, perhaps you would call them - operates it, mad little people they are - seventeen light guns, ten machine guns, four heavy pieces around its top superstructure, which features the massive chained Eagle of Hunt and a sacrificial altar flanked by flickering lamps… normally too slow to catch a ship like the one we’re on, but it has the advantage in a storm. Bucard really is a madman, to drive at full speed through these winds - the Maîtresse must have sustained heavy damage. Also, Reynolr, Krempt bought the Maîtresse from a similar tribe. The souls of those killed aboard the Cumulus Queen are restless… I can explain to you the specifics of the devolution of engine design on airships over the century, and how the wind-breaking nacelles have retained their ancient shape…”

“Céleste, I don’t think that’s necessary,” you say, raising a hand. “Are you okay?”

She speaks after a long minute of thought. “...yes, I think so. It’s so strange, for so much knowledge to just appear in one’s mind without the memory of a classroom, or a book… I understand how the Librarians, the knowledge-seekers back in Scrap Bay- how they went mad. Please keep that Visage away from me, Reynolr,” she says, apparently genuinely.

“No need to tell me twice,” you say, and then the intercom set into the ceiling crackles to life with Bucard’s voice.
>>
>>1703454
Ya know, she could you a hug. I would want one. Anyone else want to hug her?
>>
>>1703474
>>1703454
Sure. Let's give her a hug.

Also we should inspect that artifact. It apparently has its uses. It could help us with our AI bro after all!
>>
>>1703480
You drop my name man. I'm minmatar. How the hell did you even do that?
>>
>>1703488
If you don't have a tripcode it's easy
>>
This is Bucard. I’ll get it out of the way, right up front - we’re over the storm wall, and we’re reaching the Spire tomorrow. Now, about all the gunfire, there’s good news and bad news. The good news is that we’ve successfully made it past the tribal hunting grounds, and both the Maîtresse and the majority of you are intact. The bad news is that the Maîtresse has been fairly shot up, and we’ve lost a lot of Klesia. Most of our perishable stocks, and all those killed by the tribals, have been tossed overboard to save on weight, but I came here for treasure, and I will leave here with treasure. Understand that? That’ll make what comes next a bit easier to swallow. Krempt fellows, nothing to fear. You have a ticket back on this wounded ship, no questions asked. You’re getting payed the same, no variables with loot and such… as for the rest of you, I can assure you that there’ll be no changes to your allotted weight. What is changing is the means of acquiring your ticket back. Prices have been raised accordingly with the fact that we can’t all take our goodies back home with some blown gas cells. You bring some artifacts of good value back to the ship, enough to fill up your allotted weight, and then you give that to me. Then you get to bring whatever you like back. So be careful with what you keep, find plenty of artifacts, and you’ll be fine and quite wealthy after this little mishap. Be greedy or unlucky, and you’ll die in the Spire, and if you don’t die in the Spire, you won’t be returning home. Come by the control car for specifics, and remember that my Krempt men have some nice weapons from my previous expeditions, so don’t try using any of the Spire’s treasures on us. Think of it this way: everyone’s just as happy as they were before, except for a couple dozen of the weaker, dumber ones. I don’t see much of a loss there. Prepare for landing tomorrow at, oh, one past noon. Bucard out.
>>
>>1703480
>>1703474
That's not something you see every day
>>
>>1703474
>>1703480
>>1703488
>>1703493
Which one do I shoot?
>>
>>1703495
methinks the most valuable thing we could find is more Klesia. After all, with more lifting gas and patched holes, the more loot Bucard can carry back.
>>
>>1703504
The only solution is to shoot all of them.

After all, I'm willing to die to defend my name that >>1703488 stole just because he got here first.
>>
>>1703495
Don't we have some Klesia with us? Good thing we didn't waste it on bribing Bucard earlier.
>>
>>1703493
So now that I have a tripcode my name is safe?
>>
>>1703495
"This complicates things," Céleste observes blithely, running a nervous hand through her hair. "How many quiet invitations to a plot against Bucard do you think we'll get by tomorrow night?"

"Depends if they buy into his chances..." you say, the implications of Bucard's matter-of-fact greed racing through your mind. This isn't a liesurely hunt anymore - some of the treasure-seekers might find it easier to rob their fellows for their ticket, and you're certain Bucard won't care. Open war could break out from those who don't like their chances, the tribals could follow you... or you could find your own way off the Spire.

>>1703474
>>1703480
The terrible thoughts melt away as you look back to Céleste. She's plainly terrified, whether by the newly desperate situation, the realization of her brush with the Visage's madness, or some combination of both.

Or, perhaps, a sheltered noble reacting quite normally to danger, including that horrible fight in the gas cells earlier. You forget that not everyone is groomed to be a Naval officer from a young age, and has faced Republic shells as a sixteen year-old service cadet...

With that in mind, you lean in and give her a reassuring hug. A recognition of shared danger and survival - a human thing to do. Propping each other up is a much better alternative to the madness of the amulets' solutions.

"Do you miss your home?" Céleste whispers into your ear.

"Not particularly," you admit, sparing her the usually mandated speech on duty and sacrifice. This is your job, you're in your element. Nothing that needs to be said aloud.

"Good. I still don't." she says, for different reasons - but the understanding you've reached cannot be denied.

Your group sleeps fitfully in the searchlight deck, visions of tracer fire and a glowing statue haunting their dreams...

SESSION END
>>
>>1703549
You better drop that tripcode. Bearing the name means you must be able to do an indepth analysis of all the pictures that scribe gives us. That's how I earned my name. Do you think you could do it?
>>
>>1703549
>>1703572
wat
>>
Mild run is likely tomorrow, though work will interfere with that in the afternoon. Wednesday is completely booked on my end, thread will possibly resume on Thursday and probably fully resume on Friday.

Thank you so much for playing, and especially for sticking with me through my personal bullshit that marred the early start of today's run. Good night, gents, and see you - likely - tomorrow.

As far as Thursday goes, Konor Stands! Unlike Cadia. Cadia was, uh, warm-up.
>>
>>1703584
. . . . . yes?
>>
>>1703584
I mean. Since it's my name and all and I was originally doing it, absolutely.

At first I thought about going back to being a common Anon, but then decided that I brought something unique to the quest and I DESERVED recognition for it.

Besides, you didn't analyze anything this thread while bearing my name so clearly I had to come back.
>>
>>1703643
prove it.
>>1703586
Thanks for teh run scribe, and don't listen to all these pretenders. I'm the real rust.
>>
>>1703586
Great thread mate!

Those creepy drawings of Céleste were amazing!
>>
>>1703669
Oh man, if you want to play the evasion game, it only proves how much you are not me.
>>
>>1703586
Thanks for the fun, boss.

I just caught up. Sadly I'll probably miss the Thursday and Friday run because of work. Hopefully not, but I can't afford to quit for questing (much as I'd like to)
>>
>>1703586
Thanks for the run bossman, don't sweat the details.
>>
>>1703586
>>1704783

Similar situation for me, I've been out during the last few runs. Still loving the quest though and hopefully I'll be able to play again soon.
>>
>>1703586
Just caught up, thanks for the run.
>>
>another thread derailed by pointless namefagging
>>
>>1705778
More like pointless shitposting about namefagging.
>>
>>1703674
I am proving it with trips.

>>1705778
My name is an important badge of how much more I contribute to this quest than the average Anon, Anon.

Where is your name.
>>
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By morning, the Maîtresse has indeed reached the Spire. You wake to find her moored to the edge of a landing plaza of towering concrete, hovering low to the ground to avoid the wind. She’s heavily damaged - the constant noise of repair work and the hiss of escaping Klesia make it obvious. A ramp has extended from the bow to the edge of the plaza, and a neat little camp of tents and barricades has been set up around it. The sky is a haze, brightened by the sun - the Spire looms over everything, immense and silent, jarringly smooth amidst the jagged rock of its island. Disappearing into the sky within a few hundred paces, it’s impossible to tell how high the Spire climbs in its modern form - but there’s an open cargo door at the Spire’s base, and expedition vehicles are already belching their way across the plaza.

Below, set into the side of the plaza, are a series of massive blast shields - one is damaged, leading to the darkness below. That ought to be the entrance to the sprawling underground of the Astaeran ruins, and definitely out of Bucard’s sight - as the Spire itself is his supposed goal, you assume that he and his Krempt men will be busy ascending the towering edifice…

The First Day.

>Head for the underground entrance. There are artifacts to find, and secrets to discover! And, a ticket home to earn… there’s no telling what you’ll find down there, outside of Bucard’s preying eyes.
>Head for the Spire. Unless you can wrangle a ride on one of the personal vehicles, you’ll have less time in there and possibly less opportunities for loot, though the Spire and its base is massive enough as it is. Bucard will almost certainly be there, for better or for worse.
>Search for another way into the ruins. If successful, you’ll be able to largely avoid the possibly hostile competition.
>Explore the surface of the island. Get a feel for the layout in case of an emergency, and perhaps find some above-ground ruins - or, perhaps, another transport off the island. McKenna would have been useful for that...
>Rest for the day. You’re still wounded, and you’ll be in a better condition for the rest of the expedition. No telling how long it’ll last, though the rumors in the mess say a week or less.
>Send Céleste and Reynolr out while you rest, specifying which of the above destinations they should aim for.
>Something else?
>>
I'll be gone for the majority of tomorrow, but I'll be checking the thread to answer questions intermittently while I'm out.
>>
>>1707604
>Rest for the day. You’re still wounded, and you’ll be in a better condition for the rest of the expedition. No telling how long it’ll last, though the rumors in the mess say a week or less.
>Send Céleste and Reynolr out while you rest, to search the island surface.
>>
>>1707604
>Rest for the day. You’re still wounded, and you’ll be in a better condition for the rest of the expedition. No telling how long it’ll last, though the rumors in the mess say a week or less.
>Send Celeste and Kenneck to explore the surface of the island. Get a feel for the layout in case of an emergency, and perhaps find some above-ground ruins - or, perhaps, another transport off the island.
>>
>>1707604
Supporting this >>1707755
>>
>>1707604
>Rest for the day. You’re still wounded, and you’ll be in a better condition for the rest of the expedition. No telling how long it’ll last, though the rumors in the mess say a week or less.

> Socialize with Celeste. Her recent trauma has clearly taken its toll on her.

> Get Kenneck to stash the statue somewhere that Celeste doesn't know. And trap it. Tell Celeste that there will be traps.
>>
>>1707854
>Tell Celeste that there will be traps.

What if she's into that
>>
>>1707882
Who says she isn't one herself?
>>
>>1707604
>rest for the day

>send celeste and kenneck to
>search for another way into the ruins.

we should jeep the visage in case we need to barter it over to Bucard. hes just mad enough to take it Id think
>>
>>1707604
Do we need to bring back enough loot for Buccard to get a ride home? Or do we get special treatment.
>>
>>1707604
>Send Céleste and Reynolr out while you rest, specifying which of the above destinations they should aim for.
Should aim for
>Head for the underground entrance. There are artifacts to find, and secrets to discover! And, a ticket home to earn… there’s no telling what you’ll find down there, outside of Bucard’s preying eyes.

And useing the carzzy noble to open doors and such things
Just a look see bring anything you can but run from any fight

I mean we could just give him the The Visage
Im sure that would be worth something
>>
>>1708235
I'm not quite sure giving a half-crazed artifact hunter with a mercenary army an eldritch knowledge fountain is a good idea.

>>1707755
Supporting this.
>>
>>1707604
>Rest for the day. You’re still wounded, and you’ll be in a better condition for the rest of the expedition. No telling how long it’ll last, though the rumors in the mess say a week or less.
>Socialize with Celeste. Her recent trauma has clearly taken its toll on her.

>Send Kenneck to explore the surface of the island. Get a feel for the layout in case of an emergency, and perhaps find some above-ground ruins - or, perhaps, another transport off the island.
Tell him to stay above ground and play it safe. No diving into enclosed ruins alone.
>>
>>1708336
I mean we are going to use it becouse itl make our noble is going to lose he minde iseing it
And its more about getting a ticket back home
Anything cool we bring him would be a bad idea

And itl make sure we can get better shit
>>
>>1707907
I am still mad about this
>>
>>1707522
I want you to do those analysis. If you can't, you just outed yourself as a pretender.
>>
>>1708521
>>1708524
namefriend, its fairly common for non-anonymous posters to be mocked or impersonated. think about it this way, Scribe has a legitimate and necessary reason for having a name. If he didn't it would be more difficult to differentiate his posts (not that his style is easily duplicated). the name also makes it possible to skim along reading only Scribes posts.

In contrast you are an Anon who feels you deserve special recognition for his contributions. And while you may have gone above and beyond in your efforts, don't those efforts speak for themselves?

If your analysis is as on point as you say other Anons will recognize you soley from the sagacity of your posts and the style of your writing.

Tl;dr you cant complain about a name on an anonymous image board.
>>
>>1708811
While your points are pretty spot on, I don´t think that having a name, specially on quest where namefagging is quite common and arguably part of the board sub-culture, really substracts anything from the experience.

It is also quite interesting how anons (not you) who go "reeeeeeeeee, samefag" whenever they see a name, tend to shut up when somebody like storytiem appears. Is there then a hierarchy on who has the right of use a name or not?

You can choose either to use the name option or not. However, I would like to restrict it for people who have been or are QMs, contributing to the board and creating content, as a sort of reward for their effort.
>>
>>1708811
It's all in good fun anon
>>
>>1703218
Btw, I figured out what was bothering me so much about this picture. Celeste is holding the visage by the base. But as we know,
>>1699172
>"Base is cold, sir." Kenneck frowns. "Freezing cold."

Something to note, might be important in the future. Might want to look at her hand that was holding the base.
>>
>>1709303
Watch out we have an aggressive handholder here

Hide the women and girls
>>
>>1707604
>Rest for the day. You’re still wounded, and you’ll be in a better condition for the rest of the expedition. No telling how long it’ll last, though the rumors in the mess say a week or less. Others explores the surface of the island.
Celeste is lightly wounded, but I don't want to send kenneck alone.
>>
>>1709232
>However, I would like to restrict it for people who have been or are QMs, contributing to the board and creating content, as a sort of reward for their effort.

I could get behind this.

Or even QM given names.

But when people just decide to namefag it's gross.

>>1709287
I'm gonna go namefag in every other quest with your name and shitpost like it's banished quest.
>>
>>1711076
Is that all that can warm you at night, anon? Have you considered getting a life?
>>
>>1711076
Well, I guess you're Wrenloft
>>
You spend the day under a blanket, listening to the commotion of the ramp below - men’s voices, vehicle engines, and the occasional guttural roar over the clatter of chains. Céleste and Reynolr head out to explore the surface of the island, and you worry over them for hours, trying to avoid thinking about the leering Visage buried under mattresses in the corner…

You can’t help but wonder about the Spire, though - the vast construct, the logistics of building such a wonder out in the fierce Northern seas, so far from any other land. Things could have changed over the centuries, of course, though you’re particularly interested in the defence systems of an obviously important structure…

There is a way to know these things, though…

Damnation! You shake your head, glowering at the pile of matresses. The temptation is constant, and whether the voice is your own thoughts, or an intrustion of the Visage… you’re not sure which one you prefer.

Hours pass. Your pistol lies on your chest, but there hasn’t been so much as footsteps on the nearby catwalk - occasionally a tool falls from the top of the airship, followed by a repairman’s curse, but excitement is utterly lacking. You’d pace out of boredom, but walking would defeat the purpose of… wasting a day. You hate the helplessness - a man of action, a Naval officer, confined to a blanket and a strip of metal. It goes against your core to be sitting around for an entire day while your companions - friends - wander ancient, dangerous shores.

You can be restored to perfect health. There are devices, safe to your prejudices that act purely from cold technology, within easy reach of the surface… they are even on this ship.

>...what about them?
>Fuck off.
>Something else?
>>
>Fuck off
>You're not turning me into a monster, you overgrownpaperweight

Don't talk to me or my platonic female acquaintance ever again
>>
>>1714331
>Something else?
Begone. I will not be tempted.
>>
>>1714430
Supporting.
>>
>>1714331
>>...what about them?

Just listening can't hurt too much.
>>
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>>1714866
>just listening can't hurt too much

Famous last words uttered before going mad and/or turning into a sea anemone

A single utterance heeded is one too many
A solitary further blasphemy could be the growth that turns malignant
>>
>>1714331
>Frak this, for my faith is a shield proof against your blandishments.
>>
>>1714331
>>Fuck off.
Hopefully we didn't make a big mistake taking a day to heal. I think we'll probably appreciate it in the end, though.
>>
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Begone.” you snarl. “I will not be tempted.”

Deafening silence greets your declaration, and you almost wish the poisonous voice had answered you - you would feel less mad, for starters.

As the early Northern sun begins to fade, Céleste and Kenneck return, apparently healthy and intact… Kenneck enters first, giving you a decidedly uncertain look - you know why when Céleste follows him in, knives and a magnificent relic trailing in the air, all surrounded by that damned red glow. She’s grinning broadly, but it fades as she bends down to fuss over your bandages again. It’s a reassuring gesture for her priorities, but her amulet is still burning red, and the relic continues to hover behind her, suspended by unknown energies. Mercifully, the knives clatter to the floor - at least she doesn’t think they’re needed in here…

“Miss Chapuis led the way,” says Kenneck, visibly uncomfortable with the floating relic, “and we found this… thing atop a column - the columns form a perimeter around the island, perhaps as an unholy wall… either way, all the eagles atop the columns we found were smashed save for this one. It’s not a statue, sir, it was just floating atop the column…”

Indeed it does look like an eagle, and some of its pieces don’t even connect to each other - a strange relic, and one that still evidently holds some power. “Any other ideas of what it can do?” you ask.

“No, but we can easily find out…” Céleste nods towards the pile of matresses, and the Visage.

“Absolutely not,” your voice is firm, and somewhat contemptuous - behind her, Kenneck nods in approval. “That damned thing’s been trying to tempt me the whole day, I’m not bowing in now, and neither are you.”

“It’s an enormous resource,” Céleste protests, stopping abruptly. “I see your fear, though. It’s… harrowing, to have knowledge that you didn’t learn.”

“Unholy, more like,” Kenneck growls, and they glare at each other in a way that makes you strongly suspect this has been a recurring argument today.

You evidently do a poor job of hiding your thoughts, as Céleste holds up placating hands in response. “Nothing to worry about, Reynolr, it’s just ideology. We’re not stabbing each other behind your back.”

You turn to Kenneck. “Aye, sir,” he says, nodding. “We merely have differences, and it is good to compare them. This mission is no place for a serious squabble - that’ll wait for when you bring the lady onto the Brora.”
>>
A jab from Kenneck that flies over Céleste’s head - it’s bad luck in the Navy to bring a wife, mistress, or even simply a civilian family member onto your ship. Doesn’t stop the admirals, captains, or even some of your Academy classmates, but it’s tradition nonetheless.

“We still need to figure out what to do with this relic,” Céleste says. “Perhaps Bucard will know what it is - and it could help us with the ticket back.”

“And the more he subsequently wants it, the worse it is for all of us,” Kenneck observes.

>Bring the Eagle Relic to Bucard, with the intent of handing it over to him or keeping it, depending on what it does.
>Sit around in the common mess with the Relic, hoping a random treasure-seeker will point out what it is - better than going to that bastard Bucard.
>Keep it, perhaps knowledge of what it does will be found later on in the expedition.
>>
“Additionally, sir,” Kenneck says after, “we found something of an auxiliary port - a wharf, a few closed ship shelters and buildings. Didn’t go inside, but it might be worth following up on. What’s the plan for tomorrow?”

>We’ll head for this auxiliary port.
>We’ll go into the Underground.
>We’ll go into the Spire.
>We’ll stay on the airship and make connections with our fellow treasure-seekers.
>We’ll continue to explore the surface of the island.
>Something else?
>>
Finally, with tomorrow’s plan sorted out, your group settles into bed. It’s agreed that you’ll be taking turns on watch - as you’re dividing the schedule, you could arrange it so you’re passing off the watch to a particular person, or vice versa. If you wanted some private words about the day’s events or anything else, this would be the best time to do it before the mission proper begins…

>Speak with Kenneck about the day’s events, his thoughts on the mission, and anything else you want to say to him. [ _____ ]
>Speak with Céleste about the day’s events, that damned floating business, and anything else you want to say to her. [ _____ ]
>Let everyone have some uninterrupted sleep. We’ll need it.
>Something else?
>>
>>1715141
>Keep it, perhaps knowledge of what it does will be found later on in the expedition.
>We’ll head for this auxiliary port.
>Speak with Céleste about the day’s events, that damned floating business, and anything else you want to say to her.
>Tell Celeste we understand the lure of the amulet and the relics, but she saw what that guy turned into and we don't want her to suffer something like that.
>>
>>1715198
>Bring the Eagle Relic to Bucard, with the intent of handing it over to him or keeping it, depending on what it does.
>We’ll head for this auxiliary port.
>Speak with Céleste about the day’s events, that damned floating business, and anything else you want to say to her.
>Tell Celeste we understand the lure of the amulet and the relics, but she saw what that guy turned into and we don't want her to suffer something like that.
>>
Meant to reply to Scribe. Oh well.
>>
>>1715141
>Keep it for now, perhaps knowledge of what it does will be found later on in the expedition.
Just for now. But we will have to figure out what we will do soon, dealing with this thing one way or another.

>>1715150
>We’ll head for this auxiliary port.
I have a feeling that if we have to use this choice later we will have a very bad time, but I want a potential insurance. Even if it might be nonexistant.

>>1715160
>Speak with Kenneck and Céleste about the day’s events
At least their general feelings as of now? Other than any particularly weird things they detected and forgot about?
>>
>>1715257
Supporting this.
>>
>>1715141
>Keep it, perhaps knowledge of what it does will be found later on in the expedition.

This will increase its value, and if not, we can still turn it over.

>We’ll head for this auxiliary port
Might find some practical stuff like Klesia and repair gear.

>Speak with Céleste about the day’s events, that damned floating business, and anything else you want to say to her.

Tell Celeste we understand the lure of the amulet and the relics, but she saw what that guy turned into and we don't want her to suffer something like that. These Anons >>1715198 >>1715257 are right in their concerns.
>>
>>1715141
>keep it

>auxiliary port

>talk to Celeste

ask if she knows anything about Asterean medical devices.

also, let her know that we are concerned for her. men turn into twisted abominations around these red things, and even those whose body is not warped can aquire whatever nameless ailment afflicts Bucard. But, as much as we fear for her safety and sanity we trust her an equal amount. If we didnt we would have never invited her along.

in truth she and Kennick have been of substantially greater use than yourself. After a good nights rest you will be more than prepared to accompany then tomorrow.
>>
its abundantly clear that the
spire is a space elevator, the diving suits are vacuum suits, and that the best stuff is probably up top.

we might be able to barter the eagle the klesia and the visage to Bucard for the right to take the other suit slot. But we are wounded and Bucard is unstable at best.

also when Bucard does make his move its entirely possible that every remaining defense will be activated. And he isnt the type of captain to care if anyone else lives or dies.

perhaps we SHOULD use the Visage to gain knowledge about this installation. we could find medical care, suits (probably), and supplies, as well as enough ancient tech to give the citadel a decisive advantage in the war. Or whatever else we want to do with it.
>>
>>1715160
>>keep it
>>auxiliary port
>>talk to Celeste

It's clear the best stuff will be at the top of the spire in space, but we probably won't be able to keep the valuable stuff and Bucard is unstable. If the airship is shot down we might be able to scavenge what Bucard was after from the wreckage, but for now the aux port is likely our best bet.
>>
>>1715811
Problem is, we don't know the effects of using the Visage. Céleste has been acting 'off' ever since she got her crazy telekinesis powers. Plus you saw what happened to that cultist.

In any case the aux port might have some extra supplies, minor gadgets, maybe some Klesia, and if we're lucky, another way out or some new toys for the Brora.

The underground is probably lurking with nasties in the darkness, but we should be able to find some decent artifacts there, and meet relatively little competition.

The Spire I guess we should eventually check out. It'll be interesting to see how Reynolr reacts to seeing space.
>>
About to head to work, Time Warner Cable has decided to make my internet inoperable today - a call to the auto customers service didn't give an explanation, only that it's out. It's tradition for them to fuck us out here, though, so I'm posting with shitty and spotty 3G... Update tonight, hopefully, if TWC decides to show mercy by then.
>>
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>>1716391
Supporting >>1715898

For now. Also seducing Celeste back to the side of humanity. With handholding.
>>
>>1715898
Support.

Hope we run tonight, I can actually play for once
>>
>>1723435
You're in luck, I'm planning a long run tonight! Aiming to wrap up the thread by tomorrow, as I'll be gone for 5 days on a pre-college trip to a distant battlefield that warms my historian heart.
>>
Rolled 18 (1d20)

>>1723767
Rolling to find artifacts during that trip.
On a related note, your quest got me in the mood for Sid Meier's Pirates again. There goes all my free time.
>>
>>1724247
I gotta dive back into that. I've got a ship that's been at see for 90+ years. I can't remember if I have any daughters on board or where they might be from. I know I've lost track at least once. Poor girl must have spent 20 years on board.
>>
You catch Céleste between watch shifts, shaking her awake. Reluctantly, she manages to crawl to a sitting position against the wall, shaking from the cold - or, perhaps, from whatever was causing her to roll and mutter in her sleep.

It takes a few minutes, but she eventually notices that you haven’t thrown yourself under the blankets yet. “What’s the matter?” she asks without looking up.

Nothing, I’m just not tired from sitting around all day.

I’m more suspicious than ever about how the amulet’s ensnaring you in its unholy powers, and I’m confronting you about it.

“...making sure you’re up for the watch. I like to do that for any new member of the crew, especially after a long day - make sure they won’t be dozing off halfway through their shift on the glasses.”
>>
Rolled 2 (1d3)

“Mhm,” Céleste grunts, still staring at the floor. “Trust me, it’s unnecessary. About an hour ago, I think, two men walked past on the catwalk.”

“You were asleep,” you point out, dreading the explanation.

“Of course, but I know,” she says, just about matching your fear. “It’s like a seventh sense. If we’re in danger, I don’t think I’ll be caught unawares.”

“I see…” you trail off, frantically thinking of how to approach this.

“What’s wrong?” Céleste asks, finally looking up and meeting your gaze. She seems genuinely confused by your worried tone, which you’re admittedly doing a poor job of masking. “Isn’t that good? No surprises on this damned ship.”

“No,” you say instantly. “It’s not good. Another chain from that amulet circling your neck, Céleste - ensnaring you more and more-”

“I’m helping.” Céleste says flatly. “We’d be worse off without it. We only have the eagle… thing, because I could bring it over without touching it - it burnt flesh on contact, but now it’s a bargaining chip.”

“No,” you shake your head. “No, Céleste, I understand, you’re trying to help… you’re helping. But the cost - the levitating and the knowledge and that terrible blood red in your eyes and your soul… don’t you remember that fanatic amidst the gas cells? What did he turn into?”

She doesn’t answer.

“What did he turn into?” you press, leaning forward. “You saw it!”


“A monster,” she admits, then her face twists into a grimace. “He lost control. People did that back in Scrap Bay, but I won’t lose control. You don’t know what you’re damning, not like I do.”

Your father - or was it your mother? - always said that the eyes are the way to a woman’s heart. Mercies permitting, they’re the way to a woman’s soul, too. You’re forgetting your parents, now, they told you that every day… you slide over opposite to her, holding her gaze.

“It’s not worth your soul, Céleste. No one can know the final consequences of dabbling in this until it drowns them. You’ve been a huge help - will be a huge help - you don’t need the amulet, or anything of its kin, to be smart and... “ you shake your head, trying to make the message clear. “Céleste, you’re more than whatever trinkets you can pile around your neck, or grip in your hands. You have to realize that.”
>>
>>1724632
what was that roll
>>
>>1724671
How close the lady is to vomiting tentacles all over Reynolr and inserting deep one eggs into his brain through his nose.
>>
She looks halfway convinced. “I don’t know, Reynolr,” she says, her voice faintly quivering. “What was I before I chained those things around my neck? What am I without my knowledge of the ruins, of the past? Who am I without their power to levitate a knife, or haul an artifact… I survived the monster because of the amulet, I could fight it. A girl who’s never fought a battle in her life, never anything of the sort, and…”

>There are things worse than death, Céleste. Remember that. Don’t damn your immortal soul to feel useful.
>Listen to me, goddamit. They’re lying to you! We can’t have a fanatic on this mission - we have Céleste Chapuis, and that’s it.
>Someone who’s still growing and learning, like every other person. You know how much of being a leader, an officer, is making it up as you go along? Rely on yourself, Céleste, and your allies in equal measure.
>I don’t have all the answers, Céleste, but I know they don’t lie with the madness.
>It was a mistake to bring you along. I’m sorry - I’m sorry I placed you in such danger.
>Something else?

>>1724671
A simple roll for how much she believes us, setting up for the above.

>>1724247
Good roll and good taste, mate. If you know how to dance in that game, goddamn, all glory to you. Single-handedly thanks to that game, Reynolr will never have a dancing minigame to woo a lady's heart... which sounds pretty retarded in retrospect.
>>
>>1724687
>Someone who’s still growing and learning, like every other person. You know how much of being a leader, an officer, is making it up as you go along? Rely on yourself, Céleste, and your allies in equal measure.
>I don’t have all the answers, Céleste, but I know they don’t lie with the madness.
>>
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...waking early in the morning, you set out with your companions for the auxiliary port. By midday you've arrived, wincing with every step. A sealed ship shelter lies in the valley of jagged Kraegsk rock, a heavy coastal gun emplaced above it. The gun is on rails, apparently to be wheeled in and out of the cliff for shelter from storms and enemy fire - the blast doors are stuck open, covered in rust. A small concrete structure issues from the mountain proper, connected to the ship shelter by weakened catwalks and shielded from the heavy waves by a storm wall.

You spend your afternoon...
>At the ship shelter.
>At the coastal gun.
>At the smaller structure that leads into the mountain.
>Exploring past the auxiliary base.

You can return to this place in following days. However, the remaining days may be numbered, and it might not be totally abandoned in the future...

You have the Evening and Midnight time slots left. It will take a whole slot to return to the airship, and the later it gets, the more dangerous it is to be out... but not too dangerous to entirely invalidate the option. More time to loot, after all.
>>
>>1724699
Forgot to mention:
>Offer to teach Céleste some basic fighting techniques. It'll help in a combat situation and, hopefully, help keep her away from the strange levitation powers.
>>
>>1724715
>At the ship shelter.
If it's in good condition and hasn't been picked apart yet, we might find some useful, if not extravagant, loot.
>>
>>1724715
>>At the ship shelter.
>>
>>1724715
>>At the ship shelter

Hopefully it's not looted yet.
>>
>>1724715
>At the ship shelter.

This is all win for us. Good loot for Buchard, good stuff for Brora
>>
>>1724687
>Someone who’s still growing and learning, like every other person. You know how much of being a leader, an officer, is making it up as you go along? Rely on yourself, Céleste, and your allies in equal measure.

>>1724715
>At the ship shelter.
>>
You walk up to the entrance of the ship shelter. So far, so good - everything appears undisturbed. The single man-sized door to the innards of the shelter is locked, of course.

Céleste is Medium Knowledge in Astaeran technology.

"I can open it," Céleste declares. "Hopefully, at least. Technology this old often reverts back to simple procedures, and some common overrides could work."

"Or set off a defense system," Kenneck jabs, but good-naturedly. "Being fair here, of course.

"Look - this isn't some mad red glow that opens the door. I step up to the panel and tap it in an order that doesn't mean anything to you or me, only that I've read it in a blood-stained journal-"

You and Kenneck share a glance.

"Common knowledge!" Céleste adds. "Common knowledge. Come on, it's harmless.

>Attempt to shoot/stab the lock and panel open.
>Allow Céleste to try and open the door with her overrides.
>Give up, and spend the afternoon at the coastal gun or the mountain entrance.
>Something else?
>>
>>1724880
>Allow Céleste to try and open the door with her overrides.
We've found an AI waifu and an ancient gunboat, and neither of them sprouted tentacles. Plus, if it's locked, then whatever's inside hasn't been looted. Let the lady try.
>>
>>1724880
>>Allow Céleste to try and open the door with her overrides.
>>
>>1724880
>Allow Céleste to try and open the door with her overrides.

Let her help, especially if it doesn't require amulets
>>
"Alright," you nod, and Céleste strides over to the panel with the vigor of someone with a point to prove. A minute of hesitant tapping, and the door slides open with a roar, a cloud of rust and dust flying out. You enter the dimly lit space, emergency lights set into the walls barely operating after a few centuries, and find yourself in the expanse of the shelter, calm waters slapping against the concrete walls - there must be a hole in the door, for any agitation to be present in the water at all. However, your eyes are then drawn to the vessel at anchor...

>which requires 1d20.
>>
Rolled 17 (1d20)

>>1725068
Here goes.
>>
>>1725080
The 2nd highest loot roll! Congratulations, update in-progress.
>>
>>1725080
Well done, Anon!
>>
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>>1725092
>>1725100
First, the 18, now this. I'm on a roll today!
>>
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It’s one of the strangest ships you’ve ever seen, clearly Astaeran in origin, sitting placidly at anchor. Ancient devices festoon what passes for its superstructure, which hardly exists as you know it - sensors, perhaps? A tiny bulge on the bow with windows is apparently the bridge, but it seems almost like an afterthought - having such a restricted view of the world is a terrible design choice. Perhaps this was just a harbor craft, but the sensors negate any attempt at slimming the vessel’s height… did the sensors let them see without needing windows? And that’s hardly the strangest implication of this ship.

“A square funnel,” you observe out loud. “That’s damn thing’s the most heretical thing I’ve seen yet on this trip.”

Your companions, sadly, don’t get it. You do, though - who the hell makes a square funnel? Astaerans. An ugly ship.

“Interesting…” Céleste says, flipping through one of her books. “I knew this ship book I snatched in the aftermath of that business dispute would come in handy one day… the very newest ships, though - well, ‘newest’ being a relative term for these relics - aren’t in this book, it’s kind of outdated… aha!.”

You and Kenneck listen eagerly as Céleste relays the details of the vessel in front of you. “It’s a light transport of the TL-46 class, a specimen of anywhere between Mod II and VI, when they introduced and eventually retired and replaced the Weydath Marine J9 Standard Surface Radar set… that’s the big sphere. Speed is fifteen knots, the entire class was retired long before the fall of Astaera because it was too slow to justify its small size, must have been why it’s sitting in this remote place, abandoned…”

Too slow, you think in wonder. Fifteen knots is a bit faster than the Brora..

“Yes… says the TL-46 class was a testbed for the autonomous drone warships that are covered in another book that I don’t own, and there were some networking problems in their later years as the Profanity messed with Northern deployments, which this book mostly concerns itself with… that’s all I’ve got.”

You have three actions left for the afternoon - you usually have four, and used one to walk up to the shelter and enter it. Each of the following options will consume an action.

>Board the strange vessel, to ascertain if it could work, and see if the cargo hold can be broken into - though if it really was abandoned, there probably isn’t too much left inside, if anything at all.
>Search and loot the rest of the shelter.
>Leave.
>Something else?
>>
>>1725331
>>Board the strange vessel, to ascertain if it could work, and see if the cargo hold can be broken into - though if it really was abandoned, there probably isn’t too much left inside, if anything at all.

Maybe its another way out of here. Or maybe its got leftover cargo.
>>
>>1725331
>Board the strange vessel, to ascertain if it could work, and see if the cargo hold can be broken into - though if it really was abandoned, there probably isn’t too much left inside, if anything at all.
It'd feel wrong to come this far and not check out the old girl.

And assuming we don't spend an extra action doing so...
>Inquire about the Profanity.
Knowing a little more about the Astaerans couldn't hurt, right?
>>
>>1725331
>Board the strange vessel, to ascertain if it could work, and see if the cargo hold can be broken into - though if it really was abandoned, there probably isn’t too much left inside, if anything at all.


> there were some networking problems in their later years as the Profanity messed with Northern deployments

I need to know more
>>
>>1725331
>>Board the strange vessel, to ascertain if it could work, and see if the cargo hold can be broken into - though if it really was abandoned, there probably isn’t too much left inside, if anything at all.

>>Inquire about the Profanity. (assuming it doesn't take an extra action).
>>
You walk up the gangplank and enter the tiny bridge - there's no wheel, only a strange rubber joystick, like a plane's cockpit - steering a ship like a common, reckless pilot? The thought is treasonous to your Naval mind.

The bridge is utterly cramped - the controls and panels are dark, and every attempt to wake them is a failure. The secondary nature of the bridge helped you get inside, since you only had to open a manual hatch - everything else seems automated, and none of it is working. The hatch to the cargo bay is sealed shut, and Céleste goes to work on the panel with vocal pessimism...

>1d20 for her efforts, please.
>>
Rolled 14 (1d20)

>>1725449
But can I do three in a row?
>>
Rolled 5 (1d20)

>>1725449
>>
>>1725460
Apparently not, but that wasn't too bad.
>>
>>1725460
Unexpectedly, the panels flicker to life! Unfortunately, the hatch still doesn't open, and the controls are locked in place.

Ping!

Welcome to TL-46-ELEV34, No. 45. Current status is: Decommissioned. This is a pre-recorded message, administered by Retirement Official Fabrice, ID ELEV34-ReO-26. AI portable-shackle has been removed and placed in storage, as it's outdated. Controls are locked until the shackle-port is filled again, which won't happen. Fuel tanks have been drained, engine still in place as the cost to remove versus modernity is excessive. End of message..

"Interesting..." Kenneck observes.

The voice crackles to life again, startling your group.

It's funny to think that all these decommissioned ships, with my messages, they're like silent time capsules that'll never be opened. Goodness knows they'll always miss one or two of them for scrapping... hell, maybe I'll come back here as an old woman, just to listen to my voice as a frustrated youngster. At least Eddard is all right, hopefully dinner will go well at that stupid little chain place... ah, I'm rambling. Whoever's listening to this - heh - hope you're having a nice day.

Two actions left.

>Leave the shelter.
>Continue to loot the workshops and closets.
>>
>>1725552
>Continue to loot the workshops and closets.
>>
>>1725552
>>
>>1725552
>>Continue to loot the workshops and closets.
>>
Old laptop has rapidly decayed to the point of not showing captcha, restarting. Sorry gents, I'll be back asap.
>>
>>1725552
>Continue to loot the workshops and closets.
If we opened the shackle-port, probably with a switch somewhere in the shelter itself, we might be able to unlock the controls to open the cargo storage.
>>
>>1725552
>>Continue to loot the workshops and closets.
It's what we came to do after all
>>
You pore through the abandoned shelter, consulting Céleste and her book to make sure you're not triggering a death pit or some other kind of dime novel monstrosity.

>1d20
>>
Rolled 5 (1d20)

>>1725804

Help me glowing amulet
>>
>>1725824
You identify the fuel tanks, but can't get them open - you waste an hour trying and failing to woo the panels into releasing the fueling hoses. Rapping your fist on the side of the tanks, it does seem like there's fuel inside, though.

You have one action left for the afternoon. There isn't enough time to start anything else, so you keep looting.

>1d20
>>
>>1725843
Someone else please roll. I'm bad at it.
>>
Rolled 2 (1d20)

>>1725843

Right, this is fuckin' boring for you guys. I'll roll for loot, you'll roll for actually important bits.
>>
>>1725890
I probably would have rolled worse.
>>
>>1725890
Retirement Official Fabrice really did a thorough job on this place - you select a corner of the shelter, search it carefully, and fail to find anything of worth. No tools, no chemicals, nothing. At least the transport's valuable.

It's Night now. You can continue to explore the auxiliary base, or head back to the airship now. Heading back to the airship later will increase the danger of the journey...

>Continue to explore the auxiliary base, concentrating on the mountain entrance.
>Continue to explore the auxiliary base, concentrating on the coastal gun.
>Continue to explore the auxiliary base, staying in the shelter.
>Head back to the airship,
>>
>>1725890
At least it wasn't a 1.
>>
>>1725907
>>Head back to the airship,
No need to take unnecessary risks today.
>>
>>1725907
>Head back to the airship,

No unnecessary risks this early in the search
>>
Check out the shelter
>>
>>1725907
How "night" is it? If it's seriously dark outside,

>Head back to the airship

otherwise

>Continue to explore the auxiliary base, staying in the shelter.
>>
Rolled 20 (1d20)

You head back for the airship, following the twisted mountain paths. Ravines are crossed via rickety catwalks, the ugly, waterlogged groaning of wrecks just beneath the surface of the waves near deafening in the nighttime stillness.

You arrive back at the Maîtresse, hoping things haven't gone too badly for your presumed ticket out.
>>
>>1725965
Things seem quite improved, much to your surprise - much of the damage sustained during the journey has been repaired, probably by materials found in the Spire. Coming aboard, the chatter on the ramp and in the galley is positive - only a few of the explorers have vanished, and nobody's awakened a defense system yet. All in all, things have gone about as well as you could have imagined them going with Bucard and his crew... and perhaps a bit better. You might have underestimated him - he's done this before, and he'd much rather avoid fighting the array of mercenaries and treasure-seekers...

Speak of the devil, Bucard's voice crackles in over the intercom as you settle in for the night.

Good news, gentlemen. Two points, actually. The ship's repairs are ahead of schedule, so I'll be letting a few more people come on at the end of this. Second, we've found a cache of suits on one of the upper levels of the Spire - after I take my cut of the prime loot tomorrow, we'll see who brings the best toys for a ride to the top of the Spire - the view alone is worth it. Bucard out.

He sounds better than usual - like an experienced expedition commander more than a mad thief on a grand scale. Yet you have a pretty good idea of what really lies beneath whatever facade Bucard is wearing at the moment - you're not letting your guard down till you've stepped back onto the shores of Scrap Bay.

You sleep through the night, exhausted.

The Second Day.

It is Morning. You have the options of...

>Head for the Spire, exploring the lower levels. You might see Bucard there, and it could help with getting a slot or two to the top tomorrow. The travel across the plaza will take the entire Morning.
>Head back to the auxiliary base - still plenty to be explored, in relative safety. It will take the Morning to reach it.
>Go into the Underground - the most dangerous option, but you can start exploring immediately, wasting no time in transit.
>Something else?
>>
>>1726020
>Head back to the auxiliary base - still plenty to be explored, in relative safety. It will take the Morning to reach it.

The naval aspect of it gives us the best chance of recognizing things.
>>
>>1726020
>>Head back to the auxiliary base - still plenty to be explored, in relative safety. It will take the Morning to reach it.
The spire will be full of others trying impress Bucard anyway, better to go further afield a little and try to find something good to bring back.
>>
>>1726058
A very good point. The depths of the Astaeran ruins are a place teeming with madness...
>>
You make the long journey to the auxiliary base, being careful to make sure you aren't being followed. Of course, you can't be sure of anything when seemingly half of the treasure-seekers are visibly sporting the red jewels, but the presence of Céleste will hopefully mitigate that worry. You don't tell her that, though. Nothing to encourage her amulet habits...

The auxiliary base is as silent as the previous day, and it appears no one else has poked around in the interim. You decide to...

Spend you Afternoon doing...

>Explore the coastal gun. You never know what military tech might be stored in that comparatively small installation - whose complexity and power dwarfs any single gun of the modern Kraegsk.
>Explore the mountain structure. Hopefully a window into the Underground, without too much of the danger, and no competition.
>Continue to salvage the ship shelter. Trying to get those damned fueling hoses out, gleaning valuable items from the piles of rusty rubbish with your Naval eyes, there's plenty still to find.
>Head out beyond the auxiliary base, to see what lies beyond.
>Something else?
>>
>>1726212
>Explore the coastal gun. You never know what military tech might be stored in that comparatively small installation - whose complexity and power dwarfs any single gun of the modern Kraegsk.

Targeting equipment!
>>
Sadly, I have work in the morning, so I'm going to bow out here and catch up over breakfast.

Thanks for the fun, boss.
>>
Sorry guys, calling it for tonight. Will run heavily tomorrow, as again I'll be out for the next five days. I promise we'll get back to the sea as soon as reasonably possible. All this island stuff is in a bad spot, to do it properly with pictures and narratives would take 3-4 threads which really gets away from the supposed heart of the quest, but its current form is shit and boring. Hopefully everything will stagger on until we get back to sea - survival permitting - and the quest can get re-energized.
>>
>>1726509
I find these land-based portions good for getting a feel of the world. The sea is a straight-forward ship command. The sort of thing that we were trained to do. The land is where the Astaeran Empire remains, the madness of the amulets infects the populous, and corruption is the norm. Everything we have no understanding of, and no place being. Yet we must deal with these things.

It works well and I enjoy it. Land is no place for an honest sailor, especially this land.
>>
>>1726525
What this guy said.
>>
>>1726509
Sorry about that mate, I was busy. If I had the opportunity, I would have rolled for all those loot rolls.

>>1726525
This guy gets it.
>>
>>1726212
>Explore the coastal gun. You never know what military tech might be stored in that comparatively small installation - whose complexity and power dwarfs any single gun of the modern Kraegsk.
>>
>>1726212
>>Explore the coastal gun. You never know what military tech might be stored in that comparatively small installation - whose complexity and power dwarfs any single gun of the modern Kraegsk.
>>
>>1726212
>Explore the coastal gun. You never know what military tech might be stored in that comparatively small installation - whose complexity and power dwarfs any single gun of the modern Kraegsk.
>>
>>1726509
I like the exploration aspects of the quest. The whole fracas with the techno-fortress was pretty fun.

>Explore the coastal gun. You never know what military tech might be stored in that comparatively small installation - whose complexity and power dwarfs any single gun of the modern Kraegsk.
>>
>>1726212
>>Explore the coastal gun. You never know what military tech might be stored in that comparatively small installation - whose complexity and power dwarfs any single gun of the modern Kraegsk.
>>
>>1727085
Meant to quote >>1726212
>>
>>1726525
Agreed.
>>
>>1726212
> AI portable-shackle has been removed and placed in storage,

How did you guys miss this? We have an AI friend that could probably use it remember?

I vote for finding this.
>>
Thread is sadly cancelled, took a long nap, still exhausted, and still have a five day trip to pack for. I'll archive the thread, and hopefully we'll get off this damned island by the next one... I really am sorry, participation is down and it's precisely because of yet another extended land sequence, sapping both sides' enthusiasm.
>>
>>1727502
Didn't miss it. But if we can't find the storage, or its not here then its no good. Right now we need bribery loot. Once we have Buchard off our back, we can go back to building our own super science fleet
>>
>>1728333

I think it's fine, but then again I was enjoying the first retconned land sequence as well.
>>
>>1728333
Its cool. We need the land so we can truly feel like the man out of our element that we are. When we're at sea, its our normal as a sailor, but we get detached from the oddness that is this place.
>>
>>1728333
I don't think it's the land segment that's bringing participation down specifically and more it's it just other circumstances that came together at inopportune times.

I'm sure if you ran a strawpoll you would find many people enjoy the land segments of teh quest because it gives us a great opportunity to enjoy the lore of the world you've built and explore our character and our select followers on another level.

I would say after this try another land segment and see how it goes. I can't really speak for anyone else but I have been enjoying these land segments very, very much.
>>
>>1728333
I like the land segments. Exploring Astaeran ruins and getting glimpses into the past of the setting is fun.
>>
>>1729376
>it just other circumstances that came together at inopportune times
I agree wholeheartedly. A lot of quests start past midnight or in the morning for me, which is a shame since I miss the first half of the run quite often.
>>
>>1728333
Nice digits.
>>1729893
Yeah, this for me as well. The earliest the quest starts for me is at around 11 PM. I try to participate for a while, but I don't want to lose too many hours of sleep.
>>
>>1730158
Hey, at least you can catch the early parts and even stay up the whole night if you want.
>>
>>1728333
Exploration is a lot of fun mate. Just need to roll for it yourself




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