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Character Sheet: https://docs.google.com/document/d/1lvqwQrtQ_YFvsVdcKJbSEAgpyZi9QrfJfnh_UDzvPKw/edit?usp=sharing

Previous Threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=StorytellerQM

Twitter: https://twitter.com/Storyteller_QM
>>
>>1874215

You've got time to burn, so you might as well see what Archmage is up to.

After asking a few of the crew mates, you're eventually led to a single, small room. Little more than a chair and a desk covered in books and papers, Archmage is there working at something.

He easily notices you entering, as you really didn't bother with subtlety.

"Ah, John," He puts down the book he's been rifling through, "Is there something I can help you with?"

Your Response (Pick one):
> Ask about what he knows of the upcoming Ruin
> Ask if he's found out anything about the Rune
> Ask what he's up to
> Ask something else
> Leave
>>
>>1874215
>Ask about what he knows of the upcoming Ruin
>>
>>1874221
> Ask if he's found out anything about the Rune
>>
Rolled 2 (1d2)

>>1874227
>>1874228

Tie Breaking
>>
>>1874221

"Yeah," You step in and walk up to the desk, "If you've got a minute there's something I'd like to talk to you about".

"I've got time," Archmage looks down in disgust, "Could use a break from this blasted paperwork anyways".

You're not entirely sure how to go about this, but you might as well ask flat out, "Have you found anything out about that Blood Magic Rune I drew for you?"

The change in the mage's attitude is practically instantaneous, his slightly relaxed stance going cold in an instant, "I see... Come, take a seat".

He stands up and pulls a second chair out for you. While you sit down, Archmage walks over to the door, locks it, then casts some sort of spell as there's some strange sound then envelops the room before slowly fading into the background.

"Sorry about that," He sits back down across from you, "What we're about to talk about should stay between the two of us, understand?"

"Understood," You just nod and wait for him to start talking.

Archmage sighs, rubbing the bridge of his nose, "Yeah, I've done some investigating into the Sigils and Rune. Asked a few trusted colleagues to look into parts of it as well".

"And?" You respond, silently asking him to continue.

"It's hard to really determine from what little you know, but I can tell you that this likely wasn't a Rune that generated Blight".

What? "It wasn't?" You're extremely interested now.

"It was one of my colleagues who brought the possibility up to me. Based on the size of the Rune, the pattern and layout of the Sigil and where we can guess more would be, he came to the conclusion that this was likely some kind of Teleportation Rune. Why the hell someone made a Teleportation Rune that runs on blood magic is beyond me" He trails off here, muttering to himself about the 'insane fools' of the past.

"It was a Teleportation Rune?" Now you're just confused, "But how did the Blight show up?"

Archmage nods, "That's a good question. The theory that I have is that wherever this Rune was linked to has been long overrun by the Blight. When the Teleportation Rune activated, the Blight that was in whatever room the other side of this System was simply transported to the room you were in".

"I suppose that sounds plausible..." You're a bit out of your depth here, but it doesn't sound outside of the realm of possibility.

There's a stiff silence between the two of you, as Archmage looks you over.

Now what?
> Ask what his background with Blood Magic is
> Change the subject
> Ask something else
> Leave
>>
>>1874257
> Ask something else
You think there's another Rune like it in this Ruin?
>>
>>1874257
> Ask something else
>You think there's another Rune like it in this Ruin?
>>
>>1874257
Ask about the Ruin
>>
>>1874266
>>1874264
>>1874261

Let's see what's in the future.

Writin'
>>
>>1874257

"Do you think there's going to be a Rune like that in this Ruin?" You speak up, looking him over, "Is that why you're here?"

"I'd hope not," Archmage frowns, "But, yes, that is why I'm here. Based on your prior experience, we've prepared as best as we could to prevent another incursion. It's just going to be the three of us down there, so we should be able to avoid the accidental activation of Blood Magic. We know that certain Runes were created by the same civilizations, but I don't believe that the Ruin you went to previously and the one we will be going to soon are part of the same time period".

"That's good, I suppose," You nod, "Speaking of which, what do you know about this Ruin we'll be exploring?"

"It's a pretty well documented area," He removes his glasses to clean a smudge off, "Some kind of long forgotten city that died out from unknown causes. We know it wasn't due to the Blight, which is a small blessing. Regardless, we're going to be diving into a previously hidden section of the city that a few scouts of ours found just this past week. It's located inside of what was once some kind of transportation system underground. We're not entirely sure what we'll find down there, but who knows what you're going to find on a Ruin Dive".

"Fair enough".

Now what?
> Bid him goodbye for now
> Ask him something else
>>
>>1874284
>Bid him goodbye for now
>>
>>1874284
> Ask him something else

Okay, so you're checking if there is one of these blood magic teleportation circles. Cool. What's your reason for checking in the first place?

I mean, yeah, a blood magic circle to a blight zone is obviously horrendously dangerous, but if there is one, why do you feel the need to check on it personally, when you've got enough money or blackmail material or other people's debts to the syndicate to do it for you?
>>
>>1874284
> Bid him goodbye for now
>>
>>1874296
>>1874299
>>1874306

Ask him about his motivations?
> Y
> N
>>
>>1874325
>>1874325
Y but in a friendly way.
>>
>>1874325
>Y
If you're so busy with paperwork why did you come instead of sending someone else?
>>
>>1874332
>>1874327
>>1874299

One last question.

Writin'
>>
>>1874284

You're considering leaving when a rather important question comes to mind, "Archmage, if you don't mind me asking, why exactly are you here? I know you're here to check for blood magic runes, but why are YOU here? I'm sure you have people that you can trust who could do it for you. You seem rather busy," You motion towards the pile of paperwork, "So I just find it odd that you'd come this far out of the way for what's essentially a long shot".

He pauses, looking back up at you. There's a moment of silence before he sighs and stands up.

"I... Well, you're right in that coming out here is an inconvenience to me. However, I view this as worth the inconvenience. Simply put, there is much about our world that we do not know. The Blight, Blood Magic, the civilizations that have fallen before we were born; these are all subjects that we do not know enough about. There have been stories and theories previously brought forward that the Blight, Blood Magic, and certain civilizations are connected. Your story really only reinforces those claims".

"So," You start, your voice low, "You're here because you're interested in studying the Blight as well as blood magic?"

"Yes," His voice is serious, "You can disagree with me all you like, but the fact of the matter is that we need to understand these subjects if we are to survive for any length of time. I understand the dangers that the Blight and Blood Magic pose, I understand them well, but I am of the opinion that unless we gain a deeper understanding of them, it will be the ruins of our cities that some clueless idiot with a makeshift shovel and pickaxe will be trying to make heads or tails of".

There's a silence between the two of you that borders on intense, but doesn't quite get there.

"Again," Archmage sits back down, "You are free to disagree with me; we can talk about this more in the future".

"I'll see you later," You respond, nodding your head.

He goes back to his paperwork as you unlock the door and leave.

What now?
> Take a walk around
> See if Dutch's ready to have his armor worked on
> Head down to the hold to work on something
> Other
>>
>>1874525
>See if Dutch's ready to have his armor worked on
>>
>>1874525
>See if Dutch's ready to have his armor worked on
>>
>Why the hell someone made a Teleportation Rune that runs on blood magic is beyond me.

Well it doesn't make sense if you din't know about DNA and blood types. Maybe the rune was to teleport a certain type of person or could only be used by a specific caster. Maybe the blight is the security in case someone managed to use the facility. But this is to.much meta knowledge and John doesn't know about this things.
>>
>>1874525
> See if Dutch's ready to have his armor worked on
>>
>>1874525
>Take a walk around
>>
Sorry about the delay, Anons. I'm probably only going to be around for a few more posts. Gonna try my damnest to not be a sniveling wreck in class tomorrow.

>>1874540
>>1874586
>>1874726

Let's see if Dutch is ready for a bit of an upgrade.

Writin'

>>1874715

I always find it interesting reading the theories you guys have about this world. The ones that are wrong, oddly enough, are the ones I enjoy the most
>>
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>>1874525

You haven't been gone for too long, but perhaps Dutch is ready for a bit of an upgrade.

Walking back to the top deck, you find your old friend relaxing. He was evidently waiting for you as he pushes himself up and strolls over to you.

The two of you make your way down to the hold, where you push a few small crates together to make something vaguely like a workbench.

You grab your tools and what little scrap metal you've got on you while Dutch pulls off the leather armor he's wearing.

Putting it down on the crates, he backs up and gives you a moment to look the piece over.

As is the deal with Light Armor, it's more of a case of avoidance over defense.The majority of the armor is around the chest, covering the heart, lungs, and other vital points. From there, there's parts that go around the arm to cover muscle and major arteries. The legs have some, though easily the least, protection.

All in all, Dutch's kept very good care of his armor. As it currently stands, however, you really wouldn't trust it to hold up to anything serious.

What first?:
> Start on the chestpiece
> Start on the arm guards
> Start on the greaves

And:
> Ask him how his family is doing
> Ask what was up with him back on deck
> Ask his opinion of the Genovese
> Ask him something else
> Stay silent while you work
>>
>>1876649
>Start on the chestpiece
Ask if there's anything I'm particular that he would like done to the armor.
>>
>>1876649
>> Start on the chestpiece

>And:

>> Ask what was up with him back on deck
>>
>>1876649
> Start on the arm guards

> Ask what was up with him back on deck
>>
>>1876649
> Start on the chestpiece
> Ask what was up with him back on deck
>>
>>1876649
>>1876664
This. It's only right to ask our client what he prefers, right?
>>
>>1877136
>>1877108
>>1876948
>>1876664

Looks like we're starting with the chestpiece and asking what's on his mind.

Writin'
>>
>>1876649

Out of the three main sections, the chestpiece is probably the best you're going to get in terms of room to work with and total protection. So, that's the part that you pull out of the group.

"Anything you want me to do in particular?" Can't hurt to ask Dutch what he wants.

As long as you've known him, the guy's been a pretty straightforward and decisive dude. So, the noncommittal grunt he lets out tells you that something is wrong.

"Alright," You turn around to face your old friend, "What's wrong Dutch? Looked like something was eating at you on deck as well".

There's a few seconds of silence before he talks, "Eh, it's nothing major. I guess I'm just thinkin' about the past is all".

Your response?
> "Thinking about Westmire?"
> "Thinking about Airgrid?"
> "Thinking about your folks?"
> Stay silent
> Other
>>
>>1880217
> "Thinking about your folks?"
>>
>>1880217
>> "Thinking about your folks?"
>>
>>1880217
thinking about your folks?

and storyteller, a little bit of a question. how do you write so well?
>>
>>1880229
I suspect Story-T is a writer and it's just chilling here.
>>
>>1880242
that don't help with my aspirations for doing a quest, and no-one here is sure of what makes a GOOD QM. fucking hell its more difficult than pulling teeth
>>
>>1880217
>> "Thinking about your folks?"
>>
>>1880221
>>1880223
>>1880229
>>1880309

Asking about the family it is.

Writin'

>>1880229
>>1880242
>>1880244

To answer all of these: I read a lot when I was younger, specifically Clive Cussler, and I've done a lot of writing before this quest. It's a good thing my parents never looked into those books, because they were not appropriate for a middle schooler to be reading. As for my previous works, they're really nothing special especially the first story I wrote that was a trainwreck. As for professionalism, I'm not a published writer in college for mechanical engineering as nice as it would be to paid to write, not sure that would help considering I use writing to get away from work/school in the first place. As for being a good QM, this is my first time running a quest so I can't offer you too much, but I still can give you a bit. First and foremost, remember that the MC 'we' are playing as is still a character in your story. S/he should have distinct strengths and weaknesses, character traits, etc etc that are consistent. E.g. John is extremely vindictive despite his usual MO of avoiding fights as much as possible. The second is that the story you make is not just your story; the people participating in your quest as control the story. Anons may think of things you didn't, may direct the story in ways you didn't foresee. So being able to improvise and adjust is important. On the flip side of this, there should be consequences for the actions Anons decide on. These could be short term or long term, major or inconsequential. What matters is that by having them you give weight to the choices that have to be made during your quest. The third is that the other characters in your story should feel like individuals in their own right. Their interests may align, be off, or some times be in direct opposition to the MC's; some might want to team up with you to their own ends, some may want nothing to do with you. What might help you when building characters is to have a single, core ideal, desire, or goal that all their actions are influenced by. Lastly, just start writing. You can't be a good writer/QM if you don't make that initial leap of faith. IMO, /qst/ is one of the best mediums to practice your writing because of the fact that you not only interact directly with your readers, but that you can gain instantaneous feedback on how you're doing.
>>
>>1880217

"Thinking about your folks?" You're reasonably sure that's not quite on the money, but you don't really feel like stepping on a land mine today.

Dutch just snorts in response, a bit of good humor back into his expression, "A bit, yeah. They're doing alright for the most part; Rishia still asks for you from time to time".

"Oh, how's the scaredy cat doing?" You can't help the amusement in your tone.

"She's doing fine, at least when she's not hiding behind someone"

"What's she, 13 now?" Rishia was Dutch's younger cousin, though she was more of a younger sister to him with how she had the habit of clinging to him.

He nods, "Yep, she's starting to grow up fast".

"Any suitors dead in gutters I'm going to have to worry about?" You really can't help the grin on your face as you tease him.

"Not yet"

The two of you chuckle at your combined joke, before you turn back to the armor in front of you.

"You seriously don't have anything you want done to this?"

"I didn't even know you could upgrade this John. You certainly couldn't do it back in Airgrid".

What a pain. Guess the choice is up to you.

What to do is the question?
> Lighten the armor without compromising integrity (Gives a slight bonus to Dutch's Dodge Skill)
> Reinforce the armor (Increases integrity by one tier)
> Attempt to install shoulder lamps using the supplies you have and some 'borrowed' flashlights
> Write in
>>
>>1880370
> Attempt to install shoulder lamps using the supplies you have and some 'borrowed' flashlights

Free hands while shooting? What more a gunslinger could ask for?
>>
>>1880370
>Reinforce the armor (Increases integrity by one tier)
let's stick to the old hat

although the lamp could come in handy especially in the dive... then again is shoulder really a good place for it? Sounds like it could mess with your vision if you faced in a way to get the light source in your view.
>>
>>1880326
>Reinforce the armor (Increases integrity by one tier)
>>
>>1880370
> Attempt to install shoulder lamps using the supplies you have and some 'borrowed' flashlights
>>
>>1880370
Story-T do we have scrap for just one upgrade?
>>
>>1880370
I would give him some reneforcements but what sort of fighter is he, from what we remember.

and I assume that this is a one thing type deal. because if not I would also add the lights

>>1880326
thanks for that, it will either be a collosal train wreak, fucking trains. or it will be decent
>>
>>1880385

A more makeshift version of the Colonial Marines' Shoulder Lamps was what I was thinking of.

>>1880400

You have 8 lbs of Scrap metal, so you have enough for a few minor upgrades. The reason why I'm only allowing one for the chestpiece is because each one of these is going to be adjusting the structure of the armor.

>>1880402

Dutch is a balls to the walls Gunslinger, focusing on speed and reflexes to shoot first and dodge stubborn concepts like morality.

Also, do let me know if you start up that quest; I could give you some feedback.
>>
>>1880424
then switching to increase flexibility, he will like that more

and with my minimalist approach I will be ready to play at the week end. maybe.
>>
>>1880370
>>1880424
> Lighten the armor without compromising integrity (Gives a slight bonus to Dutch's Dodge Skill)
>>
Rolled 3 (1d3)

>>1880452
>>1880432
>>1880396
>>1880388
>>1880385
>>1880384

We currently have a three way tie.

Rolling to break:
1. + Dodge
2. + Armor
3. + Lights
>>
>>1880455
>>1880396
>>1880384

Lights it is.

> Roll me three 1d100+22's please
>>
Rolled 47 + 22 (1d100 + 22)

>>1881119
>>
Rolled 88 + 22 (1d100 + 22)

>>1881119
for auld lang syne
>>
Rolled 32 + 22 (1d100 + 22)

>>1881119
>>
Rolled 6 + 22 (1d100 + 22)

>>1881119
>>
>>1881140

That's a 110, outstanding success.

Writin'
>>
>>1880370

There's a few good ideas going around in your head though considering you're about to be Ruin Diving well and truly underground there's a choice that really stands out.

So, after getting up and 'borrowing' a few supplies you found 'lying around' in the hold, you sit back down. The few flashlights you 'found' are, unfortunately, disposables so at some point you're either going to need to replace that batteries or rewire everything to a mana conduit.

That's something for the future, you suppose. Right now, your worry is more or dissembling the flashlights and figuring out how they're going to fit in Dutch's armor.

It takes quite a lot of finagling and clever reuse of material, but you manage to rig up a lamp to each shoulder, making sure to use the heads of the flashlights so as to not blind Dutch accidentally. Securing them into place takes a bit of welding and some scrap, but you manage to completely avoid using more than that as you wire the device through the back of his armor and have the battery box right at the small of his back.

"All you gotta do is flick this switch," You motion to where it's located against the batbox, then flip it on and over for demonstration, "And that'll do it. It's not as sturdy as your armor, but it should handle shock well enough".

Your old friend looks a bit incredulous at your work, though after putting back on the piece and trying it out he seems satisfied.

Now, though, what to do. Given how little there is to work with, you're not sure what you could do for the arm guards and greeves aside from reinforcing them...

What next?
> Work on Dutch's armor some more
> Work on your own gear (what?)
> Work on something else
> Talk to Dutch about something
> Other
>>
>>1881482
>Work on Dutch's armor some more
>>
>>1881482
> Work on your own gear (what?)
Are carrying our pistol? We should clean it.
>>
>>1881518

You do have your pistol on you. If you guys want, we can do another inventory check.
>>
>>1881539
Yeah lets do that
>>
>>1881482

What's in the bag?

INVENTORY:
> Heavy Cloak with Hood
> 1 Concealed Dagger
> 1 Change of Clothing (1 With Sierra)
> 38 Silver Coins
> 30 Copper Coins
> 6 Ration Packs
> 10 bandages
> 2 canteens
> 1 Good Quality Broadsword
> 1 Artifact Tool Box
> 1 Ancient Grade Welder/Cutting Torch Multitool
> 6 Custom-made Datalinks
> 1 Security Headset
> Magitech Gauntlet, Integrated Datalink and Armor
> 1 Good Quality Modified Clockwork Automatic Rifle (Improved Action, Folding Stock)
> 8 Clockwork Rifle Magazines (7 Rounds per Mag)
> 1 Simple Quality Modified Pistol (Improved Sight)
> 6 Pistol Magazines (10 Rounds per Mag)
> (1) Good Quality Modified Medium Armor Full-Set
> (1) Good Quality Gauntlet Integrated Knuckle Taser (Left hand)
> 6.5 lbs of Scrap Metal
> Proof of Merit for Magitech
> Proof of Merit for General Engineering
> Proof of Merit for Smithing (With Godo)
> Proof of Merit for Electric and Wiring
>>
>>1881616
Cant we use the datalinks and some scrap to make 2-way radios for our teammates?
>>
>>1881668

You need a central computer and transponder to broadcast the network you'd be speaking over. Also, you only have one microphone.
>>
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76 KB
76 KB JPG
>>1881674
If nobody else has one, how about scrap compasses? At least if we get separated, everyone can move in a general direction and meet up later.
>>
>>1881674
the data-links as described should still have a transceiver set per unit, though, right? how did they connect to the Merc's network?
>>
>>1881482
> Talk to Dutch about something
What are his thoughts on that Archmage guy?
>>
>>1881965

Rider has a central computer that she runs comms through.
>>
>>1882753
Do all datalinks work this way?
What if John accidentally the internet?
>Sets up a mainframe for himself and his close associates
>Through various coincidences and shenanigans, the entire town eventually uses his network
>This eliminates the need for physical bulletin boards and job posters
>Neighboring towns hop on the bandwagon
>Soon the entire country is connected
>>
>>1883015
That would be fun

Also i just remembered that Naofumi's daughter is doing some work for the Genovese related to the ruins. Guess we will meet her in our little dive.
>>
>>1883015
I'm all for one voting for this. anyone else?

>>1883033
well remembered but we don't work for egg mans family
>>
>>1883065
What i meant to say is that we will likely crash against the genovese team inside the ruin. Maybe we bump into Rider and her gang again.
>>
>>1883086
.....
I like your thinking, I just hope that storyteller planned for something a bit simpler. oh who are we talking about this is the dice gods most intresting quest apparently so story t is going to pump up the problems
>>
>>1881616
> Silenced Pistol

It's clockwork not gunpowder right? So an actually silenced pistol should be possible.

Alternatively

> Connect the taser glove to the sword so it can run the current through it.
>>
>>1883015
Pretty sure it would get hacked to pieces immediately like the data links on the train.
>>
>>1883107
>It's clockwork not gunpowder right?

Nope it's gunpowdered. Smokeless gunpowder even.
>>
>>1883015

Safe Havens and certain Major cities have a localized version of the Internet. The reason why there's not a large scale data network is because there's no way to maintain the relay towers because of the Blight. Keep in mind that a lot of things in this world are the way they are because finding the money and technical experts to maintain complex magitech is much harder than having a few mages who know telepathy send along vital messages (this is how Sierra got word out about the blight overtaking Bo Shan).

>>1883033
>>1883065

The job Naofumi's daughter is on is northeast of Shirahoro if I'm remembering what I said right. I forgot to mention that you're heading northwest as the ship you're on is going to Airgrid before picking you up for the return trip.

>>1883107

The pistol isn't clockwork. Bullets in this world still use smokeless gunpowder.
>>
>>1883137
Whomp whomp

> The AirForce Texan delivers a .45 caliber lead bullet at speeds up to 1,000 fps and can obtain over 500 ft-lbs of energy.

Air rifles are my waifu

Electro-sword then?
>>
>>1883120
But that's what magictech is for. No reason you can't make an explosive glyph silent to make a silenced gun.
>>
>>1883137
Agreed when is electro sword coming into play?
>>
>>1883550
>>1883147

An actual electro sword would require a forge and workshop given how you'd essentially need to run wiring next to the edge of the blade. You'd also need to make sure that the whole thing wouldn't electrocute yourself.

>>1883164

You could make a silence glyph. You'd need to employ a mage with the correct skill set to get the job done, but it's possible.
>>
>>1883741
>need a mage

you mean like a certain someone who is with us who likes runes?
ahem arch mage come here a minute
>>
>>1883891

Hmm... I considered denying that idea, but it would actually fit with his mage skill set.

Do you guys want to try to build suppressors then?
>>
>>1883741
So given the prevalence of guns in this setting, why are melee weapons so common? They don't really seem to offer an advantage other than cheapness and easy maintainence. But one man with a guns ability to kill 5 with swords would mean they would be adopted regardless, same as in reality, especially considering that the rifles and pistols have a faster loading mechanism than bolt action.
>>
>>1883949
because they are pesants and you need to replace their bullets some how. you don't need to replace a knife.

we also supply army men with knives as well as guns.

>>1883933
and yes please, more knowledge. [and you know I sorta didn't think it would work]
>>
>>1883933
I don't think we need to be making suppressors for mafia at this juncture.

Maybe after we've dug ourselves so deep that our freelancer status has entirely lost any credibility (which may happen after word of this run gets out I suppose although I would've preferred it not to)
>>
>>1883949

Cheapness and easy maintenance are two of the main ones, along with availability of ammunition in places like the Badlands. There's also the fact that a sword isn't going to break after getting whacked while the internal mechanisms of a rifle will definitely get damaged. Remember that Artificers aren't a common job, and finding someone who can do field repairs is a rarity. This would've been a bit more prevalent in this setting if Anons didn't decide to take Artificer as the starting class.
>>
>>1883973

Anons wanted a suppressor for your pistol/rifle, not to sell to the Genovese.
>>
>>1883983
Fair enough. Even so, suppressor is not something you'd find on a self-defence weapon. If we do make some, we'd do well to not be seen with it in a civilized area.
>>
>>1883974
See I feel like that kinda sucks because then ideas like an electro sword or a huge battleaxe, martial arts and unarmed fighting all take a backseat to guns, which I've always thought lead to less interesting fights. I'm not telling you how to write your story, but it'd be cool if melee weapons had a place. Maybe guns don't do as much damage in this setting, melee weapons get through armour where guns don't, tough enemies can take bullets but not a thourough stabbing, that kinda stuff
>>
>>1883996

That is a very good observation there Anon.

>>1884001

As it stands currently, the most powerful individual you've encountered during this quest is a martial artist. Trust me when I say that guns are not the end all be all in this quest (e.g. the clockwork rifle you have currently has a penalty for attempting to use it in close range, or rather would if it wasn't already modded to negate that penalty).
>>
>>1884023
you mean storyteller, we have unwittingly negating most of the traps, hidden penalties and bosses you set down for us.

and you made us hate trains. guys can we agree that when this is over and we survive [if] then we blow up a train to celibrate? or just ram a train at the blight? because fuck trains.

your too good for the first attempt at this I hope you realise this
>>
>>1884023
So guns aren't endgame for the top powerhouses in this setting? Sorry I get autistic about guns in settings. You're a really good writer man, probably one of the best on the board, my autism is because I care.
>>
>>1884038
No way. That poor innocent train couldn't help being owned by eggman.

Although I'm all in favour taking interest in airships and/or ornithopters...
>>
>>1884038

Yes, yes, and yes. Although, I suppose you didn't entirely avoid everything. You did end up killing that trio of a Corrupted Bandit Leader, Bandit Rogue, and Elite Guard because you managed to get both Sierra and Goo Hwi into your party. That was supposed to be a 'run the fuck away' encounter.

Naofumi will remember that

I have experience DMing, so I'm kinda cheating in that regard.

>>1884043

Guns are very usefully if you aren't good in melee combat, you aren't that well trained with weapons in general, or you don't want to get bogged down during a fight. So they're rather ideal for John to use. As for being the late game powerhouses? I mean, if you guys end up building something like a mounted railgun it would be rather powerful, but each type of weapon has its niche that it fulfills.
>>
>>1884069
that train is the source of all our woes. you mark me. as soon as they are all dead and the carboose riddled wit hgun fire. then we may pursue peace.

>>1884043
this guy has it right, but my autism is because of faulty genetics, I still care though
>>
>>1881482

All things considered, you might want to think about working on something for your weapons before you go into this Ruin. There's not much you can do for your Sword or Dagger, not unless you want to risk breaking one or the other, so it's down to your Rifle and Pistol. Even with them, you've already do a fair amount to them as it stands.

Although... You consider something that really didn't matter before, which might matter a lot more if you're going to be fighting down in enclosed spaces.

Telling Dutch you'll be right back, you head back up from the hold, specifically to Archmage's room.

You're in luck as he's still sitting down at his desk pushing through paperwork. He looks a bit surprised to see you back already, though considering how your previous conversation ended it's to be expected.

"John," He adjusts his glasses, "Wasn't expecting you back so soon".

"I'm not here to continue that conversation," You walk in and take a seat, "At least, not yet. I was curious if you knew the Silence spell?"

You've got his attention now, "I do know it, why are you asking?"

"Would you be able to inscribe it onto a Glyph for me?"

"Ah," He looks around, "I think I know what you're trying for. Unfortunately, while I know the Silence spell, and I know how to transcribe it into a Glyph, I don't know how to Mana Sculpt".

Oh, that's a bit of a problem...

Your response?
> "That's alright, I know how to"
> "That's a problem"
> "Do you know someone who does?"
> Other
>>
>>1884170

>>"That's alright, I know how to"
We do? Or do we feel we could improvise?
>>
>>1884187

According to Goo Hwi John can. You guys haven't tested that skill out yet.
>>
>>1884204
Alright then, I'll go with

>"Do you know someone who does?"

Maybe we'll get reference to a proper instructor (and can reconsider if we really need this particular rune at later time)
>>
>>1884170
>"That's alright, I know how to(probably)"
>>
>>1884170
> "That's alright, I know how to (i think)"
>>
>>1884204
Don't we automatically do it while working with magitech?
>>
>>1884587

Unconsciously, yes. This would be you attempting to do it consciously.
>>
>>1884297
>>1884266

Fuck it, we'll do it live!

Writin'
>>
>>1884170

"That's alright, I know how to," You're not entirely sure where your confidence is coming from, considering that all you're really going off of is Goo Hwi's word, but fuck it you might as well try.

"You?" Archmage does not look impressed, "Mana Sculpting?"

"Hey," You do your best to act casual, "What can I say, I'm a man of many talents".

There's a silence between the two of you, which doesn't last long as Archmage just sighs to himself.

"What the hell...," He mutters to himself as he grabs a quill and paper, taking a minute to jot down a glyph on it before handing it to you, "I suppose even if you completely fuck this up it won't explode on you".

"Thanks for the vote of confidence," Your response is dry; you still take the paper from him however.

> You have obtained: Silence Glyph Blueprint!

"Keep in mind you'll need to define the area effected based on the center of the Glyph, otherwise it won't work" The Mage explains as he looks back down at his paperwork.

You bid him goodbye as you leave, heading back down to the hold.

Dutch is still here, idling cleaning his two revolvers.

Pulling out your pistol and your rifle, you've got to decide on how this is going to work. Considering you need to adjust the area affected based on the center reference point, whatever glyph you make won't be able to be interchanged between your two weapons.

You're going to have to choose which one you'll make, or make first.
> Pistol
> Rifle
>>
>>1884887
> Pistol
>>
>>1884887
> pistol.
I wonder if we can use these glyphs on our golem? Like an animate glyph or something.
>>
>>1884906

The spell list that I'm more or less using for the mages in this world is the DnD 5e one. So keep that in mind.
>>
>>1884893
>>1884906

Pistol it is.

Writin'
>>
>>1884887

You decide on the pistol first, as that'll probably be the most useful if you're trying to stay silent.

As much as you'd love to make something a bit more permanent, you're going to have to make due with something a bit more cludged together.

So, grabbing your Multitool and some Scrap Metal, you get to work making the attachment.

> Roll me three 1d100+25's please
>>
Rolled 56 + 25 (1d100 + 25)

>>1884977
>>
Rolled 70, 40 = 110 (2d100)

>>1884977

Pray for no 1's
>>
>>1884977

Despite the fact that you're more or less putting this together with your bare hands, it's pretty trivial for you to make an attachment that'll fit right on the side of the action.

After making sure that it won't throw off your aim and won't interfere with the bullet getting ejected, you get ready to work on the actual Glyph itself.

You know you're going to need to give this a dimension to work off of, so you do some quick estimations and mental math to give you a volume that should simply encompass the firing pin of the action.

Holding out the blueprint to reference, you concentrate on your inner mana moving out towards your fingerprints.

This... is going to be tough...

> Roll me three 1d100-5's please
>>
Rolled 88 + 5 (1d100 + 5)

>>1885164
>>
>>1885198

If no one else rolls in the next say 5 mins you mind rolling two more times New Fag? I'd do it, but this is a slightly more important roll than the previous one.
>>
Rolled 85 + 5 (1d100 + 5)

>>1885164
>>
>>1885237
I got you StoryT. I wonder where everyone went?
>>
>>1885253
Thank the lord. This guy came in clutch. We just need one more.
>>
>>1885254

To be fair, there was a bit of a lull when I had class for three hrs. It happens.
>>
Rolled 88 (1d100)

>>1885164
I'm late but whatever
>>
>>1885198
>>1885271

That's an 83, Bare Success DC:80

Writin'
>>
>>1885164

You're having a hard time getting a proper grasp of your mana, as your lack of experience in this particular field makes you feel like you're pulling at smoke.

Breaking your concentration for a moment, you take a look back at the Glyph Archmage drew out for you. Remembering your talk with Goo Hwi, you take a closer look at the writing inscribed onto the paper. Now that you're looking at it, you're beginning to recognize somethings... Fluid Mechanics? You remember the hell that was learning about that topic well enough, so you know that you're not entirely right there...

Ah, it was about air; similar, but slightly different to fluids. From what you remember of reading up about it, sound was created by air atoms colliding and bouncing off one another. So, the Silence spell, since it entirely prevents sound from being made in the area of effect, must essentially 'freeze' the atoms in place...

You've got a much better idea of what to do now. Turning back to the attachment in your hand, your eyes slide close as you feel something from within pull.

...

...

"-hn... John"

A voice snaps you out of your trance. Blinking rapidly, you turn to see Dutch just staring at you. Really, his tone should have tipped you off that something happened; but now that you're aware the fact that he's not quite aiming one of his guns at you really tells you something happened.

Your response?
> "Bah... What?"
> "...What happened?"
> "You can put the gun down"
> Other
>>
>>1885347
> "...What happened?"
>>
Rolled 20 + 5 (1d100 + 5)

>>1885347
> "...What happened?"
>>
>>1885347
> "...What happened?"
>>
>>1885347
This gave me chills.
>>
>>1885357
>>1885366
>>1885368

Please explain what the fuck just happened

Writin'

>>1885380

Working as intended.
>>
>>1885347

"... What happened?" You're fully aware now, despite the delay in your reaction, so at least your words come out clearly.

Dutch, oddly enough, doesn't seem soothed by your lucidity, "What happened? That's what I want to know! I turn around and you're going all smokey smokey over there! So what the hell happened?!"

He's still got his revolver drawn, so whatever you just did must have seriously spooked him. 'Smokey smokey' though? What the hell could that mean?

Just as you're about to ask him more about it, a third voice enters the conversation, "That was mana, in a rather raw, unfocused form".

Archmage steps into the room, not looking too happy, "Unrefined, instinctual, all the usual traits of a complete novice".

Well, guess you were busted on that front.

"Mana?" Dutch seems to back off slightly, for some reason or the other, "I've never seen a Mage use mana like that before".

"And you most likely won't, given how studying magic allows one to properly mould their mana as they desire," He looks irritated at what has transpired, rubbing the bridge of his nose, "I had a feeling you'd try something stupid, so I came down here to see what you were up to. I'm just glad I didn't give you anything more complex".

Your response?
> Ask about your mana/capacity to learn more
> Ask about a more complex Glyph
> Ask Dutch what he thought was going to happen
> Ask about something else
> Stay Silent
>>
>>1885470
The third is what I really want to know. While this is maddeningly unhelpful to you, I'd also like an answer to everything you posted. Also, are there any side effects we might experience because of what just happened?

I don't really support this notion at all, but should we come clean to him about our exposure to the blight? Mostly asking other anons here
>>
>>1885470
>> Ask about your mana/capacity to learn more
>> Ask Dutch what he thought was going to happen
>>
>>1885470
>> Ask about something else

So, know where I could take lessons? Also, technically it worked right?
>>
Can we inscribe the Silence glyph on the bottom of our boots, as well?
>>
>>1885470
>> Ask about your mana/capacity to learn more
> Ask Dutch what he thought was going to happen
>>
>>1885470
well it worked didn't it? honestly you guys its my first time working on this gun and silence glyphs so cut me some slack, it worked. I think.

>go and demonstrate outside, then ask about capacity to learn and to sort of mock dutch by asking what he thought was going to happen?

>>1885782
if we do that it might reach our head and wont let us speak or possibly breath. and I'm surprised that these middle age pesants are aware of how physics work, ESPECIALY with magic
>>
>>1885470
Why are there so many namefags in your quest?
>>
>>1886032
there are two, and story teller doesn't seem to care. or anyone else for that matter
>>
>>1885470
>I suppose I did get ahead of myself.
>I'm sorry, especially if that held dangers I was unaware of.
>Could you please explain me more?
>>
>>1885511

Dutch already knows.

>>1885511
>>1885650
>>1885691
>>1885857
>>1885994
>>1886138

Let's ask some questions.

Writin'

>>1886032

They've been around since thread 1 (thread 0 in brother's case if I'm remembering right) and they haven't caused any issues. No point in me making a problem out of a non-issue.
>>
>>1885470

"Do you have something more complex?" Archmage gives you some serious stink eye for your question, "Just a joke".

Your attempt at humor doesn't exactly lighten the mood, so you turn to Dutch, "What got you all worked up anyways? I scare you that bad?"

"Kinda, yeah," Dutch slowly puts his guns away, "Like I said, I turn around and you've got this dark gray smoke coming out of your eyes and fingers. I thought you got possessed by a demon or some bullshit".

Archmage sighs again, "This is why it is unheard of for mages to use their mana raw, it's like looking at a baby holding a gun. As for you," He turns to Dutch, "There's an old saying that 'The soul of man comes from the Abyss'. The duality of existance is what the root of mana comes from, not some demonic pact; don't be a fool".

Dutch just grumbles and looks away, though you're still more interested in what Archmage said.

"Could I get better?" It doesn't hurt to ask, "Do I have the capacity to learn more?"

"In Mana Sculpting, yes. Any actual specialization into a field of mana, no," His response is immediate, and rather blunt, "You don't have much capacity for mana, and it doesn't look like you have any affinities aside from the most basic manipulation".

Now that he mentions it, you are feeling a bit winded... Although...

"Hey, I did still make the glyph properly," You look down at your pistol, the attachment now sporting the rune in a gray hue, "I think".

You're going to have to test this out.

Any questions before you do?
> Nope, let's get to the deck
> Yeah, I want to know... (What?)
> Other
>>
>>1886262
>Alright, thank you and sorry for worrying you.
>Let's get on the deck
>>
>>1886262
No shoot now.

And yes I have been here since zero.

I'm in school so phone posting. Keep up the good work guys, dice gods bless you
>>
>>1886262
It's pew pew time!
>>
>>1886265
>>1886267
>>1886279

To the firing range! Or, the upper deck...

Writin'
>>
>>1886262

"Alright," You grab the pistol and, after making sure that it's unloaded, push it into your pocket, "Sorry about worrying you two. Anyways, I'm going to go test this topside".

Archmage ends up leaving you two, the bloody paperwork lover, so you and Dutch head up to the upper deck to test your new attachment.

After making sure no one's going to freak out, you load your pistol and take aim at the open water.

You let loose a few rounds, and apparently the glyph works as all you can really hear is the motion of the slide ejecting the spent bullets. Hell, you can even hear the impact of the rounds somewhat.

"Well," You say, as you unload your pistol and make sure the safety is on, "I guess that worked".

> You have crafted/: 1 Simple Quality Silence Attachment (Pistol)!
> Current MP: 20/50

Now what?
> Head back down, work on something else
> Talk to Dutch about something (what?)
> Wander about (timeskip)
> Other
>>
>>1886331
hmm, can we make a proper knife? that has potential for improvement into elecrto knife?

because my idea is we become a knife fighter with an electric punch when we get in close combat/ run out of ammo
>>
>>1886331
> Wander about
>>
>>1886334

Making anything metal that wouldn't be makeshift would require a forge.
>>
>>1886346
then wander about. preferably sleep if we can. I want that skilllllllllllllllllllllll
>>
>>1886331
>Wander about (timeskip)
>>
>>1886331
>> Head back down, work on something else
Work on Dutch's armor
>>
>>1886334
Honestly we should probably get a spear. We're a tech dude, we should be supporting and controlling on the battlefield.

The closer the enemy gets the worse.
>>
>>1886331
> Talk to Dutch about something (what?)

What his exit plan is if things go horribly wrong at the ruins.
>>
>>1886339
>>1886350
>>1886360

Time for a nap. Unfortunately, not a long one.

Writin'

>>1886381

As of now, your 'main' weapon is a rifle.
>>
>>1886331

There's really nothing left for you to do, so you decide to head down to the hold and grab some sleep.

Dutch wanders off at some point, as you end up waking up after some time alone.

Archmage comes down and gives you a brief of what can be expected. From previous dives, a lot of the underground tends to be large, long, and open tunnels along with sealed rooms and some old service accesses. There's a fair amount of collapsed areas, and there's only a few areas that still have power.

He leaves you to your own devices after that, saying that you'll be heading out in about fifteen minutes.

Now, you have to figure out what your loadout is.

Obviously, you're going to be wearing your armor, including gauntlets, but you're going to need to make some other choices:

Wear your cloak?
> Y
> N

Holding in hands?
> Rifle
> Pistol
> Sword
> Dagger

Sheathed at side?
> Sword
> Pistol
> Dagger

Sheathed on chest (free action draw/stow)?
> Pistol
> Dagger

Holstered on leg (free action draw/stow)?
> Pistol
> Multitool
>>
>>1886409
>cloak
depending on ambient temperature I guess.
Don't want to be too hot/cold for comfort.

>hands
rifle
>side
sword
>chest
pistol
>leg
multitool
>>
>>1886409
don't wear our cloak it will get in our way

hold our rifle

sheath our sword at our side

sheath a dagger on chest
holster a pistol on leg

we wont need our multi tool as a free action, because it isn't a combat weapon
>>
>>1886414
This
>>
>>1886416
We're going into ruins from the dork age of technology, you never know when some snap second repairs might save your life
>>
>>1886409
>cloak?
No
>hands
rifle
>side
sword
>chest
pistol
>leg
multitool
>>
>>1886409
Wear your cloak?
> Y
Holding in hands?
> Rifle
Sheathed at side?
> Sword
Sheathed on chest (free action draw/stow)?
> Dagger
Holstered on leg (free action draw/stow)?
> Multitool
>>
>>1886414
>>1886416
>>1886417
>>1886420
>>1886429

Totaling things up, we have:

Cloak:
> Y 3
> N 2

Hands:
> Rifle All

Side:
> Sword All

Chest:
> Pistol 3
> Dagger 2

Leg:
> Multitool 4
> Pistol 1

I can't write now, since I have a calc test to go take in 15 mins, so if anyone wants to argue their case or anyone else wants to vote in you've got plenty of time. I'll continue things later tonight.
>>
>>1886948
votes are all there so I see no reason to dispute them
>>
>>1886948
Let's roll 1d100s for QM to pass his test!
>>
Rolled 75 (1d100)

>>1887292
Let the dice gods decide.
>>
Back now from studying for another test I have at 8 am tomorrow morning. fucking kill me

>>1886956

Alright, we'll be going with that then.

>>1887292
>>1887325

I wish.
>>
>>1887887
I wish you good luck in that test StoryT.
>>
File: Florida Man.jpg (44 KB, 600x434)
44 KB
44 KB JPG
>Tells qt3.14 elf bartender who's crushing on him that he won't start working for the mafia again
>Signs up for a ruin dive that's being launched by a mafia family
>>
>>1887912

Thanks m8

>>1887955

To be fair, John's currently employed by the Genovese Mercantile Group, who are a completely above the board and legitimate group who wouldn't take kindly to being called 'a mafia'.

>>1886409

Certain items, like your rifle and sword, are absolutely coming with you. So you strap your sword to your waist and leave the rifle out.

Other options aren't so clear cut.

Eventually, after mulling a few different configurations over, you end up sliding your newly modified pistol underneath the strap that normally holds your Dagger and pushing your Multitool where that pistol normally goes on your leg.

From what Archmage told you, you'll probably have to cut a few doors open while you're down there. Given how you don't know what you'll find, it'll be good to have easy access to both a Cutting Torch and a Welder.

You throw your cloak over everything, put everything else away into your back, and leave the hold.

A short walk topside later and you meet up with Dutch, himself geared up to the nines though missing his usual throw-over; guess he's smart enough to realize it'd block his shoulder lights.

"Where Archmage?" Is your first question as you walk up, your rifle resting easy in your hands.

Your old friend gives it a curious glance, which is understandable given how he's never seen it before.

Before he can respond, the man himself steps up from behind you. His appearance gives you pause, as he's got his own set of armor that he's wearing for this.

"If you two are ready," You and Dutch both nod at his words, "Then we'll be off".

A few nearby crew members lower a small rowboat, large enough for the three of you but not much more than that, into the water. One by one, you climb down a rope ladder to your small transport.

Grabbing the oars, you follow Archmage's directions as to where to go. The cutter that dropped you off is prepping to continue on its way, and you keep moving further and further from the trade ship.

> Gonna pause things here for tonight since I really need to wake up in the morning
> We'll continue tomorrow after I'm down with that test. Updates may be spotty at times due to a single class I need to go to, commuting, and the fact that I need to actually make maps for this Ruin.
> See you all tomorrow, goodnight folks.
>>
>>1887955
Gotta make money to get that forge we want, And our qt centaur gf waiting to get her horseshoes readjusted will thank us for it.
>>
>>1888010
All in a days work QM. Thanks for running.
>>
>>1886948
This all looms goo to me

Y

Rifle

Sword

Pistol

Multitool

Confirmed
>>
>>1888010
Thanks for running! Have a good night!
>>
>>1887955
>Hey so you know how the town you used to live and work in got eaten by blight after some fucking idiots went on a ruin dive
>Yeah

I mean, if some shit goes down we want to be there to at least try to stop it, I figure.
>>
>>1887887
good storyteller, you know we would not let harm befall john and in this case, YOU ARE JOHN.

so my fellow /qst/ers time to ride to the land of the burger people and [kidnap] RESCUE the QM. then he can do the quest from the comfort of rainy, miserable england
>>
>>1888478

I'd take offense to that 'burger people' slight, but I did just enjoy a delicious Five Guys burger for dinner...

Anyways, anyone around to continue where we left off?
>>
Considering that we're at autosage point now, I'm just going to start things up regardless.

>>1888010

Dutch and Archmage are apparently on the extremely important duties of 'lookout' and 'navigator' respectively. You're of the opinion that they're just trying to avoid the position of rower that you're currently occupying.

Alright, actually getting where you're supposed to be going is important enough. Still, Dutch is just being a lazy bastard.

"Our entry point isn't in the cove entirely," Archmage suddenly speaks up, breaking the quiet that had fallen around your group, "It's on the western edge".

He points you in the right direction and you readjust your course.

You do that a lot, as you slowly weave the rowboat between the remains of buildings and old wrecks alike.

Your old friend whistles appreciatively, "Damn... This place must have been somethin' way back".

"We know it was some kind of harbor city," Archmage answers the unspoken question, "Plenty of Ruins around from that; the pickings aren't all that good from past experience. Everything dug up was either destroyed by the passage of time, or just so mundane it wasn't worth trying to decipher the function of".

Any response?
> "Any dangers previous teams ran afoul of that we should know about?"
> "Mundane things aren't always so worthless..."
> "Why hasn't anyone tried to inhabit this area?"
> Ask something else
> Stay silent
>>
>>1890138
> "Any dangers previous trams ran afoul of that we should know about?"
>>
>>1890199
>> "Any dangers previous teams ran afoul of that we should know about?"
>>
>>1890199
>> "Any dangers previous teams ran afoul of that we should know about?"
>>
>>1890199
any dangers we should know of?

>>1890138
don't take things to heart, but all stereotypes have basis in reality. and you have just confirmed my joke. thus all is well. how did your test go?
>>
>>1890199
> "Mundane things aren't always so worthless..."
>>
>>1890199
> "Mundane things aren't always so worthless..."
> "Why hasn't anyone tried to inhabit this area?"
>>
>>1892385

Oh no, I live in basically the middle of Stereotype, USA, I'm fairly aware of the point that stereotypes are based in reality. As for my test, eh I think I did alright; I'll probably find out how I did this coming week.

>>1890592
>>1890678
>>1891042
>>1892385
>>1893013
>>1893016

Let's continue the conversation.

Writin'
>>
>>1890199

"Those previous teams," You say in between rows, "What kind of dangers did they run into?"

"Collapsing buildings and cave ins, if I'm remembering the reports right," Archmage adjusts his glasses, "Again, this place is relatively tame, just overexposure to the elements really did some damage".

"Is that why no one's really moved into this area?"

The mage turns to glace at you, before turning back forwards, "Partially, I suppose. Other than that, there's just simply no natural barriers to make it worth building up. Between that and the lack of worthwhile artifacts, people just decided to stick to Shirahoro".

"Mmm," You hum thoughtfully, "The mundane isn't always so worthless..."

Dutch gives you a raised eyebrow, but you just shrug at him.

There's a few more minutes of silence, then Archmage tells you to pull up to certain destroyed structure.

Getting off the rowboat is a great feeling, and you take a moment to stretch and look around.

> Roll me three 1d100+10's
>>
Rolled 17 + 10 (1d100 + 10)

>>1894490
>>
Rolled 58 + 10 (1d100 + 10)

>>1894490
>>
Rolled 4 + 10 (1d100 + 10)

>>1894490
>>
>>1894771

68, Let's see what that gets you.

Writin'
>>
File: MetrowhatsaMetro.png (715 KB, 825x550)
715 KB
715 KB PNG
>>1894490

From what you can see, there's really nothing here. Aside from the ruins and wrecks poking out of the water, you can't spot anything out of place or moving.

Moving along, the three of you, after securing the rowboat out of sight, make your way over a makeshift bridge of rubble towards a rather large building.

Well, in it's heyday, it would have been a rather large building. Right now, however, it's a open air carcass of engineering.

"This the place?" Dutch breaks the silence.

Archmage consults a map, "Yep it is".

Your group makes its way over to a scattered pile of rubble, where you can now just barely make out the outline of a long-hidden door.

"The storm that just past uncovered this," The mage explains, "It's a lucky break that our boys found this first".

Anything before the Dive?
> "You really think we'll find something valuable down here?"
> "Uh, doesn't this lead right into the water?"
> "I'm ready to go"
> Ask something else
>>
>>1895554
>How far in did previous explorers get?
Be especially mindful of traps past that point
>"I'm ready to go"
>>
>>1895554

"How far into the Ruin did those scouts get?"

Archmage turns to regard you after you voice your question, "They checked to make sure that it wasn't just an immediate dead end, then got out to report it; so not all that far. However, one of them noted that this place was likely some kind of service tunnel system," He shrugs, "Not that that really helps us, but it's still something to note".

"Right," You turn back to the door.

Neither of your companions are jumping to do something, so you decide to just walk up and open up the door.

The room behind it is a small affair, and it doesn't go far before it reaches a hole with a ladder leading down into the depths.

Who's taking point?
> Go yourself
> Dutch
> Archmage
>>
>>1895724
> Go yourself

Dutch is ranged dps, Archmage is a squishy wizard. Not a lot of options here.
>>
File: CheckthoseSkills.png (730 KB, 1406x744)
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>>1895724

"I'll take point," You idle announce as you stick your rifle in your back to keep both hands free.

No one objects to your comment, so you grab the ladder. A quick test to make sure that the old metal won't break the instant you put weight onto it and you're on your way down into the depths.

As you're on your way down, you mentally review your array of options to defend yourself:
> Clockwork Modified Automatic Rifle: 1d100 to hit, jams cleared as free action, no penalty for use at close range
> Silenced Pistol: 1d100+5 to hit, can be drawn/stowed as a free action
> Broadsword: 1d100+5 to hit
> Ancient Multitool: 1d100+applicable skill(s)+10, can be drawn/stowed as a free action
> Unarmed Strike: 1d100+5 to hit, attacks made with left fist can incapacitate target while taser is live
> Grapple: 1d100+2 to hit

A few questionable creeks of metal later and you reach the bottom. You can hear Dutch above you making his way down while you pull back out your rifle and scan as best you can in the darkness.

> Roll me three 1d100+10's please
>>
Rolled 23 + 10 (1d100 + 10)

>>1895792
Do we have a flashlight we can tie to our rifle?
>>
Rolled 50, 62, 88 + 10 = 210 (3d100 + 10)

>>1895792
>>
>>1895850

Sure, I'll let you guys have a flashlight.

>>1895851

And that'll be a 72 since someone else voted as well.

Writin'
>>
>>1895792

As you're reaching through your bag, you pull out a spare flashlight you 'found' and one of your rolls of duct tape. You get to work attaching it to rifle, though you get the feeling that there's something else around in these tunnels despite the fact that you can't see anything moving yet.

By the time that Dutch reaches you, you've got your flashlight taped along the barrel in easy enough distance to flick on or off. Your old friend gives you a look at what you've made, then looks around to what you've dropped into.

"Shit," Guess he really can't see much either, "Should we light up, or try to stay in the dark?"

> Lights on, let's see where we're going
> Lights off, if something else is down here we don't want it seeing us
>>
>>1895966
>> Lights on, let's see where we're going
>>
>>1896028

Lights on it is.

Writin'
>>
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>>1895966

"Turn 'em on," You nod to Dutch as you flick on your flashlight. He reaches behind his back to hit the batbox you made him, "It'd be embarrassing if we tripped over a loose step because of poor lighting".

Just as Archmage makes it to the end of the ladder, your surroundings get nicely lit up as you and Dutch sweep the tunnel.

It's not a large area, but those scouts were right in that this was most likely a kind of maintenance area to whatever was down here.

"Well," The mage looks around along with you two, "I suppose it's good you two are prepared".

"Thanks," Is your dry response.

You can't find any signs of activity in the immediate vicinity, but that feeling really doesn't pass.

Now what?
> Pick a direction, start walking
> Ask Archmage where to go
> Try to find any clues of something living down here
> Other
>>
>>1896158
> Ask Archmage where to go

Where all the loot at
>>
>>1896158
>> Try to find any clues of something living down here
>>
>>1896198
>>1896200

Let's search for clues! And ask for directions.

> Roll me three 1d100+10's please
>>
Rolled 79 + 10 (1d100 + 10)

>>1896243
>>
Rolled 7, 50 + 10 = 67 (2d100 + 10)

>>1896243

Just to speed things up a bit.
>>
>>1896252

89, Good Success.

Writin'
>>
>>1896158

Your instincts are really bugging you, so you decide to follow them.

Sweeping the tunnel ahead of you, you keep your eyes moving. For the most part, there's no real sign of activity aside from the slow decay of the superstructure. Every few feet there's rubble from either the floor, walls, or ceiling scattered around. You don't see any cave-ins yet, so that's a small blessing you suppose.

Then, you catch it. Looking down, you can see where some dust was disturbed recently. Thinking of the scouts who were down here previously, you briefly entertain the idea that it was just them. A closer inspection tells you that whatever was here was definitely smaller than any Genovese grunt; also definitely wasn't wearing boots so that tips you off just that much more to speak up.

"Well," You say as you turn back to return to the group, "We're likely not alone down here".

Archmage raises an eyebrow at your statement, before turning to Dutch.

He shrugs, "John's got good eyes; if he thinks something's down here there just might be".

"Where exactly are we going?" You ask, looking directly at the older man.

"I suppose we could map the entire area out," Adjusting his glasses, the mage looks about, "Or we could try to find some place important enough to bring in a full team later on; this is more so a scouting mission than anything else".

"Fair enough," Can't exactly say you're surprised at that response.

Dutch just clicks his tongue impatiently, "Then what are we waiting for? Let's get our asses in gear".

Who's taking point?
> You are
> Dutch is
> Archmage is
>>
>>1896366
> You are
>>
>>1896366
>> You are
"Archmage, do you have spells that can tell if something else, living or dead, is coming near us?"
>>
>>1896366
> You ate
We got good eyes
>>
>>1896645
seconding
>>
>>1896622
>>1896645
>>1896834
>>1897546

Fall in gents.

Writin'
>>
>>1896366

"Alright, let's go then," You say as you walk down the tunnel. Given how you can see your shadow dancing around the floor in front of you, Dutch is right behind you following your lead of sweeping from side to side. You can only guess that Archmage is bringing up the rear.

After a few minutes of walking without a change in surroundings, you come a cave-in and a small, open doorway leading to another part of this tunnel system.

Signaling with Dutch, the two of you burst through the opening and sweep the room.

What you enter is far, far larger than the service access you came from, though just as dark. To your left, the tunnel travels for quite a ways until there's another cave-in. To your right, mostly the same sans the cave-in; the area opens up for a bit from what little you can see.

And, at your feet are...

"Train tracks?"

You really can't help the stupefied tone in your voice as you speak, looking down at what are clearly a set of rails. Your new, intense hatred of trains is mostly suppressed by your curiosity at this strange occurrence.

"The hell?" Dutch sounds just as confused as you do, as his wide-angle lights give a much better view than yours does.

Getting a better look at them, it's clear that this is something a bit different to what you're used to as instead of the usual two rail setup this train system has three rails...

"Well," Archmage looks about, "This is interesting..."

Now what?
> Check out the cave-in on your left
> Check out the open area on your right
> Check out the strange three rail train track
> Other
>>
>>1897779
>Check out the cave-in on your left
>>
>>1897790

Left it is.

> Roll me three 1d100+10's please
>>
Rolled 63 + 10 (1d100 + 10)

>>1897841
praise the dice gods, hallowed be thy names
>>
>>1897841
and permission to yell FUCKING TRAINS

at dutch and arch mage?
>>
Rolled 84 + 10 (1d100 + 10)

>>1897841
>>
>>1897847

No trains in sight yet, but we're hot on the trail.
>>
just yell it anyway

"now we need to be very quite, or this roof could collapse on u-"

FUCKING TRAINS

*rumble*
"oh shit RUNNNNNNNNN"
>>
>>1897847
>>1897889
let's not

we're not that mad or unstable quite yet
>>
Rolled 95 + 10 (1d100 + 10)

>>1897841

Since no one else is rolling I'll just get it out of the way.
>>
>>1898003

Well, that's that I suppose.

Writin'
>>
>>1897779

You head over to where the tunnel has caved in, while Dutch and Archmage just seem to be idly looking at the tracks.

Even a cursory glance tells you that there is just no way that you're getting through. The ceiling is just barely still standing, making you rather uncomfortable as you examine the cracks that run through the structure right over your head.

Looking from side to side, there's not exactly much over here. The tracks as pretty much ruined for several feet before the cave-in, suggesting that something really screwed up this part of the network.

Interestingly enough, you note a small door that almost blends into the wall. You take a step towards it, but freeze as you pick up on a tiny sound coming from it.

This entire place has been absolutely eerily quiet, even with your belief that something living down here nothing has made so much as a peep besides your party.

So the sound of running water from behind that door seriously tips you off.

What now?
> Call over the others
> Try to open the door
> Ignore it for now
>>
>>1898027
> "Call over the others"
>>
>>1898027
call the others

where is everyone?
>>
>>1898027
>> Call over the others
>>
>>1898120

About 15 ft behind you

>>1898070
>>1898120
>>1898126

Attention lads.

Writin'
>>
>>1898027

"Guys," You speak up, "I think we have something here".

You can hear your companions approaching from behind you, both of them coming to a halt right as they hear that same sound of running water.

"I was going to argue that nothing could live down here in a sealed environment for very long," Archmage speaks up as he walks alongside you, "But this disproves that argument".

Dutch walks over and gives the door an experimental tug. It doesn't budge.

"Shit," He says, turning back to you, "It's not locked, but the hinges are probably rusted shut".

Well, now what?
> Cut the door open with your Multitool
> Leave the door alone for now
>>
>>1898178
>> Leave the door alone for now
Inspect everything before deciding!
>>
>>1898178
well my friends lets do this.

arch mage step back, dutch get ready for some shit.

>multi-tool it open, preferably with a quip from our "cutting wit"
>>
>>1898194
This
If the hinges are rusted and there's running water. What's to say that the water won't rush out us?
>>
>>1898194
>>1898207

Save the surprise for later.

Writin'
>>
>>1898178

"We can come back later," You say, after a moment of silence, "I can cut open the door, but I'd rather see everything we can before that".

Dutch really looks like he wants to get down to the action, but both he and Archmage fall into step behind you when you start walking towards the open section.

This part's a bit further away from where you entered, so it's takes about a minute of solid walking to get to the beginnings of it.

On the sides of the tracks are two raised platforms that come up to around your shoulders. Far off in a corner, there's a single flickering light withing a glass room that catches your eye. Aside from that, there's a few strange bench-like objects along the platforms. From a quick glance, there looks like there's a few bits of junk on them.

Unfortunately, the four sets of staircases all are blocked by collapsed ceilings. No luck on that.

Straight ahead of you, the tunnel continues on into the darkness.

What now?
> Check out the glass room
> Check out the benches
> Continue down the tunnel
> Head back to the possible water source
>>
>>1898238
>> Check out the benches
>>
>>1898238
cheak out the benches, but can we see if there is any signs of recent inhabitation or travel?
>>
>>1898245

That's included in this coming roll.

>>1898241
>>1898245

Let's see what the seating is like.

> Roll me three 1d100+10's please
>>
Rolled 44 + 10 (1d100 + 10)

>>1898265
>>
Rolled 17 + 10 (1d100 + 10)

>>1898265
oh great dice gods, who are the grandest of us all, may thee guide my dice and protect this quest from misfortune
>>
Rolled 36 + 10 (1d100 + 10)

>>1898265
[investigation intensifies]
>>
>>1898272
>>1898283
>>1898287

>bench lore: benches are commonly used for seating
>bench lore: benches are usually found in public areas where amount of people congregate and wait for mass transit
>>
>>1898272

54, let's see what this gains you.

Writin'

>>1898290

This Strange, New World. With Such Grandeur and Grace. It's called, "The London Metro"
>>
>>1898290
>>1898299
fuck.......... we saw SOMETHING
>>
>>1898238

Thinking on it for a bit, you decide to check out the benches first and foremost.

As you expected, there's really nothing here but some junk that hasn't entirely rotten away through the ages.

What you're really looking for is any sign of habitation or beings moving through this area recently. Unfortunately, you don't find any.

Out of luck on that front, you look over the assorted junk. Most of it is scraps or shards beyond recognition. Surprisingly, there is a bit of paper that's still in mostly one piece. You can't understand a word on it, but you suppose that's to be expected.

"Find anything?" Archmage comes over.

You turn to regard him, "Nothing too major. There is some writing of sorts here".

He looks over at the paper that you point out, sighing a bit at it, "It's probably something mundane, but I'm sure it won't be any less valuable. Don't touch it, someone who can preserve it will get it in the future. Regardless of what it says, I'm sure it could be of use in deciphering the language".

There's nothing other than that here, so you turn back and walk towards the tracks.

What now?
> Check out the glass room
> Continue down the tunnel
> Head back to the possible water source
>>
>>1898334
glass room
>>
>>1898334
>> Check out the glass room
>>
>>1898340
>>1898344

What's that light?

> Roll me three 1d100+10's please
>>
Rolled 55 (1d100)

>>1898359
I am most sorry dice gods, how might I please you my lords?
>>
Rolled 57 + 10 (1d100 + 10)

>>1898359
>>
Rolled 27 + 10 (1d100 + 10)

>>1898359
>>
>>1898371

67. Eh, it is what it is.

Wriitn'
>>
>>1898334

A hop, skip, and a jump later and you're outside of the strange, glass room with a single flickering light within.

From what little you can see, you can't quite make out what is located within. The light helps somewhat, but other than that there's nothing of note within.

You still don't see any signs of life, though you suppose that within this sealed room they'd be rather hard to come by.

Nothing... Guess Archmage really wasn't joking with you when he said that this area was pretty lackluster.

What now?
> Continue down the tunnel
> Head back to the possible water source
> Other
>>
>>1898493
> Continue down the tunnel
>>
>>1898493
>water source

do this, no point walking by treasure only to find nothing. we are gareenteed to find something even if its worthless
>>
>>1898493
> Head back to the possible water source
>>
>>1898523
>>1898508

What's that sound?

Writin'
>>
>>1898543
I'm thinking anything living down here will need to hydrate
>>
>>1898493

After collecting Dutch and Archmage, the three of you make it back to that sealed door.

The two of them look at you expectantly, since you were the one to claim that you could cut open the door without an issue.

You don't disappoint as you pull out your Mutlitool with little fanfare and get to work. With pretty much no effort at all, the Cutting Torch slices right through the rusted hinges. You give a grunt of effort and you push the entire door inwards to prevent it from collapsing right on top of you.

It hits the ground with a titanic bang, and Dutch is right there rushing through what would be a rather effective breach if he didn't immediately signal the all clear as you rounded the corner.

The scene in front of you is... strange. There's a pool of water here, along with a steady stream of it flowing from a broken pipe overhead. Along the water's edge are makeshift spears, brittle things cobbled together using scraps, that were apparently discarded.

"What the hell?" Dutch summarizes things nicely.

"This is... curious," Archmage adds in as he enters the room after you two, "Look at that, whatever is living down here is eating fish".

Looking where he is, you can see bits of leftover flesh and scales scattered about. Hell, you can even see a few still alive fish swimming about in the pool.

Your response?
> "Any idea what could be living down here?"
> "Why would they abandon their spears if they made them? Couldn't have been easy to scrounge up the parts..."
> "Let's see if this place leads anywhere. Where we came from can't be where they went"
> Other
>>
>>1898650
>Any idea what could live down here?

take one of these spears for inspection later.

[/spoiler/]and sorry if I don't post much, I'm going to be running my own quest for a bit[/spoiler/]
>>
>>1898650
>Any idea what could live down here?
>take one of these spears for inspection later.
>>
>>1898661
>>1898681

What's this mean doc?

Writin'

>>1898661

What's the name of the quest?
>>
>>1898650
let's not take the spear, it's unlikely to be of value and its maker could be offended if he sees it on us
>>
>>1898717
Rethak quest.

its going to be a learning experience
>>
>>1898813
>>1898650

"Any idea what could be living down here, Archmage?"

You ask as you idly pick up and examine one of the nearby spears. Like you originally expected, the weapon is extremely ramshackle and barely holding itself together.

"I can't say; I could be any kind of species, especially considering that there hasn't been any record of encounters with monsters in this area," He adjusts his glasses, "This really is strange".

Makes you wonder what the hell is going on here...

> Roll me three 1d100+10's please
>>
>>1898827
>inB4 they jump up from the lake and roof
>>
Rolled 66 (1d100)

>>1898836
>>
Rolled 19 + 10 (1d100 + 10)

>>1898827
>>
Rolled 7 + 10 (1d100 + 10)

>>1898827

...
>>
Rolled 82 + 10 (1d100 + 10)

>>1898827
>>
Rolled 75, 99, 33 + 5 = 212 (3d100 + 5)

>>1898827

...
>>
>>1898950

92 versus 104, Failure.

Writin'

Hypercompetant mooks strike again
>>
does that mean they geeked the mage first
>>
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>>1898977

The Shadowrun mini-arc ended thankfully

>>1898827

There's a moment of quiet between the three of you as you think on your surrounds.

The moment is absolutely shattered as something shrieks from some distance away.

The three of you swivel almost instantly to face the threat, being caught flatfooted doesn't mean that you all don't know what you're doing.

Coming out of the darkness, a group of four, green, squat humanoids come charging. One of which is pointing at you and babbling.

You know these creatures, never fought them before, but that doesn't matter because they're...

"GOBLINS!"

You yell the warning as you raise your rifle.

Combat! Now what?
> Fire your Clockwork Rifle
> Switch weapons (what?)
> Back peddle to a better position
> Other
>>
File: itscoming.gif (485 KB, 480x270)
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485 KB GIF
>>1899070
Charging, you say?
>Fire!
>>
>>1899070
>tell dutch to stand his ground, we and archmage will back pedal. then cover him as he follows
>>
Rolled 86 + 10 (1d100 + 10)

>>1898836
They're coming out of the goddamn walls
>>
Rolled 1 (1d2)

>>1899103
>>1899112

Rolling to tie break.
>>
>>1899103
>Back peddle
Have dutch back us up
>>
>>1899112
>>1899159

Nevermind, let's get back a bit.

Let's see how the rolls do
>>
Rolled 95, 7, 77, 63, 39, 72 + 30 = 383 (6d100 + 30)

>>1899070

DUTCH ACTIVITY

>>1899159
>>1899112

Also, give me three 1d100's please
>>
Rolled 45 (1d100)

>>1899166
what rolls?
>>
Rolled 19 (1d100)

>>1899173
FOR THE DICE GODS
>>
We need one more roll, though I do need to run off at this point for a rather large portion of tonight. Most likely, things will be continued tomorrow.
>>
Rolled 48 (1d100)

>>1899173
>>
Our luck seems to be lackluster on this adventure. I bet it's Sierra's brother jinxing us.
>>
Rolled 50 (1d100)

>>1899173
Dice are fun
>>
>>1899173
Are they blinded by our lights ruining their night vision?
>>
>>1899447

Considering Dutch got a 125 on his first attack and a 102 for the second, two of them are 'blinded' in a sense.
>>
Rolled 65, 97 + 5 = 167 (2d100 + 5)

>>1899173

Let's see how good the goblins are at dodging
>>
>>1899070

There's a moment of hesitation as you're caught making a decision on the fly. Then, old reflexes hit you.

A group of entirely melee enemies running right for you? Ranged weapons? You've done this song and dance before.

There's no need for words and you turn to run backwards, passing by Dutch. He doesn't move back, just standing there as a smirk comes across his face.

The bait n' switch tactic worked on two fronts. One, people really liked chasing you down for some reason.

And two, it gave Dutch a clear line of fire.

The instant you're out of the way, the first Goblin hits the floor missing most of its head from a well placed round. The next joins it a split second later as the second shot roars out.

The two gunshots are amplified to a painful degree, only your numerous years alongside Dutch keep you on your feet.

Making it to the broken down doorway, you turn and bring your rifle up. Drawing a bead on one of the Goblins, stumbling about from the confusion, you let loose a few rounds. You grit your teeth as the the other Goblin manages to pull the other behind a few broken pipes, your attack bouncing uselessly off their cover.

Dutch makes it back to you, his speed somewhere between casual and a power walk. His guns are back on his hip, "So, now what?"

Next up?
> Stay at range, pick them off
> Switch weapons, close to melee
> Ask Archmage if he's going to do something
> Other
>>
>>1901848
>Melee
Let dutch stay behind while we rush in.
>>
Rolled 80 - 10 (1d100 - 10)

>>1901860

Closing to melee it is.

> Roll me three 1d100+5's please
>>
Rolled 66 + 5 (1d100 + 5)

>>1901876
>>
Rolled 29 (1d100)

>>1901876
>>
Need one more boys
>>
Rolled 32 + 5 (1d100 + 5)

>>1901876
>>
>>1901881
>>1901876

That's a 71 versus 70, Bare Success.

Writin'
>>
>>1901848

"No point wasting ammo in these green fucks," You say as you put your rifle down out of the way, dropping your pack there as well, "I'll lead us in".

Dutch nods and falls in behind you as you draw your sword. You can hear the Goblins screeching to one another as you approach.

Moving around the pipes sword first, there's a strange moment where you notice that both of the humanoids are looking back from where they came, pointing to something you can't see.

One seems to notice you, though it turns just in time for you to jab your broadsword right into it's eye.

The other, seeing the corpse of it's brethren sliding to the ground, let's put a wail. It's still dazed and confused, but it retains its grip on some kind of dagger.

The Goblin is coming right for you.
> Use your sword again
> Switch weapons (to pistol)
> Let Dutch handle this
> Other
>>
>>1901931
>draw pistol and fire
or if we cant fire as we draw
>use the sword to defend ourselves
>>
>>1901936

Drawing the pistol would be a free action, firing would be your main action so you could do it.
>>
>>1901931
>Use your sword again
>>
>>1901945
going with this instead so we are not here all day
>>
Rolled 96 - 10 (1d100 - 10)

>>1901945
>>1901958

Another one.

> Roll me three 1d100+5's please
>>
Rolled 29 (1d100)

>>1901963
PRAISE BE THE DICE GODS, DOWN WITH THE INFEDELS

oh and look out for the boss that they look at
>>
Rolled 15 + 5 (1d100 + 5)

>>1901963
>>
Rolled 10 + 5 (1d100 + 5)

>>1901970
>>1901973

Rolling for the third unless someone jumps in right now.
>>
>>1901970

34 versus 86, Failure. Kinda.

Writin'
>>
>>1901931

You've still got it in your hand, so you pull the blade free from the dead Goblin's skull and in one smooth motion bring it right through the other's throat.

Or, at least, you tried to.

At the very last second, the Goblin stumbles forwards and under your attack. Before you can bring your sword back around, it lunges forwards and sinks it's dagger into your chest.

It fails as well, the shiv breaking upon impact with your reinforced armor.

You can hear Dutch laughing behind you at the idiocy of the situation. Sighing, you grab the shoulder of the confused humanoid and run it through without issue.

With a bit of a huff, you flick your sword clean and stand back up.

What now?
> "Shut up Dutch"
> Go grab your stuff
> Try to see what the Goblins were looking at
> Other
>>
>>1902015
> "Shut up Dutch"

Fuggin goblins
>>
>>1902015
>"Shut up Dutch"
> Try to see what the Goblins were looking at
>>
>>1902015
shut up, we got another potential problem. and go see what they were pointing at
>>
>>1902015
>> Go grab your stuff
we don't want some sneaky ones to make away with it
>> Try to see what the Goblins were looking at
>>
>>1902043
>>1902040
>>1902029
>>1902024

You can laugh later.

> Roll me three 1d100+10's pleas
>>
Rolled 81 (1d100)

>>1902054
>>
Rolled 96 + 10 (1d100 + 10)

>>1902054
>>
Rolled 72 + 10 (1d100 + 10)

>>1902054
>>
Rolled 65 + 10 (1d100 + 10)

>>1902054

Pray for no 1's
>>
>>1902062

That's a 106, Great Success

Writin'
>>
>>1902015
>with a huff, you flick your sword clean
Can we please wipe the subhuman detritus off our sword like we have some respect for our tools?
>>
>>1902015

"Shut up, Dutch," You just sigh again as your friend keeps laughing at you. It's a good thing you put that extra work into this armor; it would have just been embarrassing to die to a disoriented Goblin.

Ignoring Dutch, you peak as best you can to where the Goblins were looking previously.

It's a dark, long tunnel, but even with that you still manage to spot the vague outline of what might be another Goblin off in the distance.

What now?
> Shit! Grab your rifle and get ready for the next wave!
> Grab your belongings, try to sneak up on the bastard
> Other
>>
>>1902130
>Grab our stuff and fire with the rifle, warn the others
>>
>>1902130
> Grab your belongings, try to sneak up on the bastard
>>
>>1902130
>Grab the rifle and get ready
>>
>>1902288
>>1902144

To the firing line!

Writin'
>>
>>1902130

"Shit..." The words come out in a kind of hiss from between your teeth.

There's no time to lose, so you sprint back to your gear and grab your rifle. Apparently, your urgency has knocked Dutch back into professional mode as he glances back and forth before making the smart decision to get into cover.

"John" His own harsh whisper comes out as you make your way back to him, "What's wrong?"

You pull up your rifle and sight onto the distant Goblin, "There's probably a second wave about to hit us, get ready".
> Shoot it
> Hold your fire and see what happens
>>
>>1902332
> Hold your fire and see what happens
>>
oi you cunts we have a silenced pistol we can use don't use the rifle and give our position away
>>
>>1902359

You're looking at something about 300 ft away; you'd have range penalties with the pistol at this distance.
>>
>>1902332
> Shoot it

We're in a defensible location, they're already onto us, no reason not to.
>>
Rolled 2 (1d2)

>>1902342
>>1902407

Rolling to tie break
>>
>>1902342
>>1902359
>>1902407

Firing for effect.

> Roll me three 1d100's please
>>
Rolled 60 (1d100)

>>1902416
>>
Rolled 27 (1d100)

>>1902416
Light 'em up
>>
>>1902416
It seems to me like we could have taken a diplomatic approach with the goblins. Can we hold off on aggressive actions and see if Archmage knows about anything that's going on?
>>
>>1902436
Yeah i thought so too but no point dwelling on it now, the thread's dragging enough as it is
>>
Rolled 13 (1d100)

>>1902416
>>
>>1902422

That's a 60.

Writin'
>>
>>1902332

"I'm taking a shot," You quietly warn your companions as you steady your aim over the Goblin's head.

Waiting for your breathing to even out, you fire. The crack of your rifle echos down the tunnel, the sound following the round as it connects right into the head of your target. You make sure to watch it crumple to the ground before you duck into cover.

You wait for the sound of the next wave to rush your position...

And you wait...

Five minutes later, you glance over at Dutch who looks as confused as you feel. Taking the risk of peaking around your cover, you note a distinct lack of Goblins attacking.

In fact, the entire tunnel is now dead quiet aside from the sound of running water next to you.

You can still see the corpse of the Goblin you just shot off in the distance, but you don't see anything else.

"John," Dutch slowly speaks, "I don't like the feel of this".

"I don't either," Is your immediate response.

What now?
> Gather the team in, sweep forwards nice and slow
> Send someone to check the body while the other two run overwatch
> Other
>>
>>1902506
>Ask Archmage if he has any familiars he can summon or make a mirror image of himself to send to check out the body
>>
>>1902510
this
>>
>>1902506
They're behind us, calling it now.
>>
>>1902510
This. If not, Take point.
>>
>>1902510
>>1902514
>>1902536

See what the man in the stupid hat has in his bag of tricks.

Writin' in a bit
>>
>>1902506

"Archmage..." Thinking about it, where has that guy been this entire time?

Looking back, you see the middle-aged man poke his head out from behind his over cover, "Yes? You guys take care of them yet?"

"Somewhat," You motion him forwards as you turn back to the still quiet tunnel, "About three-hundred feet down there was a Goblin that I shot. The weird thing is that our little fight should have stirred up the hornet's nest; but it didn't. Is there any way that you can safely check out that body?"

He thinks a bit, adjusting his glasses, "I'm really not cut out for the rough and tumble, but I suppose I can take a look".

"Good," A moment of inspiration hits you and you grab one of the Goblin's Makeshift Spears, "Take this. If everything's clear, hit it against something metal two times. If there's trouble, hit it four times".

Archmage takes it without further comment and, after taking a step forwards, turns invisible.

You... kinda forgot he could do that...

Still not likely the way things are going, you tell Dutch to stay put and backtrack to the door you cut through. Making sure to keep quiet, you take a peak at the tunnel you came from.

It's empty and quiet. It doesn't comfort you at all.

Making your way back to Dutch, you only have to wait for another minute before two distinct clangs echo down the tunnel.

Giving your old friend a look, the two of you slowly sweep and clear the area as you go.

> Roll me three 1d100+10's please.
>>
Rolled 41 + 10 (1d100 + 10)

>>1902679
>>
Rolled 60 + 10 (1d100 + 10)

>>1902679
>>
Rolled 88 + 10 (1d100 + 10)

>>1902679
>>
>>1902717

That's better, 98. Outstanding Success.

Writin'
>>
>>1902679

Despite the all-clear, you and Dutch still check every corner and crack on the way there. Still, you don't find a thing and you eventually make it to where Archmage has blinked back into existence over the Goblin's body.

"So, what's the deal?" You idly ask as you walk up beside him.

The mage turns to you, before moving aside, "As good of a shot as that was, it was a bit... unnecessary".

You light up the corpse, and it quickly becomes apparent what he means. The body is missing both its head, and the entirety of it's lower body. You find its legs in a crumpled heap nearby.

Looking over there, something else catches your eye. Aiming your rifle at it, the image becomes clear: there's another one face-down in a pool of it's own blood.

Over the course of ten minutes, the three of you find just under thirty Goblins in a similar manner. Each one of them has been killed by some kind of bladed implement, with pretty much nothing to show for it.

"Well," Dutch speaks up, "I guess this explains why there haven't been more".

Thoughts?
> "Any ideas as to what could have caused this Archmage?"
> "This wasn't in fighting, the cuts are too clean for their weapons to have caused all this..."
> "So, there's something else down here, huh?"
> Stay silent
> Other
>>
>>1902743
> "Saves us the trouble."
>>
>>1902743
>> "So, there's something else down here, huh?"
Gotta be on the alert
>>
>>1902743
>"Opinions?"
>>
>>1902743
> "This wasn't in fighting, the cuts are too clean for their weapons to have caused all this..."
> "So, there's something else down here, huh?"
>>
>>1902743
> "So, there's something else down here, huh?"
>>
Sorry guys, gonna have to pause things here for a bit. I'll be on later tonight to continue
>>
>>1902747
>>1902750
>>1902757
>>1902789
>>1902806

Looks like we've got company.

Writin'

(Solo post before I knock out for the night)
>>
>>1902743

"Hot damn..." You whistle in appriciation now that you've got the chance to step back and look at the carnage in full, "Someone or something just made our job a hell of a lot easier. What do you think Dutch, we owe this dude a beer or what?"

That gets a good natured snort out of your friend as he just looks around the surroundings.

Archmage, on the other hand, doesn't react to your comment; simply looking over one of the bodies.

"Any idea what might have caused this?" You ask him in a more serious tone than before.

"Not exactly," He stands back up, "Thinking about it, this might be more in your field of expertise than my own, if you'd be willing to take a look".

Moving over, you check out the cut along the Goblin's torso, "You're right, I guess. I can tell you right now this wasn't in fighting; the wounds are far, far too clean to have been inflicted by one of those makeshift weapons. Other than that, I can't tell you much more".

You shrug to the middle aged man as you stand back up.

"Hey you two," Dutch speaks up, directing your attention to a nearby tunnel that leads further into the depths of this system, "Might want to take a look at this".

Looking around the guy, you find that there's even more corpses littered about than you had found before.

"Well... Fuck," You idly say, looking about, "We're really going to need to be careful now".

> Will be continued tomorrow. See you all then.
>>
>>1903594

Given the situation at hand, the three of you decide to walk back to where the running water was.

After checking to make sure you weren't about to be ambushed, you return to where Dutch and Archmage are already talking.

"We still need to know what it is that we're going up against; that unknown should take priority," The mage looks decidedly neutral, even as he speaks.

Your friend just idly kicks one of the Goblin corpses, "We all know what the rule of engagement is for dealing with groups of these fuckers is: kill 'em all. We let any of them survive, and we're just gonna have more trouble in the future. Hunting any survivors down should come first".

Any words of wisdom?
> "The Goblin's aren't the real threat currently, the unknown however is clearly a threat"
> "Entire towns have been lost because people let one or two Goblins escape, we need to make sure that there are none left"
> "Perhaps if we follow the bodies, we'll find our unknown killer too"
> Stay silent
>>
>>1904103
> "Perhaps if we follow the bodies, we'll find our unknown killer too"
Can we tell which corpses are fresher?
>>
>>1904103
>"Perhaps if we follow the bodies, we'll find our unknown killer too"
>>
>>1904121
>>1904138

Middle of the road it is.

Writin'
>>
>>1904103

"The bodies look pretty recent; maybe within the day. You two consider that if we follow the bodies we might just our unknown killer?" You calmly state as you rejoin them.

Neither look all too thrilled at your neutral answer, though it's only with minimal fuss that you get back into formation.

Starting with what Dutch just spotted, you slowly make your way through a rather simple tunnel system.

Something of note is that these ones look like they were killed while running, the wounds being across their backs rather than their fronts. It's not much, but maybe it'll make sense eventually.

Eventually, you come to a bit of a crossroads. There's a few bodies coming from the middle tunnel, that continues along the same path that you've been taking for a while. On the left, there's what looks like another sealed door. And on the right, there's a door barely hanging onto its hinges.

What now?
> Continue the way you've been going
> Check out the sealed door
> Check out the broken down door
> Head back
> Other
>>
>>1904170
>> Check out the broken down door
>>
>>1904170
> Check out the broken down door
>>
>>1904174
>>1904191

What's behind door number 1?

Writin'
>>
>>1904170
>Check out the broken down door
>>
>>1904170

Motioning to the others, you lead the group up to the broken down door. Taking a peak, you don't see much. Motioning again, Dutch is right behind you as you sweep inside.

This area is a much, much smaller tunnel so the smell of dead Goblins is much stronger than before. From what you can see, these ones died fight; wounds on the front, spears in hands.

That's when you hear some kind of shriek cry.

Snapping to attention, you make your way to a blood-splattered door. Apparently, the Goblin Soldiers here died protecting this.

Opening the door, you follow Dutch as he rushes in.

Neither of you make it very far, as the sight within gives you both pause.

This was... some kind of Goblin Nursery. Looking around, there's maybe two dozen infant Goblins shrieking at you.

Dutch puts down his guns, looking at you.
> Kill them all
> Leave
>>
>>1904208
Let's go Darth Vader on these fuckers.
>>
>>1904208
>"We all know what the rule of engagement is for dealing with groups of these fuckers is: kill 'em all. We let any of them survive, and we're just gonna have more trouble in the future. Hunting any survivors down should come first".
Kill them all
>>
>>1904222
>>1904224

Wet work it is.

Writin'
>>
>>1904208

You take your rifle and put it outside of the nursery. Making sure to close the door behind you tightly, you walk up to Dutch and just nod.

Your friend holsters his guns and pulls out a survival knife while you draw you sword. Working methodically, each and every infant is decapitated one by one.

There's a few that try to escape, but they barely weigh more than fifteen pounds. With no way of defending themselves, no advantage over you and Dutch, they can only continue to scream.

Even that slowly dies down, as the last Goblin dies from you slitting its throat.

Making sure to double-check the bodies, you grab your rifle on the way out.

Archmage is looking around the intersection, you'd guess looking for signs of blood magic, "I assume you two are done".

"None left," Dutch says coldy.

The two of you spend some time cleaning your weapons and reloading your firearms before you think of where to go next.

Where now?
> Check out the sealed room
> Continue to follow the bodies
> Head back
> Other
>>
>>1904230
>Continue to follow the bodies
>>
>>1904230
cheak out the sealed room.

cold but needed to be done
>>
Rolled 2 (1d2)

>>1904242
>>1904251
>>
>>1904230

"I'm gonna cut that door open, stand back," With you warning, Dutch and Archmage give you some room as you draw your Multitool.

Once again, the Cutting Tool function makes quick work of the hinges. A quick push tells you that it'll take a bit more work, however, so this time you just run the flame along the entirety of the frame.

You need to more or less shoulder check it at this point, but you manage to knock the thing over. Like before, Dutch rushes through.

"Another tunnel," Is his immediate response.

Looking around him, the tunnel goes on a ways, a few piles of rubble and collapsed masonry filling up the sides but not entirely blocking things.

Now what?
> Head further in
> Head back to the intersection
>>
>>1904270
not a room, carry on to follow the bodies

my reasoning was if it was a room, then it would be more of a benefit to clear it now
>>
>>1904270
> Head further in
>>
Rolled 2 (1d2)

>>1904276
>>1904278
>>
>>1904270

Slipping by Dutch, you lead the group down the tunnel. It's tight going in some places and single file for the entirety of it.

No corpses, however. Eventually, it ends and spills the three of you out into what might be part of that main train tunnel from before. Your lights go over that strange three-rail setup again.

Turning left, you think you see that platform area off in the distance. On the right, the tunnel continues off into the darkness. Apparently it was long enough that you flashlight didn't illuminate anything.

What now?
> Head left back to the station area
> Head right to see where the tunnel goes
> Head back through the small passage back to the intersection
> Other
>>
>>1904307
>Head back through the small passage back to the intersection
>>
>>1904307
station area, my curiosity is piqued. but keep our guards up
>>
>>1904307
> Head back through the small passage back to the intersection
>>
>>1904332
>>1904337

Let's head back to the intersection.

Writin'
>>
>>1904307

No reason to wander around in the dark while there's a lead to follow.

Motioning Dutch and Archmage back, the three of you make it back to the intersection without a problem.

Now what?
> Continue to follow the bodies
> Head back where you came from originally
>>
>>1904351
>the way the bodies go
>>
>>1904351
>Continue to follow the bodies
>>
>>1904351
>Continue to follow the bodies
>>
>>1904354
>>1904360
>>1904362

Follow de bodies.

> Roll me three 1d100+10's please
>>
Rolled 47 + 10 (1d100 + 10)

>>1904363
>>
Rolled 23 + 10 (1d100 + 10)

>>1904363
>>
Rolled 42 (1d100)

>>1904363
may the dice ods in their wisdom guide us

FOR THE 8 AND THE ONE
>>
>>1904364

57, Bare Success.

Writin'
>>
>>1904351

It takes a few minutes of quiet walk, no bodies in here either, but eventually you come to a large, open room.

Hell, this almost looked like a camp.

"Looks like the main Goblin encampment," Archmage confirms your thoughts, the three of you taking a look around the room.

There's plenty of bodies around here, most of which were, again, Goblin Soldiers who died fighting something.

And that's when you stumble across a Goblin who is far, far larger than the rest.

"I found the Leader," You state neutrally, looking over the corpse. It's much larger than it's subordinates, probably would have come up to your chest if it wasn't cut to pieces.

"Probably a Chieftain, based on the size," The mage once again adds onto your assumptions.

Dutch just whistles at the sight, "Look at that; ugly bastard didn't go down without a fight".

Compared to the other, the Chieftain has about half a dozen cuts on it. One of its arms is completely cut off from the rest of the body, the severed limb still clutching onto some kind of makeshift axe.

While you're looking in that direction, you do notice something that's even more curious: you see a dead Goblin, slash mark across its back, clutching a makeshift pickaxe.

Looking up, you see a few more in similar condition with the same tools. Further on, you see what looks like an excavated tunnel.

"Hey guys," You call over the others, "This might be something".

Now what?
> Investigate the excavated tunnel
> Investigate the Goblin Camp more
> Other
>>
>>1904399
>> Investigate the Goblin Camp more
>>
>>1904399
>Investigate the Goblin Camp more
>>
>>1904415
>>1904428

Let's take another look around.

> Roll me another three 1d100+10's please
>>
Rolled 7 + 10 (1d100 + 10)

>>1904437
>>
Rolled 27 (1d100)

>>1904437
>>
Rolled 98 + 10 (1d100 + 10)

>>1904437
>>
>>1904399

Dutch is poking about the excavated tunnel, Archmage is checking over the Chieftain for any sorts of markings or whatever.

Regardless, you decide to make sure that everything is well and dead in here.

They are. Simple as that, whatever tore through the Goblins did a damn good job of it. There's a bit of coverings that you check behind, but aside from that everything has been leveled.

All the dead are as they should be; no lone survivors around here.

Making your way back to Dutch, he turns to you, "Want to see what they were up to? Don't see much else we have to go on here..."

He's right, this is more or less your only lead at this point.
> Investigate the excavated tunnel
> Ask Dutch something (what?)
> Ask Archmage something (what?)
> Other
>>
>>1904478
>Investigate the excavated tunnel
>>
>>1904528

On wards and upwards.

Writin'
>>
>>1904478

"Yeah," You nod, stepping out in front, "We'll take this nice and slow".

Following your own word, you make your way down the excavated tunnel. It's slow going, not only due to your caution, but due to the fact that this was originally made by Goblins.

Curiously, you can see scrap marks along both sides of the walls every few feet.

After a few twists and turns, you stop. Up ahead is where the excavated tunnel ends. Or rather, where the end of the Goblin's work is. There's a hole with some source of artificial light directly ahead leading to something... you can't tell.

What you do note is that the outline of the hole has clearly been broken outwards and towards you.

Then, a hiss and click. Something up ahead changes, and the light flickers as a vague humanoid moves in front of it.

Now what?
> Call out it the humanoid
> Back the fuck up
> Try to get a better look at it
> Open fire
> Other
>>
>>1904564
>Back the fuck up
Human doesn't equal ally.
>>
>>1904589

We are leaving!

Writin'
>>
>>1904564

"Back up," You harshly whisper to Dutch, "Back up, now!"

You have no idea what this thing is, no idea of intelligence, reason, or alignment, and you don't particularly want to find out. So you keep your rifle down, moving back without turning around.

That's when the humanoid braces, then smashes through what's left of the wall.

"OH FUCK GET BACK," You immediately yell out as you turn to run.

The sound of it coming up behind you and the sound of something metallic against stone grinding away constantly licks at your heel. You have to grit your teeth to resist the urge to panic and push against Dutch while he shuffles through a tight section of the tunnel.

Thankfully, your immediate retreat means that you get out of the excavated tunnel well before whatever is on your heels.

Over to the side, you can see Archmage turn invisible and get out of the way.

Dutch turns to you as you come up to him, a mad grin on his face.

Now what?
> Get back, ready your rifle to hit it while it comes out of the tunnel
> Switch weapons (to what?)
> Other
>>
>>1904564
Back up, slowly and in an unoffensive manner.
>>
>>1904628
Metallic... it's a machine? We have multitool in our ready pocket, right? For the time being, ready the rifle.
>>
>>1904628
>Get back, ready your rifle to hit it while it comes out of the tunnel
>>
>>1904637
>>1904643

Prepare to fire!

> Roll me three 1d100's please
>>
Rolled 9, 48, 57, 60, 49, 9 + 20 = 252 (6d100 + 20)

>>1904646

[DUTCH ACTIVITY]
>>
Rolled 39, 87, 69 + 10 = 205 (3d100 + 10)

>>1904646

[??? ACTIVITY
>>
Rolled 9, 14, 94 = 117 (3d100)

>>1904646
>>
Rolled 75 (1d100)

>>1904660
ah sorry... pick the first of the three or this roll, whichever you feel more appropriate
>>
>>1904650
>>1904658
>>1904660

Let's see how this goes.

Writin'
>>
>>1904667

It's all good. Trying to run this fast since we're on page 9 currently.

>>1904628

You turn to your friend and nod. The two of you split up to take positions covering the mouth of the tunnel. Coming to a knee, you brace your rifle as best you can and wait.

The grinding of metal on stone continues and grows louder and louder on approach.

You see the outline of it moving, sight right on its chest, and open fire.

Your opening volley hits it dead on, and on the other side of the room you hear Dutch snap two shots off. The sound of the rounds echos harshly against the walls, bouncing around the room.

The... thing stops right at the mouth of the tunnel, just staring at you. It's mostly black, with red across the face and down its chest at points. Looking it over, you quickly replace humanoid in your mind with construct, as you note the segmented armor over joints and pistons.

There's an awkward moment of silence as both you and Dutch note the slight scratches along its chest that note where your bullets bounced uselessly against its shaped armor.

That moment ends when it's arms flick, the chunky hands turning into blades in an instant, and the construct charges.

COMBAT! Now what?
> Fire your rifle again
> Switch Weapons (to what?)
> Focus entirely on dodging
> Other
>>
>>1904699
> Focus entirely on dodging while checking to see if theres a panel we can access on the construct
>>
>>1904699
>>1904710
Seconding.
>>
>>1904710
>>1904735

Evasive action it is.

Let's see how it goes for you.
>>
Rolled 42, 88, 25, 98, 58, 96 + 5 = 412 (6d100 + 5)

>>1904710
>>1904735

[??? ACTIVITY]
>>
File: Dutch_WeightofHotLead.png (128 KB, 281x311)
128 KB
128 KB PNG
Rolled 23, 4, 4, 96, 14, 37 + 30 = 208 (6d100 + 30)

>>1904699

[DUTCH ACTIVITY]
>>
>>1904699

Switching your rifle into your off-hand, you grit your teeth and run to meet the construct head-first.

It doesn't seem fazed in the slightest, bringing it's blades around to bring to bare against you. The first attack you manage to bat aside with your armored gauntlet, the second you dart out of the way of, only to almost run right into the third slash.

There's a bang as one of Dutch's shots ricochets off of the construct's shoulder uselessly. His second shot, however, nails one of it's leg joints, knocking the entire body off balance and to a knee.

That split second distraction allows you to back up out of range of the attack.

With a mechanical whirl, the joint rights itself, steadying the machine. With a hiss, it begins to push itself up.

From what you can see, there's no access port you might be able to get into. Even if you do, you have no idea what thing thing's electronics are like.

Dutch has both of his revolvers trained directly on the thing, circling around slightly to keep you out of his line of fire.

What now?
> Try firing your Rifle at it
> Switch Weapons (to what?)
> Stick on the defensive
> Other
>>
>>1904774
Do we see any cuttable hydraulics?
If so, switch to sword.

We need to incapacitate it somehow. Immobilize it by luring it under something heavy and droppable? What tricks can Archmage pull? although if it's combat unit, it's presumably made with magic in mind as well...
>>
>>1904796

The joint on its leg took what's essentially a .357 round without breaking (Game Mechanic-wise it has Heavy Armor).

As for terrain hazards, you're in the room where the Goblin Camp was. The 'structures' they built were, at best, ramshackle tents.

Archmage you know can cast Invisibility and Silence. You're not sure what else he can do.
>>
>>1904774
> Switch Weapons (multitool)
Let's burn this fucker
>>
>>1904868
I'd be careful using it until it's at least slightly impaired in movement... we should be able to go through its skin (in time?), but we can't parry with it and I don't want to risk it getting damaged
>>
>>1904881

Dutch can, as you saw, stagger enemies.
>>
>>1904699
well guys........we got our golem HAHAHAHAHAHAHAAHAHA LETS GET IM

alright guys heres my plan, we lure him/ it closer to us and try to get it to charge. then when it hits the tunnel or wall hope it falls on him. or

>>1904868
as my mother says "the bigger they are, the closer you are to the knees" or as someone else says about wild animals "KILL IT, GET MY GUN AND FUCKING KILL IT"
>>
>>1904868
>>1904906
in case I wasn't clear, multi tool through his leg. and try to to damage it TOO much we do need to drag this shit out and examine it
>>
>>1904906

You'll just have to see what this gets you.

>>1904868
>>1904906

Switching to Multitool it is.

> Roll me three 1d100+20's please
>>
Rolled 44, 26, 87 + 5 = 162 (3d100 + 5)

>>1904919

[??? ACTIVITY]
>>
Rolled 23, 4, 13, 55, 58, 11 + 30 = 194 (6d100 + 30)

>>1904919

[DUTCH ACTIVITY]
>>
Rolled 30 + 20 (1d100 + 20)

>>1904919
Time to scavenge something that doesn't know it's scavengeable yet...
>>
Rolled 18 (1d100)

>>1904919
let the gods decide
>>
Rolled 99 + 20 (1d100 + 20)

>>1904919
>>
>>1904947

Well, the Artificer Quest Luck returns.

Writin'
>>
>>1904919
>about to roll
>see this >>1904947
KEK
>>
>>1904950
can I suggest the line

"you picked the wrong day to mess wit han artificer pal" before we cut off his leg and beat him to death with it?

I'm joking of course. we use the head to beat them with
>>
>>1904958
>not saying "You're Fired!"
>>
>>1904967
well that is clever, but we must get some sort of bonus damage for destroying someone's self esteem. so....... combine the two?
"you messed with the wrong artificer, and now YOUR FIRED" >leg off, head off
>>
>>1904774

That armor is getting just flat out irritating at this point. Your initial volley barely scratched it, Dutch's shots have causing it a minor inconvenience at best. At this point, you don't want to even attempt to use your sword against it. Really, there was only ever one choice of taking this thing out.

Tossing your Clockwork Assault Rifle to the side, you pull your Multitool free and charge, "AGAIN DUTCH!". Your friend closes in from the side, angling to get a good shot.

Once again, the construct slashes at you. Anticipating this, you weave around the first two slashes. The third, once again, corners you in the middle of a dodge.

Sparks fly as Dutch gets luck in locking an arm joint up mid-swing. Ducking under the awkward attack, you come up right behind the construct as it attempts to turn to face you.

Grabbing it in a rather awkward one-armed choke-hold, you wrestle with it for a moment to get it to expose its neck; fighting against the machine all the while.

The fighting stops after you put the Multitool right to it's neck and let it do it's best. It's hard holding the hot tool so close to your skin, but you grit your teeth and bare it as the construct's convulsions slowly die.

With a stumble, you drop the disabled machine to the ground and step back.

Dutch just looks between you and it, still pointing his guns at it.

You really shouldn't, but you can't help but throw your head back a bit and laugh. After getting that out of your system, your first words are:
> "Dibs"
> "Pretty good for a wrench monkey, huh?"
> "Please tell me that was the only one"
> Stay Silent
> Other
>>
>>1905002
>Hahaha! Somebody get this hothead outta here
>>
>>1905002
Dibs!
>>
>>1905002
and this my good fellow as per our agreement does come under "intresting magitech" thus services render this mine. so any help getting this hot head out of here?
>>
>>1905015
This, holy shit
>>
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>>1905015
Perfect
>>
>>1905015
>>1905033
>>1905036
>>1905043
>>1905051

Will do. Gonna be a slight delay, however.

Writin' will resume in a bit.
>>
>>1905002
call dibs on the hothead!
>>
>>1905002

"Someone get this hot head outta here!" You've got a stupid grin on your face and you know it.

Dutch just gives you a slightly sour look, "You always know how to ruin a good moment, John".

"Pah," You scoff right back, "You're just mad you got upstaged by a [i]nerd[/i]".

Your old friend just rolls his eyes, pushing his guns back into their holsters, "So, now what?"

"Well, for one," You idly give the construct a kick, "I call Dibs".

"Dibs, seriously John?" Dutch just shakes his head, "Yo, Archmage! You gonna do something on this Dive or are you going to hide in a corner the entire time".

The middle age man blinks back into existance, looking his usual mix of neutral and irritated, "The job isn't over yet".

It isn't, you still need to check out the area this construct came from.

> Roll me three 1d100+10's please
>>
Rolled 81 (1d100)

>>1905187
awww but I wanted to play with my new toy........FINE *stroppy huff*
>>
Rolled 99 + 10 (1d100 + 10)

>>1905187
>>
Rolled 99 + 10 (1d100 + 10)

>>1905187
>>
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>>1905202
>>1905220
why are we like this
>>
>>1905202
>>1905220

I see John has regained his Devil's Luck.

I'll have to think of something for this.
>>
>>1905227
I'm sorry, but our lords the dice gods do as they will.

also we are the fucking artificer. AINT NONE OF YOU ROUGES OR OTHERS GETTING THIS SHIT
>>
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Paydirt lads
>>
>>1905246
>>1905233
>>1905227
>>1905202

Back now, let's see what happens.

Writin'
>>
GOLEM GET!! God dammit is so good to be a nerd!!
>>
>>1905220
>>1905202
>Go check were the golem came from
>find all the godies

I guess we found our workshop. Or at least we found one.
>>
>>1905187

The rush of victory fades and, sadly, professionalism returns.

Again, you and Dutch lead the way through the excavated tunnel, sweeping and clearing as always.

Things are quiet, at least for now.

Making it to where the construct burst through the wall, you find that it made a nice, wide whole for you to climb through.

Giving the all clear, you help Dutch and Archmage into the 'room'.

"Of course it is..." You bitterly mutter under your breath as you look around.

It's a bloody train car of sorts; definitely not a passenger car that's for sure. There's a whole mess of wiring and strange machinery along the sides, a particular one that is cleanly open. Looking inside, it's empty. Guess that's where your construct came from.

"What the hell am I looking at here, John?" Dutch just looks bored, poking at some metal.

"I'm not entirely sure," You step back and head over to another bit, "If I had to guess, perhaps some kind of security carriage?"

"You're probably right," Archmage speaks up, "There's not too much here, but it's no less interesting".

You grunt noncommittally, continuing to look around.

After a bit, you do find a few more containers for more constructs. Luckily it seems like these ones were compromised at some point in the past as the bots are slagged piles of worthless scrap. The far end of the car was crushed in a cave-in.

What is still intact is a crate of sorts. Unsealing it takes some work with the Multitool, but it's not a problem for you to cut open.

"Take a look at this..." You say, in slight awe.

Laying down on the bottom of the crates are perhaps a half a dozen portable computer, somehow untouched by the passage of time.

Archmage seems equally impressed, "Depending on what's on their, this could be quite the find".

Guess that's that then.

Another half an hour is spent securing the Ruin, to which you find no more hostiles or goodies. Archmage doesn't seem to disappointed in the lack of finds, perhaps he wasn't expecting anything to come from this Dive.

With the site secure, the three of you grab your things and make for the surface. It's a bit awkward climbing a ladder with a construct slung over your shoulder, but you manage it.

Dutch thinks you're an idiot for lugging the thing all the way out. But what the fuck does he know anyways?

[ARTIFICER QUEST PART 10 END]

> Probably not going to be able to update anymore today. Part 11 will be on a new thread since we're pretty far down the board here. Most likely'll be up tomorrow. See you all then.
>>
>>1905546
I love you
>>
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>>1905546
Awesome.

Any chance we can grab one of the computers as well? Will probably need it to interface with the robot anyway

>inb4 we critfail it and set a terminator on rampage in the city
>>
>>1905569

Love you too Anon.

>>1905586

Your loot haul is that security bot. Quite literally everything else in that area is now Genovese property. However, who knows how they're going to work on integrating that fancy tech? They might need a few experts...
>>
>>1905710
>more mafia work

ehhh... we'll need to think that over.

Where are we going to store the robot though? We don't have a workshop yet. I guess we can cuddle with it in the inn room's bed but if we want to work on it... I guess we'll have to trust the family to safeguard it for us for now.
>>
>>1905730

That's the trade off. You want unique and rare stuff? You either better have a lot of money, or connections.
>>
>>1905730
>>1905730
I'm wary of mafia stuff too. I imagine we could rent out a small place of our own, which honestly sounds like a cheaper plan long-term than staying in the tavern
>>
>>1905771
We have to get our smithing proof back, too.
>>
>>1905811
Honestly I don't really care for it that much at this point, I think we should prioritize finding some stable income and a place to live. I imagine opening an artificer shop for repairs would be a great long-term move
>>
>>1905826

For the most part, if you were to open an artificer shop at this point, you'd be doing more or less the same as you are now. I've got that smithing proof plot hook in place because Anons want to work on building an EXO and a Golem of some sorts, both of which will require an aptitude for general smithing and armor smithing.

As for finding your own place, that is something that Sun offered to work with you on.
>>
>>1905842
Sun? Who is that again?
>>
>>1905826
>>1905771
>>1905730
Eh so long they hire us using their legal business i don't mind. We can do work for then but none of it will be under the table work.
>>
>>1906127

The Head of the Main Bastion, guy who gave you the Siege Weapon contract.
>>
>>1906133
I don't know what StoryT has in mind, but I'm pretty sure some things are gonna happen that aren't blacksmith life simulator. The smith that has our proof will likely increase our aptitude with smithing like the magical wise squirrel in the woods, but John is a trouble magnet.
Tl;dr we should do what we can while we can, because we live in interesting times.
>>
>>1906428

There's going to be a time skip, considering that I'm already pushing suspension of disbelief on John gaining proficiency in smithing in months rather than the 5 years it normally took for apprentices (usually started ~13 yrs old ending ~18 yrs old). You'll get plenty of chances to get some new skills, skill rank increases, build/upgrade gear, etc etc. Part of the reason why I'm doing this is because if I had to write this time skip out day by day we'd probably be spending several months of IRL time on this section of the quest. Or, you guys would have to go up against the upcoming story arcs severely under equipped.

And what plans do I have. Interesting times indeed.
>>
>>1906452
I love the world you've made here. I tell my ttrpg friends about your threads. I'm very excited to see what you have in store for us.

You usually stick around to ask and answer questions, but I'd like to know what you think of your following. You roll with our punches very well, but do we sometimes do things that rub the wrong way?
>>
well I will not say that I love the world you made, I do, I will not say that you are a absolute genius when it comes to characters and their interactions, because you are, I'm going to say no matter how long this stays going, and maybe what happens after you can bet your bottom pound that I'm going to be playing and lurking till I die, the internet dies or I'm kidnapped
>>
>>1906538

Glad to know you're enjoying it. And that's cool that you're regaling your friends about this quest.

As for my following... eh. You're right in that there are somethings that do rub me the wrong way, mostly at the beginning. But, I realized that the entire point of a quest is that the author and the anons are working in tandem to create the story. If I wanted things to go exactly how I envisioned, I'd just go write the story out and post it. There's also the fact that this is 4chan and a reasonable amount of faggotry is to be expected. However, I will say that I've gotten incredibly lucky when it comes to my followers. I did, after all, leave it up to them what this world would be like and who the MC would be and they didn't completely fuck things up. So, really, overall I can't complain about 'em.

>>1906920

Artificer Quest has the remainder of this arc, the time skip, then depending on how things go about one short and two long story arcs. If John makes it through all that, I'm gonna retire him. After Artificer Quest is done, I've got two quest ideas I'm going to do with the previously mentioned Dreadknight Quest likely going first. Or, hell, maybe I'll just say 'screw it' and run both at the same time.

Regardless, there's going to be plenty of content coming up don't worry about that.
>>
Next thread is up. I'll be starting to write in about 2 or so hours.

>>>1907174
>>
>>1905730
Yeah, we got the robot, let's not get greedy. We can reverse engineer it, hopefully get a business going with the results, and then, well,
>>1905760 - Money OR connections. Don't need both.

No more mafia work.




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