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File: E1tgNgGXMAI6O1W.jpg (170 KB, 790x1106)
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You can't recall much before the Invasion began. In fairness, most people - the handful that probably remain that is, couldn't. All you remember before the sky came apart and the world got plunged into an unending nightmare is a sudden bright light. Not unlike the sun, but brighter and worse somehow. Much, much worse.

Just a short while ago, you, a completely unremarkable Power User were doing as you usually had, scavenging and salvaging from the corpse of a long-dead world. Now, you were in over your head and dealing with the consequences. You only pray that things will not get any worse than this.

Previous Thread: >>5174645
Character Profile, Resources and Abilities:
https://pastebin.com/XJA9sUit

Thread Archive:
https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Horror%20World

Rules:
Rolls will almost always be a best of 3 1d100 from every player participating. DC will vary and will depend on what's being rolled for.
1 and 100 are a crit fail and a crit success respectively. In the event that both a good and bad crit are rolled simultaneously, the good will outweigh the bad one unless two or more 1's are rolled.
Vote periods will close from around 50 minutes after posting to 1 or 2 hours, or after a unanimous agreement between posters
Asking for more context behind a given choice is welcome and a vote extension can be given in the event that someone can convincingly sway other people to another vote.
Rules may be changed at my own discretion for any reason.
Write-ins are always welcome and are actively encouraged so long as they aren't extremely out of character.
>>
Slowly, blearily, you open your eyes and need to take a good minute to adjust to the sudden sensation of the light streaming into them. Once your sight clears however, you realize that you're still in your bunker and nothing seems to have changed. You are also lying on the floor.

Pushing yourself up after a moment's struggle, you realize just how utterly AWFUL you feel. Like you've been doing a marathon for several days and have never slept in all that time. Guess falling into unconsciousness doesn't cure actual exhaustion at all.

You're just about to trudge on over to your pile of sheets and spreads for a well-deserved rest, when something nudges your foot. Looking down, you see the Reconaissance module staring up at you.

>"Statement: User shows severe signs of mental and physical fatigue, and clear symptoms of energy drain."

>"Query: Would User explain where he went and what occurred?"

Well, how do you put this...
>Tell the little Module everything that happened.
>Tell the module some of what happened, but not the entirety.
>Get something to eat then answer after.
>Ignore it and just go to sleep.
>Write-in.
>>
>>5223305
>Tell the little Module everything that happened.
>>
>>5223305
>>Tell the little Module everything that happened.
>>
>>5223305
>>Tell the module some of what happened, but not the entirety.
>>
>>5223305
>Tell the module some of what happened, but not the entirety.
Our nemisis is on the other end!
>>
>>5223305
>Tell the little Module everything that happened.
>>
>>5223305
>Tell the little Module everything that happened.
Let’s not hide things from our little assistant, he needs info to help us.
>>
>>5223308
>>5223439
>>5223462
>>5223465
>>5223506
>>5223520
You tell the module everything that occurred after it entered its rest cycle and you left for the surface that day. You don't bother skimping out on the details, including not only your encounter with the Orphan, but also the events that led up to your confrontation with the Hound and the warning it left you.

There is a pause as it processes the information, before the blue glow that functions as the metallic sphere's 'eye' centers on you.

>"Statement: User is most likely in severe danger."

Well that's obvious.

>"Explanatory Statement: Entity designated - 'The Hound' is most likely an entity composed out of extremely dense concentrations of Necrium. Unit proposes that said entity had entered a period of hibernation until either significantly energetic phenomena awakened it or until a source of sustenance presented itself.

>"Continuation: Unit suspects that entity adapted itself by pulling information from the User's mind to construct its approximate physical manifestation. Entity is now likely preparing to draw the bulk of itself into this reality in preparation for its hunting cycle."

The unit bobs back and forth a bit as it finishes and sits patiently for you ask another question if you want.

>Ask it what this 'hunting cycle' entails'.
>If it's pulling itself here, then could it be stopped before it appears?
>What can you do to fight back?
>You can deal with it later, just go to bed.
>Write-in.
>>
>>5223527
>If it's pulling itself here, then could it be stopped before it appears?
>>
>>5223527
>>If it's pulling itself here, then could it be stopped before it appears?
>>
>>5223527
>If it's pulling itself here, then could it be stopped before it appears?

I'm curious about the hunting but this feels more urgent
>>
>>5223527
>>What can you do to fight back?
>>
>>5223530
>>5223534
>>5223574
>>5223587
If it's pulling itself here, then couldn't it be stopped before it appears?

>"Statement: It is a possibility, but ultimately unlikely. 'The Hound' entity's nexus - the mass of Necrium that acts as both a core and a means of anchoring it and its influence, would need to be found and purified through use of powerful and skilled energetic manipulation. That, or damaged enough that it is forced to temporarily extract itself from this reality."

And this 'nexus', it's the heart of this thing? Where it gets its power?

>"Statement: Inexact terminology, but useful shorthand. The nexus acts as a stabilizing centre and point through which the Negative Energy entity can act through. Its loss or purification will immediately sever or dissolve all influence the entity has within this reality. But the longer it remains here, the more of itself it can bring to bear and the closer it will come to manifesting in full."

Well that certainly sounds like a problem.

>Where is this nexus most likely to be?
>What does the nexus look like?
>How can you purify the nexus if you find it?
>Could we fight the Hound even without destroying the nexus?
>Write-in.
>>
>>5223605
Reusing previous prompt as write-in.
>>Ask it what this 'hunting cycle' entails'.

I'd like for us to clarify if it's coming for us specifically. We did sorta... Let it out by smashing open the barrier, but I still don't want to go hunting it down if it's just yet another monster out in the world, instead of coming to kill us in five days.
>>
>>5223605
>Where is this nexus most likely to be?
>>
>>5223605
>How can you purify the nexus if you find it?
>>
>>5223605
>>How can you purify the nexus if you find it?
>>
>>5223720
>>5223799
>>5224002
How can you purify this 'nexus' if you find it?

The sphere makes a humming noise for a couple seconds, before replying.

>"Statement: Relevant data details that sufficient amounts of Fluxium or Neutrium energies can purify and render Necrium into inert, harmless energies. This should prove sufficient in purging the nexus and severing its connection to this domain."

>"Statement: What constitutes 'sufficient amounts' varies depending on the type of entity and the amount of Necrium present in the nexus' point of manifestation."

The sphere rolls back and forth again, humming somewhat.

>"Query: What other questions does User wish to ask?"

>Ask it where the nexus is most likely to be.
>What does this nexus look like?
>You've talked about the Hound already, but what about the Orphan?
>How do we plan against the Hound?
>No more questions, you'll jsut head to bed for now.
>Write-in.
>>
>>5225081
>>What does this nexus look like?
>>
>>5225081
>How do we plan against the Hound?
>>
>>5225081
>How do we plan against the Hound?
>>
>>5225081
>>No more questions, you'll jsut head to bed for now.
>>
>>5225093
>>5225449
>>5225549
>>5226021
Alright then, so how do we plan againdt the Hound?

>"Analysis: User most likely awoke it from a state of suspended animation or dormancy that it had willfully undergone. Assuming that it has not allowed natural elements or positive energies to reclaim the area, then there is a high likelihood that the surrounding zone in which you discovered it could contain the location through which it has embedded its nexus."

In the Dead City, which is constantly shifting and where no location remains in a single location for long. Right. You're sure you'll find it in the five days you have.

The unit's blue eyelight does not waver as it stares at you, focused and resolute.

>"Statement: Five days will likely be the timeframe provided before the threat is allowed to manifest in full. Following analysis, it can be deduced that the Hound will have anchored it's domain in preparation for its emergence, reducing the likelihood of the area completely being lost to the random energetic disturbances of the Dead City."

>"Query: Is there anything else that User wishes to know?"

>No, that will be all thank you.
>You've talked about the Hound already, but what about the Orphan?
>What does this nexus look like?
>Write-in.
>>
>>5226388
>>You've talked about the Hound already, but what about the Orphan?
I just wanna know more
>>
>>5226388
>>You've talked about the Hound already, but what about the Orphan?
>>What does this nexus look like?
>>
>>5226388
>>5226403 +1
>>
>>5226388
>What does this nexus look like?
>>
>>5226388
>You've talked about the Hound already, but what about the Orphan?
>>
>>5226403
>>5226427
>>5226608
>>5226620
You've mentioned the Hound, but what about the Orphan?

>"Analysis: Entity known as 'The Orphan' appears to operate as a uniform mass of Necrium energies, likely a result of multiple people corrupted by Necrium and then deceased, in a non-dissimilar manner to the Gneolväntir albeit less ethereal, and then subsequently merged together into another Necrium-based form."

>"Recommended course of action: Evasion should be primary concern in the event that you encounter the Orphan again. Current weaponry, barring usage of pure energetic weaponry such as the projectile armament now in your acquisition will do minimum damage, if any at all, and without large amounts of energy, causing enough harm to destroy the threat is unlikely.

Well, that's all well and good. Now, what does this nexus thing look like?

>"Statement: Nexus will likely resemble a mass of conjoined Necrium energies and whatever they have corrupted in the vicinity. So long as User maintains focus and vigilance, location of the nexus once its point of manifestastion has been determined should be simple."

>"Statement: If User has no further questions, recommend sleep if at all possible."

Do you have anything else you want to ask it For tonight?

>No, that will be all thank you.
>Actually, you were wondering about the 'gun' you collected.
>Write-in.
>>
>>5227185
>>No, that will be all thank you.
>>
Also have a diagram illustrating what the Module was talking about, in case you're lost.
>>
>>5227185
>No, that will be all thank you.
>>
>>5227185
>Actually, you were wondering about the 'gun' you collected.
>>
>>5227192
>???
Peanut butter of course
>>
>>5227185
>No, that will be all thank you.
>>
>>5227196
>>5227197
>>5227291
No, that will be all thank you.

The little sphere rolls back and forth a little before stopping. You assume that's its equivalent of a nod of acceptance or something like that.

>"Statement: Understood. Have a good rest-cycle, User. Unit will remain on standby while User rests."

With that bit of reassurance and some final parting words, you curl up into your spread of sheets and old blankets and lay your head down, the sphere coming up close to you as you lay down. Sleep takes you quickly.

Unfortunately for you, a familiar green haze rises into your hazy vision soon after, as your dream takes shape into the awful mold-green color of the vision of the Dead City that you had seen the other night.
>>
>>5228164
Before you, once again sits the strange little green girl. She stares at you, an intensity to her gaze.

Perhaps she's mad about the fact that you didn't follow her into that twisted building the other night?

You approach her slightly, but the intense stares does not change.

>What, mad that I didn't fall for your tricks?
>What do you want from me?
>Where am I, what is this place?
>Can you tell me who you are?
>Write-in.
>>
>>5228166
>>What, mad that I didn't fall for your tricks?
>>
>>5228166
>What do you want from me?
>>
>>5228166
>What, mad that I didn't fall for your tricks?
>>
>>5228166
>>>What, mad that I didn't fall for your tricks?
>>
>>5228166
>Can you tell me who you are?
>>
>>5228183
>>5228196
>>5228316
>>5228331
>>5228342
What, are you mad that I didn't fall for your tricks?

The girl's intense stare does not change at your snide remark, her face remaining as passive as it has been since the start. Instead, she stands up and turns away, walking down the green-lit streets of the illusionary Dead City. She makes no move to beckon you after her, but you get the distinct impression that it might be wise to keep an eye on her.

>Follow after her.
>No, you'll just go the opposite direction instead.
>Pause and look around this place for awhile.
>Write-in.
>>
>>5229182
>Follow after her.

Fine. I'll bite.
>>
>>5229182
>>Follow after her.
>>
>>5229182
>>Follow after her.
>>
>>5229182
>Follow after her.
>>
>>5229182
>Follow after her
>>
>>5229186
>>5229208
>>5229209
>>5229256
>>5229310
Against what is (probably) your better judgement, you choose to follow after the weird green girl. Again.

As you give chase, the green haze thickens and starts to obscure your vision more and more, becoming almost choking as a wall of the fog blocks your sight of all else. You only keep going forward and hope that you're still following the street that you and the girl were just on.

Eventually however, the green fog gives way, and you can see again. Except, instead of being greeted by more of the illusionist Dead City, you are in the middle of what looks like some dark cavern, twisting and spiralling in on itself into the dark. All of it, a corpse-green color, like flesh that was left to decay for far too long and somehow kept decaying even after that.

The girl is nowhere to be found.

>Keep following the path forward down into the tunnel, you've come this far.
>Just try and find an exit.
>Call out for the girl and hope that she hears you.
>Write-in.
>>
>>5229371
>Call out for the girl and hope that she hears you.
>>
>>5229371
>>Call out for the girl and hope that she hears you.
>>
>>5229371
>Just try and find an exit.

...seriously?
>>
>>5229371
>Keep following the path forward down into the tunnel, you've come this far.
>>
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>>5229380
>>5229397
>>5230039
>>5230047
Calling out to the girl it is. Roll a 1d100. DC of 50.
>>
Rolled 45 (1d100)

>>5230423
>>
Rolled 30 (1d100)

>>5230423
>>
Rolled 82 (1d100)

>>5230423
>>5230039
Of course.
>>
Rolled 34 (1d100)

>>5230423
>>
>>5230424
>>5230439
>>5230445
>>5230610
You call out to the little girl, your voice echoing upon itself in the dark recesses of the cavern, a booming symphony that goes on for way too long before eventually petering out. After a couple minutes of waiting for any sign of the girl, it becomes readily apparent that if she DID hear you, she's likely too far away for you to makje contact with.

Sighing, you trudge a bit through the green cavern. The ground underneath your feet is sticky, like someone covered the entire floor in spiderwebs. Sometimes, when you rest you hand against a wall, it shudders briefly, as though heaving with effort.

After a while of walking, you start to hear...sounds. They're hard to describe, like the grinding of mnachinery and stone, yet with an oddly organic beat to them. Like someone is ripping and tearing at flesh, but with cold, detached precision.

The path starts to split ahead of you in two directions. One that you can tell ius going farther towards the strange organic rhythm and the other yet deeper into the green caverns.

>Keep going towards the strange sounds.
>Go the other way, deeper into the complex.
>Search for a different path.
>Turn back and go the way you came.
>Write-in.
>>
>>5230622
>Keep going towards the strange sounds

We might as well, right? We committed to one course of action, running away would make it a waste of time.
>>
>>5230622
>Turn back and go the way you came.

>>5230625
>sunken cost fallacy
anon, please
>>
>>5230622
>>Go the other way, deeper into the complex.
>>
>>5230622
>Go the other way, deeper into the complex.
>>
>>5230622
>Keep going towards the strange sounds.
>>
>>5230622
>Keep going towards the strange sounds.
>>
>>5230625
>>5230629
>>5230633
>>5231095
>>5231101
>>5231446
Going towards the strange sounds it is. Roll a 1d100, DC ??
>>
Rolled 17 (1d100)

>>5231450
>>
Rolled 16 (1d100)

>>5231450
>>
Rolled 46 (1d100)

>>5231450
Let’s hope this roll is good
>>
Rolled 92 (1d100)

>>5231450
>>
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>>5231467
>>5231576
>>5231577
>>5231653
You decide to make your way closer towards the organic beat, something inside compelling you towards the alien rhythm.

The ground shifts under you, as you make your way closer and closer to where the strange sounds are coming from. It becomes hot and heavy, a thing that is itself alive. A mass that exists herevand now and everywhere around you.

When you get low enough, you find that the cavern opens up into a vast antechamber, dim lit by green fog and sparks of pale white that streak across the unreachable expanse far above. Within the chamber, a large number of creatures, twisted and dark, stand within the darkness, doing...something to other figures lying motionless along slabs of pale green material. The sounds have grown louder, more clear now with a soft murmuring growing as you stand and watch, and the feeling of wrongness that permeates this place is screaming at you to go back.

You can't see how far this procession goes, or how far the room stretches. All around you are just more of the dark figures, horrendous and impossible even with what you can glimpse of their barely humanoid frames, stretching further and further off into the seemingly limitless darkness.

You're just about to turn back and go back the way you came, to search for another route, when one of the figures, turns and notices you. Its flesh is melted and ruined, and protrusions of unearthly bone stretch out from it, as deceitfully thin and long arms ending in tipped talons stretch out to meet you. From its face, a hole is carved, where a second skull emerges and dangles red and glistening with more bone and flesh that shimmers in the pale green light. Behind it come none of the other creatures, who seem intent on their work, but you can feel an intensity like the gaze of countless others as the thing approaches you.

>"Virsel Neu, dmenozourgorn! Szaurvol, echton Viralborgica!"

It screams in a harsh, guttural tone that nearly brings you to the floor, but it's pace does not change. It approaches you slowly, quietly, arms raised as though to embrace you.

>Run, run as fast as you can back the way you came.
>Strike at it with your Wave.
>Try to manipulate its energy.
>Quickly head back up the path and go the other route.
>Write-in.
>>
>>5233144
>Try to manipulate its energy.
>>
>>5233144
>Strike at it with your Wave.
>>
>>5233144
>Strike at it with your Wave.
>>
>>5233144
>>Strike at it with your Wave.
>>
>>5233151
>>5233273
>>5233287
>>5233354
Alright, striking it with your Wave it is. Roll a 2d100, one for getting it in range and the other for the Wave actually hitting it.
>>
Rolled 19, 22 = 41 (2d100)

>>5233541
>>
Rolled 50, 50 = 100 (2d100)

>>5233541
This thread's rolls have not been the best
>>
>>5233594
Lol perfectly average roll. Do we get a bonus for doubles?
>>
>>5233594
They really haven't. Someone might have cursed your dice.

>>5233595
Normally, you wouldn't. But I'll make an exception just this once since this is probably out of your weight class at this point in time.
>>
Rolled 8, 35 = 43 (2d100)

>>5233541
Supa sayin.
>>
Rolled 36, 79 = 115 (2d100)

>>5233541
going for double critfail
>>
>>5233593
>>5233594
>>5233755
>>5233860
The thing moves towards you slowly, methodically, with its arms raised and stretched out as though to embrace a wayward child. But you don't need to sense its energy to know that it means ill for you.

You wait for it to get in close, gathering energy through your body, feeling it condense and race up towards your arm as the entity slowly draws closer, razor-sharp claws mede inches from your face.

Closer...Closer...

Now!

Your fingers splay out, as the Wave surges forward and slams into the thing's chest. It staggers backwards, clearly taken offguard by the sudden attack. But its composure doesn't take long to return, even if it doesn't start advancing on you again quite yet.

>"M'yeursdivol Nveoventrul, czeurnma!"

It screams once more, reorienting itself slowly towards you.

>Hit it again with a follow-up blow.
>Run back towards the path you entered from.
>Head up the path you entered from and go the other route.
>Search for an exit in the darkness of the chamber.
>Write-in.
>>
>>5234252
>Head up the path you entered from and go the other route.
>>
>>5234252
>>Head up the path you entered from and go the other route.
>>
>>5234252
>>Head up the path you entered from and go the other route.
Go go go!
>>
>>5234252
>Head up the path you entered from and go the other route.
>>
>>5234255
>>5234262
>>5234277
>>5234303
You quickly race away from the rapidly recovering entity and head back up the sloping path you entered from, heading towards the other path that goes deeper into the labyrinthine complex.

You suspect that thing will still be following you even now, but you wouldn't be able to get a firm read on it if it was. This place is so full of Negative Energy that it's difficult to discern individual presences. They all bleed into each other, as though they're just one thing.

You pass through a myriad glowing chambers, full of figures of melted flesh and screaming faces suspended in a glowing green substance that you cannot identify. You pass towers of dripping ooze and figures bound to them in glistening ropes of flesh and stranger things. Until you enter a dark room, that glows dimly with the same pale green light you've seen once before.

You want to stop and catch your breath, but from the darkness before you, a tiny quivering...'shape' emerges. It hovers in the air, suspended above a hole in the floor, that glows ominously.

It hovers there for a while, the only thing in the room besides yourself. You don't know what it is, but looking at it too hard hurts your head. Like your brain is trying to visualize something it's not supposed to.

The seeds, taken from and anointed by the flesh of Mathryonic will be planted within the fertile energy-rich grounds of this world in the event of our empire's forces departing from it. A voice suddenly speaks. You look around and try to search for the source of it, but you cannot find s single trace of anyone or anything from which it could be coming from.

It is calm in tone, and yet there is a guttural reverb behind it, one that shakes you to your core. As though, even without having a physical presence, that a very tangible force of evil is in the room with you. You struggle to breathe as the voice continues on, monotonously.

This one in particular, in the absence of other elements of the Empire, it shall grow and maintain operations here in our leave. Ensuring a sustainable energy cycle.

It will also work to ensure that nothing could potentially emerge in the future to threaten operations in the potential absence of further elements from the Empire. Furthermore, it has been designed to signal to aspects of our vast Empire in the event that a true threat to energy-harvesting procedures emerges in the future.

This is all in accordance with the will of our Great Mother. Sacro Imperio, Viralborgia.

The voice ceases and you gasp, air managing to return to your lungs. What was that?

The quivering shape hovers in the air, motionless and unchanging. The light of the hole below it pulsates and spasms oddly, but it otherwise makes no movement.

>Touch the quivering shape.
>Inspect the shape more closely.
>Just leave and look for another room.
>Check outside of the room to see if your pursuer has caught up to you yet.
>Write-in.
>>
>>5235291
>Touch the quivering shape.
>>
>>5235291
>Touch the quivering shape.
>>
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>>5235293
>>5235394
Touching the weird floating quivering shape you just found in this weird room it is. Roll a 1d100.
>>
Rolled 92 (1d100)

>>5235952
You're making it seem like we're doing something reckless
>>
>>5235952
>>5235955
Yeah I mean not like our dreams can hurt us, nope absolutely no chance of that
>>
Rolled 16 (1d100)

>>5235952
>>5236510
Forgot to roll
>>
Rolled 57 (1d100)

>>5235952
>>
>>5235955
>>5236510
>>5236512
>>5236641
You steel your will. This is probably a bad idea, but you decide to go up and grab the strange quivering thing.

You walk up to it, the hole beneath it glowing ominously with a seeping green light. The quivering shape hovers in the air and makes no movements as your hand reaches out to grab it. You touch it and feel it squelch in your grasp, all cold and wet and writhing.

And in that moment, you feel and watch as everything around you melts away. The endless caverns, and the dark foreboding feeling you'd felt since you got here, the strange creatures, the illusionary Dead City, all of it. All of it flows across your vision and then finally melts away into nothingness. Becoming one with the green haze and then that too distorts into a deeper haze, booming and crackling in its own collective terror.

You float in that nothingness of the green haze, of the remains of that place that was not the Dead City colliding and dissolving into nothing around you. It is almost peaceful, were it not for the fear that suddenly grips your heart.

It is in that moment that you see her.

The green girl stares at you from the centre of the shifting tides of green fog, the corners of her mouth pulled up into something that might be the ghost of a smile. Behind her, you can almost make out the shadow of a decayed, ruined building that towers over the rest of them that collapse and dissolve into nothing all around you. The strange child-who may not even be a child at all-seems amused, just before she too fades into the fog.

Around you, the haze grows thicker and thicker, tightening upon you until you can feel those very same waves trying to dig into you, to crush you beneath them and dissolve you into that same hollow nothingness. You push against them, you struggle and rail against the awful light and you keep pushing, desperately trying to hold your head above the waves.

The greengreengreengreengreengreengreengreen[/spoiler] comes down upon you, just as you force your eyes open and out of the awful nothingness.
>>
>>5237811
...You are in your room. You awaken into your room. It is just as it was before you went to sleep.

You crane your neck around. Everything is in order and nothing seems to have been moved. And you don't see...'her' around or that fake Dead City anymore.

You're safe. Or at least as safe can be here.

Beside you, nestled into your side, is the littlke Module. Judging by the small blue light that pulses briefly every once in a while, it fell into a 'rest cycle' itself some time after you did. Guess even machines sleep.

Now that you're up, it's the start of a new day. What will you do first?

>Get something to eat.
>Wake up the module.
>Try to repair the Gun you found earlier.
>Train with your abilities.
>Write-in.
>>
>>5237816
>Train with your abilities.

Who needs a gun when we have cool wave powers
>>
>>5237816
>Try to repair the gun
We need it!
>>
>>5237816
>Train with your abilities.
Super Sayin time.
>>
>>5237816
>Try to repair the Gun you found earlier.
>>
>>5237816

>Try to repair the Gun you found earlier.
>>
>>5237817
>>5237847
>>5238354
>>5238756
>>5239312
Repairing the Gun it is. Roll a 1d100, DC of 76.
>>
Rolled 37 (1d100)

>>5239795
>>
Rolled 78 (1d100)

>>5239795
>>
Rolled 25 (1d100)

>>5239795
>>
>>5239795
Not too late am I?
>>
Rolled 35 (1d100)

>>5240024
>>
>>5239799
>>5239916
>>5239991
>>5240024
>>5240075
You decide to spend your first moments awake fixing the Gun you managed to recover. The design is unorthodox, looking more like a cylinder of metal than an actual weapon. On the sides, little points spasm and glow flu keringly, as though signifying the lack of energy the weapon now holds.

So you set about fixing it with the Scrap you have.

And fixing it.

And fixing it.

And fixing it.

Until finally, after hours of work and most of the Scrap that you have, the Gun is finally in a more presentable state. Of course, the fact remains that you are almost out of Scrap.

>Scrap: x2
>Gained Repaired Gun

As it is, you can sense that the newly repaired mechanisms of the cylinder gun can store up to 6 shots before needing to recharge, though you're unaware of the exact duration between individual recharge cycles. Best to make each shut count then.

The little module is still resting and it's still early in the day. What else do you do?

>Eat some food.
>Wake up the module.
>Train with your abilities.
>Peek outside.
>Write-in.
>>
>>5241547
>Wake up the module.
>>
>>5241547
>Eat some food.
>>
>>5241547
>Eat some food.
And contemplate the horror.
>>
File: fucking spam.jpg (44 KB, 1024x648)
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>>5241711
>>5242389
>>5242419
Well, it's best that you get something to eat before anything else. So you pop open your stash and take out some stuff. The usual indeterminate meats, veggies and various spam. It's not wholly satisfying, but it does the job well enough.

>Food: x7

Now, it looks like you'll have to go out and scavenge today if you hope to build up your supplies and resources today. Not to mention preparing for the Hound coming for you in a couple days. You'd much rather stay in your bunker, but it is what it is.

Is there anything else you'd like to do?

>Train with your abilities.
>Wake up the module.
>Peek outside.
>No, just head out into the Dead City.
>Write-in.
>>
File: _devil-slayer-raksasi.jpg (96 KB, 640x340)
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>>5243044
>No, just head out into the Dead City.
What hell awaits us today?
>>
>>5243044
>No, just head out into the Dead City.
>>
>>5243044
>No, just head out into the Dead City.
>>
>>5243047
>>5243174
>>5243626
You don't really have anything else you need doing here and you need more resources, so into the Dead City it is.

You look back at the module. It's still soundly 'asleep' and you don't think waking it up right now would be that helpful, especially after what it seems to have been through. You'll let it rest for now. It should be safe so long as it stays in the bunker anyway.

You pick up the newly-repaired Gun and noticing a glowing cord of energy appear on its underside, you calmly attach it to your back. You grab your Energy-Tracking Device too.

All that done, you finally crack open the hatch, crawl through and push open the hatch door leading outside. It shuts behind you once you step out.

Immediately, you see that the Dead City has changed yet again. The buildings have turned into large heaving organic 'mounds', some being almost the size of mountains and the ground underneath squelches as you step along it, wet and moist.

Distantly, you hear the cries of the Orphan somewhere. And the scuttling/sucking noises of...other things.

Where do you go?
>West: Low energy readings. Potential entity presence, low chance of useful salvage
>South-East: High energy readings. High risk of entity presence, high chance of useful salvage.
>North: Moderate energy readings. High risk of entity presence and presence of useful salvage.
>>
>>5245019
>North: Moderate energy readings. High risk of entity presence and presence of useful salvage.
>>
>>5245019
>North: Moderate energy readings. High risk of entity presence and presence of useful salvage.
>>
>>5245019
>South-East: High energy readings. High risk of entity presence, high chance of useful salvage.
>>
>>5245022
>>5245094
>>5245194
You head North, the flesh-buildings cresting high overhead and granting light shade as they block off the unrelenting glow of orange light from the corpse sky up above.

The sound of the Orphan's murmurs and cries is distant, but you know it's around somewhere, so you're more careful than you were last time as you step across the ground, that squleches and shudders underfoot.

A groaning noise from one of the flesh-buildings alerts you.

You turn your head, to see a humanoid figure enshrouded by darkness, almost embedded in what looks to be a wet orifice at the side of one of the 'buildings'. It groans again, followed by a wet suckling sound as the orifice pulls on it.

>Try to get closer to the strange figure and orifice.
>Go see if the figure needs help.
>Ignore it, it's probably a trap.
>Go search elsewhere in some other location.
>Write-in.
>>
>>5246504
>Try to get closer to the strange figure and orifice.
>>
File: E9GwepTWEAUrC4X.jpg (266 KB, 790x1106)
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>>5246508
Getting closer to the weird wall orifice it is. Roll a 1d100.
>>
Rolled 16 (1d100)

>>5247628
>>
Rolled 60 (1d100)

>>5247628
>>
Rolled 10 (1d100)

>>5247628
>>
>>5247628
dice+1d100
>>
>>5248384
Fuck never mind there are already 3 rolls
>>
>>5247634
>>5247656
>>5247779
>>5248384
You approach the orifice, which looks like a fleshy slit embedded into the bulbous outcropping of flesh that makes up the side of the 'building'.

As you step nearer however, you watch as the slit widens, opening up wider and wider and revealing a deep fleshy expanse just beyond the opening. And worse yet, the groaning figure stops its moaning and turns towards you, revealing under the dim orange light, its true form.

What you had mistakenly thought was a person is instead a tightly compact mess of flesh and intestines, shaped such as to resemble a humanoid figure. The groans being awful slurping and thumping noises that it managed to disguise as the sounds of a human exclaiming in pain or discomfort.

Your shock at this is enough that the mess of multi-colored flesh is able to catch you offguard, a single wet track of intestine wrapping around your arm and pulling you closer. The ever-widening and now stretching slit yawning open in preparation to swallow you whole.

>Try to fight it off and break free.
>Draw your gun and shoot it point-blank.
>Try to sever the intestine with your Wave.
>Write-in.
>>
>>5248655
>Try to sever the intestine with your Wave.
>>
>>5248655
>Try to sever the intestine with your Wave.
>>
>>5248684
>>5248807
Severing the gross intestine with Wave it is. Roll a 2d100, one for concentration on manifesting the Wave under duress and the other for severing the intestine.
>>
Rolled 55, 12 = 67 (2d100)

>>5250332
>>
Rolled 13, 38 = 51 (2d100)

>>5250332
>>
Rolled 62, 9 = 71 (2d100)

>>5250332
>>
>>5250335
>>5252625
>>5253044
You focus your energy and let it manifest, your Wave pushing outwards as an invisible field of force.

You feel it move quickly and intently, brandished under your will like a fine blade.

You let it fly.

It moves towards the writhing intestine pulling you closer and closer towards the squelching mass of flesh. It turns into it, a splash of dark red blood flying. Just as it looks like it's about to cut through however, the 'limb' spasms, shaking violently along with the main body and throwing off your aim and yanking you along.

You manage to right yourself, gripping along a loose piece of debris-a large shard of bone lodged into the ground, but the gross appendage still has you.

Extending from the mass, a large tube of flesh extends, a long open end at the tip flailing about. It leaps towards your face and you only barely have time to react before it impacts you.

>Try to sever both it and the grappling appendage with your Wave.
>Dodge out of the way.
>Grab your gun and start blasting.
>Write-in.
>>
>>5253126
>Dodge out of the way.
>>
>>5253126
>Grab your gun and start blasting.
>>
>>5253126
>Grab your gun and start blasting.
Blast the sucker.
>>
File: FPy7v48XEAA3xR-.jpg (397 KB, 1100x1100)
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>>5253157
>>5253200
>>5253331
Blasting the demonic horror it is. Roll a 1d100 and let's see if you can do it without wasting too many shots.
>>
Rolled 65 (1d100)

>>5254077
>>
Rolled 19 (1d100)

>>5254077
>>
Rolled 65 (1d100)

>>5254077
>>
Rolled 33 (1d100)

>>5254077
>>
>>5254654
>>5254665
>>5254854
>>5254869
You unsling your gun from your back with one arm, not an easy task in-and-of-itself, but apparently threats to your life can be a good motivator into doing things properly. You steady the weapon, feeling the charge of energy building up within it.

You let it fly.

You watch the large cyan burst of energy crackle and extend forwards, tearing through the frenzied tube of flesh and blasting forward into the Gut Thing. The burning light from the metallic cylinder continues for a at least a minute, as the mass of flesh squelches and quivers as though in protest. Then, finally the beam dims and the Gut Thing goes slack with it, flesh burning and steaming. You idly note that the appendage on your arm had fallen loose at some point, but youre too enraptured by the spectacle in front of you.

Where once, a large mass of intestinal flesh and carpet-like strands of meaty protrusions made up the Gut Thing, now a steamed oozing mess with a torso-sized hole punched in it remains. You move closer to it to confirm with a kick that, yup. It's very, very dead.

You eye the cylindrical gun in your hands very warily after that, carefully reattaching it to your back.

In the distance, you can hear the murmuring of the Orphan and several indistinct chattering cries. Oops. You probably alerted a bunch of things to your positioning.

>Hurry up and leave. There's nothing for you here.
>Explore around a bit, you can spare a few minutes.
>Search the immediate area for anything useful.
>See if your Energy-Tracking Device is aware of anything of value here.
>Write-in.

Shots remaining in Gun: 5. (Time until recharge: ??)
>>
>>5255479
>Explore around a bit, you can spare a few minutes.
>>
>>5255479
>See if your Energy-Tracking Device is aware of anything of value here.
>>
>>5255479
>Explore around a bit, you can spare a few minutes.
Give me the loot.
>>
File: FSHIXTQWYAMQEQR.jpg (339 KB, 790x1106)
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>>5255775
>>5255823
>>5255857
Oh boy, let's see what happens as you explore and scavenge the festering meat city. Roll a 2d100. One of these will determine whether or not something gets the drop on you.
>>
Rolled 34, 20 = 54 (2d100)

>>5257681
>>
Rolled 41, 14 = 55 (2d100)

>>5257681
>>
Rolled 4, 90 = 94 (2d100)

>>5257681
>>
>>5257713
>>5257921
>>5257947
You decide to search the area, noticing that the Gut-Thing was seemingly the only entity here meaning you might have a little time before the Orphan or something else gets here.

Picking along the wet, glistening mounds of meat and the squashing ground, you manage to acquire some Scrap.

>Gain 5 Scrap

Unfortunately though, you don't seem to find any food. Or at least, nothing that's edible. You might find something if you probe deep into one of the meat buildings, but that has its own risks.

The sounds in the distance have grown louder and closer as you took the time to search around. Best to decide something quickly if you're going to do it.

>Hurry up and leave. There's nothing for you here.
>Enter one of the meat buildings.
>See if your Energy-Tracking Device is aware of anything of value near here.
>Write-in.
>>
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>>5258017
>See if your Energy-Tracking Device is aware of anything of value near here.
>>
>>5258017
>Hurry up and leave. There's nothing for you here.
>>
>>5258017
>See if your Energy-Tracking Device is aware of anything of value near here.
>>
File: FKYkmB8XEAEyERl.jpg (231 KB, 790x1106)
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>>5258062
>>5258066
>>5259325
Searching with your energy-tracking device it is. Roll a 1d100.
>>
Rolled 1 (1d100)

>>5259414
>>
>>5259442
doomed
>>
Rolled 72 (1d100)

>>5259414
>>
Rolled 42 (1d100)

>>5259414
>>
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>>5259442
>>5260346
>>5260350
>>5260500
Our first 1 of the quest that's actually gone through. How delightful. Writing now.
>>
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>>5259442
>>5260346
>>5260350
>>5260500
You wave your energy-tracking device around a couple times. It beeps, once, then twice to indicate a relatively high energy signature near here. There's some interference though, likely from entities nearby such as the Orphan so you can't pin an exact location.

It's after a few steps along the wet fleshy ground that you hear it. Odd cries in an unknown language, echoing from within the fleshy buildings but steadily increasing in volume.

It's when the ground literally bursts open in front of you and out comes several shrieking wet things with long distended bodies and somewhat insectoid features, that it becomes clear to you what is going on; Negative Energy entities under the ground in waiting, As though dormant until something was stupid enough to wake them up.

Your energy-tracking device begins to vary rapidly beep in your hand, signalling that outside of the four in front of you, even more entities are rising out from underneath the ground. The one in front, the first to pop out, shrieks an exclamation in an guttural unknown language.

>"Vera mentioth argorth eversor nvl vernvl viscera mardbrkrios!"

You back away slowly as the things miss and howl in discordant tones, stepping towards you jerkily and moving along the sides, near the shadows of the buildings around you as though to cut off any method of escape.

>Run for it, there's too many to fight.
>Stand your ground and fight them off.
>Shoot the largest one then run while they're distracted.
>Search for something to hold them off with.
>Write-in.

Shots remaining in Gun: 5. (Time until recharge: ??)
>>
>>5260872
>Shoot the largest one then run while they're distracted.
>>
>>5260872
>Shoot the largest one then run while they're distracted.
>>
>>5260872
>Shoot the largest one then run while they're distracted.
>>
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>>5260887
>>5261389
>>5261741
Shooting then running it is. Roll a 2d100, first one for aiming and shooting, second for running away. Don't roll low.
>>
Rolled 26, 45 = 71 (2d100)

>>5262191
>>
>>5262239
You raise your gun and fire into the largest of the four in range of you. It howls in pain and rage as it falls back, the blast tearing through a hunk of its arm. The other three hiss and roar, sharp talons snapping and tearing into the meaty ground, causing bubbling black blood to spout up to the surface.

You sprint off, hurrying at a rapid pace to get away from the things on your tail, who race behind you and maneuver along the flesh buildings to keep pace with your speed.

One of them, at the side of you, talons glinting in the dim orange light, opens its mouth wide before leaping forward. You manage to lean out of the way of the full brunt of the attack, but enough of it catches you that you're forced to reorient yourself.

You manage to push forward just enough to slide into a dark space between the buildings, but you can already hear them scuttling about. It won't be long before they find you again. And this time, you're certain there's more than four.

And that's BEFORE you hear the trademark noises of the Orphan close by.

>Try to sneak between the dark alleyways and corners to somewhere safe.
>See if you can lure the Orphan towards them.
>Wait and see how long it takes your gun to recharge.
>Throw something to distract them in another direction for a short time.
>Write-in.
>>
>>5263601
>See if you can lure the Orphan towards them.
>>
>>5263601
>See if you can lure the Orphan towards them.
>>
>>5263601
>Try to sneak between the dark alleyways and corners to somewhere safe.
>>
>>5263604
>>5264078
>>5264135
Luring in the Orphan it is. Roll a 1d100 against a DC of 66.
>>
Rolled 72 (1d100)

>>5265272
>>
Rolled 1 (1d100)

>>5265272
>>
>>5265272
>>5266751
Oooofff!!!
>>
>>5266278
>>5266751
>>5266753
Another critfail? Something must have it out for you guys.
>>
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>>5266278
>>5266751
>>5266753
You resolve to get yourself out of this shitty situation. Namely, you'll do so by pitting one inscrutable horror against another.

You break off away from the horde of creatures chasing you, moving towards the sound of the Orphans increasingly growing cries, signalling its presence with babbles and childish murmurs. You still ready your gun, just in case it gets far closer than you'd like when you're trying it coax it out.

Except, by the time you reach the spot where the noises were coming from, an alleyway between how of the large flesh-buildings, you find nothing there except some slime along the ground. Looking up and to the sides, you still see n nothing that would show that the Orphan was here at all. That can't be possible. It's not that fast is it?

Its just as you're about to leave and head for somewhere else to duck under, as you hear the clicking hissing and howling of those things chasing you, that you feel something drip down along your shoulder from the wall behind you.

Turning your head up rapidly, you watch the wall come apart as dozens of long, oozing arms stretch out, slime rolling off of them as the Orphan all but slides out from what used to be a wall of one of the meat buildings. It burbles ecstatically

>"I finally found you, Mama...
>"Now we don't have to be alone anymore..."

The arms reach for you, wrapping themselves up and over your chest as you futilely struggle against their inhuman strength. Nearby, your pursuers howl as they finally catch wind of your scent once more.

>Struggle and try to break out of its grip.
>Shoot it with your gun.
>Hit it with your Wave and hope that loosens its grip.
>Raise your Bubble against it's assault.
>Write-in.
>>
>>5266872
>Hit it with your Wave and hope that loosens its grip.
Prepare to suffer.
>>
>>5266872
>Hit it with your Wave and hope that loosens its grip.
>>
File: FSmKjguX0AQWM1y.jpg (195 KB, 990x990)
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>>5266883
>>5266918
Trying to break its grip with Wave it is. Roll a 2d100, one for successfully getting the hit on it, the other for slipping out of its grip.
>>
Rolled 66, 30 = 96 (2d100)

>>5268292
>>
>>5268964
You feel the energy within you rise up to the surface, crackling upon your skin as arcs of light bubble upwards. You raise your free hand, feeling the energy grow more and more intense as the larger arms of the Orphan reach towards you and the ones around your torso painfully tighten.

Flash.

A wave of cyan light comes out, burning and causing the Orphan to painfully recoil and pull many of its limbs back.

>Mama! It burns, it hurts!

It squeals in the voices of dozens of children, some male, some female, some older and younger, and everything inbetween. It babbles in pain and delirium, clearly wounded as some of its protean flesh bubles and falls onto the floor in burnt clumps, but the lesser arms do not break their grip on your torso. And unfortunately for you, the loud commotion has drawn those other monsters straight to you, their pale and red insectoid-looking bodies almsot seeming to quiver in the orange corpse-light, jaws widening into black pits and their dark beady eyes focused on both you and the Orphan as they rapidly approach.

>Brace yourself for impact.
>Try to sever the arms again.
>Shoot the Orphan with your gun.
>Raise your Bubble against the coming assault.
>Write-in.
>>
>>5269354
>Raise your Bubble against the coming assault.
There was a reason we got this power.
>>
>>5269354
>Raise your Bubble against the coming assault.
>>
File: ExXLjuxXAAQBwJy.jpg (333 KB, 800x1120)
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>>5269362
>>5269427
Bubble it is, time to place your rolls. Roll a 1d100.
>>
Rolled 73 (1d100)

>>5271361
>>
Rolled 46 (1d100)

>>5271361
>>
Rolled 86 (1d100)

>>5271361
>>
Rolled 95 (1d100)

>>5271361
Rolla
>>
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>>5271365
>>5271950
>>5271997
>>5273610
You curse to yourself and raise your Bubble, feeling the Orphan's slimy appendages curl around you, scratching and stretching over your body to try and find a way inside. The horde of creatures that have hounded you for the better part of the day quickly close the distance, mouths opening in screaming howling cries and snarls.

You only hope they're weak enough for this to work.

You feel them collide with your body and with the Orphan and with your Bubble, the sludge pulling back slightly as they descend upon you. The energy struggles to hold itself together, but by sheer strength of will and luck, it maintains itself.

Unfortunately, it doesn't seem to do the same against getting slammed back against a building or tossed willy-nilly between a hsot of monsters and a giant goo-blob.

You try to keep your eyes open, but your vision swims and your body moves sluggishly. You want to hold on, but you feel something hit you in the chest and you fall back.

You hear a loud scream and then everything goes dark.
>>
Seeing as this thread is on its last legs, I'll be stopping short here and making a new one. I'll archive this one before that though and we will pick up in the new thread.
>>
New thread!
>>5275413
>>
>>5274108
>>5275415
Thanks for running.
>>
>>5275501
Not a problem. Thank you for participating!
>>
>>5275415
Thanks for running, QM.



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