[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/qst/ - Quests


Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Width Height
  • Please read the Rules and FAQ before posting.
  • Additional supported file types are: PDF
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).
  • There are 33 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]


Join the Day of Action for Net Neutrality, or else we may all end up banned from 4chan.



File: quest cryopod.png (134 KB, 722x408)
134 KB
134 KB PNG
Glory to Alainn!

Our nation has won the grand war, however, due to the Grand General's orders, (long may he reign,) both you and the country have been frozen to allow the planet time to recover.

It is your duty, as a scout of the elite 13th legion, to discover the current state of affairs in the world and report it. As such, you have been placed in one of Alainn's many hidden bunkers. When you are finished with your task, you are to return to your homeland.

Use caution, as the world you now enter is liable to be much different than the one you went to sleep in. It is imperative Alainn remain secret and secure.

Estimates state that you have been frozen for 4231 years.
----------
You awaken shivering as the cryopod recedes around you, the neural updater releasing its hold from your head. Before you lies your bunker, a safe haven and a reminder of your homeland. Machines lining the wall flicker to life, stasis storage unlocking ahead of you while the food synthesizer activates.

The holographic projector of your bunker terminal flickers to life. The entire place is just as you left it when you fell asleep, save for a thin layer of dust.

You have no idea what world awaits outside.

Please decide:
you are
>Male
>Female

Your next action
>Check Stasis Locker
>Use terminal
>Use food synthesizer
>>
>>1676106
>Male
>Check Stasis Locker
>>
>>1676106
>>Female
>Check Stasis Locker
>>
>>1676106
>Male
>Check Stasis Locker
>>
>>1676135
>>1676184
>>1676190
>Male
>Stasis locker

You shake the frigid feeling from you as you move towards the locker, swinging open the door to reveal your gear.

A recharging pistol lies nestled in the back wall, right next to three solar-powered energy cells, glowing a soft blue light. Above lies your carbine, an energy weapon you've trained extensively to use.

Below is a few changes of clothing, a pocket sized clothes washing device, a hygiene kit, four field medicine packs, your compass, and your radio.

A series of boxes in the locker below open storage are labeled for use.
"Infiltration and Recon"
"Heavy Assault"
"Field Engineer"
All of these you are trained for, but you can only take the loadouts for two of these.

A mirror on the open door shows that you are wearing only a tank top and boxers.

Next action:
>Equip your gear (specify kits)
>Use Terminal
>Use Food Synthesizer
>>
>>1676245
>Equip your gear (Heavy Assault, Recon)

Sometimes, you're never going to know when you're going to run out of bubble gum.
>>
>>1676245
Equip your gear (Infiltration, Heavy Assault)
>>
>>1676250
>>1676303
>Heavy assault and Recon chosen

You open the two boxes you chose, revealing their contents.

The infiltration gear came with an optical cloak, which, when offline, looks like a mundane green one. Odor-masking spray, face paint, suppressor, and a set of binoculars are all present, along with the largest piece: A scouting drone. You can send this out into dangerous areas if you need to.

The heavy assault kit includes two more cells and a multi-slot to load all of them into your carbine at once. There is also a set of durable armor to wear on your chest and legs under your clothing. A cartridge of grenades (5 total) is also present.

You equip your armor and clothing before attaching all your gear to your belt and harness. Your grenades and drone are hidden under the cloak, while your pistol is holstered, and your carbine hanging from your back.

Sadly, it seems the assault gear was missing chewing gum.

The stasis locker is closed, now that you are fully equipped.

You feel slightly hungry now.
The terminal flickers, awaiting your input.

Please decide your next action:
>Use Terminal
>Use Food Synthesizer
>>
>>1676369
At this point we might as well eat and watch.
>>
>>1676369
>Use Food Synthesizer

Hopefully it makes popcorn
>>
>>1676369
>Use Food Synthesizer
>>
File: Outdated region.png (4.07 MB, 1768x1326)
4.07 MB
4.07 MB PNG
>>1676387
>>1676377
>use food synthesizer, watch terminal

First priority is to eat, of course! The synthesizer churns after such long disuse, but soon it fabricates a nice hot meal. Not popcorn, more like muffins. Still, while eating the meal, you set it to fabricate some MREs for your adventure.

The terminal hums at your touch. A map of the region appears as well as a list of options. It appears there are reports from the 14th legion, but they stop... about 50 years from the date displayed. Alarming

There are also map updates from the other scouts of the 13th legion.

The command to activate the bunker's periscope and the one to open the bunker to outside are also present.

As you munch your breakfast, you find the reports from the 14th get more... strange. They get less and less patriotic, until finally they seem outright hateful to the homeland. You can't tell of any developments the world outside has made, as the 14th has failed to label undeveloped survivors of the war as anything other than 'savages.' the last entry describes an open revolt from one of the commanders.

You finish your meal.

Please choose the next action:
>Update scouting data
>Activate periscope
>Open bunker
>>
>>1676456
>Activate periscope
>>
>>1676456
>Activate Periscope

I was gonna say "Update data" but we first need to gather more info on what's going on
>>
File: periscope view.png (2.4 MB, 1732x792)
2.4 MB
2.4 MB PNG
>>1676463
>>1676466
>Periscope activated

The periscope starts up, and you can only see a layer of dirt. It forces itself hire, though, and as sod rolls off, you see a sight that doesn't match your current map.

Outpost Charlie is still off in the distance, lookin deserted, but the grove of trees has extended into the hills and over the Ollamic ruins to the north... Ruins you remember your country creating in the grand war. The elven spire appears to be occupied again.

The grassland appears to be cultivated fields now. The shabby residences of undeveloped people have now been replaced with two walled towns. The nearest of which has a large castle.

Both bear tower with floating craft attached to balloons.

You shudder slightly when you see the dragon winging its way over the hills. One so close means that it probably lives nearby, though you feel a bit happy that the species survived.

You can zoom in to inspect what you see, or you can input other commands.

>Zoom in on [target]
>Update scouting data
>Open bunker
>>
>>1676511
*higher. I can't believe I missed that.
>>
>>1676511
>Update scouting data

Also I'd love to know where that dragon came from. Then stay away from there as much as we could.
>>
File: current map.png (5.39 MB, 1935x1535)
5.39 MB
5.39 MB PNG
>>1676555
>update complete!

The scout who made this was recent enough to mark the territory of the dragon. Information on the matter shows it's a blood dragon, very aggressive, and it preys on the local farms.

You regret that the Zericans didn't wipe out that particular breed in the grand war... but then again, them trying to kill off all the dragons was what started it. Though given right now you'd wished they'd finished the job.

It appears you are in the Koro Duchy. The grasslands has become a string of dukedoms under a king. Sadly this data is 20 years old.

the Ollamic city of Kantrel is now a forest, unless the sub access is still there.

It looks like farming has taken up the general area. Your bunker occupies a small rise that hasn't been cultivated.

You have all the information you can gather in the safety of your bunker.

Your next action:
>Zoom in on [target]
>Open bunker
>>
File: v2 creepy.png (28 KB, 156x130)
28 KB
28 KB PNG
Sleeping now, will continue tomorrow.

I'll also have our hero drawn.
>>
>>1676625
>Open bunker
Time to see what's going out outside
>>
>>1676625
>Open bunker

Also it wouldn't be bad to grab some snacks for the road.
>>
>>1676625
>>Open bunker
>>
File: cold soldier quest hero.png (4.26 MB, 1739x1453)
4.26 MB
4.26 MB PNG
>>1676828
>>1677133
>>1677140
>Time to depart

You gather up your MREs and retract the periscope before hitting the command to open your bunker.

The room rumbles as one of the walls opens, revealing the path out. As you step towards it, light spills into the exit, blinding you for a brief moment. The smell of grass and warm air hits you in an instant.

When your eyes adjust, you see sprawling farmland before you, as grass sways slightly in the summer breeze. The chatter of distant birds is the only sound you can hear as you step out under the blue skies.

You can see the forest before you. Kantrel's sub-level is there, and you are liable to recover something you can use inside, although doing so would be trespassing into elven territory. You aren't sure if they advanced much further, but you do have a carbine if necessary.

To the east is Koroton. As the largest town in this duchy, it's liable to be the center of trade. A lot of local information would be available at such a place. The flying machine on the tower hints that you might be able to travel great distances there.

In the west, further, lies Lethbridge. Considering the size, it's part of a major trade route. You could also find information here if you wished.

To the south is Outpost Charlie. The Otharthurians that were stationed there were atomized in the war years ago. If it hasn't been looted, there might be a vehicle you can salvage in there.

There are other locations you can head to if you desire.

>Head to Koroton
>Head to Lethbridge
>Head to Kantrel Forest
>Head to Outpost Charlie
>Write-in
>>
>>1676828
>>1677133
>>1677140
>Time to depart

You gather up your MREs and retract the periscope before hitting the command to open your bunker.

The room rumbles as one of the walls opens, revealing the path out. As you step towards it, light spills into the exit, blinding you for a brief moment. The smell of grass and warm air hits you in an instant.

When your eyes adjust, you see sprawling farmland before you, as grass sways slightly in the summer breeze. The chatter of distant birds is the only sound you can hear as you step out under the blue skies.

You can see the forest before you. Kantrel's sub-level is there, and you are liable to recover something you can use inside, although doing so would be trespassing into elven territory. You aren't sure if they advanced much further, but you do have a carbine if necessary.

To the east is Koroton. As the largest town in this duchy, it's liable to be the center of trade. A lot of local information would be available at such a place. The flying machine on the tower hints that you might be able to travel great distances there.

In the west, further, lies Lethbridge. Considering the size, it's part of a major trade route. You could also find information here if you wished.

To the south is Outpost Charlie. The Otharthurians that were stationed there were atomized in the war years ago. If it hasn't been looted, there might be a vehicle you can salvage in there.

There are other locations you can head to if you desire.

>Head to Koroton
>Head to Lethbridge
>Head to Kantrel Forest
>Head to Outpost Charlie
>Write-in
>>
File: cold soldier quest MC.jpg (575 KB, 1392x1163)
575 KB
575 KB JPG
>>1677459
>You leave the bunker
>>
>>1677408
>Head to Outpost Charlie
>>
>>1677459
>Head to Koroton while checking the local area
>Close the bunker and make sure only you can access. Who knows if it could come handy in the future
>>
>>1677459
>Head to Koroton

I think Outpost Charlie could be dangerous if we don't know what lies at it.

Also yeah, close the bunker.
>>
>>1677522
>>1677598
>>1677486
2/3 Koroton wins.

You consider outpost Charlie for a moment, but then decide it would be better to go to the capital of the duchy. After all, who knows what might have taken residence in that place.

It's a trek through pastoral scenery as you pass by some crops. Most look like they won't be ready until fall, and the wooden fences are easy to jump over. Once you reach Koroton, it's about midday. The northern entrance bustles with activity as people with cloaks, swords, and bows move in and out along with merchant carts and travellers in bags. A few rifles are visible, but they are sparse.

The walls of the city tower above you, the tower being the only thing you can see at this angle. A massive aircraft quietly bobs in the air. As you near the entryway, you note specific patterns. The design is crude, but you recognize Zerican runes and crystal foci. This city relies on magical defenses. Hilariously, it looks as if it was all reverse-engineered. Odds are the undeveloped people in the past developed this from Zerican technology. From what you can understand, it's only barrier magic. Your carbine could probably destroy the foci with ease.

The guards themselves seem to have swords and flintlock pistols. You are stopped at the entrance by one of them.

"Alright traveller, whereabouts you from?" The guard's voice is rough. You're thankful that they are speaking a language you understand, though. Still, if you want to enter, you'll need to deal with this guard.

You can't tell him you're from Alainn. The country is still frozen and largely defenseless.

Options:
>Answer vaguely
>Lie
>Be hostile
>Deal with this later (leave)
>>
>>1677522
>>1677598
>>1677662
[Addendum]
>as you leave the bunker, it closes automatically. Should you return, your clasp on your cloak will send a signal to open the door.
>>
>>1677662
>Answer vaguely

We could try pretending we're lost. Or that we come from a very small town.
>>
>>1677662
Lie
>>
>>1677687
>>1677693
dice+d2
>leaving it to chance
>>
>>1677687
>>1677693
dice+1d4
Odds for vague, evens for lie
>>
Rolled 1 (1d4)

>>1677687
>>1677693
fate will decide then, Odd for the first, evens for the second.
>>
>>1677687
>>1677693
>>1677997
>Vague Answer wins

"I'm from the Muir Nin." You reply, naming the continent of your homeland.

The guard looks you over and nods, "You have the look of someone from the north, alright. What business have you here?" He seems to have relaxed upon hearing that you can speak the same language.

You look back, "Just looking to rest and hear the gossip. I saw a dragon earlier, so I thought it might be safe inside."

"Ah, yes. Karfor. He's been a pain since he moved in. Very well." He steps aside, gripping a gem on his bracer. It's a haphazard lie detector, but a skilled lie can fool such a shoddy work, "I appreciate your honesty."

You give him a nod and make your way into the city. The walls wrap around you, and buildings of an old traditional style cluster around the road. In the distance you can make out the market, just peeking out in front of the great castle, possibly the duke's residence.

You can smell meat cooking and bread baking.

Small specialty shops of handcrafted goods proclaim their wares with signs and symbols. It doesn't seem like people here are literate.

The duke's castle seems ornate, but you wouldn't want to go there unless you had to. It's best not to stand out too much.

There are three larger buildings of note. One appears to be some sort of hall. People with weapons make their way in and out with pieces of paper. It's assumed this is a hunting guild.

The next is an imposing structure of almost Zerican design, with massive windows. This one has writing on it, and looks far more advanced than the rest of the town.

The last is the tower with the flying machine. From the looks of it, there is a fee to enter.

This reminds you that you have no local currency.

What should you do next?
>Go to the market
>Visit the hunting hall
>Move to the advanced building
>Write-in
>>
>>1678068

>visit the hunting hall

Hunters would know the location and layout of the area the best, as well as general topography.

Afterwards, we should hit up any government buildings to check out political situations as well as what happened to the previous goddamn scouts. If they reneged they probably put down roots, and roots are easy to find.
>>
>>1678068
>Hunting Guild

Let's search for a way to make some cash.
>>
>>1678328
>>1678329
>guild of hunters

You make your way into the hall, finding a vast entryway. Tables of armed people geared for survival and combat fill the floor, though most seem to chatter with each other. As you move through, you can note a few people around the hall.

The first is a woman in glasses. She's behind a counter along one wall. A board of papers, possibly bounties rests behind her. You assume she is in charge of missions or requests for these hunters.

The next is a knight at a table alone. They're huge, at least 7 feet tall. Their helmeted visor glances around the room before they lean on the table, their longsword's sheath wrapped in magic seals.

The last person you notice is small, but no less visible. While everyone else has earthy tones, this person has robes in rich blues. She wears a rather large witch hat, with a shimmering gold band. Red-lensed goggles adorn the top, almost distracting you from the one wearing it. It's a girl, rather young, with short brown hair and glasses. She's looking frantically about the room, trying to get someone's attention.

How do you proceed?
>woman at the desk and board
>the lone knight
>the small witch
>leave hall
>>
>>1678455
>>the small witch
>>
>>1678455
>The little witch

Seems she needs help.
>>
File: Nissa by Dasmuskel.png (92 KB, 642x674)
92 KB
92 KB PNG
>>1678682
>>1678790
Deciding to see what you can do, you decide to head to the small witch.

She notices your approach and looks relieved. Once you're close enough to listen to her, she starts.

"Hello sir! I see you have quite the rifle there! Could you possibly help me? Please?" the fact she has an interest in your carbine is a bit of a warning, but you decide to press on.

"What's the matter?" You don't want to get yourself into a dangerous situation, after all.

"I was on an expedition trip, but the caravan of my team and my supervisor was hit by raiders! I submitted a request to the guild, but none of the hunters want to risk it! Please, I promise the Archivum will reimburse you! It's urgent!"

She seems to think you are a hunter of the guild. What should you do?
>Offer to help (but you might need to join this guild)
>Explain you can't help her
>Ask for information on 'raiders'
>Ask for information on 'Archivum'
>Ask who she is
>Write-in
>>
>>1678845
>Ask about raiders

Let's evaluate the situation.
>>
>>1678845
>Ask for information on 'raiders'
>>
>>1678854
>>1678886
>Ask about 'Raiders'

"What exactly would raiders be?" Your question surprises the girl, before she comes to a realization.

"Oh! You're from Muir Nin! Right, raiders are people that use things from before the great war long ago. All these ruins we have around the world, the raiders pillage and use what they find." She points to your carbine, "They have weapons like that, but they also have vehicles too. Tanks and scouting machines."

First off, you have yet to actually see anything that doesn't use an animal to pull it. Next, this girl knows what a tank is.

"So where are these raiders?"

"I'm pretty sure they are based in that abandoned fortress nearby... They're known to capture people and interrogate them... before they kill them. We have to hurry!"

So... the raiders have pre-war weaponry like yours. If they are using salvaged equipment, odds are it's on its last legs, but if they were, say, knowledgeable on maintaining it... But would a legion of your glorious nation resort to petty looting?

What to do next?
>offer to help
>explain you can't help her
>ask for information on the Archivum
>ask who she is
>write-in
>>
>>1678964

Well, crap. They got tanks.

>Offer Help

I wouldn't waste an opportunity to see those raiders up-close, tho.
>>
>>1679130
>Offer help

This all you need to know. you decide. You nod.

"I'll help you out. Should we leave immediately?" At this, the girl frowns.

"A-actually, while it's nice you're enthusiastic, Wouldn't you want to pick up my request from the board? I'd feel bad if you went through all that for no pay... Or worse, if hunters took the job and came in after us. They might mistake us for raiders." She shudders, apparently it's an issue.

The tables nearest you have vacated since the girl started talking. They must have felt guilty for ignoring her. Oddly, the sound of danger has the knight you noticed earlier perked up. They are watching you and the witch intently, almost ready to get up.

>You have offered to help the small witch. An additional objective is now active: Recover the expedition from Outpost Charlie.

You should probably go to the guild desk. If hunters came after you, friendly fire might be an issue. Or worse, they might foul up your rescue attempt.

What should you do?
>Go to the knight
>Visit the guild desk
>Write-in
>>
>>1679824
>Go to the knight
Might want to check out what's the deal with him.

Also, QM, is it possible to return to the bunker at a later date when we feel the need to? And possibly swap gears, restock MREs, rest, and so on? Because this sounds like bad news.
>>
>>1679834
Yes, you may swap out gear at the bunker at any time, as well as store anything you collect.
-
>Check knight
You tell the girl you'll be a moment before approaching the knight. As you do so, they seem to get excited.

"Excuse me sir... is there something you want?" The knight seems taken aback as you address them this way.

"...Well..." The voice of the knight echoes inside the helmet, "I heard you were going to take a very dangerous job... Raiders? I've been itching to tangle with them!"

You aren't sure why they are so excited, but they seem willing to throw themselves at people with guns... armed with a sword. A potentially magical sword, but still a sword. They must be an adrenaline addict, a battle maniac or something.

"If you took the job, I was going to get up and offer to join you. I've quite a record..." They shift in place, the armor plates covering their chainmail clattering, "But I will want a split of the payment."

They could be either a useful member of this rescue, or they could be a distraction for the enemy at worst.

What to do?
>Ask who this person is and why they didn't take the job already.
>Accept their offer.
>Decline their offer.
>>
>>1679834
The bunker can be used however you like unless character actions lead it to being destroyed.
>>
>>1679856
>other
>before we say yes or no I would like to know their preferred tactics when dealing with this kind of situations, and their past experiences related to current situations, if any.

heck, we don't even know much about these raiders other than the fact that they use salvaged equipment, which means we should expect at least some kind of ranged firepower coming at us.

oh, and also, did we even ask the girl about the route the expedition caravan went through, and the location they were hit by raiders? and the aftermath, along with where the raiders probably went other than the obvious-ish base? how long has it been since the attack? Although we agreed to help out I'm feeling a distinct lack of information. I feel that we need to have a planning phase after we deal with the paperwork and talk with the knight guys.
>>
>>1679856
oh and we could do
>Ask who this person is and why they didn't take the job already.
as well when we're done with the paperwork and questions, and if they look acceptable for the request.
>>
>>1679856
>Ask about knight

I agree we need more info on him and his tactics. Also

>Try to gather more info on the raiders
>>
>>1679909
>>1679911
>>1680086
>Ask about the knight, get more info

"Reputation? Who exactly are you?" You've decided on investigating this knight.

"Why, I'm none other than Pisteia! they call me the 'mercenary princess.' I've done a few jobs." They brag. Apparently it's a woman under that armor. She removes her helmet to reveal her face, framed by short blonde hair. You wonder if her bloodline has Alainnian ties, given her northern features.

"But why didn't you take the request?"

"That girl's only been here for a few minutes. She didn't say what her task was out loud." She shrugged, "Besides, Archivum jobs aren't usually dangerous. I thought she was just going to ask for an escort. I mean, she does look like a child, right?"

With a reasonable explanation, it's still too soon to decide if she'll be an asset or not. She seems confident in herself, but then again, she could be a coward just after money. You don't really know.

"So, what have you done in the past?"

"Well, I'm from Muir Nin, so I've dealt with some metal beasts, a few monsters, a few bandits, and a rebellion... Not alone, of course... Well, for the metal beasts and monsters I was alone." You have no idea what metal beasts are, "I did take out a dragon once, if that helps? What do you say?"

You pause, thinking about her claims, "How do you fight, exactly?"

"A little bit of magic and a lot of sword. I'm very tough. My sword is actually really good at slicing through armor. I also have a few minor recovery spells and offensive ones. I'm usually up close when fighting."

Even if they are using salvaged gear, a knight up close and personal would be a serious problem for anyone. Especially with magic. This woman could probably do a lot of damage.

"What do you know about raiders?"

"Raiders? Not much. I hear they make bandits look like children. They are cold, ruthless, and efficient. I really want to try fighting them, but they are too dangerous to take alone. Most of them put roots in old ruins and attack anyone who strays near pre-war stuff. They like to pick on the Archivum most, though." She taps her foot, "Although that girl would know more about this. I'm really just a mercenary."

"Anything else?"

>Accept their offer to join
>Decline offer
>Leave and go to guild desk
>Return to witch
>>
>>1680322

Oh wow, what a twist!

>Ask the witch everything she knows about the raiders and then if she agrees to let the knight join.
>>
>>1680344
>Return to witch
"Let me give it some thought." You tell the knight, backing away.

You walk back to the witch.

"Um, we need to hurry if we want to save the expedition..." She looks at the knight, "What were you talking about over there?"

"She wants to join for a cut of the reward." You explain, "Is that fine?"

"What? Why do you need to ask? The more help we get against raiders the better!" Seems she's ready to accept the knight helping out. You suppose that makes things easier. The witch seems too desperate to care who helps her. It's a good thing you reached her before any cocky idiots did.

"I need to know everything you can tell me about the raiders. Where did they hit the caravan?"

"Well, the raiders have been around for a really long time. They never fight each other from what we know. They typically stick around any ruins and keep us out of them. Honestly, they are a bigger problem than the dragons. Unlike bandits, raiders seem to be regimented and have training, often working in teams. If you have enough skilled hunters, or an airship, you could drive them off. Most of their vehicles are in a poor state anyways." The girl sighs, "My expedition was hit south of here, just when Koroton was on the horizon. They it us with two scout vehicles and a tank By the time the duke's soldiers reached me, it was far too late. I was only able to get to the Archivum branch here and report what happened. I came here right away."

"How did you get away?" For her to be the only escapee seems odd.

"I'm a skilled magician. I was able to use a few spells to hide my presence..." She looks really sad right now. Probably feeling guilty that she got away. You aren't sure how exactly to comfort her.

"What sort of weapons do they use?"

"Most of them are unknown make... They don't match Ollamic or Otharthurian patterns, and they certainly aren't Zerican. Their vehicles don't match the ones we know either..." You think a bit on this. If they are using pre-war materials, there is only Alainn, Otharthur, Ollam, and Zerica to pick from.

Which means the raiders are holding Alainn technology. It could be the 14th legion... but for them to fall so far... You shudder to think what they might be doing securing all those pre-war ruins.

This will need to be reported as soon as possible.

What is your next action?
>Ask witch who she is
>ask about the Archivum
>Return to knight
>Go to guild desk.
>>
>>1680479
>ask about the Archivum, and herself. Not necessarily in that order
>>
>>1680479
>Return to Knight

We can ask more stuff while on the way, but I think it might be important to hurry right now.
>>
Rolled 2 (1d2)

>>1680582
>>1680617
stuck then, very well
>>
>>1680582
>>1680617
>>1680849
>Return to knight wins
"Right, thank you."

You walk back to Pisteia. She gives you a smile, "So, you want me to go with you? I'd like an answer sooner rather than later... I think she would too." Pisteia nods towards the witch.

Odds are she'll be annoyed if you leave again before answering her this time.

>Accept offer
>Decline offer
>>
>>1680873

>Accept offer
>>
>>1680873
>>Accept offer
>>
File: var by anon.png (624 KB, 1141x1010)
624 KB
624 KB PNG
>>1680921
>>1681051
>accept offer
"After conferring with that girl, I've decided to accept your offer." You reply.

"Awesome! I promise I won't let you down!" Pisteia replies cheerfully, grasping your hand and shaking it with alarming force. You get the feeling she could crush your hand.

>Pisteia 'The Mercenary Princess' has joined you. She will perform attacks on her own if allowed.

"I'll just get my sword on and I'll be good to go!"

Next action?
>Go to guild desk
>Go to witch
>>
>>1681112
>>Go to guild desk
>>
>>1681112
>Guild desk
>>
>>1681120
>>1681124
You walk up to the guild desk. The woman behind it looks you over with a serious look in her eyes.

"Welcome to the Hunter's Guild. I noticed you socializing. Did you come here to register, to post a request, or simply laze about chatting up girls?" She doesn't seem to happy with you. Perhaps it's considered common courtesy to go to the desk first?

"Or are you already a member? If that's the case, I'll just need to see your card before I let you take a request."

You don't have a card, that's for certain.
>Ask about Hunter's Guild
>Register for Hunter's Guild
>Lie about membership
>Why are you so angry?
>>
>>1681177
>>Why are you so angry?
>>
>>1681177

>Hit on her while lying about the membership, registering for the guild, asking why she's angry, and asking about the hunter's guild.

We start harem now.
>>
>>1681177
>Ask about Guild

Who knows if this quest is allowed for begginers to take...
>>
>>1681203
Forget it I'll go with the harem one
>>
>>1681193
>>1681243
>>1681183
[HERE WE GO]
>Hit on receptionist, ask about guild, lie about membership, register for guild, ask why she is angry.

"Hey now darling, why are you so angry, I was just saving the best for last." You reply with a smile.

"You just wa- what?" The Guildlady now looks a bit flustered.

"Oh, I'm sure you heard me the first time, cutie.
There's nobody here I want to talk to more than you." The receptionist seems to have a hard time deciding what to say now.

"Alright, so, I was a member back home, but I think I lost my card. Could you maybe do me a favor and get me a replacement?" In her current state, your lies are a lot easier to pass scrutiny. The poor lady seems unused to this sort of attention. The hunters probably avoid serious women like her.

"E-even if you did, sir... You'd nee to register again." She scrambles to get her paperwork, completely flushed red.

"No big deal, I can handle it... So what do you guys do around here? Seems different than back home. Has cuter receptionists too"

"W-well s-sir, we have teams of well-geared hunters take requests... b-both from the duke and others. T-then hunters take the requests and handle the tasks.

You write out details on the paper she hands you.... one detail in particular is hardest.

You must decide
>Use your real name
or
>Use a fake name

Either might work, though using your real name means other scouts could possibly know your location and rendezvous. On the other hand, using a fake name hides you in anonymity, so if any scouts have turned traitor, you can avoid them.
>>
>>1681297
>>Use a fake name
>>
>>1681297
I'm crying. That was beautiful.

>Use fake name

We are now Hunter McKickass. (Jk)
>>
Good morning QM

>>1681297
>Use a fake name
Well. That went unexpectedly well.
>>
>>1681313
>>1681324
>False name

"Here you go sweetie." You hand back the form. The receptionist looks it over.

"Your name is... Ace Locke?" She looks back at you.

"In the flesh, darling." You give her a wink, which only causes her to redden more.

She hands you a card with your false name on it before you pocket it. a tiny magic crystal set into it blinks green as soon as it enters your hand.

"So then. Have you got the request I was asking about?" You rest against the counter.

"R-right..." The woman hands you a piece of paper with a bounty of 400 of some sort of currency you've never seen before. You can tell it's for a rescure from the raiders though. The one requesting someone called Nissa Estalise.

You assume that must be the witch.

"Alright. Catch you later, hot stuff." You roll up the paper and walk to the witch as the guild receptionist collapses in her chair, unsure of what to do.

The witch and knight have gathered together and are chatting, Pisteia looking comical as she towers over the little witch.

"I've got your request."

>Nissa, the Archivum magician, has joined the party temporarily. She will remain until the task is completed or failed.

"We'll need to hurry then! Their fortress is an Otharthurian outpost out in the farmlands. We should get going."

Her task requires urgency You can't go just anywhere with her around.

What should you do?
>Explore more of Koroton
>Head to bunker (risk exposing your nature to Nissa)
>Head to Outpost Charlie
>>
>>1681629
>>Head to Outpost Charlie
Lets clean up the trash that used to be proud Alainn soldier.
>>
>>1681629
>Outpost. Also try to come up with a plan, and maybe ask more about the witch
>>
>>1681636
>this
>>
File: mc set out.jpg (43 KB, 534x605)
43 KB
43 KB JPG
>>1681636
>>1681661
>>1681680
It's time traitors to the nation got their due, and you have their reward locked into your carbine.

You walk across the fields towards the imposing structure. You look to the witch, "So, you are Nissa Estalise, right?"

The girl nods, "Yes, I'm a probationary archaeologist fro the Archivum." It makes sense now. If the raiders guard ruins, someone like her was almost guaranteed to get hit by them.

"So, what tactics do you have planned? I'm in favor of all-out assault!" The knight asks, grinning. Given the strength she radiates, you have no doubt she's gotten this far by charging in headlong.

"I think we should try a more stealthy approach. I could mask our presence with magic, and we could sneak our way in." While this plan has merits, it also means that you have to fight your way out.

You have equipment meant for either method, luckily. Your carbine and grenades can do a lot of damage, but you could also sneak about with your optical cloak and execute foes with stealth.

What tactic shall you choose?
>Stealth approach
>Direct approach
>Write-in
>>
>>1681708
>Stealth

If it worked for Nissa then it will probably work for us
>>
>>1681708

> Stealth recon followed by planning out a diversion and ambush/traps. Thin the guards out, taking out as many as possible as quietly as possible. Follow this up with a diversionary assault to draw out the armor, hopefully into unfavorable terrain for it. Go for mobility kills, then assault the outpost once the armor has been taken care of.
>>
File: Outpost Charlie.png (1.8 MB, 1236x850)
1.8 MB
1.8 MB PNG
>>1681753
>>1681808
>stealth approach

"We're going in quietly. Set up some traps and an ambush, taking the guys outside out." You explain to the two.

"Sounds good to me... Though not as fun." Pisteia replies.

Nissa, on the other hand, is flipping through a small booklet. She closes it and starts motioning in the air. You can see a spell circle shimmer into being, the rings filled with multitudes of formulas and coding.

Within a minute, the air shimmers around you. Nissa has made your entire group invisible... and not too soon.

Outpost Charlie. An Otharthurian outpost. The country was a strange one, opting to use vehicles instead of footsoldiers for all matters of warfare. The structure reflected that, meant to hold in and resupply tanks, or provide artillery fire. The entire place was a great bunker.

As you got closer, a sound you knew well was heard... the electric hum of gravity repulsors.

An Alainn MK4 Scythe Light tank slid around the corner of the structure... A war machine meant mostly for flanking and hit-and-run operations. Its armor was a patchwork of metals. Most of them rusted. The gun itself was kept in good condition, but if this tank were in the homeland, it'd be sent to recycling.

A few soldiers were clustered around it. While all of them had pieces of Alainn uniform, none had a full set. Their guns were maintained and decent, but wear was clearly visible. But that wasn't the most grievous offense.

Every Alainn insignia had been painted black. The symbol was meant to be golden rays of light, but instead they only bore black triangles. Some even bore medals. Bravery in combat. Selfless defense of countrymen. You recognized all of these, meant to be distributed by the Grand General. This was stolen valor! Disgusting.

You reached under the gcloak, prying the recon drone from its charging cradle. Almost immediately, it flickers into optic camo. You let it fly to scout the area.

Unslinging your rifle you move towards the patrol with the light tank.

>Roll 6 d20s
>>
Rolled 6, 16, 11, 12, 5, 12 = 62 (6d20)

>>1681918
>>
Rolled 4, 13 = 17 (2d20)

>>1681922
>Goal 15-5 (optical cloak) -5 (Invisibility spell)
>6 [Success!]
Your group manages to sneak behind the tank and soldiers without being noticed. Your suppressed carbine in hand, you take careful aim at the soldier in the back.

>Goal 15-5(suppressor)
>16 [Success!]
The rifle makes no flash, just a buzz that could be confused for the sound of the tank's repulsors. The guard falls motionless into the tall grass. As you sneak up to him, you pry the unearned medals from his shirt. The rifle he has is a slower, different make, and in bad shape. You take the solar cell and pocket it. The traitor bears no dog tags. Looks like he'll remain nameless.

You reach into your grenade pouch.

>Goals: 20-10 x 3
> 11 [Success!]
>12 [Success!]
>5 [Failure.]

You plant three grenades on the tank and let it make some distance. Two explosions rock the machine as it falls to the ground, repulsors failing. The rear blasts open, detonating the shells inside. The turret is consumed in the blast. The third grenade blows, but only does half the job. The pilot survives.

Goal 20-10 (heavy assault kit)
You follow up with a spray of gunfire. The two soldiers who are just reacting to their tank exploding for seemingly no reason are caught in a hail of energy rifle rounds.

>continuing
>>
>>1681991
>Goal 15-5(surprise attack) -5 (Knight)
>4 [Failure.]
Pisteia manages to charge one of the soldiers, but even in her invisibility, the soldier manages to avoid the attack. The pilot manages to survive for now.

>Goal 20 - 5(magic stealth) -5(Stealth and Recon)
>13[Success!]
Nissa's magic manages to keep the rest of the fortress from hearing the sounds of your ambush. You quickly move from the area after setting more grenades to detonate when someone investigates.

The pilot, having escaped sudden, invisible death, is in a state of panic, and runs back to the main gate.

Your group moves around the other side of the structure, your diversion now set. The gate now lies before you. The pilot has dragged off the guards in alarm.

Moments later you hear the explosions of your grenade trap.

The gate has a soldier up in the gatehouse. It looks like the controls have been rigged up to something. The soldier leans in to something... They have radios!

Inside the outpost you can see two Otharthurian scout buggies These have the black triangles on them as well. It looks like some engineers (missing half their tools) are attempting to get the outpost's elevator to work...

This means the garage is intact! The buildings around the structure you can't see into, as they are essentially bunkers.

Nissa tugs your sleeve, "I think they have my caravan in the bigger one there!" The larger structure could be a barracks. The tower is sure to be where the raider leadership is.

The smaller building was formerly Otharthurian administrator offices, so there might be some way to activate the garage elevator there.

Pisteia whispers, "If we clear out the courtyard, nobody in the buildings can call for reinforcements, but we might risk blowing the stealth aspect."

What should you do?
>activate your radio to listen in on raider chatter.
>leave radio off.

What is the next action to take?
>Clear courtyard (Snipe gatehouse)
>attack larger building
>attack smaller building
>attack tower
>>
>>1682024
>>activate your radio to listen in on raider chatter.

>>Clear courtyard (Snipe gatehouse)
>>
>>1682034
>This
>>
>>1682034
Supporting
>>
>>1682034
>>1682063
>>1682098
You draw a bead on the man who had the bad luck of sticking with traitors and thieves. When he falls lifeless from the gatehouse, you move forward. The buggies are absolute garbage, you can easily ignore them. They haven't even started up.

A grenade is rolled to towards the engineers.

They don't even get time to react.

You swivel your carbine about. Pisteia has taken out one of the men walking outside. When you take another look at her, she's slicing through the buggies.

>Roll a d20, the best result wins.
>>
Rolled 14 (1d20)

>>1682125
>>
Rolled 15 (1d20)

>>1682125
Roll high!
>>
Rolled 3 (1d20)

>>1682125
>>
>>1682144
>Goal: 20-5 (stealth spell)
>15 [success!]

Nissa's spell manages to keep the sound of destruction from reaching anyone in the structures. You pilfer grenades off the corpses and reclaim more medals and cells. You have a lot of ammo right now.

You are left with some choices:
>Go to smaller structure to possibly find garage access.
>Go to larger structure to try to find Nissa's expedition
>Go to the tower to take down Raider leadership
>>
>>1682223
>Garage

We might find something useful there.
>>
>Go to the tower to take down Raider leadership

I say kill the leader first, Clear the base then come back with an engineer kit to loot it
>>
>>1682223
>>Go to the tower to take down Raider leadership
>>
>>1682223
>Go to the tower to take down Raider leadership
They are a bigger threat when they have a leader giving cohesion, them holding for this long must at least mean something.

>>1682263
We can worry about looting later when most threats are neutralized to acceptable levels.
>>
>>1682263
>>1682295
>>1682319
>The commanders must die

You kick the door of the tower in and roll a spare grenade in. The explosion rips apart the people. Your radio crackles with someone asking what's going on downstairs. You don't answer.

Pisteia rushes past you up the stairs and barrels in the first door. You hear a few cries cut short. You pass the door, rushing up the stairs. Soon you reach the top and come face to face with the first man in full uniform, a commander. You can hear the knight tear apart command staff below.

He dodges your shot, which shatters his radio. You have him alone now.

"13th legion?! So there was one of you here!" The commander hisses. All his emblems of Alainn are colored black.

You have him before you at your mercy, what do you ask the commander?
>Ask about other scouts from the 13th
>Ask why the 14th turned traitor
>Ask where their main base of operations is.
>Just shoot the bastard
>>
>>1682329
>>Ask about other scouts from the 13th
>>Ask why the 14th turned traitor
What the hell happened to you jackasses? What possessed you to betray the great nation of Alaiin?

Maybe we should cover our companions ears when we ask these. I'm sure she wouldn't mind.
>>
>>1682329
>Ask why the 14th turned traitor
Our buddy down there is tearing stuff up below us, we can get physical forms of intel if we need by subdueing him later.
>>
>>1682350
>>1682351
Mercifully, Nissa is far behind. Stairs appear to have slowed her down. You can hear Pisteia laughing, asking if that's all the raiders have.

"Where are the other scouts?" You hold up the carbine, The commander glares down the barrel.

"The 13th, the elite. Hah, do you know how many of you wretches we killed? Heh, if we find one of you little worms, we crush you, simple as that." Part of you is glad others didn't turn traitor.

"What possessed you to turn on our great nation?!" Your finger twitches, aching to slam down on the trigger and send him to hell.

"The great nation? You call that place of cowards a great nation?! You had the world in your grip, you could have taken it all, but instead... you freeze yourselves. You leave the 14th to stand watch over the ruins while savages grasp at the works of their betters. The general saw the truth of things... It's truly very simple. The 14th can take it all, but for that to happen..." The commander pulls a pistol, "The 13th must die!"

His arm never raises. You ventilated him before he had a chance. You stroll up to him. He had dog tags. You snatch them off the dead man. Commander Aidan. He must have gotten these from his father.

"This is a better death than you deserve."

You find a data storage on the commander's body, as well as a map showing the Kantrel ruins as a vital target.

The leadership of this raider base is dead The radio crackles, asking the commander if they should execute one of the prisoners.

Nissa, panting, reaches the top of the stairs. "It's over?"

What next?
>The larger building, save the expedition.
>The smaller building, find how to get into the garage.
>>
>>1682367
>The smaller building, find how to get into the garage.
How about we secure a ride out of here before we rescue the expedition? If they're all archaeologists familiar with our technology they might be able to figure out we're not who we claim if they see us using it. Let's secure as much of the outpost before we break them out.
>>
>>1682367
>The larger building, save the expedition.
Oh crud. we're about to lose them. Although this kind of random acts were expected this is happening too soon. We need to secure them now.

>>1682371
I doubt we would need the rides to leave, we've been very stealthy so far. Also we're running out of time. If we blow our stealth without the safety of hostages secured things will become way harder to solve. If we can secure the hostages we at least gain a bit of leeway on what to do next.

I could agree on splitting the team and hitting both sides simultaneously but I want to briefly discuss about it first if we were to do that.
>>
>>1682387
Fair enough, guess we are on a time budget with rescuing the hostages. I'll change my vote to doing that first.
>>
>>1682387
>>1682388
You gather your group and leave the tower quietly. The radio becomes more and more worried. Someone else tells the speaker to try the other bandwidths.

You move quietly across the courtyard. Nissa gulps as she prepares herself.

It comes to mind that Pisteia might be a danger and the expedition might be lost if she charges in.

"Pisteia?" You ask, quietly, "Do you think... you could clear one of these buildings on your own?"

She thinks, "Possibly?"

"Right then. You go to the other building. Count to five after we enter this one, alright?"

She nods in assent, moving across to the other building and waiting by the door.

"Right Nissa, Ready?"

Roll 4d20s, highest value wins.
>>
>>1682387
[Ah, I apologize if I am moving too quickly, I can slow it down a bit. It's just that time moves for everyone else outside our party's experience.]
>>
Rolled 20, 5, 9, 9 = 43 (4d20)

>>1682391
In hindsight, I probably should have specified that we should't have chosen Pisteia to be sent towards the garage, from her way of fighting I expect that a lot of potential salvage/loot whatever we could have used to get out would be smashed. oh well.
>>
>>1682393
ah, no, if this is specific to combat or urgent situations only I'm fine with this.
>>
Rolled 4 (1d20)

>>1682394
>Goal: (20-5(Assault kit)-5(surprise attack) ) x4
>43 [Success!]

You kick in the door., rifle bared, you swing it around. The first guard is caught by surprise. It doesn't end well for him.

The next one tries to take a shot, but your carbine can fire as much as you want with all these cells in it. The raider is mowed down for his efforts.

You pass empty rooms. All the sleeping areas of the men you've slaughtered on your trip through this base. The last tore opens into a cell block. Several people in brown and blue uniforms like Nissa's are tied, with one unfortunate in front of two men with a rifle.

"Intruder! Quickly k-" You cut off the man's words. with a burst of fire before he can get his rifle up. Honestly, if Nissa hadn't been masking your sound, these people would be dead already. The last guard turns about and snaps off a shot at you.

>cont.
>>
>>1682398
The shot hits you in the leg. It's an energy weapon, so you feel the wound cauterize on impact. You decide to return his shot tenfold.

When he collapses, You let yourself drop to the floor.

>a medical kit has been used.

Nissa rushes to her expedition, tearfully. She starts sobbing that she was afraid she might never see them again. You actually feel rather glad you were able to help her.

>Nissa's task has been completed.

"I think we should still check on Pisteia."

>Cont.
>>
>>1682402
You make your way across the courtyard, to the other building. It's quiet...
>>
>>1682404
uh... hello?
QM don't leave us hanging...
>>
>>1682404
>1d100 = 92
>>1682406
[dice rolling wasn't working]

Upon opening the door, you find that Pisteia is unharmed, though the same cannot be said for the raiders. Fortunately, it looks like a lot of materials were left over to salvage at your leisure... Including two deployable turrets!

With relief, you and Nissa leave the building with Pisteia.

"So... We need to return home to report this. So I guess this is goodbye?" Nissa hands you a seal with a book on it, and a token marking your completion.

"We're going to Lethbridge, to avoid the dragon. There's an Archivum building there. If you ever want help, fly to Korlanis, that seal will get you safe passage, alright?"

The caravan departs from the fortress.
Pistea stands beside you, "Well, tagging along with you is fun, what's next?"

>Secure (and loot) the fort with the turrets
>go to the bunker
>return to Koroton
>>
>>1682413
>Secure (and loot) the fort with the turrets
Let's head back to the tower to sift through the records they left. Since we came in silently and didn't do much damage(aside from the grenade) hopefully we can find more info about what happened from the 14th legion, aside from the obvious facts.

also Pistea. should we send her off? Does she have anything else to do around here, or is she done for now? Does she plan to scavenge this place? It might be problematic if she sticks around while we search the tower for info, so we should ask that first. After that let's check the base thoroughly and slowly.
>>
>>1682413
>>Secure (and loot) the fort with the turrets
LOOTLOOTLOOTLOOTLOOT BEST PART OF ADVENTURING
Let's see if they've got a sick mad max style tank we can jack.

Actually if this place is cleared out, could we find something for Pistea to do on her own, so we can check out the bunker afterwords ourselves?
>>
>>1682423
>Let's see if they've got a sick mad max style tank we can jack.
pretty sure most vehicles in or near this base either exploded or got chopped. I would like a ride, sure, but I wouldn't get your hopes up, not after what happened here with all these stuff blowing up and Pisteia chopping stuff indiscriminately.

although we're definitely taking small items if they are serviceable and small enough to stuff into our pockets.
>>
>>1682425
Hey you never know, we didn't hit up the garage section yet, there's bound to be some vehicles of some sort in there. If this base is run anything like a modern military is they've probably got a significant percentage of their rides in the bay getting repaired and maintained. Especially if they're trying to keep 4,000 year old tanks intact and functional.
>>
>>1682431
wait, aren't we already in the garage? we got into this building, which is different from the one in >>1682398, and Pisteia went to the other building, which should probably be the garage. or were there two smaller building that held two groups of hostages?
>>
>>1682417
Seconding this.

I think we send Pistea off with a promise to meet back up with her in the hunting lodge.

There is tons of stuff we can scavenge here, including records of what happened to the 14th. We can also return the bunker, gear up as an engineer, and fix that lift our traitorous breatheren were trying to fix.

OP, do we know the location of any other members of the 13th?
>>
>>1682504
OP is asleep rn but he'll be back in a couple of hours.

In the meantime I support the looting.
>>
>>1682417
>>1682423
>>1682504
>>1682627
[The garage is under the damaged elevator]
>Loot the place, send Pisteia to the lodge.
You set the turrets just around the corners from the entrance, to catch any intruders by surprise. Outpost Charlie is now yours.

You find mostly damaged rifles and carbines, and a few good pistols. Lots of cells, though. You also find spare parts for the elevator. It'll be hard without the right tools, though. The engineers here didn't have full kits.

Pisteia follows you for a bit, then gets bored and waits by the entrance. You approach her.

"I appreciate the help, but could you possibly wait for me in the Koroton Guildhall?"

"Oh no no no. I've been told about this before. Someone hires a merc like me, tells us to wait somewhere, then goes to a guild in another town, turns in the reward for all of it and leaves someone like me hanging. No way, pal." She crosses her arms and smirks, "Unless you want to give the the bounty paper. That way neither of us can turn in the request without the other."

You must decide:
>Hand over token
or
>Hand over bounty paper.

After Pisteia leaves, what will you do?
>Loot the tower
>try to fix the elevator
>return to bunker to swap kit.
>>
>>1682701
>Alternatively, you can keep Pisteia with you.
>>
>>1682701
>Hand over bounty paper.
the token would likely be more useful as a single item between the two, since it could serve as a token of favor independently towards the caravan(and the faction belonging to it), while the paper doesn't do much by itself. that is, if something were to happen. hopefully not.

>Loot the tower
not only we should be checking out intel, we should see if there are any remote control, if there is one, that reaches within the base, and use it to check around if possible. other than that, not much? I doubt people would be brave enough to sneak in towards a raider base that three people went to bring down, and look for opportunity to loot stuff. but we still need to be fast.

>do not try to fix the elevator yet
as of now, there is no way for anyone around here to fix the elevator, unless the somehow have the necessary tools to fix very old structures. It would be a good bet that if we don't fix it yet, no one else is going to. we can investigate later when we get back to the bunker and change our gear for engineering work. of course, this is after we finish sweeping the base. we're not even done yet.
>>
>>1682722
"Very well." You hand the knight the bounty paper. She is a bit surprised.

"Ah, well then, I guess I'll see you later then." Pisteia tucks the paper into one of her pouches before walking off, turning towards Koroton, "Hey, you best be sure to come back, don't start any adventures without me!:

This leaves you to loot the tower.

The tower holds many materials, first, lots of solar packs, secondly, a great deal of rifles. They are in poor condition, but odds are you can sell them, or even recycle them, should you locate a recycling machine.

However, it's the commander's room that holds the most information: A map of the region, With Kantrel circled.

A typed letter details why.
'Kantrel is an intact Ollamic ruin. It is confirmed by scouting drones that there is a terminal present. Secure the terminal and recover the weaponry, vehicles, and medical supplies present.'

You frown. Ollam was the foremost in medicine and robotics before the grand war. You heard about their terminals, supposedly vast databases of information that could connect anyone into a magical system.

If the traitors got ahold of such a thing, they could wreak all sorts of havoc. Most of what you've seen so far has used magic as the base.

Kantrel should be made a priority, but since you took Outpost Charlie, you can't see the raiders reaching Kantrel easily.

You gather your loot in the courtyard. Aside from the mission documents and weapons, you can't find anything of use. There is some food and medals that you've also collected.

You could also store these goods in your bunker, perhaps switch gear and get the engineering kit?

What's the next course of action?
>attempt to fix elevator
>return to bunker
>go to Kantrel
>Go to Lethbridge
>>
>>1682722
Supporting this.
>>
>>1683422
>return to bunker
Bring all of the rifles back. If there are too many to carry, load up one of the remaining buggies.

Drop everything in the bunker. Swap the Recon for Engineering kit, and then head back to repair the elevator.

Leave the auto turrets in place.
>>
>>1683470
Seconded.
>>
>>1683422
>>attempt to fix elevator
If we can't get it going, could we just rappel down the elevator shaft to see what's down there? As a military scout, I would assume we have those sorts of skills.
>>
Mornin', QM.

>>1683470
I can agree with this
>>
>>1683470
>>1683840
>>1684693
You gather all the rifles and load them into the back of the least damaged buggy. It looks like you can repair the damage with the destroyed one.

Roll 3d20s, the best results will be chosen.
>>
Rolled 19, 12, 17 = 48 (3d20)

>>1685899
Rollin'
>>
>>1685980
>goal 50 - 5 (spare parts) - 5 (partial tools)
>48 [Success!]
You manage to piece together the damaged vehicle with parts from the destroyed one.

>You have managed to recover the Raider Buggy. This is a two person vehicle (Driver+Gunner.) This vehicle's armor is flimsy, and will be weak to attacks. This vehicle is a raider vehicle, and will be attacked if spotted near towns.

Your buggy loaded, you hop into the driver's seat and go careening over the rough terrain. It handles roughly and is a bit uncomfortable to use, but that's to be expected for a dilapidated vehicle.

Your bunker opens for you when you near it, pushing out of the unassuming earth. It takes a while to bring the guns inside, but soon you have them all stored safely.

You remove your recon gear, the cloak and suppressor traded for an engineer's toolpack and a flashlight for your carbine. The binoculars are carefully packed away to make room for a deployable turret. Your unused camo material is packed carefully away as you replace their canisters with containers of repair necessities. Should you encounter broken machinery, your kit gives you all you need to fix it. Sadly, it's too bulky to work with your stealth gear and the heavy assault gear.

You drive the buggy back to the outpost.

The elevator is very easy to fix with the right tools. Within moments, you have it ready to work. Without power, however, it can only go down.

The elevator is large enough to park your buggy on. It was made to lift tanks in and out of the underground section of this outpost. With your kit, you might be able to jump-start a power source.

What do you do?
>Descend on the elevator
>Go to Koroton
>Go to Kantrel
Additional
>specify if you are using your buggy.
>>
File: v2 flatface.png (18 KB, 118x144)
18 KB
18 KB PNG
[To be honest I was not expecting you guys to fix the vehicle. This adds another to the ones I set up.]
>>
>>1686108
>Descend on the elevator
Use the buggy's battery as a power source for us to go back up.

Huzzah for more vehicles!
>>
File: Patrol Tank.png (440 KB, 613x600)
440 KB
440 KB PNG
>>1686123
[Be warned, thread has been permasaged since 72 hours passed. Part 2 will begin when this thread is archived]
The elevator creaks as you and the buggy descend into the depths of the concrete corridor.

Your flashlight glows ahead. With a loud crucnhing noise, the elevator stops to a halt. Before you lies skeletons, splayed out in Otharthurian uniform. Poor bastards who survived the war to die trapped in the depths.

You step over the remains, a skeleton crumbling to dust at the disturbance. Your buggy's lights illuminate the room.

Petrol tanks line the walls. A generator, long unused, rests in the corner, but that isn't all.

An intact Otharthurian buggy rests against one wall, the crests of the vehicle-reliant nation still gleaming in silver.

>Otharthurian Outrider obtained. Light armor. This vehicle will raise questions, but not elicit attacks.

But the real prize rests in the back.

An intact Otharthur Patrol Tank, the triple barrels on the turret distinct. Such machines were considered the most durable ground craft during the grand war: Amphibious and multi-role, with the ability to carry a great deal of gear!

>You have discovered the Patrol Tank, a heavy armored vehicle. This machine requires three to crew it. You could probably kill a dragon with this thing.

Sadly, the tank needs people with skill in vehicles, and though you are sure Pisteia would be enthusiastic about it, you doubt she can be trusted as a loader.

You rig your buggy to the generator, firing up the electricity in this tomb.

The Otharthurian buggy is the superior in all respects to the raider one.

You absently wonder if there are more loyal soldiers out and about. Surely another scout could help you with this tank.

The elevator now works.

What's the next action?
>Travel to Koroton.
>Travel to Kantrel
>Travel to Lethbridge
Specify if you are using Outrider or the Buggy. Your tank, regrettably, needs more people.
>>
File: v2 confused.png (14 KB, 112x136)
14 KB
14 KB PNG
[Making a new thread tomorrow to continue this one, Submit your answers now, and they will be the first action after the summary!]
>>
>>1686160
Scavenge anything in the underground chamber (including the petrol tanks)

Move the tank back to our bunker (if we can) and change engineer for recon.

Then:
>Travel to Koroton to claim our reward from the hunting lodge
>>
>>1686160
>Patrol Tank
oh shit that's a nice find. however this means more problems. now that the lift is fixed, unless we disable it again the potential for this place to be looted just went up(even if we disconnect the raider buggy). That tank might be a big boon if only we had the crew for it but as of now it is risky to just leave here as well. what a troublesome situation.
>though you are sure Pisteia would be enthusiastic about it, you doubt she can be trusted as a loader.
I'm almost motivated to try to vote for that. Almost.

>Otharthurian Outrider
again, nice find, but this might be a too shiny for us. If it draws unnecessary attention then it's just bad as the raider buggy's current situation, and I don't think just painting dirt and grime on it will help. speaking of,

>>1686108
>Raider Buggy
we actually made it operational. It's good and all, but is there any way to make it not look raider-like? maybe give it a new paintjob? or rip out raider token/signs? since it's beat down to it's current dilapidated state, as long as we can make it not look raider-ish this thing could be quite helpful for moving around this place. which would be a good thing since we still have a lot more stuff to look around our bunker.
if it's possible maybe we could make it not shake so much but that's just a QoL thing so not important.
oh wait I'm getting derailed.

>>1686160
>Travel to bunker, switch back to recon and heavy assault
>Travel to Koroton.
well then, let's turn in our first job.
>Specify if you are using Outrider or the Buggy.
if we can make the raider vehicle look less intimidating, let's take the buggy to town. if not, let's just leave the buggy down here and walk.
>if possible search for any kind of security measures that can be accessed
physical locks, security terminals that may have started again, etc. if we don't find anything just leave. I wonder if we can turn the generator off remotely though. leaving this place just gives me a bad omen calling for looters.
>>
>>1686222
I dunno if I would walk since we don't know what dangers we could find outside. But I agree with trying to make the buggy less intimidating. Otherwise just take the outrider vehicle.

Besides that I second everything else. Maybe try to jam the elevator?
>>
>>1686160

I suggest we loot the fuck out of this outpost. Every rifle, cell, grenade, etc. No matter how many days it takes. From what it seems, the technology of this world is incredibly primitive, and keeping records/info/ and operational vehicles out of common circulation would be necessary to ensure Allainic domination when out of hibernation.

Break the elevator, but only so that an experienced engineer or engineer with a pack like ours would be able to fix it.

Third, get on the horn and send messages to other scouts if they are operational. Only trust scouts from our unit/legion. Is there any way to lock out other units from reports?

Anyway, Give a full detailed doc of what occurred, who you helped, resources acquired, etc. All the material would be useful to start regrouping soldiers.
>>
>>1686160
>take the outrider
We came down this hole for a vehicle, leaving the one good find and our other mode of transportation down there would be stupid
>use engineer kit to temporarily disable tank
This would leave it unusable for looters while we could still come back and claim it
>>
>>1686643
Next part up!




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

[Enable Mobile View / Use Mobile Site]

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