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File: sunny fields.jpg (483 KB, 1440x925)
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>>1676106
Previous thread

Glory to Alainn! You are an elite soldier of the 13th legion, scouting an unknown world 4231 years after you were cryogenically frozen.

You have assumed the false name "Ace Locke" for your hunter identity. So far, you have blended in, and are not suspected of anything.

The glorious land of Alainn is currently safe in icy stasis.

You are located in the sunny Koro Duchy, which is mostly idyllic farmland.

So far you have:
>Updated your bunker database
>registered to the Hunter's guild (and flirted with the receptionist)
>Recruited Pisteia, the Mercenary Princess (Knight)
>Completed Nissa Estalise's quest
>Eliminated a raider stronghold
>Taken control of Outpost Charlie and looted it.
>Repaired a Raider buggy
>Repaired the lift to the outpost garage
>Secured an Otharthurian Outrider
>Secured a Patrol tank

The following is information you have collected:
>a group called The Archivum is recovering old technology.
>Nissa went to Lethbridge to return to Korlanis
>A blood dragon is the current concern of the duchy
>the 14th legion turned on Alainn and are now the raiders
>The Ollamic Kantrel ruins are the raider's target in this region
>the raiders are under the orders of a general
>There is a city called 'Korlanis' Where Nissa came from. You have a crest you can use for safe passage via airship.

---------------------------------
Your current score:

Vehicles obtained: 2 (+1 extra)
Permanent party members obtained: 1

>continuing.
>>
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>>1686174
>>1686222
>>1686264
>>1686273
>>1686381
>Take outrider, sabotage lift and tank, switch engineering to recon, return to Koroton
The outrider is a superior vehicle in all respects to the buggy, even if it's still new-looking.

You take several crucial components from the tank, preventing it from ever starting, and load them into the outrider. Sadly there is nothing more to loot from down here, as the petrol tanks are part of the structure. All there is would be the dusty uniforms of the Otharthurians.

You use the lift to leave the garage, stopping at the top to remove the lift controls, keeping anyone from lowering it.

Your sabotage complete and the outpost looted, you drive your outrider back to the bunker.

Once again you carefully place your engineering kit away and equip the recon one.

You steer the outrider to the Koroton gate. There is some commotion, but once you show your guild card to the guard, they let you enter the city.

You park the outrider on the street, just outside the hunter's hall. You lock the machine up , pocketing the keys. (the buggy was hotwired.)

You are now in Koroton. Where to?
>Guild hall, to turn in request. (You may choose to flirt with the receptionist again if you wish)
>The ornate building with Zerican architecture
>>
>>1686696
>Guild Hall
We here on business
>>
>Guild hall, to turn in request. (You may choose to flirt with the receptionist again if you wish)
>>
>>1686696
>Guild
Also find Pisteia. We need her to collect the reward.
>>
>>1686713
>>1686723
>>1686729
You enter the hall. The receptionist's eyes go wide as soon as she sees you.

Pisteia is lounging at a table near the desk. She has managed to drink three mugs of what you assume is beer.

"Hey, if it isn't Ace! I was wondering when you'd show up, I got here hours ago!" Pisteia waves at you. You make your way towards her and she gets up, shoving her chair back. She's tipsy. You wonder how from just 3 mugs... until you see quite a bit more on a counter. You hope they aren't all hers.

With both bounty and paper, you hand it to the receptionist, "Glad to see you again, cutie." The lady goes red again.

"Y-your reward..." A purse of gold currency is placed before you. You hand Pisteia her share.

"Thanks, babe." You give her a wink. She's easier to fluster this time.

"Oooh, niiiice. I'm gonna be staying in good inns for a while now!" Pisteia grins in her inebriated state, "Say, Ace. Got something I wanna talk to you about. Can we go outside?"

What is your next action?
>Check to see current requests at guildlady
>Go outside to talk with Pisteia
>go to the ornate building
>Go to the market
>>
>>1686832
>Go outside to talk with Pisteia
Let's see what's up.
>>
>>1686832
Go home, Pisteia, you're drunk.

>But seriously, hear what she has to say.
>>
>>1686859
I sense a trap, but proceed

>go outside with Pisteia
>>
>>1686859
>>1686863
>>1686868
You walk with the knight outside of the hall, between it and your outrider. Pisteia glances at your vehicle.

"Yeah, I thought so... You are so good with all of that stuff. The Archivum lady deals with it all the time so she'd miss it..." The knight laughs, "See, where I come from, Muir Nin, there's Salarcul and Agreus where people look like you and me... and neither is good with that stuff."

You let go of her and she leans against the wall. A sense of dread starts to build. Pisteia points at you.

"I know what you are now. Can't believe I missed it." You take a step back, towards the outrider...

"You are a Delothian!"

You don't know what that is. But you are sure it's not from anywhere near where Alainn is.
>"A what?"
>"Yes I am."
>Run
>>
>"A what?"
>>
>>1687008
HOLY MOTHER OF- that was close!

>Ask her more about what tipped her off about your "origins" in an attempt to gather info on that discreetly.
>>
Rolled 1 (1d2)

>>1687014
>>1687016
odds for first, evens for second
>>
>>1687014
>>1687074
"A what?"

"Don't be coy with me, the Delothian Empire! They're the only ones aside from raiders and Archivum that actually know that stuff! And you aren't Archivum, and you sure as hell aren't a raider!" She leaned towards you, "So? Just fleeing the Empire and making a living on your own, or are you out on the business of the Empress herself?"

She crossed her arms, "Deloth is the only place where people might look like they're from Muir Nin. C'mon, I can't trust you if you don't come clean."

Apparently she's eliminated all other options in her head on your familiarity with technology. What should be done?

>"I am a Delothian"
>"I'm not a Delothian"
>Run away
>>
>"I am a Delothian" epic story time
>>
>>1687091
>Y-yeah, you're right! (Ask more info)
>>
>>1687091
How about this:

"Let's suppose I was. Let's also suppose I've been charged with dealing with a certain group of raiders which another group knows as traitors."
>>
>>1687117
That could work.
>>
>>1687100
>>1687106
>>1687117
>>1687121
"Let's assume I am. Let's also assume I have been tasked with taking care of certain raiders one group considers traitors..." You decide to go through with this lie.

"Whoa, I didn't imagine you'd be involved with something that dangerous. Anything with raiders is bad news." Pisteia frowns.

"I can't discuss the details, but why would you need to talk about this?" You're a bit relieved she's buying into this. That makes things much easier.

"Well, I kinda wanted to get an idea of what exactly you were doing with all that old stuff. You knew it too well to be someone outside the three groups that know it... Delothians don't have a good reputation, so it made sense why you were hiding it..." Pisteia suddenly comes to a realization, staring at the ground, "Damnit, what I did was really rude, wasn't it? I'm sorry."

Well she's drunk, so it's easy to forgive her. At least she had the sense to ask where the guild lady wouldn't hear.

What should you do now?
>Go back to the hunter hall
>Go to the market
>go to the ornate building
>>
>>1687161
>Accept her apology and go back to the guild

Can't believe it worked.
>>
>>1687161
>Market
Let's see what's for sale. Also, if we brought any of the spare rifles to town in the Outrider, maybe we can make a quick buck? Money is a good grease for plenty social situations, afterall.
>>
>>1687181
seconded

also, try to seduce her
>>
s
>>
>>1687194
>>1687181
"Hey, I forgive you, darling, Why don't we move on from here."

The knight give you a weird look, "Are you hitting on me? Cause if you're hitting on me, I gotta tell you, I'm into men who don't use rifles.
Tough, strong types who can beat a metal beast singlehandedly." She states, "I want children who can hunt kraken with a spear."

She has very high expectations on physical prowess. Also you get the idea that this 7-foot woman who can cleave apart a buggy with a sword might just kill you unintentionally if you tried any lovemaking.

You head back into the guild hall.

Pisteia seems to have brushed off the flirting attempt, "Are you going to get another request? I hear they put a bounty on the blood dragon..."

You aren't sure you can face that thing without the tank.

What do you do?
>Ask the guildlady about requests
>Leave for the ornate building
>Leave to go to the market
>Go to Kantrel
>Go to bunker
>Go to Lethbridge
>>
>>1687336
>Leave to go to the market
Did we bring any of that old equipment to sell, or is it all in the bunker?
>>
>>1687336
>Leave for the ornate building
>>
>Ask the guildlady about requests
>>
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[seems we are at an impasse. I must go to work, so I'll write the next bit after work.]
>>
>>1687345
Seconding.
>>
>>1687336
>Market. Tell Pisteia we cannot take on the dragon right now.
>>
Rolled 89, 48 = 137 (2d100)

>>1687336
>Market, sell our loot
Alternatively
>Questlady
>>
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>>1687336
>>Leave to go to the market
The best thing about adventuring after looting is pawning of loot for stacks of dosh.
>>
>>1687336
>Leave for the ornate building
>Leave to go to the market
Let's look around for more info.
>>
>>1688483
>>1688480
>>1687500
>>1687412
>>1687345
>>1687377
[Let's make lots of money]
You go into the back of your outrider, digging out at least a dozen or so raider rifles. Without solar cells, they might as well be trash, but considering that technology is so rare (people are staring at your vehicle) you believe now would be a good time to make some cash.

"We aren't going to look at the requests?" Pisteia looks a bit disappointed.

"If we fought a blood dragon with just this and my gun, we'd die." You state, handing her a good deal of the pile.

"You have my sword too!" She offers.

"...Not reassuring for dragons." You dig pull out broken electronics and gear before strolling to the market.

It's hard for you to sell these. The guns actually make it into the hands of a few adventurers for a premium, with them having witnessed raiders using them before. Eventually, one of the people in the market redirects you... to the ornate building.

"Huh, well I guess the Archivum does collect pre-war stuff. I wonder what their bounty is on weapons." Pisteia comments as you stand before the doors.

You currently have 300 gold coins now. (You've completely recovered from Pisteia's hiring price.)

>Enter Koroton Archivum branch
>Place loot back in vehicle
>>
>>1688698
>>Enter Koroton Archivum branch
Moneymoneymoney~
https://www.youtube.com/watch?v=E-P2qL3qkzk
>>
>>1688698
>Enter Koroton Archivum branch
>>
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>>1688698
>Place loot back in vehicle
I don't want to give them the means to better kill each other with.
>>
>>1688817
It's an archivium, not an armatorium. And it's not like they'd be able to use them with the battery packs stripped out of them.
>>
>>1688759
>>1688777
You enter the building, and are met with a hanging skeleton of a dragon. the familiar curves of Zerican architecture have been embellished upon. Around you in glass cases are artifacts from Ollam, Otharthur and Zerica.

You fight back the urge to laugh as an Ollamic viewing screen has been mistaken as an eating plate.

A man in blue robes like Nissa's rushes up. he has no gear aside from red-tinted goggles and a black armband of shiny fabric.

"Oh my! Hunters! What a great deal of firearms you've procured!" He's clearly making himself sound smarter with a wide vocabulary.

"I was told you had a bounty on these?" You heft the rifles.

"Oh, indeed. I can pay 60 in gold for each." The man replied, digging out a notebook.

"60?! What gives? We got 100 for them in the market!" Pisteia says, feigning rage. It's a lie, you sold them for 50. She shoots you a wink, "Can you believe this? Let's sell these at the gate."

"No no no! You mustn't! These are dangerous in the wrong hands! Please, I'll pay 120 each, that's all we can afford!" the man protests.

You place the rifles on the counter. "We have 40 rifles total. I'll be counting the results." You declare. The man starts to sweat as he tallies the cost.

A woman rounds the corner from another room, wearing a similar blue robe with purple accents. It hides her form, mostly. She wears the same type of hat as Nissa's except, again, purple instead of gold.

"Welcome to the Archivum. I apologize, Normally both of us receive guests, but I was just speaking with headquarters. Can I help you?"
>Ask about the Archivum
>Ask about the staff here
>Ask about looking around
>Write-in
>No questions
>>
>>1688837
>Ask about looking around

Lets see if we can find a library and cure our lack of information regarding the current world.
>>
>>1688842
Supporting.

Knowledge is power after all.
>>
>>1688842
>>1688855
"Is it possible to browse the building?" You ask the woman.

She smiles in response, "Archivum branches are meant for everyone who wants to learn. Feel free to view any part of the building... except the lower level. That's for staff only." She points to the larger central room behind her, "The gallery connects to the classroom, the library, and the presentation hall."

Nodding, you enter the room. Crystals, a typical Zerican staple of magic, adorn the walls as lights. You locate the library. It's rather small.

The books there only seem to cover magic. A few are theories on pre-war society and technology. You look through the latter books for a bit.

You feel a bit of relief and anger. Your glorious nation of Alainn is missing from all of these! It's a footnote in one: 'some claim a fourth nation, Alainn existed, which caused the calamity that ended the grand war.' Calamity? How ungrateful! Alainn's secret weapon was what let these people survive!

You fail to find much more in the books. The woman waits patiently in the gallery.

The man finally completes his task and hands you a very large amount of coins.

What should you do?
>Ask about the Archivum
>Ask about staff
>Write-in
>no questions (Leave)
>>
>>1688871
>Ask about the Archivum
>Ask about staff
Find out more about their organisation.
>>
>>1688871
>>Ask about the Archivum
>>
>>1688871
>Ask about the archivum
How does one become staff to access the lower floors?
>>
>>1688875
>>1688893
>>1688906
"What is the Archivum?" You ask.

The woman seems shocked, but Pisteia steps in, "Delothian."

"Oh! Apologies! The Archivum is an organization that spans the known world. We are based in Korlanis, but branches like this one are present in any large town." She explains, "We go to ruins and study them, and then we figure out how the ancient world worked. Zerican ruins are the most common, so we've gone further in magical research than anything else."

You nod, expecting this. A lot of Zerican influence is here, "So how do you become staff here?"

The woman laughs, "Well, you have to apply for the Archivum and udergo studies. After a year at a branch, you go to Korlanis ad work toward your desired field. It's usually completed in five years or more, depending."

The man nods, "We even have nonmagical departments."

Pisteia clears her throat beside you, "But most in the Archivum stay in one place. Nissa was one of the rare departments."

That reminds you... Nissa gave you a seal of the Archivum.

What should you do?
>Present seal
>Write-in question
>thank them for their help and leave
>>
>>1688915
>>Present seal
Neat, love quests that get cred with other factions.
>>
>>1688915
>Present the seal
Time to show some credentials
>>
>>1688915
>Present seal
>>
>>1688915

Do we have a computer scribe, AI, or a something that can take in loads of information quickly and accurately? It would be great to be able to download the libraries information and screen what happened after the Great War.

Of course, that is secondary/tertiary.

Right now is to get into contact with other scouts and members of the 14th and get a sit-rep of the situation.

Another priority is locating the Terminal and securing it in Kantrel. If we are able to get it, and get the information that a former great power had, that would only aid Allain.
>>
>>1688915

Quick question, How wealthy are we in concerns with the current currency? Enough to buy a house, horse, avg person's monthly salary, etc?
>>
>>1689017
[You do not have an AI or computer scribe yet.]

>>1689043
[You currently have 5,100 gold coins. According to Pisteia, 1 piece gets a you a night at a top-class inn. Most hunters make 50 per job for a living, and such jobs brobably take a few days. You could probably buy yourself a decent house or a farm.]
>>
>>1689187

What about a fancy dinner date for the first girl for our harem, the receptionist?
>>
>>1688922
>>1688962
>>1688993
You present the seal Nissa gave you. The woman gasps at the sight of it.

"You have one of those?! What did you do to earn such a thing?!" She's awestruck.

"I completed a request for Nissa Estalise." You reply, "Why?"

"You mean... the rescue? She shouldn't have given you such a thing unless you were able to save everyone..." She stares in disbelief, "You... aren't saying you recovered everyone... alive... from a raider camp?"

"Raider fortress, actually." Pisteia replies.

"Oh." She holds her head, "This is extremely valuable... If you could get a signet of the duke's favor... The Archivum would give you a tremendous reward for that seal."

"With the seal alone, you could waive the transport costs of an airship trip to Korlanis, but given the gold you have, I don't know why you would use this to do that." The man says.

It seems the seal is very valuable to the Archivum.

Sadly, it seems that other than the reward for obtaining the Duke's signet, you can't do anything here.

>Write-in
>Thank them and leave
>>
>>1689227
[you can certainly get a fancy dinner date.]
>>
>>1689230

Ask the question
>Can we use it to get to curry favor in Kantrel and get access to restricted areas there?
>What's the largest city/territory within this area?

I would really like to access and acquire the terminal for Allain.

I would also like to get information on the political structure of the world currently as well as evaluate strength of the current powers.
>>
>>1689247
[Kantrel is a ruin. Did you mean Korlanis or Koroton?]
>>
>>1689260

Did not realize Kantrel was a ruin. Re-reading previous thread. Still want to go there and obtain the Terminal.

Would like to ask to get political favor/political knowledge in Korlanis.
>>
>>1689247
"Where is the largest city in the region?"

The woman thinks a bit, "Well, if you mean this duchy, then it's Koroton for certain. If you mean on the continent, it must be Korlanis, right?" She asks the man by her for confirmation. He responds with a shrug, "There's a lot of large towns in the heartlands, but Korlanis is the biggest.

You decide to move along, "Is there a way to get in better standing with Korlanis?"

The woman frowns, "Well, Korlanis is politically divided. It's nobility vs Archivum there. You already have good standing with the Archivum from your rescue. If you want to increase your standing with the nobility, I'd say just find tasks offered by them, hunter."

Pisteia sighs, "If you go right to Korlanis, you can build standing quickly, but the other faction probably won't like your help of the opposition. Out here in the duchies it doesn't matter. I personally don't see a point to playing with the politics, especially not in that city. Not to mention, each duchy is actually its own little country. The Koro family is actually rather reclusive. Though if you slew that dragon, odds are you'd get a ton of favor. Alternatively you could check the hunter hall in Lethbridge for more tasks if you want."

It seems Pisteia knows a bit about politics for some reason. You're not sure why a mercenary would know such a thing so well.

The woman bows, "I'm sorry we can't be of more help. Our fields are in research."

You thank the Archivum staff for their help and leave the ornate building. At least if you salvage old tech, you have a buyer.

You are sure attacking the dragon at this point is suicide.

What's your next action?
>Go to the Airship tower
>Drive to Lethbriddge
>Drive to Kantrel
>>
>>1689289

>Drive to Kantrel.

Want that terminal.
>>
>>1689289

>Drive to Kantrel, do some light recon. If there is light enemy presence, we continue on and move to infiltrate/take the Kantrel ruins. If there is heavy/moderate enemy presence, we move to Lethbridge and build up our political favor and possibly gain some more allies and resources. Everything we can do to bring more weapons and personnel to bear against Kantrel.
>>
>>1689289
Drive to Kantrel, scout for more vehicles
>>
>>1689293
>>1689296
>>1689315
Your outrider roars as you bounce across the space between fields. The Kantrel forest sprawls ahead, and you manage to locate the overgrown remains of an Ollamic street.

You spot an elf or two, but they avoid approaching your vehicle, possibly out of fear of raiders... Otherwise you'd have a fight on your hands. Pisteia sits in the gunner seat, bouncing each bump.

"Feels like I'm in a carriage. A very rumbly one." Is rumbly even a word? You don't care about it, anyways.

Your outrider reaches the sub-level, a highway into pitch darkness, your headlights the only source of light.

"Oh man, We're going into one of those? Those are nests of metal beasts..." You pause. Ollamic sublevels are underground cities for the elite... which means...

Defense robots. That's what the metal beasts must be.

"So it's dangerous?" You ask the knight.

"Well, probably. I mean, one or two I can handle, or if you were alone you could probably sneak by. I'd say we could use someone else to help us out. 'Course I think we could take it. It'll be tough, but lots of fun." Considering how Pisteia views 'fun' that means high likelihood of death.

>Continue to Lethbridge
>Enter Kantrel
>>
>>1689382

What do we know about Ollamic defense robots? We should scout out the area to plan out a proper entryway, or see if there are any patterns to the defenses of the robots
>>
>>1689382
>Continue to Lethbridge

We could use some more people and vehicles. Always more vehicles.
>>
>>1689420
Ollamic Defense robots were usually built to serve a particular role. A majority of them are car-sized and use magic-based systems to move and target, while using mechanical ones on the actual weapons.

"Anything you know about metal beasts?" You ask your knight companion.

"There's two kinds. Rusted and painted. Rusted ones are the most common, they come from these sub levels, have a bit of magic in them, and are pretty easy to break, 'cause, well, they're rusty." She nods, "Painted ones are something else. They look clean and new, don't show up anywhere near ruins, and have weapons the rusted ones never had. Oh, and some of them play music when they move and battle. There's no magic in a painted one."

You've never heard of these painted war machines. They sound like something Alainn's technological level, but... Alainn doesn't condone the use of robotic war machines like Ollam.

You send your scout drone into the entry way. It returns shortly after. The image it gives is of an anti-tank machine just around the corner. A lot of it (especially the legs) is rusted, and the turret slung underneath has seen better days. Both machineguns have fallen off, leaving it only with the cannon.

>>1689474
Deciding it's not worth the hassle, you drive your outrider to Lethbridge. Your guild card allows you in without paying a fee. The town has a gloomier atmosphere than Koroton, aided by fog from the river. You spot movement in the alleyways. This is a town on a trade route, so merchants and muggers might be expected.

Once there, you spot someone you recognize entering the hunter hall.

On one side, there is someone at the docks, hard at work trying to fix something.

What do you want to do?
>Go to the docks
>follow the person into the hunter's hall.
>>
>>1689504

>follow the person into the hunter's hall
>>
>>1689504
>Go to the docks

In the event of no tiebreaker, HH is fine
>>
>>1689504

>Hunter's Hall....maybe it's our cute receptionist. If not, we're hitting on this Hall's receptionist, no matter what gender or how ugly they are.
>>
>>1689512
>>1689591
You enter the hunter's hall. This one appears more cagey than the one before.

The receptionist here is also a woman, but a little on the younger side. This is probably her first job. Most of the hunters you pass over, they're wholly unremarkable... No, one stands out. In a corner alone, without a group.

Your gaze stops at a woman with red hair. For a moment you lock eyes. She glances down a bit, where your pin is, and her eyes widen. When you do the same, you can see, pinning her cloak: The golden Alainn crest. You recognize her alright... She was someone you trained alongside!

>Go to the Receptionist
>go to the woman with the Alainn pin.
>>
>>1689629

>We have to keep up our new reputation, and our cover. Hit on the receptionist, glance over the contracts, and then go talk to our red-headed sister in arms.
>>
>>1689647
Agreed.
>>
>>1689647

Seconding
>>1689629
>We have to keep up our new reputation, and our cover. Hit on the receptionist, glance over the contracts, and then go talk to our red-headed sister in arms.
>>
>>1689647
>>1689654
>>1689690


You saunter over to the desk. The receptionist stares as you approach. You are at least a good foot taller than her.

"Hello cutie, what's the requests today?" You ask, giving her a smile.

The girl behind the counter tilts her head, "Uh, you okay, mister?"

"I'm better now that I've seen you." You reply. The girl doesn't seem to know what to make of that. She hands you the requests.

Most are escort jobs for caravans, which will take several weeks as you are expected to walk with them for the entirety of their trip around the continent.

There is also a bounty on the dragon from the duke.

As none of these seem to be necessary, you proceed towards the table with the other scout.

As you sit across from her she indicates her guild card.

"Name?"

"Ace Locke."

"You would say that." She smirks, "Funny running into you here."

>Ask her about her current situation.
>Ask her what information she has
>Tell her about the 14th legion
>Tell her about the Archivum.
>Ask if she met other scouts
>>
>>1689709
>>Tell her about the 14th legion
>>Ask her about her current situation
>>
>>1689709
>Tell her about the 14th legion
>Ask her about her current situation.
>Ask if she met other scouts
>>
File: Alainn Party Member.png (1.29 MB, 896x806)
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>>1689738
>>1689746
"Well, I just happened to arrive just now. How about you, what's your current situation?" You ask her, trying to gather whatever information she has.

"Well, I'm going by Adriana Hammer as a hunter. I woke up not too long ago, had a dragon carving its way in... to my place." She chooses her words wisely, eyeing Pisteia, "After I got away, I found an otharthur listening post. I took some of the supplies there, but I'm only stuck with my engineering kit and my recon one." She sighed, "I sold some of the loot I found that was busted to merchants, was able to buy my way in here. Been doing the easier odd jobs in town. How about you?"

You shake your head, "I've still got my place intact, but I don't have the kit you lost to spare. I've found something out... The 14th has turned on us."

"WHAT?!" Her voice causes all the noise to stop as people look at her, "Ah, sorry." When the noise returns, she continues, "What? Thay dare?"

"They have plans to wipe out all the 13th." You explain, "For some goal... I think it's to seize the pre-war tech and use it."

"What trash. To think they would turn their backs on the motherland for such a stupid reason." She growls.

"Worse, they've been killing scouts, have you seen any?"

"None, sorry." She shakes her head, "So you've been busy... Anything else?"

"Well, I have an outrider..." You admit.

"Lucky! I wish I had one... Wait... Can she even use the turret?" She points to Pisteia.

"You know, I might not understand what you two are talking about but it sounds serious." The knight replies, crossing her arms, "I mean, if you want I can pretend to understand..."

"So I'm up the creak without a paddle any you've already got a nice ride and a pal... Well, my mission kit is thrashed and I can't do anything now..."

'Adriana' appears to have no information about the world to your degree.

>Tell her about the Archivum
>Offer to let her join you.
>Depart and wish her luck.
>>
>>1689863
>>Tell her about the Archivum
>>Offer to let her join you.

Taking on the 14th is a bigger job than either of us alone. Plus, it would be nice having someone else on the up and up.
>>
>>1689901
"There's also a group called the Archivum, they're gathering pre-war things and studying them."

"Ah, that explains all the Zerican patterns and magic. So are the benevolent, or...?" She raises an eyebrow.

"Seems so. I've gotten on their good side, they seem to have a lot of information." You reply. She seems pleased by this.

"Oh, that's great!" She clasps her hands, "We could get rid of a lot of hassle if we added them to the reports."

"Possibly. So... the 14th is a serious issue, and I'm intending to go into Kantrel. Would you be up to joining Pisteia and me?" You hold out a hand. She takes it.

"You don't need to ask me twice, 'Ace!'"

'Adriana Hammer,' or Almeda Irnan, has joined the party. Almeda has the same training as you do, and is capable of using vehicles and advanced technology. Like you, she lacks any magical ability. She can equip your kits, and you can equip hers. She has a Recon and Engineer kit.

You feel a bit better having a trusted countryman with you, especially one you grew up with.

>Go to docks
>drive outrider to Kantrel
>>
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[Now at work. Will write up the next bit of plot in 7 hours.]
>>
>>1689983
>'Adriana Hammer,' or Almeda Irnan, has joined the party. Almeda has the same training as you do, and is capable of using vehicles and advanced technology. Like you, she lacks >any magical ability. She can equip your kits, and you can equip hers. She has a Recon and Engineer kit.
[Forgot the greentext. whoops]
>>
>>1689983
Hey DM could we technically drive the tank now with our party of three?
>>
>>1689983

Completely forgot about Pisteria.

But yeah, lets take Kantrel now. We'll split loot three ways between us, but any advanced tech necessary for our cause is kept by us. Let her have the recon and engineer loadout, we'll have the heavy assault and recon, and Pisteria will be our back-up.

Let's show this knight how elites fight with proper military training and show her why Alainn deserves hegemony.
>>
A thought. Perhaps there is war to be made before awakening Alainn? Should the country we're in suddenly get plunged into war, Alainn can just heroically pop in, mop up all the badguys, install themselves as the new government, and be back at the pub in time to get smashed.
>>
>>1690562
Doesn't sound like a bad idea.

We need to find more scouts of the 13th first though.
>>
>>1689983
>>Go to docks

>>1689992
cute
>>
>>1689983
>Go to docks
might as well look around since we're here, and gather more potential intel.

>>1690108
don't we need a crew of three? I doubt Pisteia or Nissa would do well. I'd rather not for the moment unless it was absolutely necessary.

>>1690605
Agreed.
>>
>>1691204
Pisteia could work as a loader, and Nissa would be fine in gunner or driver I think
>>
>>1691596
[Nissa is in Korlanis, but she would be an amazing loader. Sadly she has her own adventures to deal with. You might encounter her again!]
>>1690108
[Technically...]
>>
>>1691204
>>1690958
In the darkness of the evening in the crowded buildings, your group moves through the fog. It's thick and eerie. Something is shuffling in the alleyways. For a moment you think you spot something with far too many eyes. Something is wrong in Lethbridge.

It's a mercy when your outrider reaches the docks of the town. There you find an old man on a dock working away at a small riverboat.

"People don't come round here at night. There's things lurkin in the streets. I tell you, kids, there's something dark afoot in Lethbridge... And it comes from Inis Duchy." He looks your party over with a glance, "My my. Ain't that something... A few brave hunters. I have a proposal for you..."

What is your next action?
>"What is wrong with this town? I saw strange things on the way over..."
>"Who are you?"
>"What's happening in Inis Duchy?"
>"A proposal?"
>Leave the old man to his work.
>>
>>1692675
>"What is wrong with this town? I saw strange things on the way over..."
>>
>>1692675
>>"What is wrong with this town? I saw strange things on the way over..."
Bro what are they putting in the water round here?
>>
>>1692694
>>1692757
"What's wrong with this town? I saw strange things on the way over..."

The old man nods, "Oho, so you saw them. I warn you here and now... Stay out of the dark. Stay out of the shadows... and beware of still water. There is dark magic in the air, old and malign." You can hear Pisteia shudder behind you.

"That... that can't be. Even Nelola banned such practices..." She whispers.

Almeda leans in near you, "He couldn't mean... the forbidden school?" Even if Alainn lacked the crutch of magic, your glorious land hand no need of it to win the war.

But Zerica... Zerica explored all the types of magic. And one school even they erased from the world. The forbidden school. Magic so vile and dangerous it was said to have nearly destroyed Zerica.

Ironic that it was pure technology that did them in.

The old man tightens a bolt on the riverboat, "I light up the docks... the light and running water keeps me safe. But those things in the alleyways... those are just what comes first. Your machine is your saving grace for now."

You swear you see the shadows ripple on the edge of the lamplight, the gleam of teeth and eyes flashing briefly.
>"Who are you?"
>"What is happening in Inis Duchy?"
>"About this proposal..."
>Leave the old man.
>>
>>1692785
>"Who are you?"
>"What is happening in Inis Duchy?"
>>
>>1692785
>>"What is happening in Inis Duchy?"
>>"About this proposal..."
Okay, be honest, who was it in this town that first made a dark pact with cthonic being THAT CANNOT BE and started fucking fish? There's always one.
>>
>>1692785
>>"Who are you?"
>>"What is happening in Inis Duchy?"

Also inform him of the eyes we say on the water, based old man hope he is ok.
>>
>>1692798
>>1692823
>>1692854

"Who are you?" You ask. The old man gives a smile in response.

"I am Captain Hendrick. I was once a seafarer. Now I am just an old man in a river town. I've been to many ports, seen many strange and fantastic things. I thought such things were tall tales, but.. well, all my old crew is gone. And there is just a superstitious seaman left." He gives a slight bow, "T'would appreciate it if you remember me, lest the dark take me."

You nod, "So... What is happening in Inis Duchy?"

The old man' looks over the water, past the bridge to the other half of town. The fog looks thicker there.

"T'was dark works that started, but the signs were not so blatant. Sure, a missing man or two was commonplace. First the creatures appeared... But then came a man offering solutions. Called himself Alexander. He built a factory. Nobody worked there but the men he brought... But it seemed like he took root in Inis and took control. And wherever his reach extends... This and worse. Could be coincidence..." The old man shakes his head, "But I've seen enough to think not."

"There are... eyes in the water." You mention, pointing at the river.

"Oh, indeed. I won't be setting my lil dinghy on the water til sunrise. Boat's safer." Wait, if that's the dinghy, where's the boat?

>"About this proposal..."
>"...So where's your boat then?"
>leave Captain Hendrick be.
>>
>>1692861
>>"About this proposal..."
>>
>>1692861
>"About this proposal..."
We're dealing with mad wizard experiments now? Great.
>>
>>1692874
>>1692881
"So about this proposal of yours." You start. The old man grins.

"It's a simple proposal, fret not. I just need some everlights from the Kantrel ruins." Everlights... You'd need a skilled engineer to safely recover those...

"Then you will need an Ambassador circuit." In other words, a part that created the effect of manipulating magic while using technology. Another Ollamic object.

"This will fix my riverboat and get me safely out of this town. Buuut, I have to leave behind my boat. So I will bequeath my vessel to you as a reward." He waves around him. It's then you realize the man is standing on an oceanfaring transport. Possibly big enough to hold all your vehicles and then some.

"Consider it a bit of a thank you for the warning about the creatures in the water, hrm? My crew is gone, so I can't move it anyhow..."

>Accept proposal
>refuse proposal
>Leave Captain Hendrick
>>
>>1692902
>>Accept proposal
We were planing on hitting up the place anyway, this works for us.
>>
>>1692902
>accept proposal
with a bigass grin
>>
>>1692902
>Accept proposal
Of course.
>>
>>1692912
>>1692931
"I agree to those terms alright." You girn at the captain and hold out your hand. The grip he gives back makes you wonder if he's stronger than the knight.

"Then it's a deal! I'll be waiting!" The old man grins back before releasing you.

>You have discovered Captain Hendrick's Escape. This task will remain until completed or failed.

Your group returns to the outrider... because you really need those lights. Soon you've left Lethbridge and are once again in the Koro farmlands.

You see none of those creatures, but you can't help but feel that if they spread, not even the bunker will be safe.

You drive to Kantrel. What is your next action?
>Enter with the outrider
>Enter on foot
>Go elsewhere (specify)
>>
>>1692956
>>Enter on foot
The buggy is basically made of cardboard at this point and will let everything within a mile hear us coming.
>>
I can agree with >>1692973, but I'm worried about it's security. Wonder if we can find a decent shelter to hide it nearby?
>>
>>1692978
Might have a camo tarp in the trunk somewhere, that usually does the trick with vehicles.
>>
>>1692973
>>1692978
You lock the buggy up as you leave it. The elves are unlikely to break in. Hell, they left Ollamic ruins intact.

The Outrider left above, you sneak into the ruins of Kantrel...

Almeda rounds the corner first. her engineer kit allowing her to disable the war machine guarding the entrance. She signals to you that it's clear, allowing Pisteia and you to move up.

You reach the first room... And see a white silhouette of a small girl. It slowly turns. You hear ancient speakers crackle.

"Ollam... database... search..." The silhouette vanishes as you hear the creaking of mechanical legs moving up the path ahead. Worse, the area is pitch black without a flashlight. Luckily the other scout has one, and Ollam's machines hunt using heat signature.

The first room appears to be a security checkpoint. A guard building rests nearby. The floor has the bones of a few enterprising hunters.

What do you do?
>Hide in the guard room
>Rush the old machines
>Set up an ambush
>Retreat
>>
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[I must sleep, Maps of Kantrel will be provided soon as you discover them.]
>>
>>1692990
>>Hide in the guard room
Take good vantage points for an ambush if one of our group is found.
>>
>>1692995
Good night OP, who is that character? I've noticed her in a couple pics thus far.
>>
>>1692990
>Hide in the guard room
If it's only thermal, then I guess it will be okay if we just break LOS.
>>
>>1692990
>>Hide in the guard room
>>
>>1693000
[Her name is Version 2 or v2.]
>>
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>>1692996
>>1693024
>>1693510
You motion for Almeda and Pisteia to follow you, as the whole group enters the guard room. Two spiderlike war machines creak out of the darkness, scanning around the security room. You can tell they are anti-personnel, and one is pretty damaged, though both are heavily rusted.

The guard room seems to contain nothing of value, not even an Ollamic rifle. Weird. What happened down here?

Eventually the machines creak out towards the forest exit.

The danger past, you can either descend into Kantrel or follow the war machines.
>>
>>1693589
descend
>>
>>1693589
>follow
>>
>>1693589

descend
>>
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>>1693600
>>1693691
Yo go deeper into the Ollamic ruins where you come to a turnoff. The underground highway continues left and ahead.

The turnoff is lit on one wall by an everlight. You can see the magical bulb pulse briefly as some exposed arcane circuits run down the wall.

It looks like the room was lit by more everlights, but they have been shattered.

A few Ollamic floatcars lie on the street, crushed by the war machines.From what you can tell, these machines were meant for the upper class. Unfortunately none of them have anything of value, Just a briefcase of dust and an empty plastic cup from a coffee chain.

A light can be seen at the end of the road ahead, an everlight from the looks of it.

You swear you can hear a child's call down the left path, which goes deeper unnderground.

>Go left
>Go straight
>Take everlight (these are fragile)
>>
>>1693800
Time for spooks.
>Go left

Also try to disassemble the everlight and leave it in an easy to reach spot for when we inevitably have to leg it the hell out
>>
>>1693800

Go to the left, got to make sure all of the residents of the Ollamic empire are dust.
>>
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>>1693819
>>1693925
You have Almeda carefully remove the Everlight, which flickers off, darkening the room. It's set near the door to one side.

The path leads to a military outpost. Magic-based charging stations stick out of the ground, for recharging the war machines. This seems to be an outpost of some sort.

Ollam was always a nation of cowards. As you pick through the dust, you find the tailored suits of some of the administrators. Ollam's entire military was based on machines fighting for them.

You fail to find any Ollamic weapons once more, but it appears the administrator was shot.

Again, crushed Ollamic cars litter the street. One has smashed a war machine into the wall.

The chargers have ambassador circuits. You loot one of them, but sabotaging them would make the war machines die out.

Again the voice echoes from the turn ahead.
>Smash chargers
>Leave chargers alone

>Retreat
>Continue deeper
>>
>>1693994

Follow the voice deeper

I would say leave the charges alone. If we manage to take control of the terminal, they would provide a great boon to us.
>>
>>1694010
Ditto. The machines might be useful.
>>
File: kantrel map 4.png (2.17 MB, 1288x966)
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>>1694010
>>1694013
You come to an intersection. The road continues ahead, to the left and to the right. Everlights allow you to see the intersection. The left path goes downwards.

You can hear the voice again, and briefly the silhouette appears in the middle of the intersection, staring at you.

"Alainn..." It flickers, "terminal..." It then vanishes as it came.

"Not to fond of the ghost thing..." Pisteia mutters.

The voice echoes out of the left path.

>Go left,
>Go right
>Go forward
>Turn back
>>
>>1694063
right
>>
>>1694063
Right
>>
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>>1694069
>>1694089
You move upwards, reaching a large room lit by everlights on the deiling. A wall divides you from a stack of greenhouse towers, for growing the food needed to sustain an entire underground city. The plants are long dead.

Sitting in front of one of the buildings appears to be a vehicle. A civilian car meant for the wealthy. The glass is clear and allows a wide view of the surrounding area, and the vehicle appears to be a float car like the others. It also has ample space to carry any loot you gather.

If you wanted to, you could probably take the car, as even nonmagical folk can make use of Ollamic techmagic.
>Take Ollamic car
>leave Ollamic car

>Go left
>Go back
>Go right
>>
>>1694149
>>Take Ollamic car
Fuck yes. Ancient magitek luxury car GET.

Also
>Go left
>>
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[I don't want to go to work, but I have to, so I will continue after I get back home]
>>
>>1694149
>leave Ollamic car
It's too loud, we can double back and grab it later when this place is secure

>go left
>>
>>1694149
>>Take Ollamic car
Aw yea, time to turn our swag on in style.

>Go left
>>
>>1694149

Take the car, go north.
>>
>>1695169
Seconded.
>>
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>>1694406
>>1694663
>>1695169
>>1695211
>>1694175
You decide to take the vehicle.

Almeda takes shotgun (you knew she would) while the knight ends up in the back seat. The key was left inside, so it's simple to start up.

The car makes a soft hum as it lifts into the air.

"Probably nothing on this thing's radio..." Almeda sighs, "Otherwise we could cruise around the town, heh."

"I don't get it..." Pisteia frowns, leaning back in the soft chair behind Almeda.

You drive the car down the unexplored path, the machine 's only noise a soft whine. The path descends quite a ways... before you notice light. Like sunlight.

Your car reaches the bottom and you are blinded by bright light before you see...

A beach! the sea! But the sky is made of large glowing crystals and rocks. It's an underground sea!

A beachside hotel sits to one side, while the road goes along a rocky rise. It seems there's a road atop it you can't reach yet. There's a water filtration plant dead center of the shoreline.

Another hotel can be seen in the distance on the opposite end of the beach.

Kantrel probably used it for recreation and a water reservoir. You can't see the end of this underground sea.

The hotels yield some towels and swimsuits, meant for very wealthy people, as the decaying signs show. Magic has kept the outfits entirely intact. You also find some towels, shampoo, conditioner, and soap.

The glowing girl reappears atop the filtration building. Speakers in the hotels and along the rooms crackle. "Danger... water... hazard..."

Somehow the dark waters of the underground sea feel more threatening now as she vanishes.

>Go back the way you came
>go down to other beach entrance
>>
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>>1694663
>>1695169
>>1694175
>You have secured the Floatcar. This is a family vehicle known as a Droplet. With magical buffers, it moves across the ground at high speeds, ignoring all bumps or indents below. The floatcar is capable of holding a great deal of materials, and holding up to 5 passengers. It is climate-controlled. Due to the magical nature of the floatcar, it doesn't draw as much attention as other vehicles, such as the Outrider, but it has no method of attacking. It is quiet though.
>>
>>1696423
>>go down to other beach entrance
>>
>>1696423
>Other
Swipe some swimsuits and towels, and hit the beach. Impromptu beach party, anyone?
>>
>>1696423
>Go back the way you came

>>1696670
Ain't nobody got time for that, this place is too spooky to be fooling around.
>>
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>>1696670
[The swimsuits and towels were looted. Although wanting to have a beach party in a dead city with robotic war machines after a flickering figure warned you of the water seems like a somewhat dangerous move...]
>>
>>1696610
Seconding this.
>>
>>1696423
>Beach entrance

Might as well see what's spooking the AI
>>
File: Kantrel map 7.png (1.42 MB, 1080x779)
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>>1696610
>>1696831
>>1696833
[The thread is near saging. just warning.]

The vehicle drives down the beach road. something splashes in the distant water. Best not to stay here too long.

You find a war machine by the other door, rusted and seemingly torn apart by something.
A few Ollam magitech rifles lie on the beach sand, their glow of power long dead. You keep moving.

The car rounds the corner and comes to a barrier. A great iron door that slowly creaks open. It closes behind you after entering.

Before you is a Leyline power plant, an Ollamic energy building that pumps magic into the city. It's this that keeps everything working. It seems the doors keep anything from getting in and damaging the power source. You find the remains of makeshift fortifications. Some charged magitech rifles are here. The room also has several containers of everlights for maintenance use.

It looks like the city's batteries are capped. You could turn the power of this place to full, but it might activate any inactive war machines.
>continue ahead
>Activate power
>>
>>1696886
>>Loot some of those Ollamic rifles, we've got space in the car for them
>>continue ahead
Gotta get dat loot
>>
>>1696886
>continue ahead
Let's just keep going, I don't like the feeling of this place.
>>
>>1696889
seconding
>>
>>1696889
Supporting.

Grab the everlights too.

Is there anyway we can drain some of that power into portable batteries?
>>
>>1696886
>Make like the Blood Ravens and acquire donations (loot everything that isn't bolted to the floor)
>Keep going

Something tells me we might have to leave in a hurry so preemptive looting is in order
>>
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>>1696889
>>1696902
>>1697191
>>1697270
>>1697326
You have your entire team loot the place, gathing at least 10 Ollamic rifles and 60 fully charged portable magic batteries. You have no idea what to do with the batteries but they might be useful. You load up on everlights too. If Ollam is the only place that's made them so far, you've got some valuable goods here.

You also manage to take a spare ambassador circuit.

you fire up the car and reach another intersection. Currently, something is creaking up the path ahead. Everlights light the path on your right, and the path on the left seems to have a natural light shining into it.

>go straight
>go right
>go left
>>
>>1697495
>>go right
>>
>>1697495

Go to the right, reach the center.
>>
>>1697595
[it would be the right coming down from the north, so west]
>>
>>1697613

In that case, i would specify go east or take a left turn.
>>
[Thread will be autosaging soon, will work on new one and make the next action occur]
>>
>>1697495
To the center of The Zone! We must find the Wish Gra- wait no, wrong series. Still applies, go left.
>>
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>>./qst/1697785
[Story continues here!]
>>
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>>1697785
[Story continues here!]




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