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  • File : 1278794330.png-(267 KB, 393x659, Giantess_color2.png)
    267 KB A Frost Giant is Thee ★ Subprocessor DM 07/10/10(Sat)16:38 No.11055182  
    rolled 2, 4, 4 = 10

    #58: http://suptg.thisisnotatrueending.com/archive/10274944
    #59: http://suptg.thisisnotatrueending.com/archive/10320460
    #60: http://suptg.thisisnotatrueending.com/archive/10602809
    #61: http://suptg.thisisnotatrueending.com/archive/10739498
    #62: http://www.mediafire.com/?qwmayd2zwmq
    #63: http://suptg.thisisnotatrueending.com/archive/10891493
    #64: http://suptg.thisisnotatrueending.com/archive/10911008
    #65: http://suptg.thisisnotatrueending.com/archive/11035643
    >> ★ Subprocessor DM 07/10/10(Sat)16:39 No.11055195
    rolled 4, 5, 2 = 11

    Month two, year four. The latest and greatest roll out of your yards, monsters of great capacity, Zeppelins built to fly anywhere and everywhere. Lilienthal works to expand your merchant fleet, loaded with transport and courier designs, while Mittelwerk adds to your first battle squadron, beginning construction on the 10-ton CAS. The government, startled by your pace and fearing that it will be left far behind with only four ships to its name, requests a dozen 8-ton transports, the fastest you can build.

    The investigation of the ruins of Kharok proceeds on-schedule, as whatever ships you can spare transport archaeologists and escorts there and back, carrying tons of artifacts and material from the long-forgotten ancient site. Museum researchers compare these objects to those found in the swamp and placed in the fire elemental's hiding place, slowly building a set of conclusions that will shed some light on the shadows of the past.

    While all of this goes on, Erivrus remains in the company of the military, drilling endlessly and feeding their manufacturers with new information, helping them design the newest war machines. The living siege engines, the secret project known only to a privileged few. Still, you question the need to keep him sequestered, well away from the front he was made to stalk. You have begun lobbying for his release into battle, hoping that those holding his leash will come to their senses and use him for his intended purpose.

    Amongst all of your projects, you have thought of establishing an outpost to research the Frost Giants' supposed curse, or to find out if their barbaric tendencies really are part of their original nature. You have also, after much internal debate, decided that you should find out what ails the Prince, so that you can put your amazing skills to work. The question of how best to go about this remains, however.
    >> Anonymous 07/10/10(Sat)16:39 No.11055199

    >> Anonymous 07/10/10(Sat)16:40 No.11055207
    Just dropping by to wonder how do you get enough free time to do this so often?
    >> ★ Subprocessor DM 07/10/10(Sat)16:41 No.11055244
    rolled 1, 2, 1 = 4

    I only do it on weekends. Sometimes I can only manage one day or two instead of my usual three. I suppose I'm just lucky to have a somewhat regular schedule.
    >> Anonymous 07/10/10(Sat)16:42 No.11055258
    have we done any progress on the ICE ?
    >> Anonymous 07/10/10(Sat)16:43 No.11055271
    well do the zeppellins the government wants
    >> ★ Subprocessor DM 07/10/10(Sat)16:43 No.11055275
    rolled 4, 6, 5 = 15

    Nothing notable. You have shifted almost all of your 'steam' research teams to that project, for now.
    >> Anonymous 07/10/10(Sat)16:44 No.11055282
    have we told our chemists that fertilizer and fuel can make up a very powerful explosive ?
    >> ★ Subprocessor DM 07/10/10(Sat)16:46 No.11055316
    rolled 2, 5, 1 = 8

    If you use one yard, it will take a year to fill the order. Two yards, and it would take half a year. Do you wish to build additional yards? The down payment would be enough to fund the construction of two more.

    Yes. Several of your researchers are working on various combinations. One of them has proved incredibly dangerous, as the two materials combusted upon contact. Thankfully, no one was injured.
    >> Anonymous 07/10/10(Sat)16:49 No.11055361
    Can we eventually change the zeppellin yards to produce fixed wing aircraft ?
    if yes, build 2 more
    >> Anonymous 07/10/10(Sat)16:51 No.11055386
    I SAY
    we timeskip until something happens (e.g. discovery of something)
    >> Anonymous 07/10/10(Sat)16:54 No.11055424
    seconding this timeskip
    >> ★ Subprocessor DM 07/10/10(Sat)16:54 No.11055429
    rolled 1, 5, 3 = 9

    Yes. The vast majority of your facilities are modular. You could also repurpose them for production of cars, or naval vessels, if you built a canal.

    Two new yards will be built. This will shift resource allocation away from rail for one month. I'm assuming this means you'll be accepting the government's deal.

    Running. I hope more than one month will be acceptable.
    >> ★ Subprocessor DM 07/10/10(Sat)17:09 No.11055623
    rolled 5, 3, 4 = 12

    Two months have passed. Two additional Zeppelin yards were completed last month. They have constructed a single craft each, an 8-ton fast transport for the government. Four more couriers, one standard transport, a CAS craft, and a bomber have also been constructed. In one month your battle squadron will be ready for action.

    R&D has completed initial research on machine guns. It is now possible to produce non-Gatling handheld and mounted variants. Your druids have come up with a strain of a common plant that metabolizes coal dust and other types of industrial waste, decreasing pollution. Standard plastic is now in general use, and, due to its versatility, is being used for a large number of products, for export and for general purposes. Advancements have been made in recording, radio, telephone, battery, and generator technology. Continued research into volatile materials has produced a design for a timed demolition pack and improvements in air-dropped bombs.

    Your archaeologists have stumbled upon a long-buried installation far beneath the surface at the Kharok site. It appears to be a power station, operating through unknown means. Numerous other examples of advanced technology have also been found, such as subterranean weapons bays, manufacturing complexes, and a vehicle hangar. By all accounts, the entrance to the Frost Giant library, the 'wall of knowledge', resided in the area which was taken by the frost demon.

    A partial translation of the fire elemental ruins has been completed. The destroyed tower marks one corner of an outpost established long ago by the Frost Giants. Several other ruins have been discovered in the area, hidden from view and from scrying, marking other corners. The facility is surmised to have been mostly subterranean, and could still be buried.
    >> Anonymous 07/10/10(Sat)17:12 No.11055665
    well let's go spelunking then
    >> Anonymous 07/10/10(Sat)17:13 No.11055673
    Explore the underground facilities.
    >> ★ Subprocessor DM 07/10/10(Sat)17:13 No.11055674
    rolled 6, 4, 6 = 16

    At which location?
    >> Anonymous 07/10/10(Sat)17:18 No.11055737
    ancient underground facilities
    >> ★ Subprocessor DM 07/10/10(Sat)17:20 No.11055776
    rolled 6, 2, 1 = 9

    The city or the tower outpost?
    >> Anonymous 07/10/10(Sat)17:24 No.11055824
    all of them
    >> ★ Subprocessor DM 07/10/10(Sat)17:25 No.11055842
    rolled 5, 3, 5 = 13

    Very well. You will go to the city first, and enter through the most recently discovered shaft, as it is the one best suited to your large form. I certainly hope that's acceptable.

    Please wait.
    >> ★ Subprocessor DM 07/10/10(Sat)17:34 No.11055960
    rolled 2, 4, 5 = 11

    The ride is shorter this time, both because of your excitement and the reckless speed at which your transport travels. You considered doing something about it, but your pilot is a former ornithopter 'captain', someone with a rather interesting personality. If he wants to run with the throttle wide open, you're going to let him, though his engineer obviously suffers no end of grief over the wear that puts on the engines.

    Setting down on the ground instantly brings that same familiar shock to your mind, that sourceless, ethereal fear that seems to affect only you. The head researcher greets you with all the respect you deserve, of course, but at the moment, such things don't concern you.

    “Let's make this quick.”

    You hit the floor with a softness that poorly fits your size, partially armored but carrying your sidearms and all manner of useful tools. The room in which you are is bathed in a sharp white from arc lights in the corners, fed through thick cables trailing back up the shaft. Several men and women labor here, searching crevices and examining strange formations in access points. The purpose of this place is unknown.

    Three of the six doors are blocked. Two lead to similar rooms. One leads to a staircase going down. Orders?
    >> Anonymous 07/10/10(Sat)17:37 No.11056007
    are the doors locked ?
    if so, open them with magic
    >> Anonymous 07/10/10(Sat)17:37 No.11056011
    Go back up and go home.
    This is no place for a lady of delicate sensibilities such as we.
    >> Anonymous 07/10/10(Sat)17:38 No.11056023
    yeah because we totally didn't go in war and slaughter thousands
    >> ★ Subprocessor DM 07/10/10(Sat)17:39 No.11056037
    rolled 3, 5, 3 = 11

    They are not. Very few doors in this place are locked. Your mages tell you that the spaces behind them have collapsed. You do have the power to tunnel through them.
    >> Anonymous 07/10/10(Sat)17:41 No.11056060
    open up ALL places then, tunneling where necessary
    >> ★ Subprocessor DM 07/10/10(Sat)17:41 No.11056068
    rolled 4, 3, 1 = 8

    Email field: dice+1d20 for tunneling. Success on 2.
    >> Anonymous 07/10/10(Sat)17:42 No.11056080
    rolled 9 = 9

    let's hope we find something interesting :D
    >> ★ Subprocessor DM 07/10/10(Sat)17:48 No.11056168
    rolled 2, 6, 3 = 11

    “My Lady, the area's very unstable. Those doors are blocked-” the researcher starts.


    A bright green shimmer spreads throughout the room, lighting the edges with a brilliant glow. The three doors swing wide open, and the rock behind them is parted like a curtain, sinking back and forming perfect rectangular tunnels.

    “Not anymore,” you say, as the glow fades.

    A brief twinge of fear makes you sigh. That old feeling again.

    All three doorways are clear, and you can see through to the other side, where yet more doors sit untouched. One room is a hallway, the other two are identical to this one.
    >> Anonymous 07/10/10(Sat)17:58 No.11056312
    rolled 18 = 18

    turn auto-explore on
    prompt us when we find something interesting
    >> Anonymous 07/10/10(Sat)17:59 No.11056328
    Stop wasting good rolls!
    also seconded
    >> Anonymous 07/10/10(Sat)18:02 No.11056357
         File1278799338.png-(22 KB, 249x322, tgdice20.png)
    22 KB
    We're gonna do some rolls this session?
    In b4 Front Giant Quest Luck.
    >> ★ Subprocessor DM 07/10/10(Sat)18:08 No.11056433
    rolled 4, 4, 6 = 14

    The researcher calls up the shaft, and several more people, some of them militia, slide down the lines as you enter the hallway. Two of the militia follow, dropping light charms behind them. You have no need of them, but the humans in your employ still cannot match your night vision. Permanently, at least.

    The door in front of you opens with a slight creak, snapping one of its stone hinges. You move forward, unperturbed, with five others behind you, wondering absently what wonders your racial ancestors locked away down here. The room you enter seems... important, somehow. Thick stone panels cover the walls, most of them cracked, and some fit to fall, exposing crystalline structures and bits of ancient technology behind them. Several long tables, able to support something your size, lie on their ends in one corner of the room. Light fixtures, dulled by centuries of inactivity, sit recessed in the ceiling above.

    You move forward, as another man drags an arc light in, connecting the cable that leads to the generators outside. Harsh white sweeps across the room, and you move to the wall in front, where heavy armored doors are spaced at regular intervals. The first one moves easily, sliding aside. Within are rows and rows of metal forms as large as yourself, resembling Frost Giants in physique, arrayed on thick racks and motionless. Their chests hold latched panels inscribed with the Frost Giant symbol for 'command'.
    >> Anonymous 07/10/10(Sat)18:14 No.11056510
    touch the symbol
    >> Anonymous 07/10/10(Sat)18:16 No.11056522
    USE the SYMBOL
    >> Anonymous 07/10/10(Sat)18:19 No.11056552
    >> ★ Subprocessor DM 07/10/10(Sat)18:19 No.11056561
    rolled 2, 1, 2 = 5

    The latches disengage and the panel extends toward you, pulling a cylinder of clay out of the golem. The surface of the cylinder is smooth and unmarked, malleable enough for you to scratch something into it. Several more of those cylinders are present elsewhere, though you didn't know what they were, since the symbols on them didn't make any logical sense.

    The golem's eyes light a cool blue. Something grinds inside, and it speaks, in the language of the Frost Giants.


    The researchers behind you back up. The militiamen ready their weapons.

    “Ma'am?” one says, “Maybe that's not the best idea.”
    >> Anonymous 07/10/10(Sat)18:22 No.11056592
    Scratch in the word for Sleep or something and go back about our business. Maybe say Sleep vocally as well.
    >> Anonymous 07/10/10(Sat)18:24 No.11056639
    >> Anonymous 07/10/10(Sat)18:27 No.11056678
    tranquilize the soldiers, tell them they're advanced golems
    >> ★ Subprocessor DM 07/10/10(Sat)18:27 No.11056687
    rolled 5, 2, 5 = 12

    Do we have a dilemma? Golems are normally used as menial laborers. It would be out of the ordinary for one to have knowledge of anything but its present task. Still, the Frost Giants might have come up with something more advanced.

    >> Anonymous 07/10/10(Sat)18:30 No.11056718
    sleep, take all of the golems back to dreamwood for investigation and reverse-engineering
    >> ★ Subprocessor DM 07/10/10(Sat)18:34 No.11056794
    rolled 2, 1, 6 = 9

    You scratch the symbol for 'sleep' into the clay, and touch the panel. The cylinder slides back inside, and the latches take hold. You hear something grinding again, and the golem speaks once more.

    “<YES. MA'AM.>”

    Its eyes become dull and colorless again, and it falls silent.

    “We should take these back,” you tell the men, “For study. I'm betting we could learn a lot from them.”

    The head researcher nods. “Yes, of course. I'll have it done.” He sends one of his own to report back and get some heavy lifting equipment.

    What do you wish to do next?
    >> Anonymous 07/10/10(Sat)18:36 No.11056832
    keep exploring until we find something else interesting or there's nothing left to do
    >> Anonymous 07/10/10(Sat)18:36 No.11056835
    Where else is there to go from here?
    >> ★ Subprocessor DM 07/10/10(Sat)18:40 No.11056893
    rolled 2, 1, 3 = 6

    There are two more doors leading from this room, which you haven't opened yet. You could also backtrack to the first, and go through from there.
    >> Anonymous 07/10/10(Sat)18:41 No.11056914
    turn autoexplore on again plz
    >> Anonymous 07/10/10(Sat)18:53 No.11057116
    Subproc? You still there ?
    >> ★ Subprocessor DM 07/10/10(Sat)18:54 No.11057150
    rolled 2, 4, 5 = 11

    You continue on, opening a great many doors and clearing plenty of space, as the researchers follow, calling for more personnel and setting up in the rooms you pass through. Most of those you find are nearly identical to the first, and you are no closer to finding out what they do. Several more golem repositories are added to the list, with their quantities now totaling over 500. This indicates, at least, that the Frost Giants were able to find a way to circumvent the activation limit, or that they only had a few active at a time.

    Quite a few of these rooms are damaged in some way, more from general decay than battle. Occasionally, some bones or the remains of armor are discovered, long past the point where it is useful. Once you clean the dust off the doors, you can read the symbols indicating what's behind them, at least when they haven't been worn away. From what you've seen, this complex must be incredibly large, extending quite a ways outside the city limits, and possibly dozens of stories underground. One of the militiamen thinks the Frost Giants managed to tap the mantle, using the heat for power.
    >> ★ Subprocessor DM 07/10/10(Sat)18:55 No.11057160
    rolled 1, 5, 5 = 11

    Over the course of your exploration, you discover several armories, emptied of everything but dust, as well as offices, quarters, machinery rooms, and what look to be elevator shafts. Along the way, you collect a few tablets, a charmed band that holds a corrupted map of the area, and an uncharged keystone, among other things.

    One of your mages was able to track the 'power' runs through the walls of this place, and located a local hub. This is the room you're in now, an enormous, multi-story monstrosity holding a great amount of unidentifiable technology, as well as a softly glowing tube within a transparent circular housing that takes up the center and seems to extend well above and below you. Stone consoles, all heavily damaged, ring the middle. One of them is quite a bit larger and looks more complex. Its base contains a 'command' panel much like those on the golems.

    >> Anonymous 07/10/10(Sat)18:59 No.11057213
    interact with the panel, again. But make sure to be ready to escape in case everything blows up or something.
    >> Anonymous 07/10/10(Sat)19:00 No.11057228
    this looks like a reactor, analyze it
    >> Anonymous 07/10/10(Sat)19:04 No.11057291
    Apparently, today subproc is kinda slow
    >> ★ Subprocessor DM 07/10/10(Sat)19:05 No.11057303
    rolled 3, 1, 4 = 8

    You touch the front of the panel, and, as expected, a clay cylinder extrudes from the console after the latches disengage. The cylinder is nearly smooth, except for a few thin lines in a place that appears to have been shaved with a knife. What remains resembles the symbol for 'cycle'. You have the intense feeling that you're being watched, but you're doing your best to ignore it.

    The glowing tube appears to be made of ice, but alchemically, it resembles no material you've encountered before, not even plutonium. The consoles and the room are made mostly of stone, with certain other materials, such as copper and carbon, mixed in. The clear housing is made of some kind of crystal.

    Your researchers, having only worked with steam engines and basic electrical equipment, have absolutely no idea what any of this is.
    >> Anonymous 07/10/10(Sat)19:06 No.11057318
    1. Try rotating or touching the lines in sequence
    if that does nothing
    2. press cycle
    3. repeat 1
    >> ★ Subprocessor DM 07/10/10(Sat)19:11 No.11057411
    rolled 4, 6, 2 = 12

    The lines are etched into the clay, so you can't rotate them. Touching them does nothing. Pressing your palm to the remains of the symbol does nothing. Repeating this process does nothing.

    You hear several researchers discussing something behind you.

    "-lying all over the place. They have to be for something, otherwise they wouldn't be here."

    "Well, sure, they're golem controls, aren't they? Except it looks like they used them for lots of other things. Maybe all their machines were golems."

    "What do these say?"

    "Ral says they translate to 'cycle'. That's the only symbol on em' all. Weird, huh?"
    >> Anonymous 07/10/10(Sat)19:14 No.11057467
    Ask them all to press all the symbols at the same time.
    >> Arty 07/10/10(Sat)19:16 No.11057502
    It's a motherfucking AI control core.
    >> ★ Subprocessor DM 07/10/10(Sat)19:17 No.11057519
    rolled 4, 1, 6 = 11

    They do so. Nothing happens.

    One of the researchers says, "Maybe they have to be in the machine for it to work."

    "Yeah," another echoes, "If we replaced the damaged one, or completed the symbol-"

    "I'd have to advise against that," one of your militia escorts steps in, "We have no idea what any of this does. Anything could happen."
    >> Anonymous 07/10/10(Sat)19:20 No.11057598
    All right, we'll analyze it properly with time, then.
    Let's go back to dreamwood and reverse engineer the golems.
    >> Arty 07/10/10(Sat)19:20 No.11057600
    Yes. I'm agreeing with the militia man.

    My bet is that it's a computer core. Instead of using silicon it's based on a crystal lattice of some kind. There's no telling what sort of processing power it could have. If I'm right it could control every single golem we've encountered so far AT THE SAME TIME.
    >> Marquis de pomme frites 07/10/10(Sat)19:20 No.11057608
    I think it's about time this died, okay guys?
    >> Anonymous 07/10/10(Sat)19:20 No.11057609
    Seconding this, reverse-engineering is easy
    >> ★ Subprocessor DM 07/10/10(Sat)19:22 No.11057643
    rolled 1, 3, 4 = 8

    I suppose you wish to return and timeskip, then. You have no experience with golems and would be fairly useless there, except as a translator. Since several others have been taught the Frost Giant language, you are not needed, at least in that process.
    >> Arty 07/10/10(Sat)19:30 No.11057770
    De we have any devices capable of detecting radiation? We should send a team back to check out that crystal core. It'd be good to have around if that crystal actually turns out to be a reactor instead of a computer.

    Also report to Conclave about the level of technology we encountered.
    >> ★ Subprocessor DM 07/10/10(Sat)19:30 No.11057776
    rolled 3, 5, 2 = 10

    Your mind clears as soon as you get off the ground, leaving the fear behind as you clime the ladder into the Zeppelin. You bring with you plenty of artifacts, including several of the 'command' cylinders, and a dozen golems. Several other Zeppelins have been pulled of their regular duties to make runs between Dreamwood and Kharok, so there should be no end of golems in a short while.

    The trip back is pleasant enough, but you feel a little distracted. There is so much to do and so much to see, especially now. With the lower levels of the ancient city open to your people, there is a massive amount to do, and as soon as digs begin in earnest back in the other ruins, you'll have two new time sinks to consider. Running Dreamwood itself is a difficult job, but exploring these incredible places may be more than you can handle, at least all at once.

    With the golems unloaded and the artifacts sent to R&D, you settle in at the manor for a good night's rest, thinking of all the things you have yet to do.

    What are your next orders?
    >> Anonymous 07/10/10(Sat)19:32 No.11057794
    eh tomorrow we go in the city ruins (we just visited the outpost right?)
    >> ★ Subprocessor DM 07/10/10(Sat)19:33 No.11057814
    rolled 4, 4, 3 = 11

    Done. A radiation detector will be taken from the plutonium project and sent up to Kharok to aid in the analyzation of that material.

    Are you sure you wish to do this? Not a word has been said about your expedition, and since your original purpose there was to establish a secret research site for nuclear weapons, all craft traveling to and from Kharok have been cloaked from scrying, as have the dig sites.
    >> ★ Subprocessor DM 07/10/10(Sat)19:33 No.11057827
    rolled 1, 4, 4 = 9

    No. You were just at Kharok. The outpost has yet to be explored.
    >> Anonymous 07/10/10(Sat)19:34 No.11057829
    Alright, so bring some of the golems back for us to attempt to reverse-engineer; I'm not holding out a lot of hope, though. They probably use a crystalline lattice computer core, and the magic involved is as far advanced Perin's as the technology here. Not only that, the local core here might be a processing center that controls these golems.

    Anyway, for additional things to do during the timeskip:
    1. Contact the High Lords again to attempt to find out the condition of the Prince. Don't promise that we can help him, but at the least, knowing what's wrong might jog our memory for something useful.
    2. Have the 2 new Zeppelin Yards continue their work on completing the government's zeppelin order. Continue zeppelin, ICE, and fixed-wing plane research to stay ahead of the government's own programs.
    3. Begin mounting machine guns and artillery to the CAS zeppelin, and mount machine guns on the thopters we have so that the pilots at our Top Gun School can begin practicing close-air support missions.
    Include the development of colored smoke grenades so that infantry can identify targets for pilots and to indicate what kind of support is requested.
    4. How is development of our magical HUDs coming along?
    >> Anonymous 07/10/10(Sat)19:34 No.11057837
    nah that'll be our little secret
    if they ever question, just say "you never asked!"
    >> Arty 07/10/10(Sat)19:35 No.11057847
    >Are you sure you wish to do this? Not a word has been said about your expedition, and since your original purpose there was to establish a secret research site for nuclear weapons, all craft traveling to and from Kharok have been cloaked from scrying, as have the dig sites.

    Oh. Right. Ignore that then.
    >> Anonymous 07/10/10(Sat)19:37 No.11057892
    No, do not inform the Conclave of the technological find for now.
    Is Kharok within Cyreth lands? If not, is it within the unclaimed territory?
    If it's not within Cyreth borders, ask the Perin government formally if we can attempt a rehabilitation of the Frost Giants. We are an example that such is possible. Ask them to allow us to have holdings within the Unclaimed Lands so that we can set up safe research and containment facilities. Make sure that Kharok falls within these new County lands.
    >> ★ Subprocessor DM 07/10/10(Sat)19:42 No.11057965
    rolled 1, 1, 4 = 6

    All enqueued. The CAS Zeppelin is already fully armed. A squadron or two of ornithopters will be armed for combat training. Where do you wish to conduct the drills? On the order of the Bureau of Defense, the Red Wings have operated only with anti-scrying measures in place.

    Magical HUD-type charms are capable of noting various distances, compass headings, and waypoints. IFF is being worked on.

    Kharok is a fair ways outside Cyreth territory, in the unclaimed lands.

    Your request is being considered. The nature of it makes it certain that the high nobles will be responsible for approving it. It is unlikely that they will do so.
    >> Anonymous 07/10/10(Sat)19:42 No.11057966
    Ask for a general update and summary concerning the growth and health of Dreamwood and of the Terrasdottir zaibatsu.
    Do the following two:

    Has there been any word from Perin Intelligence concerning the Locomotive Incident and the motivations of the Earl? Have they found out if he really was framed, or if he just got sloppy?
    I think we should let them know that we think someone may try to frame us for something in the future, and looking out for that would be a big help. After all, a lot of our construction now is for the government, and vital to national leadership in air travel.
    >> Anonymous 07/10/10(Sat)19:46 No.11058024
    Place the North Woods Testing Grounds (for combat pilot training) in as remote a place as possible in our holdings. Generally an area that is not near inhabited, or planned habitation, zones.

    As for the High Lords approving of our offer, is there anything we could do to attempt to sway their opinion in our favor? Not everyone, but enough to squeak out a victory?
    >> Anonymous 07/10/10(Sat)19:49 No.11058076
    The only 2 things left for the HUD for a good chuck of time are the IFF and some kind of targeting or Fire Control System to show where bullets, rockets, and bombs will land.

    Also, any progress on our anti-magic missiles and anti-magic RPG?
    >> ★ Subprocessor DM 07/10/10(Sat)19:53 No.11058129
    rolled 1, 3, 5 = 9

    Dreamwood's expansion is, as always, proceeding quickly. The current population is just under 1800, and the natives are decidedly in the minority. The standard of living in all areas of the County is above what can be expected in most of Perin for commoners and many nobles. The BLS, administered by the Basic Living Administration, ensures that no citizen is without a minimum level of income, provided for by the rather low taxes you've instituted. Economic growth is at such a level that the BLS can be sustained indefinitely.

    The vast majority of your people are happy, healthy, and safe. With the deaths of the Earl and his associates, the enemy network is no more, and there has not been a single sabotage attempt since the destruction of the locomotive. Your business and trade network increases in power daily, your allies are increasingly satisfied with their choice to join you, and you are satisfied with their cooperation. All is well.

    All the evidence points to the Earl being responsible. While you and they both have suspicions, there is nothing to prove them. If someone did frame him, they did it extremely well.

    Intelligence is already aware of that possibility and has been from the start. However, the support they can provide is limited. You have a feeling the high nobles have something to do with this, but their paradoxical motives are something you can't do much about.
    >> Anonymous 07/10/10(Sat)19:57 No.11058194
    I take it that our indoctri-I mean, education programs for new immigrants is working out well?
    Also, how is Dreamwood Academy comparing to other, more established institutions? I don't expect them to be the equal of New Aarmour yet, but I'd like to see if some of the poorer nobles have decided to send their scions to DA in order to build up connections and networks with the emerging powerhouse that is the Terrasdottir Zaibatsu.
    >> ★ Subprocessor DM 07/10/10(Sat)19:58 No.11058223
    rolled 1, 4, 5 = 10

    Done. Combat air training will take place in the Northwest corner of the County, far from population centers and from currently planned expansion.

    You could certainly propose a tech trade, among other things. Since this is a matter affecting national security, allowing them to send along a military presence would be a logical concession.

    The targeting system is undoubtedly the most complex. Though it might be physically possible to make, the time and energy involved are immense, and a breakdown in any component of the spells will result in plenty of problems. Machine parts can be replaced, but spells are a bit more difficult to fix.

    Anti-magic charms can be made, but there's a problem in getting them to accept a trigger. A warhead that generates an anti-magic field upon detonation can be made, but the field is limited to about a foot in diameter and lasts less than five seconds, so it's not currently very useful, especially since it takes up as much space as an artillery shell.
    >> Anonymous 07/10/10(Sat)19:59 No.11058228
    www.aNOLoLTALK.sE rePlacE_LOl_wItH N
    nf f qorjzc jjjftojbwa f swdyqzi tl
    >> Anonymous 07/10/10(Sat)20:00 No.11058241
    Have a magical field suppress the anti-magical field until it breaks
    >> Arty 07/10/10(Sat)20:00 No.11058244
    I meant to ask way back but do most Perin military units have an equivilant to a morale officer? I know we used our commisar skill to good effect back in the invasion of Perin.
    >> ★ Subprocessor DM 07/10/10(Sat)20:02 No.11058267
    rolled 4, 3, 5 = 12

    They are. There is usually some initial resentment, but those participating learn to either accept it or hide their feelings.

    It is not up to the standards of any major city, but it is quite enough to entice many from the rural areas. Its strategic placement draws plenty of students from high standing, even if they could get a 'better' education elsewhere. This is one reason for your increasing amount of allies.

    That would more than double the size of the warhead, and result in a host of other problems.

    Not as such, no. Commanding officers are responsible for their troops in that manner.
    >> ★ Subprocessor DM 07/10/10(Sat)20:07 No.11058336
    rolled 4, 6, 1 = 11

    Do you want to skip forward a month, or head out to the outpost ruins?
    >> Anonymous 07/10/10(Sat)20:08 No.11058355
    Would it be possible to claim a large area that also contains Kharok, and then set up the Frost Giant Re-Education Camp far away from it so that the Perin military presence won't know or be able to find out about what's going on there?
    Is our research on semi-automatic rifles complete? If so, I think we should consider trading light artillery and lever-action repeating rifles to the Perin military or the High Lords for getting what we want.
    Our semi-auto rifles would still be superior, and we have machine guns as well. They'd still have to come to us to supply them with bullets, in any case.

    Which reminds me: enqueue the expansion of our ammunition factories.
    >> Anonymous 07/10/10(Sat)20:11 No.11058392
    Let's head out to the ruins real quick.
    Check to see if any of the power systems or other technology survived.
    The best outcome would be if some technical manuals survived.
    >> Anonymous 07/10/10(Sat)20:11 No.11058397
    >> ★ Subprocessor DM 07/10/10(Sat)20:13 No.11058416
    rolled 3, 2, 6 = 11

    If you can claim a large enough area, or several distinct areas, you could put the camp very far from the city. However, claiming any land will invite prying, making it possible that the Conclave will notice the presence of anti-scrying fields and send someone to investigate. You could always hold off on claiming the city's land and just not tell anyone what you're doing there.

    You have had semiautomatic rifles for a while now. Ammunition factory expansion queued.

    Very well. Coming up.
    >> Arty 07/10/10(Sat)20:14 No.11058435
    Outposts. We should see it for ourselves.
    >> ★ Subprocessor DM 07/10/10(Sat)20:23 No.11058551
    rolled 5, 6, 6 = 17

    After breakfast and the morning meeting, you head out to the outpost ruins, noting isolated excavation sites where several of the towers' foundations have been exhumed. Since the main part of the installation remains untouched, you bring a contingent of earth mages and miners in addition to the regular party of researchers and militia. In short order, a shaft leading to what was once an entrance is found and reopened, giving you a way in. Generators are started up, cables are laid, and arc lights are brought in.

    The room is rather small, and the floor is slightly damp. The stone ceiling is cracked, its light fixtures all broken, save for one. Groundwater leaks in places, dripping down the walls and running under one of the three doors. Before the first light comes down, you notice the only intact fixture flicker.

    There is a console to your left, strangely clean despite its age. Its command panel is out, exposing the cylinder. Its surface bears the symbols for 'door', 'lock', 'cycle', and 'light', along with one you can't identify. It looks undamaged.

    >> Anonymous 07/10/10(Sat)20:32 No.11058679
    Press the one we can't identify
    >> ★ Subprocessor DM 07/10/10(Sat)20:35 No.11058726
    rolled 2, 5, 3 = 10

    Nothing happens. One of the men suggests that it must be inserted in the machine to work. Another says that you can't risk doing that when you have no idea what will happen.
    >> Anonymous 07/10/10(Sat)20:35 No.11058737
    'We'll never know what would happen unless we try it'
    >> Anonymous 07/10/10(Sat)20:36 No.11058751
    press each button in sequence, see what happens with each
    >> ★ Subprocessor DM 07/10/10(Sat)20:39 No.11058795
    rolled 2, 5, 1 = 8

    "Maybe we don't want to know what happens."

    They're not buttons. They're commands. The cylinders, if your people are correct, hold instructions for the machines. If you insert them, the machine, like a golem, will read them and perform some action based on what they are.
    >> Arty 07/10/10(Sat)20:40 No.11058814
    Let's hold off on plugging it in for the moment and look around.
    >> Anomynous 07/10/10(Sat)20:40 No.11058818
    How about we write "activate then deactivate" on one?
    >> Anonymous 07/10/10(Sat)20:45 No.11058887
    'This is but an outpost, and even if there was something bad, I'm very sure I can take care of it.
    >> ★ Subprocessor DM 07/10/10(Sat)20:45 No.11058901
    rolled 3, 1, 6 = 10

    You look up from the machine and examine the room. The three doors have panels beside them that probably once marked what they lead to. None of them say anything inteligible anymore.

    A bit of searching reveals a recessed alcove behind a damaged panel. There are five more command panels there, all closed, and two blank cylinders on the ground.

    You scratch the phrase onto one of the blank cylinders in the Frost Giant language. You then replace the console's cylinder with that one, and push it in. The latches engage, and the console's surface glows bright blue for a moment, revealing an interface. The light turns off before you can read any of the symbols, and a reddish 'error' marker blinks on it.
    >> Anonymous 07/10/10(Sat)20:46 No.11058914
    oh shit it runs win95
    we're doomed
    >> ★ Subprocessor DM 07/10/10(Sat)20:47 No.11058924
    rolled 3, 4, 4 = 11

    "Maybe it's this far away from the city because they were testing... something. And they couldn't risk letting it escape near the city and-"

    "Shut up, Hob," your militia captain says, "That's not helping."
    >> Anonymous 07/10/10(Sat)20:50 No.11058959
    try just starting it ffs
    >> ★ Subprocessor DM 07/10/10(Sat)20:54 No.11059011
    rolled 1, 5, 2 = 8

    You replace the cylinder with the original and close the command panel. To no great surprise, the console starts, and the error marker disappears.

    "Told you," says one of the researchers. Hob whimpers.

    The interface blinks past a few pages of text, far too quickly for you to read them, and the single light above you turns on for a brief moment before burning out. Then the doors open, and the hallways they lead to are lit. The console welcomes you to Kharok Five.
    >> ★ Subprocessor DM 07/10/10(Sat)20:55 No.11059026
    rolled 3, 2, 5 = 10

    I'll just assume you want to auto-explore unless you tell me different.
    >> Anonymous 07/10/10(Sat)20:55 No.11059029
    try asking for info to it or something
    >> Anonymous 07/10/10(Sat)20:57 No.11059043
    Look for cool stuff
    >> Anonymous 07/10/10(Sat)20:59 No.11059085
    Scratch 'Help Menu' onto one of the command modules and insert it. See if it comes back with anything.
    >> ★ Subprocessor DM 07/10/10(Sat)20:59 No.11059086
    rolled 6, 2, 1 = 9

    You touch the screen, and it shows you a menu of options. 'Information' brings you to a page detailing the purpose of the installation and a map showing your immediate area. According to this, Kharok Five is one of many research and development installations scattered around the city. It reminds you to keep your security indicator with you at all times and wishes you a pleasant day.

    As you wish.
    >> ★ Subprocessor DM 07/10/10(Sat)21:01 No.11059121
    rolled 1, 3, 5 = 9

    You do so. As before, the console starts, then disengages, showing you the error code. The doors remain open but the lights turn off.
    >> Anonymous 07/10/10(Sat)21:01 No.11059123
    Hmm...there might be automated defenses elsewhere in the facility.
    Have we found anything that might be a security badge or other indicator from our excavations of either Kharok or this outpost?
    >> Anonymous 07/10/10(Sat)21:03 No.11059144
    >> Anonymous 07/10/10(Sat)21:04 No.11059160
    Ask for info about security thing
    >> Anonymous 07/10/10(Sat)21:04 No.11059164
    After this, I'd like to try the following command on the console: 'cycle light'
    >> Arty 07/10/10(Sat)21:05 No.11059177
    >security indicator with you at all times
    Oh great. Nope nothing that could go wrong here. Without that we may find ourselves vulnerable to any automated defenses this place has.
    >> ★ Subprocessor DM 07/10/10(Sat)21:08 No.11059225
    rolled 5, 1, 3 = 9

    You found a keystone which is known to be used to open magical locks, but it has no charge. You also found an item storing a corrupted map of part of the city's underside. Aside from those, nothing that could plausibly be used for security was found.

    Nothing. The console powers on and off. It is probable that the operating system, or equivalent, is stored within, and the command cylinder simply tells the machine what its functions are.

    You run through a few menus and discover a page on security. The console informs you that a security indicator is necessary to access the installation and all its secure areas. However, you have already accessed the installation, and all you are carrying with you from Kharok are the keystone and map band.

    The console starts and the lights remain on. The display blinks. One of the menu options, that which controls the doors, is no longer present.
    >> Anonymous 07/10/10(Sat)21:10 No.11059247
    Try 'cycle doors'
    >> Anonymous 07/10/10(Sat)21:11 No.11059272
    Okay, so adding 'door' 'lock' will probably add the options for controlling the doors again.
    I wonder what would happen if we include 'security'.
    >> ★ Subprocessor DM 07/10/10(Sat)21:14 No.11059310
    rolled 1, 6, 1 = 8

    The console turns on. The interface gains the door control but loses the light control. Other than that, nothing happens.

    You get an error message and the console turns off. It says it's not authorized to access that function.
    >> Anonymous 07/10/10(Sat)21:14 No.11059316
    'authorize security'
    >> Anonymous 07/10/10(Sat)21:15 No.11059333
    fuck this terminal lets keep on looting
    >> Anonymous 07/10/10(Sat)21:16 No.11059354
    Well hey, at least we know that it's a valid command, just that we don't have the appropriate security level yet.
    Replace the original cylinder.
    Check the facility map and look for eith the administrator's offices, security room, or someplace else where security information and access might be stored.
    >> ★ Subprocessor DM 07/10/10(Sat)21:20 No.11059401
    rolled 1, 6, 1 = 8

    Same error message.

    Done. There are numerous 'security nodes' scattered throughout the installation, as well as several control centers. Administrative offices are quite close, just past the welcome center. Shall you go there?
    >> Anonymous 07/10/10(Sat)21:20 No.11059406
    Leave the terminal, explore more
    >> Anonymous 07/10/10(Sat)21:20 No.11059407
    You are impatient, foolhardy, and will force us to miss opportunities in this endeavor.

    Check the map for where we might conceivably find the facilities logs to find out how this place was abandoned and what they were working on.
    >> Anonymous 07/10/10(Sat)21:20 No.11059419
    yeah lets go in administration
    >> Anonymous 07/10/10(Sat)21:21 No.11059432
    Yes, enter the administrative offices. Look for records and security logs and manuals.
    >> ★ Subprocessor DM 07/10/10(Sat)21:24 No.11059471
    rolled 6, 1, 1 = 8

    There are numerous library facilities and a room marked 'central data'. A page on logs informs you that the administrators kept detailed records on the projects here, but that you need the appropriate indicator to access secure information.

    Stand by.
    >> Anonymous 07/10/10(Sat)21:24 No.11059472
    Oh, tell the militia and researchers to stay here for the meantime. We don't know how the defenses will react to non-Frost Giants.
    It would have been nice if we had deciphered any of the command code words for the FG Golems so it could accompany us.
    >> ★ Subprocessor DM 07/10/10(Sat)21:32 No.11059567
    rolled 6, 6, 5 = 17

    You head into the installation, moving past the main door into a welcoming area while the researchers and militia stay behind. Your escorts are unhappy that you're going in without support, but they can't do anything about it. This place is in much better shape than most of Kharok, and seems to be newer, as well. The welcome center contains several desks resembling those used by secretaries, but their console screens have been removed, exposing the machinery underneath. You find several stone tablets with nothing on them, and an uncharged map band. The residue on some of the shelves suggests that any paper here has long since decayed.

    The hallway leading to the administrative offices is unlit, but that's not a problem for you. Most of the doors open at a touch of their label panels, but some are damaged or blocked. The last office, that of the head of the installation, is open. The desk inside contains yet another console, and it is already running. There is a stack of tablets on the desk and a small knife lying on one of the stone waiting chairs. A shelf to your right holds busts and small figurines.

    You want to use the console, I'm assuming.
    >> ★ Subprocessor DM 07/10/10(Sat)21:35 No.11059606
    rolled 5, 3, 1 = 9

    The administrator's console displays a map of various areas of the installation, all of them far from here. It is reporting multiple security breaches.

    The command panel has fallen off, exposing the cylinder inside the machine. The edge of the panel is worn and stained blue.
    >> Anonymous 07/10/10(Sat)21:36 No.11059615
    let's see the cylinder
    >> Anonymous 07/10/10(Sat)21:36 No.11059626
    try accessing security
    >> Anonymous 07/10/10(Sat)21:37 No.11059632
         File1278812237.gif-(247 KB, 1204x903, drawan_maya5_sm_gif.gif)
    247 KB
    I don't know why, but I felt like I should draw Maya taking a bath. Or as good a rendition of Maya as I can do. So there she is.

    As you were, gentlemen.
    >> Anonymous 07/10/10(Sat)21:38 No.11059647
    Do a cursory look through the tablets to see if they contain any interesting or useful information.
    Also check to see if a password or something was left in the desk.
    This was a manager, and thinking about how managers are back on Earth, they might have broken some security protocols.
    >> Arty 07/10/10(Sat)21:38 No.11059665
    >stained blue
    What colour blood we we bleed btw?
    >> ★ Subprocessor DM 07/10/10(Sat)21:42 No.11059729
    rolled 1, 2, 3 = 6

    You pull the cylinder, causing the console to shut down. The cylinder contains the symbols 'cycle', 'lock', 'security', 'control', and three unidentified.

    You replace the cylinder and the console restarts, displaying a menu and asking for a security code.

    They contain the Frost Giant equivalent of memos. The only one of interest notes that Block 9 had to be purged after a secondary containment failure. No injuries.

    There is paper residue in the desk alcoves, but nothing that indicates a security code.

    >> Anonymous 07/10/10(Sat)21:44 No.11059755
    security code is
    or 9876543210
    or 0000000000

    try them, you'll be surprised how many people use those passwords
    >> Arty 07/10/10(Sat)21:45 No.11059773
    Check the Bust. See if it's got a secret compartment or anything written on the bottom.
    >> ★ Subprocessor DM 07/10/10(Sat)21:46 No.11059793
    rolled 4, 1, 6 = 11

    It will not accept numbers. It's looking for a passphrase.

    None of the busts or anything on the shelf contains a secret compartment. However, each of the busts and figurines is labeled. The fifth belongs to the administrator's wife, Kiya.
    >> Anonymous 07/10/10(Sat)21:47 No.11059802
    >console restarts, displaying a menu and asking for a security code.
    Well fuck. What the fuck did you expect to happen when we reboot a high-security console? You dumb shit.
    If we're very lucky, then the Facility Administrator didn't care for security on hiw own terminal and had an easy to guess password.
    Again, fuck you.
    >> Anonymous 07/10/10(Sat)21:47 No.11059809
    try 'busts', 'kharok', 'ice', 'cool', 'freeze' and all the likes.
    >> Anonymous 07/10/10(Sat)21:48 No.11059824
    Alright. Let's hope that the Administrator was as cliche as he appears to have been, and enter 'Kiya' in as a security passphrase.
    >> Arty 07/10/10(Sat)21:50 No.11059851
         File1278813032.jpg-(14 KB, 304x381, shakespeare_bust.jpg)
    14 KB

    One could only hope.
    >> ★ Subprocessor DM 07/10/10(Sat)21:51 No.11059870
    rolled 6, 2, 2 = 10

    You try these, and a dozen obvious words, but you are not granted access.

    You enter 'Kiya' as a passphrase, and the security screen disappears, giving way to a 'welcome' notification. Then the console blinks, displays 'Nice try, Ovo,' and returns to the security prompt.
    >> Anonymous 07/10/10(Sat)21:53 No.11059893
    search around for more CLUES
    >> Anonymous 07/10/10(Sat)21:53 No.11059895
    >try 'busts', 'kharok', 'ice', 'cool', 'freeze' and all the likes.
    Really? Are you serious?
    >> ★ Subprocessor DM 07/10/10(Sat)21:55 No.11059926
    rolled 5, 5, 5 = 15

    You have exhausted the office's clue potential, unless you want to smash the busts and figurines and see if there was anything inside. Do you want to move on?
    >> Anonymous 07/10/10(Sat)21:56 No.11059944
    Well, my respect for this administrator has gone up. Look through anything else for a clue to the password. Otherwise, check for the IT department, and hope that an administrative console was left open (though I kind of doubt it).
    >> Arty 07/10/10(Sat)21:57 No.11059954
    >'Nice try, Ovo,'
    DOH! We'll have to keep searching elsewhere looks like.
    >> ★ Subprocessor DM 07/10/10(Sat)22:02 No.11060032
    rolled 3, 1, 6 = 10

    You search the office again, analyze the busts and figurines for any irregularities that would indicate a secret compartment, and leave after finding nothing useful. Returning to the entrance, you report on your findings, and check the console map. There are 'technical support stations' scattered throughout the installation, and 'main support stations' between those. A search for the keyword 'override' tells you that primary functions can be overridden in an emergency by those with an administrative security indicator.

    Where do you wish to go?
    >> Anonymous 07/10/10(Sat)22:04 No.11060064
    Given the size of this facility, does there appear to have been dormitories or other living quarters for staff living on-site? If so, we should go there and maybe find somebody's security tag.
    >> ★ Subprocessor DM 07/10/10(Sat)22:06 No.11060095
    rolled 4, 4, 1 = 9

    Yes, there are plenty of those. The administrative quarters are closest. You'll head there, unless someone disagrees.
    >> Anonymous 07/10/10(Sat)22:08 No.11060125
    Specifically try to single out the Head Administrator if we can. His security indicator should be the highest.
    >> ★ Subprocessor DM 07/10/10(Sat)22:10 No.11060158
    rolled 6, 4, 4 = 14

    The administrative quarters are a short walk from the offices, arranged in a vertical system with four units per level. There is a security station protecting the only entrance to the quarters system, but it is unmanned, the console is off, and there is no sign of automated defenses. You can see from here that one of the doors is open, though it does not belong to the head administrator. You are perfectly capable of removing doors with magic, but they are built for Frost Giants, so your strength is insufficient to brute-force them.

    >> Anonymous 07/10/10(Sat)22:13 No.11060198
    Examine the security station to see if any guard weapons were left behind.
    Then check to see what's inside the one open door.
    We will get to opening doors later; no need to poke at the automated defenses this early into our exploration.
    >> Arty 07/10/10(Sat)22:14 No.11060212
    Might as well see what's inside the open one before we go forcing doors.

    If our search in this area doesnt turn up anything we should try and find the medical center. There were signs of blood in the Admin's office he could have gone to get stitched up before evacuating.
    >> ★ Subprocessor DM 07/10/10(Sat)22:19 No.11060295
    rolled 5, 4, 6 = 15

    Behind the guard station's desk is a weapons rack holding a single large knife. The other locations, meant for swords, shields, and an unknown weapon with a pistol grip, are empty. The knife is made of steel, and does not appear to be magical in nature.

    Behind the open door is a lavish living space, with a personal console, a broken wall screen, a bedroom, a bathroom with unfamiliar fixtures, a kitchen with unfamiliar appliances, what appears to be a laundry room, and several closets. Almost everything in the quarters is either damaged or completely broken. You find several memo tablets that provide no new information, another unpowered map band, something resembling a timepiece, and an unpowered keystone. There is also an armor rack holding a steel helmet. Everything else is missing.

    The walls, ceiling, and bedding have numerous blue stains.
    >> Anonymous 07/10/10(Sat)22:23 No.11060342
    Head down to Medical, passing by one of the security rooms. If we're lucky, we might come across either security logs (probably an experiment escaped), or an intact weapons.
    In Medical we'll hopefully come across some medical texts that could come in handy during our Frost Giant Pacification project.
    >> Arty 07/10/10(Sat)22:25 No.11060378
    Well that's not good but not totally unexpected. They must have gone mad from the curse and torn the place appart. Take any or as many of the described items as possible. I'm sure we'll find a way to power them later.
    >> ★ Subprocessor DM 07/10/10(Sat)22:33 No.11060512
    rolled 6, 2, 1 = 9

    You plot your route and head for a security node on the way to the nearest medical station. The door to the node is half-closed and shows burn marks. Within, you see splinters of charred bone on the floor. There is a silhouette of a giant with raised arms imprinted on the wall. The room's console is running, but the display is flickering and there is no menu. It is reporting numerous security breaches in Blocks 9, 7, and 56. A system message says it will shut down in 11.8 years due to lack of power.

    You continue moving, passing by an armory but finding it empty. The floor is scorched, and one wall is crumbling, but shows signs of a repair attempt. The next room's door is ajar, and inside is the remains of a golem, with limbs detached and torso burned out.

    The medical station's doors are sealed. There is a triage desk in front of it, with an undamaged console. The command cylinder is partially in, etched with the symbols 'door', 'lock', 'cycle', and 'medical'.
    >> Anonymous 07/10/10(Sat)22:38 No.11060584
    From all the burn and scorch marks, perhaps they were experimenting with a fire elemental.
    With the doors locked, could they have attempted to barricade themselves into Medical when the breach occurred, or did they attempt to seal the elemental into Medical?
    I'm for checking the console for an option to open the doors, and being prepared for a fight.
    Anyone else want to dissent?
    >> Arty 07/10/10(Sat)22:38 No.11060588
    While I wouldnt mind changing it to 'unlock' and trying it I am feeling paranoid about what could be inside. It it was sealed because of quarantine we could be succeptible to what's inside. On the other hand it's been a very long time. Maybe anything in there is dead?
    >> Anonymous 07/10/10(Sat)22:41 No.11060636
    The 'lock' symbol seems to be a modifier for the 'door' symbol, indicating that the command options of locking/unlocking are to be made available.
    >> ★ Subprocessor DM 07/10/10(Sat)22:45 No.11060697
    rolled 5, 1, 1 = 7

    You push the command cylinder in, and it locks. The console starts up, blinking through all the same text pages, and shows a menu, welcoming you to this section's medical center. It informs you that the center itself has been locked from the inside but recognizes your override authority. It does, however, warn you that all internal sensors are offline and it cannot give you a scan of the interior. The doors were locked over 1500 years ago, but memory corruption means it can't give you an exact date. It is logical, given this, to assume that the facility's systems are suffering from various degrees of degradation simply due to time, as well as battle damage.

    The console menu gives you the option to open the doors, call a medical team, activate various alarms, and activate the medical diagnostic program, among other things.
    >> Anonymous 07/10/10(Sat)22:46 No.11060712
    Activate the diagnostic program.
    Let's see what we can.
    >> ★ Subprocessor DM 07/10/10(Sat)22:49 No.11060770
    rolled 5, 6, 4 = 15

    You touch the diagnostic button, and a bright blue beam is emitted from the front of the desk, sweeping across the room. The console reports that there is no patient to scan.

    After moving around the desk, you press the button again, and the console scans you. It says that you are in perfect health for your age and advises you to report for your next checkup in one month.
    >> Anonymous 07/10/10(Sat)22:52 No.11060804
    Well, that's nice to know and...holy shit, that's a Star Trek level of automated medical technology!
    Man, the Frost Giants were a hell of a lot better at magitek than I ever gave them credit for.

    Okay, so let's get ready to fight just in case, and open the door. Though I find it kind of odd that we seem to have an appropriate security marker.
    >> Arty 07/10/10(Sat)22:54 No.11060843
    Nifty. Later on once we've checked out for defenses we should see what happens when a human is scanned.
    As for now let's go inside, we can scan ourselves when we leave to see if we picked up any nasty pathogens.
    >> Anonymous 07/10/10(Sat)22:57 No.11060874
    Not only that, but properly restrained, we could bring a modern Frost Giant down here to see if the scanner picks up anything.
    >> ★ Subprocessor DM 07/10/10(Sat)23:01 No.11060934
    rolled 1, 5, 6 = 12

    Readying your sidearms, you tell the console to unlock the doors, which it does without a complaint. They open as soon as you get close enough, revealing an immaculately clean room lined with beds, all with some sort of technological system hanging over them. Directly in front of you are several overturned tables pointing towards the only door, with blast marks on them. The door itself and the forward walls appear to have been fired upon by unknown weapons, as they are marred by holes of different sizes.

    There are several medical supply closets, all open, with their contents in various states of decay. A number of stands hold gleaming tools, and there are desks at the far end of the room probably belonging to the doctors and nurses. A rack to your right holds three golems, painted white, unlike the others you've seen. Their hands have seven spindly fingers and two thumbs, and they appear to contain compartments. There is no blood and no remains in sight.
    >> Anonymous 07/10/10(Sat)23:02 No.11060945

    Good thinking.
    >> Anonymous 07/10/10(Sat)23:06 No.11060996
    Start looking around for documents, dropped weapons, or skeletons.
    Just for laughs, and just in case serendipity decides to smack us upside the head, call out:
    "Computer, request access to last recorded medical log."
    "Computer, activate Emergency Medical Hologram."
    "Computer, activate Emergency Medical Golem."
    >> Arty 07/10/10(Sat)23:09 No.11061024
         File1278817775.jpg-(16 KB, 298x207, hiimdaisy_MGS3_President_react(...).jpg)
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    >It is dark you are likely to be eaten by a grue
    >2 dozen anons talk of searching walls for light switch
    >Find thread
    >say "Computer: Lights!"
    >Anons reaction
    >> Anonymous 07/10/10(Sat)23:10 No.11061043
         File1278817847.jpg-(19 KB, 449x475, EMH - picardo.jpg)
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    "Please state the nature of your medical emergency."
    "I'm a doctor, not a historian."
    >> ★ Subprocessor DM 07/10/10(Sat)23:14 No.11061095
    rolled 4, 2, 4 = 10

    You search the room, finding more paper residue, some small pieces of steel that could once have been part of armor, and a discarded knife with a damaged tip and the blade bent nearly ninety degrees. You call out various commands, among them orders to activate the EMH or the EMG, but nothing happens. Of course, none of these consoles appear to support voice command, and this room's internal sensors are offline, besides.

    One of the desk consoles is running. The only message on the screen informs you that the room is now sealed and quarantine procedures are in effect. The menu contains options for diagnostics, medical texts, golem activation, and a personal log. Date comparison indicates that the last log was made several seconds before the room was sealed.

    Would you like to read the logs?
    >> Anonymous 07/10/10(Sat)23:16 No.11061109
         File1278818160.jpg-(20 KB, 320x240, bones-mccoy.jpg)
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    "Damnit Maya, I'm a doctor, not an Enginseer!"
    >> Anonymous 07/10/10(Sat)23:17 No.11061123
         File1278818252.jpg-(55 KB, 640x439, do_want2.jpg)
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    >> Arty 07/10/10(Sat)23:20 No.11061149
    >> Anonymous 07/10/10(Sat)23:20 No.11061160
    We are so going to have to get the researchers working on those medical texts.

    But yeah, read the personal logs, then run a diagnostics of the med-bay.
    >> ★ Subprocessor DM 07/10/10(Sat)23:24 No.11061207
    rolled 4, 1, 5 = 10

    Many of the logs appear to have been corrupted or deleted. The most recent ones detail various minor procedures performed on other personnel, most of them treating lacerations or blunt trauma. Towards the end, the tone transitions from bored to frantic, as the procedures become more and more advanced, up to the last performed, the sealing of four extremely serious wounds and an order for expediting limb replacement. There is a gap of six days between that message and the one put in before quarantine. That message reads:

    “It's over. I've got Kara, Ovo, and Sae here with me, and that's it. As far as I know there's no one else between here and Block 78. We'll hold here for as long as we can, and then we'll break for the surface. To the next person who reads this: We're heading for Kharok Eight as soon as we get out. Wish us luck.”

    Message ends.
    >> ★ Subprocessor DM 07/10/10(Sat)23:26 No.11061223
    rolled 6, 5, 4 = 15

    The console reports that the medical station is in working order but not fully stocked. It then responds that it is requesting resupply at the earliest possible moment and chastises you for neglecting your duties.
    >> Arty 07/10/10(Sat)23:27 No.11061236
    Well that's where we're sure to find that key we'll need.
    Side Quest unlocked!
    We can still continue our investigation of this facility however.
    >> Arty 07/10/10(Sat)23:28 No.11061248
    Ask it to indentify us.
    >> Anonymous 07/10/10(Sat)23:28 No.11061253
    So they tried to pull a Gordon Freeman?

    We should try to check out Block 78, and see if any of the consoles have location information concerning Kharok 8.

    Run a diagnostic next, then go in search of some of the non-compromised blocks.
    >> Anonymous 07/10/10(Sat)23:30 No.11061280
         File1278819054.jpg-(52 KB, 396x878, gordon_freeman..jpg)
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    "Maya, you have to get to the Lambda Complex in Block 78!"
    "Good morning...Countessss Maya...It'sss time to wake up, and ssmell the ashes...."
    >> Arty 07/10/10(Sat)23:33 No.11061309
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    >> ★ Subprocessor DM 07/10/10(Sat)23:34 No.11061314
    rolled 6, 6, 2 = 14

    It identifies you as Doctor Eir, head of this medical station. As that person was evidently the last to log in, that is who it thinks you are.

    This console contains a map, just like most of the others, which puts Block 78 eight miles to the East and one more underground. It advises you to take the marked transit ways to your destination.

    A search for Kharok 8 points you to administration, since the present console does not have any information on it, other than the fact that it is a similar installation.
    >> Anonymous 07/10/10(Sat)23:37 No.11061364
         File1278819466.jpg-(136 KB, 500x375, Ravenholm.jpg)
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    Given this new information...
    "You have to get to Kharok 8! But to do that, you'll have to...go through Block 78. We don't go through Block 78 anymore...."
    >> Anonymous 07/10/10(Sat)23:41 No.11061406
    Okay, first thing is to go back to the reception area, and see if any of the automated defenses react to a human.
    If they don't, have them go down to Medical in order to get as much of the medical texts out of the computer banks as they can. Bring in extra scribes if we need to.
    See how the medical scanner reacts to scanning a human.
    Then, we'll take the tram to...Kharok 8...

    Hey, I know that Perin is predominately Human; have any of the other races also settled in Dreamwood in any significant numbers?
    If so, and we have some in the militia, we should have them come along. It might be helpful to have a lot of different perspectives and strengths.
    >> Arty 07/10/10(Sat)23:42 No.11061433
    >> ★ Subprocessor DM 07/10/10(Sat)23:44 No.11061447
    rolled 6, 5, 4 = 15

    I don't want to end this on a cliffhanger, but I went a little longer today because not much happened. The next posts will be the last this session. We will resume tomorrow.

    Transit in this installation does not appear to be connected to any others. You can still move between blocks, though.

    Yes, but none are as numerous as humanity. There are several Ulls and Hagreks among your citizens, but none are in the militia. No other races have a presence in Dreamwood.
    >> Anonymous 07/10/10(Sat)23:48 No.11061507
    >No other races have a presence in Dreamwood.
    We should attempt to rectify this situation. Bring in some of the other races, push for integration, or at least cooperation. We need all the perspectives we can get.
    >> ★ Subprocessor DM 07/10/10(Sat)23:54 No.11061574
    rolled 4, 2, 5 = 11

    You head back to the entrance and report once again on what you've found. Then, you say that you think it's safe enough inside for the rest of them. The militia captain volunteers to be the first to 'test' the way and see if it reacts to him.

    The entrance console responds to him and goes through the menus as normal, but reports that some functions are restricted due to lack of security indicators, and refuses to display a map. The captain can open doors as normal, and the installation doesn't seem to see him as a foe. The presence of security stations may indicate that the Frost Giants relied on their own men rather than automated defenses.

    You accompany the researchers and militia to the medical station, and have the triage console scan the captain. It recognizes him as human but displays several irregularities in his biology, most notably in the circulatory and nervous systems, which do not match the medical database relevant to this race. It identifies a minor respiratory ailment and a small tumor in the thigh, prescribing treatments for both.
    >> ★ Subprocessor DM 07/10/10(Sat)23:55 No.11061593
    rolled 5, 6, 1 = 12

    Recruiting members of other races specifically because of their race could be seen as patronizing, among other things. Are you sure you wish to proceed?
    >> Anonymous 07/10/10(Sat)23:58 No.11061620
    A good point. Well, is there any reason why people of other races haven't migrated to Dreamwood? Don't recruit them because of their race; at least, not that obviously. But see what they want, and see if we can incorporate those things into our development plans.
    >> Arty 07/10/10(Sat)23:59 No.11061639
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    I know the pantheon is still out of contact but would there be any other way to get in contact with some of Ilian's other followers? It's possible one of them might be able to help analyze parts of the facility. The magic bits anywyas.

    Anybody have some good Advice Maya's I could make up?
    >> Anonymous 07/11/10(Sun)00:01 No.11061660
    Ask the captain if he's ever had trouble breathing.
    Also, once we get back, make sure that if he has family, they will be taken care of once he's gone. It sounds like he has a possibly developing cancer, and we don't exactly have the necessary medical technology yet.
    >> ★ Subprocessor DM 07/11/10(Sun)00:03 No.11061695
    rolled 3, 5, 6 = 14

    Well, there really aren't that many of other races in Perin. There are two others who can be said to be 'civilized' and interact with humans regularly. One, the Aquen, is an aquatic race capable of surviving on the surface only for short periods, unless they are using a great degree of magic. Dreamwood's stream is much too small to support them comfortably. The other, the Bira, live in caves and forests. There is no real reason why they couldn't live in Dreamwood, especially considering that you could easily make subterranean dwellings for them, but none have migrated. It is possible that it is too far North for them to be comfortable.
    >> Arty 07/11/10(Sun)00:05 No.11061714
    Not quite true. We have a reliable radiation emitter.
    >> Anonymous 07/11/10(Sun)00:08 No.11061763
    So the MC is genderbent Prometheus bringing forth revolutionary advances on her own?
    >> ★ Subprocessor DM 07/11/10(Sun)00:09 No.11061790
    rolled 5, 3, 6 = 14

    Yes. You know a few 'hot spots' where many of the pantheon's followers would have congregated. You could also send out a general message and see who responds.

    "Well... I've got a cold. Why? What's it say?"

    After the scan, the console noted treatment methods for the tumor and the respiratory problem. The cold symptoms can be cured with a drug stocked by all medical stations. The tumor could be excised by a surgeon or a medical golem, or treated with a dose of another drug. It continues to say that the drug's side effects are unpleasant enough for most to choose excision, and have the wound closed magically.
    >> Anonymous 07/11/10(Sun)00:11 No.11061824

    >Roll ten times
    >Advice Maya.jpg
    >Get ten ones
    >> Arty 07/11/10(Sun)00:14 No.11061866
    >It continues to say that the drug's side effects are unpleasant enough for most to choose excision, and have the wound closed magically.

    Chemo of some kind most likely. We should tell him that there's something in his leg that could cuase him touble given enough time but that the facility here could probably cure him. We'll want to test a medical golem on a stand in perhaps, and maybe take one back to dreamwood R&D before we step up to major surgery.

    Unless the guy is really gung ho about having his leg cut open. (How's our healing magic btw?)
    >> ★ Subprocessor DM 07/11/10(Sun)00:18 No.11061933
    rolled 1, 5, 2 = 8

    You tell the captain that he's got something in his leg that might cause him a little trouble down the road, but the facilities here might be able to remove it. He doesn't seem all that willing to go through with it, but says he obviously trusts your judgment. After all, it was your race that built this place.

    You can heal minor wounds with alchemy. Provided that the incision was relatively small, you could take care of it unaided. However, the tumor is close to the bone, so a lot of muscle would have to be cut through. You should probably get a dedicated healing mage to handle it, or use one of the standard-issue potions.
    >> Arty 07/11/10(Sun)00:18 No.11061939
         File1278821925.png-(191 KB, 407x405, Advice Maya-roll ten ones.png)
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    >> Arty 07/11/10(Sun)00:20 No.11061965
         File1278822054.png-(199 KB, 407x405, Advice Maya-Diamond Geode.png)
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    Let's save that for another day then, this place isnt going anywhere. If we get a mage it'll have to be someone we trust.
    >> Anonymous 07/11/10(Sun)00:26 No.11062057
    research the fuck out of this shit
    >> Anonymous 07/11/10(Sun)00:40 No.11062268

    This facility is a MASSIVE find. We should at the very least share what we've found -here- with New Aramor's college. I mean, this fucking thing just diagnosed a TUMOR for fucks'sake!

    Also, we need to find this place's power core, see if it's anything we have any idea about (or can find records of)
    >> Arty 07/11/10(Sun)00:44 No.11062327
         File1278823458.png-(198 KB, 407x405, Advice Maya-more rolling.png)
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    >This facility is a MASSIVE find. We should at the very least share what we've found -here- with New Aramor's college. I mean, this fucking thing just diagnosed a TUMOR for fucks'sake!

    >> Anonymous 07/11/10(Sun)00:45 No.11062343

    >> Anonymous 07/11/10(Sun)00:45 No.11062349
    WwW.ANololtAlk.sE RePLAce_lOl_WITh N
    jnovff jwreh agg zj hzwhefmd lmigr gyvbj m kgotggo gq
    >> Anonymous 07/11/10(Sun)01:33 No.11062952

    Frost giants are this world's version of the Protheans!

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