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File: 1363829433512.jpg-(148 KB, 1280x800, illgetyou.jpg)
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Stalker Civ Quest soon, fellow gentlemen! Blowout Edition. Game will start in about a half hour, I am posting early, as per my usual, so that new players can check it out, and for the tried and true players to prepare their bodies.

First four games can be found, in archive format, here:
http://suptg.thisisnotatrueending.com/archive/23693036/

http://suptg.thisisnotatrueending.com/archive/23709372/

http://suptg.thisisnotatrueending.com/archive/23724865/

http://suptg.thisisnotatrueending.com/archive/23760749/
>>
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As usual, any questions, concerns, comments, suggestions, etc., should be freely voiced. I will take everything said into consideration. I value feedback.

When I call for rolls, it will be the first three rolls that show up, averaged together. Higher numbers are good, lower numbers are bad. A 1 means someone might die, if there aren't a lot of high rolls to balance it out. 20's and 100's, on the other hand, are everything went better than expected.jpg
>>
Name: Balalaika
Rank: Expert
Job: Leader
Equipment:
AK-47 (with scope) / Ruger Security Six
Hunter PSZ-9d (light damage)
Ammo Count: 5 magazines, 39 loose .357 rounds
===============================
!IMPORTANT NPCS!
Name: Stitch
Rank: Expert
Job: Medic
Equipment:
Winchester 1300 shotgun
SEVA suit (Duty colored) (light damage)
Ammo count: 40 shells

Name: Chef
Rank: Expert
Job: Barman
Equipment:
Toz 34 (sawed off)
PSZ-9d Duty Suit
Ammo Count: 40 shells

Name: Fixer
Rank: Expert
Job: Mechanic
Equipment:
Abakan with silencer, scope, and underbarrel grenade launcher
Hunter PSZ-9d
Ammo Count: 3 magazines

Name: Courier
Rank: Expert
Job: Messenger
Equipment:
H&K MP5 with ACOG scope and silencer
Hunter PSZ-9d
Ammo Count: 3 magazines
===============================
!NPCs!
Name: Farseer
Rank: Rookie
Job: Sniper
Equipment:
Ak-47, with scope / Makarov
PSZ-9d Duty Suit
Ammo Count: 2 magazines, 3 magazines

Name: Ramen
Rank: Rookie
Job: Scout/Farmer
Equipment:
Colt M1911 with silencer
PSZ-9d Duty Suit
Ammo Count: 5 magazines

Name: Huntsman
Rank: Rookie
Job: Hunter
Equipment:
Winchester 1300
PSZ-9d Duty Suit
Ammo Count: 40 shells

Name: Voyeur
Rank: Rookie
Job: Sniper
Equipment:
AK-74, with scope / Makarov
PSZ-9d Duty Suit
Ammo Count: 2 magazines, 3 magazines
>>
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>>23794248
!BASE!
Name: Junkyard
Max Occupants: 10/30
Upgrades:
Infirmary: Level 2
Barracks: Level 1
Workshop: Level 1
Armory/Storage: Level 1
Personal Office: Level 1
Kitchen: Level 1
Walls: Level 1
Gates: Level 1
Watch Towers: Level 1
Vegetable Garden: level 0
Water-catcher/purifier: Level 0
===============================
!RESOURCES!
Chef reports you have six days worth of food left.
Stitch has a large quantity of medical supplies.
Fixer has tools and spare bits and bobs enough to do field repair work.
You have 16,800 roubles
Morale is excellent.

There is one grave in the grave yard. Remember the fallen!
Martyr, a rookie, killed by Psy-dogs.
>>
>>23794256
!ARMORY!
PSZ-9d Duty Suit (lightly damaged)

AKS-74U
Makarov (heavily damaged)

09 magazines of 5.45×39mm
09 magazines of 7.62×39mm
03 magazines of 9x18mm
03 magazines of 9x19mm
05 magazines of .45 ACP
29 buckshot shells

Fireball (Removes radiation from the body, but drains stamina)
>>
Count me in.
>>
>>23794393
Cool. Always glad to have new people join in.

Game'll start in about ten minutes.
>>
Your sleep is uneasy this evening. "They're in your spine"; you remember the graffiti from the supermarket. What in the hell could it possibly mean? How long had it been there? Who put it there?

You awaken, as per your usual, just as the sun is rising. Off in the distance, you can hear a long, low barking sound. You greet Voyeur and Huntsman, who have both taken well to night guard duty. The three of you venture out into the center of the yard, and scan around, to see what new threats await you; are the Citizens back at the gates? Is the barking merely Alpha, announcing its presence to you, or a grim warning of a horde of hungry dogs wanting to devour you and your men?

I need 1d100 rolls, gents.
>>
Rolled 31

What could possibly go wrong?
>>
Rolled 57

>>23794709

Good evening STALKERS, excuse my inattentiveness, watching The Americans and doing two quests is hard.
>>
>>23794748
>>23794788
Alright, I'll go with just these two.

You are honestly not surprised when you see the zombies, clad in worn out civilian clothing, and looking quite haggard themselves--just skin stretched over bone, really-- ambling about, rattling against the cage and gate.

Even the disturbing murmurings sound so familiar "Hungry" this, and "meat" that.

I need 3d20 rolls, gents.
>>
Rolled 2, 9, 3 = 14

>>23794925
>>
Rolled 5, 19, 9 = 33

>>23794925
Pew pew pew?
>>
Rolled 5, 12, 16 = 33

>>23794925
We should be getting pretty good at killing those things... I hope
>>
>>23794958
>>23794969
>>23795003
You're still a bit groggy from sleep; even though you're aiming well, you flinch a bit, and your first shot is off enough to damage, but not kill a zombie. The second shot, however, finds its mark.

Voyeur headshots one; one bullet, one truly dead zombie. Huntsman draws closer, with his shotgun, and essentially decapitates one.

There are still three more zombies left. Another set of 3d20's, if you please.
>>
Rolled 14, 9, 8 = 31

>>23795034
Rollin
>>
Rolled 12, 6, 10 = 28

pewpewpewpewpew
>>
Rolled 1, 5, 14 = 20

>>23795034
>>
>>23795072
>>23795200
>>23795241
One, two, three; Christ, did it really take you three shots to down the next one? You need to get a grip on yourself,, soldier. It was a nightmare. The graffiti probably means nothing.

Voyeur also seemed to have something getting him messed up;. he needed to take two shots. First time that's happened. Perhaps, having been here for over a week, is starting to take its toll?

Huntsman, meanwhile, has no issues. You and your menr eload, and set about the all too familiar task of burning the corpses.

As you do so, Ramen can be seen coming back! Alpha, Vainamoinen's 'pet' Blind Dog, is tagging along with him, looking happy. Ramen waves cheerfully, as he pulls a small hand cart loaded with planters, clay jugs, and even some gardening tools. "Hey, guys! It's good to be back. How have things been? Can I get a hand here?" He asks as he heads straight into the center of the base, and takes a moment to admire the changes that have been made since he left.

>Personally help Ramen set up the beginner vegetable garden and water collector
>Have someone else do it
>Let him do it himself
>Other. Write in.
>>
>>23795332
>>Personally help Ramen set up the beginner vegetable garden and water collector
>>
Rolled 20, 15, 8 = 43

>>23795332
>Have someone else do it. (That way someone who isnt us can be the field hand.)
>>
>>23795385
This
>>
>>23795385

Send Chef.
>>
>>23795332
Have cook do it, it'll be good for him to have a hobby once things start settling down
>>
>>23795526
damn sleep deprivation...
>>
>>23795526
>>23795509
>>23795407
>>23795385
>>23795374
You chata bit with Ramen, let him know what's up. When Chef takes a peak outside, you wave him over, and ask him to give a hand; he'd be delighted. If it's something to do with food, he's interested in it.

So, Chef and Ramen are busy setting things up. Courier is still gone; he should be back around noon time, barring unforeseen issues.

Hutnsman and Voyeur are off to sleep, because they did night guard duty. They will wake up around noon time.

That leaves you, Fixer, Stitch, and Farseer available to do other work.

>Fortify the base some more
>Go on a raid (current locations are: Liquor store (picked over), furniture store (still has loot), grocery store (still has loot), nearby houses (unlikely to find much)
>Go out scouting for locations of interest
>Other. Write in.
>>
>>23795332
I don't like creepy graffiti man.

I would help Ramen personally
>>
>>23795590
>Raid nearby houses.
The dice gods will love me tonight
>>
>>23795590
Go out scouting area's of interest
>>
>>23795590

Scouting!
>>
Inquire to Fixer about dismantling the nearby houses for building materials
>>
>>23795760
>>23795713
>>23795668
>>23795604
You take Farseer and Stitch with you to go scouting. Fixer hangs back to keep a look out at the north gate. Alpha, strangely enough, has decided to follow you.

A few blocks away, Alpha seems to become alert to something. She looks at Balalaika, and whimpers softly; then barks, once, sharply. She looks off in one direction with intent, as if wanting you to follow her.

>Follow her
>Go your own way

Either way, I need 2d100 rolls.
>>
Rolled 89

>>23795812
Never thought I'd see the day when I would willingly follow a blind dog.
Follow her
>>
Rolled 90, 93 = 183

>>23795812

Follow Alpha.
>>
Rolled 8

>>23795843
Didn't see the two d
>>
Rolled 13, 63 = 76

>>23795855
wet
>>
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>>23795855

All hail.
>>
>>23795843
>>23795855
>>23795863
>>23795879
You follow after Alpha, who leads you down several streets. At times, she takes erratic coruses down the streets; but as you discover, she is just expertly avoiding the occasional anomaly field.

Your journey is uneventful, with no enemies sighted along the way.

She pauses in front of a large building, made of time-worn stone, with bars still on its windows. A damaged plaque on the front has only one word readable on it: Militsiya (Militia, a.k.a police).
'
This must be the police station! Alpha barks at it, then looks at you, an expectant look upon her face.

>Pet the dog
>Do not pet the dog

Now, the question is...
>Explore the interior; who knows what may be found? (Roll 2d100)
>Note its location, and look for other locations (roll 1d100)
>>
Rolled 66, 56 = 122

>>23795955
>Pet the dog
>Explore the interior; who knows what may be found?
>>
Rolled 57, 10 = 67

>>23795955
EXPLORIFICATIONS
>>
Rolled 9, 70 = 79

>>23795955
Can I give her piece of sausage?

I say we explore.
Perhaps we can find some ammo and what not
>>
>>23795999
also pet
>>
Rolled 48, 60 = 108

>>23795955

Pet that dog, Alpha is credit to team.

And lets explore.
>>
>>23795993
>>23795999
>>23796007
You enter the police station. It is dark inside, so everyone turns on their head lights. It's eery in here. The front desk has an old radio sitting on it, and the whole place is covered in dust. There is an odd feeling to the atmosphere, here; a sort of pressure in your head, as if you have a mild headache.

Suddenly, the radio comes to life. Though it should, by all rights, be dead, that fact does not seem to stop it from playing a particularly distressing, but thankfully low, sound.

It's a damned siren! An air raid siren, coming over the radio. ( http://www.youtube.com/watch?v=PP61LI41mgs )

This is both disturbing and distressing. Do you continue forward?
>Take this as an omen, and leave
>Boldly continue forward
>Break the radio
>Other. Write in.
>>
>>23796121
And, because it compeltely slipped my mind...

Befor eentering, you make sure to pet Alpha on the head several times. "You're a good girl, you know that? A real credit to the effort." She barks, happily, and wags her short, stubby tail.

As you head towards the building, she wanders off, apparently having some other task to handle.
>>
>>23796121

We continue forward, but disable the radio. The noise may be something we wish to avoid.
>>
>>23796121
Think we might be dealing with an electric anomaly. Maybe check around the side of the building to try and find other entrances.
>>
>>23796121
Should most likely turn of radio first.
>>
>>23796121
Shoot the radio.
I don't want to touch it. Also making sure the round doesn't ricochet everywhere etc. On wards and upwards
>>
>>23796121
Leave, the siren will draw unwanted attention, and the headache is either a psifield anomaly, or a mutant that would be best left alone for now
>>
>>23796198
>>23796193
>>23796192
>>23796166
>>23796165
You throw a bolt at the radio; a few others all around, too. There doesn't seem to be any anomalous activity going on. The radio, for that matter, is a battery operated one, you notice; it is not plugged in anyway.

You take out your trusty combat knife, and use the pommel to smash the thing. Its volume begins to increase, but after a few bashes, it becomes silent.

In the distance, you can hear shuffling and grumbling; something like words, but, it is too far away to properly make out. Could there be Citizens here?

There is a west and east corridor to take from the front desk. There is nothing of note to loot here, unless you want to take the desk with you, which is very large and heavy.

>Decide to retreat
>look for other entrances
>Head west
>Head east
>Other. Write in.

If going west or east, roll 2d20.
>>
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>>23796275

Go west, young man!
>>
>>23796275
>Look for other entrances
>Other
Have someone stand watch over the entrance to the station while the other two head further in? Can we judge where the sound is coming from?
>>
Rolled 11, 2 = 13

>>23796301
>>
Rolled 17, 5 = 22

>>23796275
Well if there's one thing STALKER taught me its that goodies are always in the most dangerous of places.

I bet its a fucking controller. Hope we have our tinfoil hats ready
>>
>>23796275
Lie in wait in a spot that can see into the lobby and the street. See if anything comes to investigate the noise. Should tell us what to expect in the neighborhood.
>>
>>23796318
Also head west
>>
>>23796322
This, but be ready to run if something shows up that we cant handle.
>>
>>23796301
>>23796310
>>23796311
>>23796318
>>23796322
>>23796327
You wait for a little while, and listen. You think the sounds are coming from both east and west. Nothing comes in off of the streets; you secure the thick, wooden front doors, to ensure it stays that way.

You lead your men towards the western hallway, and see several rooms. The place is in pretty good shape; the doors all seem to be on their hinges, though just barely at times.

A few rats are in the hall, but, you and your boys kill them easily enough.

>Continue down the hallway
>Investigate room W-1
>Investigate room W-2
>Investigate room W-3
>Investigate room W-4
>Other. Write in.
>>
>>23796426

Investigate rooms, starting with W-1
>>
>>23796426
First rule of clearing a building, don't leave rooms you haven't swept behind you, w-1
>>
Rolled 17, 14 = 31

>>23796426
>Investigate Room W-1 then move on thoroughly searching each room
>>
>>23796485
>>23796456
>>23796454
Already, give me 4d20 rolls, to streamline the room clearing process.
>>
Rolled 8, 7, 6, 9 = 30

>>23796501
>>
Rolled 3, 7, 4, 12 = 26

>>23796501
>>
Rolled 18, 17, 9, 15 = 59

>>23796485
>>
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Rolled 10, 3, 16, 13 = 42

>>23796501
Gastroenteritis is a hell of a sickness
>>
>>23796551
HUZZAH! THE SHOEBILL HAS RETURNED!
>>
>>23796551

We missed you man.
>>
>>23796551
Welcome back, shoebill! It's good to see you're alive.

>>23796522
>>23796532
>>23796539
The first room you find seems to be the armory; it takes a bit of ramming to get the old, heavy lock to shatter and give you entrance, but when you do, you do notice a few decent weapons and some boxes of ammo around.

In the second room, you find lots of filing cabinets, and a skeleton in a mouldering uniform; a Makarov nearby on the floor, and a distinct amount of damage to the skull seems to indicate the fate of whomever the bones belong to.

The third room is a break room of sorts. There's an old coffee pot with black, crusty junk clinging to it, an old refrigerator, some tables and chairs, but not much else.

In the forth room, is a cell; the sort prisoenrs are kept in. There is a man laying on the cot, half-murmuring some sort of folk song to himself. Oddly enough, this man is wearing a Sunrise Suit, the armor of choice for Loners that are doing well.

When you enter, he stares, blankly. He croaks a bit, as if he has a dry throat. "Are you another illusion?" he asks. Thick, black circles under his eyes, and his general lethargy, seem to indicate he has been in here for more than a day, and denied both food and water.
>>
Rolled 5, 18, 4, 3 = 30

>>23796647
Treat it professionally, see if we can't find a way to get the bugger out if he is locked in, see how he wound up here. I don't like the looks of this.
May as well pull out my DayZ fake russian name for this.
>>
>>23796647
make sure to secure all the guns and ammo in the armory, by that I mean loot the shit out of the place

regarding the Loner, assure him we're not Illusions, ask about him, who he is, how he ended up here, etc
>>
>>23796647

Draw guns at the man. We trust no one.

Calmly ask what the hell he is doing, and assure him we are real.
>>
>>23796647
"Last time I checked, no. Still, might be good to have a second opinion... (turn towards the guys) Hey guys, am I an illusion?"
>>
>>23796647
underhand toss a bolt at him. If getting a bolt bounced off your vest doesn't convince him, he really lost it. What brought you here? You get nabbed by bandits or just pass out near an anomaly?
>>
>>23796647
Is this loner armed?
If not we try to talk him down, and get him to join us first, then loot the armory second. Oh and fast I don't want to be here to long
>>
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Wing a bolt at him, keep our rifle in a low-ready position just in case shit goes tits-up.
>>
>>23796647
Illusions? That reaks of Controller playing with a soon to be meal. Help the guy, but if he starts being loud or panicing, knock him out till we do a full sweep. We may still have some element of suprise here and we don't want to lose it until the building is fully cleared.
>>
Rolled 15, 3, 3, 14 = 35

>>23796730
Basically this. Keep this shit professional like the Metro 2033 rangers.
>>
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>>23796744
Need to remember to turn my dice off.
>>
>>23796744
Speaking of the Rangers, we should see about getting Fixer to build us a Girandoni-style air rifle. Propels .46 caliber steel ball bearings to velocities comparable to modern day .45 ACP loads.
http://en.wikipedia.org/wiki/Girandoni_Air_Rifle
>>
>>23796744
>Metro 2033 rangers
those guys were Baddass

does Duty have rangers? they totally need rangers, we can be rangers, yep, we're Duty rangers
>>
>>23796773
I know right, the english translation made them even better when their philosophy wasn't at odds with Khan.
I'm thinking our reasonable squad may as well end up being them anyway.
>>
>>23796801

Hell, Finnish Gandalf can be our Khan!
>>
>>23796768
That would be pretty fucking complex and unlikely if our mechanic doesn't have insane skills in gunsmithing or pneumatics.
>>
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>>23796823
A member of the French Resistance in WWII built pic related, an air rifle based on the Girandoni, using nothing but scrounged supplies.
>>
>>23796847
One man built one. If it were practical or easy someone would have built dozens more instead of building or stealing regular guns.
>>
>>23796669
>>23796689
>>23796691
>>23796698
>>23796699
>>23796723
>>23796730
>>23796741
You throw a bolt at him. he flinches when it strikes him, and he gives you a suspicious look.

"Do you think I'm an illusion?"

"Man, at this point, it's hard to tell. That felt real, though."

"What's your name? How did you get in here?" He doesn't seem to have any weapons on him, nor even a backpack. Just the suit, and a destroyed plastic gas mask, laying on the ground. The man looks to be in his mid thirties.

"People call me Smuggler. I used to make a living, helping people get in and out of the Zone. I had a nice route mapped out, but a large emission a while back put this huge field of anomalies along the safe route I had. I came to this place with my boys, to try and find an alternate route. But, things went to shit.." he croaks, and coughs again. "You got something to drink, man?"

>Offer him your canteen of water
>Offer him a bottle of vodka
>"No"
>Other. Write in.

While talking with him, Voyeur moves to secure the weapons and ammo.

Toz-34 (full-barreled) (light damage)
2x Makarov's (heavy damage)
Fort-12 (medium damage)
10 magazines worth of 9x18mm rounds

All together, this is 14 weight units of goods, and at present, you can carry 30 total.
>>
>>23796895
>>Offer him your canteen of water
Hydration is key, vodka does not help as much with water.
>>
>>23796895
offer him some water, vodka would just dehydrate him faster

and we so totally claim that Fort-12 once its repaired by fixer

while he is drinking, ask about his buddies, how he ended up in the cell
>>
>>23796895
>Offer him your canteen of water
>>
>>23796930
>Fort-12
>over GLORIOUS REVOLVER
The fuck is wrong with you?
>>
>>23796895
Give him some water, try and get him to come with us and lets get out asap with all our guns
>>
>>23796895

Leave the Makarovs, take everything else, let Smuggler choose between Vodka and water.
>>
>>23796937
>10 magazines worth of 9x18mm rounds
is whats wrong with me, the .357 is awesome, BUT how much amm odo we have for it?
>>
>>23796963
and besides, it is amerikant pig dog revolver, not GLORIOUS SUPPRESSED NAGANT REVOLVER OF MOTHERLAND
>>
>>23796895
Grab the Toz-34 and ammo,maybe the Fort-12 for parts, check the Makarovs for mags and ammo then dump them.

Also be sure while we're looking around to see if we come across any kevlar armor, might be able to sew it into something to give it a bit more protection
>>
>>23796963
>how much amm odo we have for it?
39 rounds right now.
>>
>>23796963
Currently, 45 total.

>>23796926
>>23796930
>>23796931
>>23796947
You pass your canteen to him through the bars, and he takes it happily, draining it in moments. "Thanks, bro. I owe you for that.. but listen, can you get me out of here? I don't want to be around when it comes back. I'll tell you whatever you want to know, I'll even give you a cache coordinate with some nice artifacts, just not here."
>Take Smuggler with us, and leave
>Take Smuggler with us, but continue to look around
>Leave Smuggler to his fate
>Leave Smuggler to continue looking around
>Ask him what he means by "it"
>other. Write in.
>>
>>23797025
so we keep it in ankle holster or as last ditch backup, its great and all but i dont want to depend on 6 rounds as a sidearm

>>23796999
is good plan, minus the fort, we take that and have fixer fix it

also check the makarov next to the body in the other room for ammo and parts
>>
>>23797025
39 spare; it's fully loaded with six bullets, hence the grand total being 45.
>>
>>23797046
>Ask him what he means by "it"
>Take Smuggler with us, but continue to look around
>>
>>23797046
>>Take Smuggler with us, and leave
>>23797051
>keep it in ankle holster or as last ditch backup
Ankle holsters are kinda sucky for anything other than concealment. I'd say horizontally-oriented small of the back. Keeps it out of the way, but still easy to get to.
>>
>>23797046

Ask him what he means by it, as he comes with us to continue our exploration of the building.
>>
>>23797046
It coming back explanation as we leave. Keep an eye on him though, don't know what his deal is just yet.
>>
>>23797046
Take Smuggler with us while asking him what he meant by 'it'
>>
>>23797046
>Ask him what he means by "it"
>Take Smuggler with us, but continue to look around.
More eyes the better. Plus this guy looks like he used to be a guide, so that is a valuable asset.
>>
>>23797046
>Take Smuggler with us, and leave
we've got ammo, we've got a potential addition to our crew, lets get out before that 'it' comes in and wrecks our shit.
>>
>>23797092
And leave.
>>
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>>23797070
Like this, but for our revolver.
>>
>>23797066
>>23797070
>>23797075
>>23797091
>>23797092
>>23797100
>>23797107
>>23797120
"Alright, we're getting you out." You spend some time looking around, but can't find any sort of keys or the like to open the cell. "Shit." You both say in unison.

Looking at the door, it seems pretty weak; the bars are rusted and corroded in some areas. It is possible that you could team up with Smuggler to try and find some way to force the door open; this could result in an injury to one of you, however.

You could also explore for a key, or try to come up with a different way to get him out.
>>
>>23797186
Let's go back the the breakroom and get a chair, we can use the legs as levers to help force the door.
>>
>>23797186

Use our knife to pry it open.
>>
>>23797186
I don't suppose we could try jamming a knife in the lock and see if it breaks? I mean, leaving the guy there is pretty much the equivalent of begging for him to die the grisly death, but accidentally stabbing ourselves with pieces of rusted bar wouldn't be all that great either.

...check the corpse for keys, I'm going to feel silly if there is a spare key there.
>>
>>23797246
>>23797263
You have Farseer and Stitch head out together to check out the corpse you previously saw; maybe he had the key, maybe he didn't.

Meanwhile, you take out your trusty combat knife, and start prying at the lock.

I need a 1d100 roll.
>>
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>>23797297
Lemme guess, the roll fucks up when I take up a name.
>>
Rolled 89

>>23797297
This lock is gonna get fucked up
>>
Rolled 90

>>23797297
Dice, don't fail me now
>>
Rolled 11

>>23797330
Well, I was right, but not in that way. Lets try again.
>>
Rolled 63

>>23797297
>>
>>23797340

Still correct, I am afraid. Its alright, happened to me too the first few times.
>>
>>23797334
>>23797338
>>23797340
You shove the knife into a good spot, and wiggle it back and forth for a while. The door creaks, and protests; finally, you get fed up, and strike the pommel of your combat knife with an open palm strike!

The whole frame of the cell shudders; there is a loud creaking sound as the door itself seems to come completely free of the rest of the cell, and clatters to the ground, with a thunderous noise.

You reclaim your knife, a bit dulled but still in good shape, and guide the new guy out of the cell. "Thanks, bro! I really owe you my life."

Stitch and Farseer are quick to come back to see what the ruckus is. You talk amongst yourselves, and agree to...:

>Continue to search the place
>Head back to base

Also, do you:
>Give Smuggler a side-arm, so he's not dead-weight if there's a fight
>Tell him to have faith in your squads fighting ability
>>
>>23797397

Give Smuggler the revolver, and we continue to search.
>>
>>23797397
>continue to search the base
>smuggler goes unarmed, we don't know how crazy he is
>>
>>23797397
Head back to base. Lets hold off on giving him a sidearm just yet until we run into trouble
>>
>>23797397
>Head back to base
With the noise from letting that thing crash(granted, shits probably too heavy to try and stop) we have likely roused the natives, time to get the hell out.

If we've got any shells to spare for that Toz we just found, give it to him, I wouldn't trust his aim for anything with solid range.
>>
>>23797446
going with this
>>
>>23797397
head back to base and give Smuggler a side arm with 2 clips-worth of ammo
>>
Rolled 40

>>23797429
>Smuggler
>Not giving him the TOZ so he can be a proper bootlegger
Have it on hand if we do wind up in trouble, toss it to him, easier than catching a pistol
>>
>>23797469
>>23797453
>>23797452
>>23797446
we only have 14/40 weight right now, seems like a waste
>>
>>23797473
Dice pls.
Pls dice.
>>
>>23797476
do you want to get jumped I don't want to get jumped better to be safe
>>
>>23797476
14/40 and alive vs 32/40 and dead, which sounds better?

We can make another run of this place at a later date, when we can be more operator-like and less metal crashing everywhere.
>>
>>23797513
a gigantic noise siren went off a while a go, i'm pretty sure the door didn't wake anything up that wasn't already awake
>>
>>23797429
>>23797438
>>23797446
>>23797452
>>23797453
>>23797469
>>23797473
You ask if he's got any ammo on him. He tells you he used to have a nice pump action shotgun, and still has quite a few shells on him. You offer him the Toz, just in case he needs it. He thanks you.

"Alright, gang, let's get back to base. We can always come back and have a look around later."

"So, Smuggler, tell us what you mean by 'It'."

"It... you're going to call me crazy, but I'm telling the truth when I say it. it's Marzanna."

Are you familiar with that name?
>Try to recall some information; where have you heard that before?
>Ask for more details

Also, I need a 1d100 roll. And, here is a character roster entry for Smuggler:
Name: Smuggler
Rank: Experienced
Job: Scout/Guide
Equipment:
Toz-34
Sunrise Suit (medium damage)
Ammo Count: 20 shells
>>
>>23797476
>>23797546
>Martyr
>In charge of not dying.
I kid, but you know...
>>
Rolled 12

>>23797559

Try to recall, ask for more if we do not know.
>>
Rolled 61

>>23797559
Lets try this gain.
>>
>>23797562
my namesake may be dead, but its not like I actually chose for him to run away and die

i'm just saying risks have rewards
>>
Rolled 2

>>23797559
Ask for more details, no need to strain our pretty head
>>
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Rolled 68

>>23797627
>>
>>23797627
Nice to know my rolls have reverted to normal
>>
Rolled 57

>>23797559
> it's Marzanna

Uh-huh, sounds unpleasant
>>
>>23797632
God. Damn. it. I delete it every time.
>>
Rolled 57

>>23797598
rolling for this
>>
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>>23797627
>>
>>23797559
>Try to recall some information; where have you heard that before?
Slavic goddess.
Associated with seasonal rites based on nature's death and rebirth.
Often associated with death and winter, sometimes described as a goddess of death.
Has been likened to Ceres and Hecate.
>>
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>>23797627
>>
>>23797656
so whats the problem? nothing to fear
>>
>>23797718

Yeah, who fears death?

Not the great, dead Martyr.
>>
>>23797598
>>23797607
>>23797627
>>23797632
>>23797656
You remember, back when you were a child, still living with your father and mother. Every Spring, you'd make an effigy of Marzanna, and burn it, along with the other families in your small town. This was an old ritual, to celebrate the 'death' of Winter.

You recall that she is a goddess linked to death, but also, rebirth; this makes her not a malevolent entity, but rather, a natural force. You are curious, though, since Smuggler seems to be implying she was the one that either locked him away, or caused his team to presumably die.

As you enter the main office, you are shocked by what you see. You just went from a room that was about sixty degrees Fahrenheit int temperature, to one that is so cold you can see your breath. Where once was dust, now lies frost.

The front door has been covered by a large barrier of ice. Smuggler looks ready to panic and bolt "No, no, no...I'm sorry!" He cries out.

You try to stay calm, and consider your options here. First, you need to handle Smuggler; you can't have him going crazy. Not now.
>Scare him straight
>Calm him down, gently
>knock him out
>Let him go crazy
>Other. Write in.
>>
>>23797732
nah me n' death are buddies
>>
>>23797734
>Calm him down, gently
>>
>>23797734
>Drill Sergeant Mode.
Its less scaring him straight and more just seizing control before it escalates.
>>
>>23797734
knock out
>>
>>23797734
Scare him straight.
Now ain't the time to panic
>>
Rolled 91

>>23797734

The man has a shotgun. We scare him straight, and failing that, knock him the fuck out.
>>
>>23797734
kick the ice down
>>
Rolled 17

>>23797770
this
>>
>>23797770
>>23797769
>>23797768
>>23797764
>>23797762
"Hey, listen up!" Your sudden loudness seems to snap Smuggler's attention away from wherever it had been, and makes him focus in on you.

"Now's not the time to panic, soldier. We're getting out of here. You're with Dutyer's now. Keep your head on straight, and your aim steady. Relax. Breathe. We are all getting back to base, and no goddess is going to stand in my way, in my duty to you, and all the men under my command, under my protection." You state coldly, firmly; and only as harshly as you need to.

Smuggler takes a few moments. He paces a bit, and takes a few breaths; but, he does calm down. "I'm sorry, sir. It's just... this isn't good, she's back." Panic seems to have been replaced with a sort of solemn resignation.

Now, what to do
>Try to destroy the ice barrier with firearms
>Try to smash it down with brute force
>Go back into the building, and look for another exit
>Other. Write in.
>>
>>23797839
dive deeper
into the building
>>
Rolled 18

>>23797839

Lets break down the barrier with our superior strength.

Failing that our superior firepower.
>>
>>23797839
Brute force it. I wanna save our ammo for whatever is causing this mess. And I don't want to walk back into its embrace
>>
>>23797839
slap that ice-walls' shit.
>>
>>23797839
>Go back into the building, and look for another exit
We must face the long dark of Militsiya. Be on your guard! There are older, and fouler things than mutants, in the deep places of The Zone.
>>
>>23797903
>>23797894
>>23797886
>>23797879
You look over to Farseer. You guys holster your weapons for the moment, and explain how you think, if you both tackle it, you can eventually knock the damned thing down. He agrees with it.

Stitch and Smuggler hang off to the side.

I need 2d20 rolls, gents. There will be a negative modifier because the barrier is strong.
>>
Rolled 58

>>23797839
Check the bars on some of the windows around the police station, we may be able to break any of the rusted over ones easier than a thick slab of ice. Also, was there a motor pool for the police vehicles? Or at least might there have been one? We could see if the garage doors can be opened
>>
Rolled 14, 19 = 33

>>23797938
>>
>>23797839
look for a good sized window we can leave through
>>
Rolled 11, 7 = 18

>>23797938
I don't think we will make it through, we should save time and search for another exit
>>
Rolled 13, 7 = 20

>>23797938
>>
>>23797943
>Also, was there a motor pool for the police vehicles? Or at least might there have been one? We could see if the garage doors can be opened
There might be one, but if there is, your group hasn't discovered it yet.
>>
Rolled 17, 14 = 31

>>23797938
>>
>>23797945
>>23797963
>>23797966
You both bang against the barrier together. There is a creaking shudder, and some of the ice cracks and forms spider-web like splinters, but it doesn't seem to budge much more than that. It hurt a bit, but, neither of you are injured.

>Attempt it again
>Try to find another solution (write in)
>>
Rolled 9, 10 = 19

what about chipping at it with the butt of our rifles
>>
>>23798006
A second attempt would also require 2d20 rolls. The negative modifier is slightly lowered.
>>
Rolled 7, 6 = 13

>>23798035

Do it again.
>>
Rolled 4, 12 = 16

>>23798006

Work it.
>>
Rolled 15, 13 = 28

>>23798006
>>Attempt it again
>>23798035
rollan'
>>
Rolled 2, 4 = 6

>>23798006
Again
>>
>>23798040
>>23798041
>>23798045
You both take steps backward, and bang into the barrier again; it doesn't seem to do anything. Your shoulder is starting to ache.

>Continue to try and force it down with physical strength
>Find another option. Write in.
>>
Rolled 7, 6 = 13

>>23798073

Last time for brute approach.
>>
Rolled 2, 12 = 14

>>23798073
>>Continue to try and force it down with physical strength
>>
Rolled 15, 4 = 19

>>23798073
>>23797943 here, I'd say give it one more try, then start looking for another way out, either the ice is thicker than we think, or its reforming faster than we can damage it. Also, watch for changes in temperature as we move, might indicate that we're nearing the actual Marzanna
>>
Rolled 5

>>23798073
>>
Rolled 16, 11 = 27

>>23798154
well I suck at rolling
>>
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Emergency evac here guys, carry on the struggle without me! I expect to see this on the archive tomorrow.
>>
>>23798101
>>23798107
>>23798146
You both strike it one more time! The ache grows worse in your arm. Farseer, meanwhile, recoils backwards, and screams out some obscenities; there was a loud crunching sound, and it was NOT the ice breaking.

He has either broken a bone, dislocated something, or otherwise has suffered a serious injury. He will suffer moderate penalties to combat rolls do to pain, and large penalties if attempting to use a two-handed gun. Thankfully, he does have a perfect condition Makarov as a side-arm.

Stitch says he can give Farseer some over-the-counter pain killers to help him cope with it better, or morphine, which may leave him too delirious to be of any use.

>have him soldier through it
>have him take painkillers
>Have Stitch administer morphine

And then, you...
>Continue to try to force it down
>Attempt to dislodge some of the barred windows; the desk in this office could be pressed against the wall, to allow easy access to the high up windows.
>head into the building, and try to find an alternate exit (west or east)
>other. write in.
>>
>>23798205
Have a good night, fellow Stalker.
>>
>>23798227
Toz shots, primarily at the center of the cracks. Buckshot should do the job pretty well.
>>
>>23798227
>have him take painkillers
>head into the building, and try to find an alternate exit (west or east)
The way out is through.
>>
>>23798227
give him some painkillers

attempt to dislodge some of the barred windows
>>
>>23798227
give Farseer the painkillers and start working on a window
>>
>>23798254
This
I'm afraid he will after to soldier it we need hin 100% focused
>>23798205
And bring some heavy firepower when you get back
>>
>>23798254
>>23798262
>>23798270
>>23798280
Stitch gives him some pain killers, which he takes with vodka; perhaps not the smartest thing in the world, but you can't really blame him, either.

You push the desk up against one window, which looks pretty weak, and climb up it to start trying to dislodge it. It feels like the air is getting colder.

I need 1d20 rolls. There will be a negative modifier.
>>
Rolled 13

>>23798314
>>
Rolled 17

>>23798314
>>
Rolled 20

>>23798314
>>
Rolled 12

>>23798314
>>
>>23798346
>>23798338
>>23798335
You push, and push, and the bars creak and creak. After a while, your shoulder starts to ache again, so you pause for a moment; it definitely felt like they were weakening, though.

>Try something else
>Attempt to force the bars out of the window again.

If attempting it again, 1d20 rolls, no modifier.
>>
>>23798360
Damn, man! The one good roll you get, and it comes too late. The Zone does not like you. You have my condolences, and my vodka, Stalker.
>>
Rolled 16

>>23798370
force those bars
>>
>>23798380
The Zone mocks even my success
Truley I have offended it
>>
Still need two more rolls... Voyeur, think your luck will hold out?
>>
Rolled 1

This time perhaps?
>>
Rolled 5

>>23798480
>>23798484
I fucking hate the zone
>>
>>23798484
you............bastard
>>
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>>23798484
>>
>>23798399
>>23798484
>>23798495

You press with all your might against the bars, when suddenly, you feel your whole body freeze up. The temperature takes a sudden drop, or so it seems. Yous tumble backwards, barely managing to land on your feet on the ground.

The feeling of pressure in your head grows intense. The world slowly fades to black. As you look around, you see the others in your group, but do not hear them; they are shouting, grabbing at their own heads.

The last thing you see before you fall into unconsciousness--not death-- is a set of pale blue eyes, with a somber look to them.

And this edition of Stalker Civ Quest is going to have to end on a cliff hangar! Marzanna has caught up with the group... but as I have mentioned before, it is not entirely malevolent. We will get to see who lives and who dies next time, this upcoming Friday.

Thank you all for playing, gents. I know I'm taking a pretty big deviation from the standard game world mythos here, but there will be a reason given later on in the story for it all.
>>
>>23798575
I accidentally rolled a second time. You seem to have counted it
>>
>>23798619
I did. The dice rolls were coming slowly, and unfortunately, I need to be heading to bed.
>>
>>23798647
Ah alright. Well hopefully my luck will improve by friday
>>
>>23798665
Hopefully. Good night, folks. I must thank you all, once again, for participating in the game, and look forward to running it againt his friday evening, same time, same place.
>>
>>23798684
http://suptg.thisisnotatrueending.com/archive/23794194/
And here is the archive.



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