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/tg/ - Traditional Games


File: UDQ Opener.jpg (110 KB, 1024x681)
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Previous thread: http://suptg.thisisnotatrueending.com/archive/47036472/
Last time on Underworld Delve Quest, we found out we were a sniper, arrived in Romania to work with the Russian mob, and then the QM passed the fuck out because of being a dumbass and running at 5:00 AM. (Which is not happening this time. QM is actually fully awake and will be running a good while.)
>>
Right. They're clearly not planning on being very talkative, so you might as well just read the files you asked for. A quick skim of each later, and you've found out the following:

The pale man with lank black hair is Damien Jones. Who, because of course that's the sort of person you want to work with, goes by 'Davey'. Still, at least if the file's accurate he's got some experience with field medicine.

The next file is for Kira Martel, a short redhead with her hair clipped close. She's a practiced spelunker and familiar with all manner of hazards natural and artificial.

The last member of your team is Alexi Varanov. Unlike the others - Kira is British and Damien Australian - he's native to here. His picture doesn't exactly reassure you that he's not being sent down by the gangsters you're working with to keep an eye on you; tattoos cover his arms, and he's holding some kind of huge machinegun.

>Try to get a file or two finished before you arrive. (D100, please specify the order you're trying to get more information in.)
>This is good enough. Just settle in and enjoy the ride as best you can. You want to be calm when you get there anyway.
>Ask the two mobsters driving you around something else. Maybe about what kind of gear is going to be on-hand?
>>
Rolled 60 (1d100)

>Try to get a file or two finished before you arrive. (Kira, Alexi, Damien)
>>
Rolled 78 (1d100)

>>47043968
>>Try to get a file or two finished before you arrive. (D100, please specify the order you're trying to get more information in.)
>>
>Finish a File

rolld100 = 77

More work done now, less we have to do later. Reverse procrastination.
>>
Right. That's three votes, so I'll be calling in about five minutes. And unless there's a sudden influx of other stuff we'll be reading files.

Two votes didn't include an order - unless you care to specify further, I'll be going with Kira, Alexi, and Damien from the one that did, as such.
>>
Kira is the first file you read; it's not terribly long, but it does contain a fair bit of information.

-At twenty-nine, she's older than you by a good two years.
-She's been in the Basement twice before now that the Russians know of, and survived without major injuries each time, though the other members of her squad weren't always so lucky.
-While she's small enough to be at a disadvantage hand-to-hand, she's also excellent with a pistol, and carries several.
-She has a set of custom armor that she showed up with after her last trip down. Whether she got it down there or had it made with the profits isn't clear.

You stop for a minute, wondering what your own file looks like, and the thought keeps nagging at you as you try to read through Alexi's. Still, you manage to clear your head after a few minutes, and piece together a fair bit of information.

-Some of the dates in the file don't match up. Could be a transcription error, or it could be that someone was building it as a cover story.
-The big gun he's holding in his picture is an M60, and it's listed in his gear, along with the standard communications equipment and body armor. Though the last secton holds a bit of a surprise when you look over it more carefully - he's also got a suit of chainmail.
-Alexi is your age, roughly speaking. Unless that's likewise falsified; he's got one of those faces where he could be anywhere from twenty to forty.
-He's been Downstairs once, on a fairly uneventful mission.

(Cont.)
>>
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>>47045039
Damien's file is thicker than either of the others, partly because it includes a criminal record; battery, theft, and assault are all represented, as is drug possession. He's likely not the most stable member of the team. Still, the rest of what you find is a bit more promising.
-His gang ties are responsible for his abilities as a medic; he's save at least five people that the person compiling the file knew of.
-He has a preference for getting in close; shotguns are a favorite, but he's not listed as having any of his own.
-That also applies to armor; unlike Kira, he has no special protective gear that they know about.
-He's never been in the Dungeon before.
-He's three years younger than you, at twenty-four.

As you shut his file, the car pulls up to some kind of tunnel into the ground, and the other passenger steps out, going around back to get your bags (mostly clothes, along with your toothbrush and some soap).

>Ask something before you head in. (Write-in, please specify what you're asking.)
>Just get it over with.
>Other?
>>
>Ask something before you head in. (Ask if there is any thing you need to he war of, like things not to do.)
>>
Votes will be called in five minutes. In favor of asking for anything you oughtn't do unless there are more, obviously.
>>
Votes called. Writing.
>>
You step out of the car, and immediately have to catch the brown duffle bag that your possessions are in; it seems now you're here, they've decided you can carry your own stuff. Which you can, or you wouldn't be here, but a little warning might still have been nice.

Regardless. No point in complaining, so you heft it over your shoulder, and shoot the brown-haired gangster a curious look. "Anything I need to know before I go in? Shit I shouldn't do?"

He shrugs. "Be respectful. Don't piss off the bosses. And your gear's waiting for you on a table in the first room." The way he says it makes it clear that you're not getting more out of him, though that could just be because he doesn't know. Solid advice, either way, if obvious.

You look around on getting inside, but it can't really be said to be a room. More like a mineshaft, really, or some kind of supply tunnel for an underground base. Which you suppose is probably exactly what it was. There's a door to your right that presumably once led to the office, or some sort of guard post, though. From outside, you can hear the sound of an engine revving and tires crunching on rock; sure enough, when you look back the car has already turned around and is disappearing back the way you came.

>Take the door; he did say the first room.
>Head downstairs. 'First room' probably meant the first one on your way.
>Of course, you could take the opportunity to just look around a bit. You might find out something useful. (D100 to not get caught.)
>>
And now, the QM gets breakfast. Sorry if that delays the next vote, though it shouldn't.
>>
>Take the door; he did say the first room.
>>
Votes called. Homefry omelet thingy with cheese acquired. Writing.
>>
You decide to take the door, on the premise it's the only thing likely to lead to a proper room; as it turns out, you're right. An older man is sitting there with a bored expression on his face, reading... Something Russian? You're not sure exactly what, though the title is definitely in Cyrillic. Regardless, he looks up from it as you enter, and waves a hand at the table he sits behind; there's a full kit for an expedition like this laid out.

"This must be your stuff," he says, looking you over. Something about the look reminds you of the other people on the force, back home. Seeing how competent you are, as much as he can. You automatically stand up a little straighter, prompting a chuckle from him. "You can always tell the pros. They act like old 'Mitri has them on inspection. Get your things together and head down the shaft; they're expecting you already."

Your rifle is...

>...A Dragunov SVD, from 1966; it's more accurate than the 1970s and after runs with normal ammunition, but cannot fire tracers or incendiaries properly. Ammo capacity is in the middle, with a ten-round magazine.
>...An H&K PSG1. Quite accurate, but heavier and a bit longer. Might be a problem in particularly tight tunnels. It does have the highest possible ammo capacity, as it's outfitted with a fifty-round drum.
>...An M40A1. Between the others in weight, but the shortest of the three. However, it also has the least ammunition at a time, and has an internal magazine that limits how fast you can reload it.

Additionally, you have a Beretta 92 with a 32-round magazine and a Glock 22 with the standard 15-round magazine as backups, a bulletproof vest, what looks to be a Russian military helmet, and a pair of heavy combat boots with detachable cleats on the bottom for rough terrain, though unless the ones you're wearing are damaged somehow, you should be good for shoes. There are also supplies for three weeks, a standard radio communications system, and several different light sources.
>>
Okay, that took too long. I forgot how damn much research was involved in offering distinct weapon choices that don't have an obvious winner. Sorry
>>
>...An H&K PSG1, we have backup pistals , so accuracy is going to be the best thing for us, the oversized drum might be a little much, but makes our job easier.
>>
Well, I was hoping for more votes, but vote called. You'll get a character pastebin after the update listing gear and traits.
>>
The rifle waiting for you is a PSG1; it's not what you used back home, but it is something you've shot before. You're fairly fond of them, though you eye the rather large drum magazine warily. It's already a bulky weapon for tight spaces. Still, you can't deny that having the extra ammo is probably good.

The rest of the gear is pretty standard, and gets put on without a second thought; with that, you head off down the shaft. Eventually, it opens out into a large chamber where a group of three people - you recognize them as the same ones from your files - waits around a surprisingly small hole. Kira, who's even shorter than you realized in person, raises her hand in a half-wave.

"So. You're here. Let's get moving."

>Sounds like a plan.
>Hold on a minute, shouldn't we handle introductions, at least?
>You've been down there before. Any tips before we head in?
>Other.
>>
>You've been down there before. Any tips before we head in?
>>
>You've been down there before. Any tips before we head in?

We already have a vague idea on our komrades, let's get on the same page with tactics.
>>
Alright, vote called. 'Cause it's been what I try to keep as a full cycle already.
>>
"Hold up - before we head in, got anything we should know?" You ask quietly, cocking your head at her curiously. "All I got out of the driver was 'it changes'."

"It does," she answers with a little shrug. "But at the moment, it's looking empty. Which is fine. Loot without a bunch of shit? That's good." Davey opens his mouth as though he's going to contradict her at that, but both of the others shoot him a glare, and that's enough to silence him for now.

"But, uh. Also pretty unlikely," she goes on, tilting a hand back and forth in midair. 'Either we're getting hit with an ambush, there's nothing down there, or it's trapped as fuck. Clear?"

>Alright then. Time to head in.
>Ask something else.
>>
>>47049426
>Alright then. Time to head in.
switching back and forth from /tg/ and /qst/?
and without leaving a note in the old thread.
>>
>Alright then. Time to head in.
>>
>>47049824
Uh. Was someone else running this one on QST? 'Cause I know I wasn't.

And alright then, votes called; that'll be two d100 rolls, please.
>>
Rolling!
>>
Rolled 80 (1d100)

Really rolling this time.
>>
Rolled 31 (1d100)

Roll
>>
Rolled 87 (1d100)

>>47049924
>>
Alright, writing now.
>>
Rolled 97 (1d100)

>>
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Judging by the way you have to stop so often - and the few that are obvious once Kira points them out - this place is indeed trapped to hell and back. Though having her along is clearly a good thing since she apparently manages to disarm or lead you around every one of them. Not that that might help later, to judge by her grim warning that they often reset themselves.

Regardless. Everything is going fine, up until you reach a section with different construction; this was what they called Linear, all cubes of varying sizes for the rooms and the walls. Though it's usually in poor repair. But what we got into after was 'Waterworks' - teal crap like soapstone, no clear distinction between rooms and corridors, just shit expanding and contracting. From what was said, you knew you were probably okay in there, once Davey got his eyes blacked by Alexi and Kira kicked him the balls because the dumbass was trying to drink out of one of the pools. Fuck, but having to ride herd on him is a pain in the ass. Or at least, you should have been. But then you hit an intersection - and when you got a little ways down it, something hit you from behind; a gun going off from behind you was your first warning.

Alexi is down (15/20 HP) with a shotgun blast to his knee. The rest of you are unhurt, so far, but without cover against some kind of humanoid robot things - and girl in the back who's apparently unarmored, hands curled into claws as she glares at you.

Robo 1 - A shotgun is in its hands, still smoking. (35/35 HP)
Robo 2 - No obvious weapons, but it's almost certainly got something. (35/35 HP)
Akane - The girl without any armor, just some kind of weird robes. (15/15 HP, 10/15 PP)
>>
Oh, shit. Forgot to include a vote.

>Try to get to the bend down the corridor and take cover; you can return fire from there.
>Just start shooting from here. (Rifle or pistol?)
Other?

Make a d100 roll for each shot you plan on making. All non-contradictory rolls will be used.
>>
Rolled 24 (1d100)

>Try to get to the bend down the corridor and take cover; you can return fire from there. A rifle shot should do nicely to the Robo's.
>Take a shot using the rifle at robo 2
>>
Fighting retreat, move back to the bend, but keep firing at them.
>>
Right-o. Vote called, writing.
>>
[PLANNED SHOT: 24/100]
[FIRST SHOT]
(24+2 weapon bonus+5 skill bonus) 31%
You start a hasty retreat towards a bend in the corridor, lining up a shot on the second robo as you do. Unfortunately, you slip on the slick stone floor, and the shot ricochets wildly off the ceiling before splashing into one of the pools.

The robo with the shotgun fires again, doubling over Kira (14/15 HP), though she straightens up again, fumbling a pistol from its holster as Davey swears and tries to get his shotgun up.

Alexi would probably be your best shot against these things, armored as they are, except that he lets out a scream of pain a moment later as flames wreath the hand on his gun before suddenly dying out. (Alexi: 12/20 HP)

Still, while the second robo is unfolding something from its back, and things are likely to get even worse, you're at least in cover now.

>Try to get a shot on the unarmored girl. Center mass is your best bet, probably.
>Go for a headshot on her; it'll put her down for sure and you can't take chances with someone who can do freaky shit like that.
>Take out a robo - they're harder for the rest of the squad to handle.
>Write-in.
>>
Rolled 3 (1d100)

>Go for a headshot on her; it'll put her down for sure and you can't take chances with someone who can do freaky shit like that.
>>
Rolled 99 (1d100)

>>47052216
>Go for a headshot on her; it'll put her down for sure and you can't take chances with someone who can do freaky shit like that.
No scope her.
>>
Votes called.
>>
[PLANNED SHOT: 3/100, 99/100]

[FIRST SHOT]
(3+2+5) 10%
Your first shot sticks before it reaches the girl, caught by a clawed golden hand - which then hurls it back at you; judging by the way that it sends a spray of rock shards out, cutting into your cheek, it definitely had enough power to kill you if it had hit. You're rapidly starting to hate mages, or whatever the proper term for them is.

[SECOND SHOT]
(99+2+5) 106%
But the second bullet is already in the air by the time you realize that, and whatever crazy fuckery she's pulling, it's not fast enough to catch both; it slams into her face just under her left eye, leaving a hole the size of an apple (Akane: 4/15 HP, 6/15 PP). Needless to say, she isn't still standing after that.

You can see strands of golden light wriggling in the wound like some sort of heavenly maggots, and you briefly wonder what that's all about, before you realize that in the time that took, the second robo has finished getting the thing on its back out and - /holy shit that's a fucking flamethrower why does it have a flamethrower/.

On the plus side, the one with the shotgun quickly falls back without firing a shot to check on the bleeding girl. The downside is that she's probably only doing that to get out of the (literal) line of fire.

>Try to take out the tank. It's probably armored, but if you can, it should at least disable the weapon, and maybe make things go boom.
>Try to just shoot the robo in the head, that worked well on the other girl.
>Fuck headshots right now, you need something that you can definitely make. Center mass.
>Limbs are bigger than head, and joints are weakpoints in armor. Try to take out her knee so she can't get a clear shot at any of you.
>Other? Combine two or more?
>>
Rolled 10 (1d100)

>Try to take out the tank. If it explodes, who knows, could finish off the girl.
>>
Y'all do know you can roll multiple times per post, right? Once for each shot you want to take, and specify if they're all with the same weapon or not.

Also, you're currently at 46/50 rounds in this drum, for reference.
>>
Rolled 98, 25, 36, 40, 28 = 227 (5d100)

>>47053155
>Center Mass, but see if you can pierce through a robo and into the mage.
>Even if the lost momentum makes the bullet less than lethal, it's pretty fucking distracting to see bullets coming at you through a meatshield.
>>
Rolled 44, 13, 47 = 104 (3d100)

>Try to take out the tank. once
>Limbs are bigger than head, and joints are weakpoints in armor. Shooting at the other robo's right knee once
>Shoot at the flamethrower's hands. once
>>
Right. That helped, should have made that explicit before. I'll try to be better about that if I see weird things in the future. Vote will be called in about ten minutes.
>>
Rolled 85, 82 = 167 (2d100)

>>47053155
>Fuck headshots right now, you need something that you can definitely make. Center mass.
>Limbs are bigger than head, and joints are weakpoints in armor. Try to take out her knee so she can't get a clear shot at any of you.
Fire 2 shots
>>
Vote called! In favor of putting all these people through a surprisingly effective bullet hell. Which is probably fitting with their origins.
>>
>>47053393
[PLANNED SHOT: 10/100]
[FIRST SHOT]
(10+2+5) 17%
Your first shot hits the tank, but it skitters off pure white armor with a burst of sparks, sending another shower of rock fragments down on your attackers. Unfortunately, they're not nearly sharp enough - or sturdy enough - to punch through the armor, but they do get the attention of the girl trying to stabilize the mage, and she sets about frantically rifling through her fallen companion's robes instead, clearly looking for something.

>>47053499
[PLANNED SHOT: 98/100, 25/100, 36/100, 40/100, 20/100]

[FIRST SHOT]
(98+2+5+DECREMENTATION BONUS - SUPERNATURAL EFFECT TRIGGERED) 105%
The second one, though, drills a neat little hole through the robo's guts, smacking into the mage's shoulder in a spray of blood; from the amplified cry of pain it lets out, it's pretty clear that it's not going to be attacking just yet. (Flamerobo: 26/35 HP)

[SECOND SHOT]
(OVERWRITTEN - 97+2+5) 104%
The next shot, your aim slips as you nearly fall on the treacherous footing - but the bullet somehow hits the opposite direction from where it should have, passing through the right side of its chest. And then it manages to dip /down/ and catch the mage in the back. You're... Pretty sure that's not how guns work without some /really weird/ ricochet bullshit. (12/35)

[THIRD SHOT]
(36+2+5) 43%

Your third shot glances off armor again, though it does leave a nasty score that will likely need repairs when this thing gets back. If it gets back.

[FOURTH SHOT]
(40+2+5) 47%
The next round to go downrange bounces off nearly the same place - fucking curved chassis, whatever asshole designed these things to be look humanoid apparently had some good reasons - but it pings off the second robo's helmet, leaving it falling back in surprise as it belatedly throws up its hands to ward off further attacks.

(Cont.)
>>
[FIFTH SHOT]
(28+2+5) 35%
You duck back around as Kira and Davey just duck, throwing themselves into the water on the floor; it's finally recovered enough to start trying to burn all of you. You do manage to snap a shot off while you're getting out of the way, but you can't tell if it even hit with all the smoke and fire it's putting out.

>>47053520
[PLANNED SHOT: 44/100, 13/100, 47/100]

[FIRST SHOT]
(44+2+5) 51%
You swear you can hear it cursing in what sounds like - fuck, what is that? Chinese? One of those languages. You're not quite sure which, but it's definitely angry and from that general area - as your seventh bullet ruptures the tank during a brief lull in the BURN THE WORLD thing it's got going on, sending a spray of pressurized fuel out. Unfortunately, it doesn't explode, like you'd hoped.

[SECOND SHOT]
(13+2+5) 25%
In fact, a moment later, she turns on the fire again, relieving the pressure and stopping the jet of whatever this stuff is powered by. Napalm? You didn't ever look too closely into flamethrowers, those not being on your standard list of armed robbery weapons. Or in your normal engagement range as a sniper. You try to get a bullet in the other robo's knee, but you have no idea where it actually went, and the roar of the flames that are keeping your friends from really doing anything drowns out any audible clues.

[THIRD SHOT]
(47+2+5) 54%
Fortunately for you, it's focusing more on your friends, trying to keep them pinned down and provide cover for the mage, and you're able to get a solid shot in on one of its hands, which triggers another scream and makes it fall to its knees.

Wait a second. Is that - oh /shit/ that's actual blood. That's not some kind of robot, it's power armor. And judging by the size, it's power armor meant for a teenager. Son of a /bitch/ but this wasn't what you signed up for.

(Cont.)
>>
Of course, it's also a teenager who was just literally trying to burn your whole team to death, so you shove that aside and start shooting again. There'll be time to deal with the question of who and how and why later. Right now you need to see if you can make it out of this.

>>47053563
[PLANNED SHOT: 85/100, 82/100]
[FIRST SHOT]
(85+2+5) 92%
Your first shot is a nice clean one to the same side of the chest as that one that functioned so strangely before, and she falls forward, barely supporting herself on her uninjured arm; she's visibly shaking as she tries to steady herself, and you don't think she's going to be too much of a threat. But regardless, you need to make sure, unless you favor a horrible burning death.

[SECOND SHOT]
(82+2+5) 89%

Which you don't. Your next shot is harder, underwater as her knees currently are, but you manage to make it despite that, leaving another ribbon of blood trailing through the water around her; she slumps forward, unconscious, dead, or simply unable to stay up.

On the downside, Kira and Davey are just getting out of the water, and the other girl is not only unharmed, she's pointing some kind of wand at you.

Akane: 2/15 HP.
Flamerobo: 1/35 HP.
Robo 1: 35/35 HP

Roll a D100 for whatever you want to do to see if you can get it done before the wand pops. One shot or movement is all you're going to get here, so keep it to one roll this time.

>Try to shoot the wand out of her hand.
>Duck behind the corner.
>Charge her and try to get it away from her.
>Write-in.
>>
>>47054560
>Duck behind the corner.
>peek a helmet on a stick out the corner
The others can do their share now.
>>
>>47054560
> Duck behind the corner

You might also profit from letting >>>/qst/42843 know that you've started up. Best of luck to ya, I'm passin' the fuck out.
>>
Rolled 76 (1d100)

>Duck behind the corner.
>>
That took... Longer than I'd have liked. On the other hand, we were also doing a lot, even if the combat formatting breaks it up into small chunks.

Also, your gun has powers now!

>And Another One Down
>Whenever you roll a number one less than a number rolled in this round or the previous round, the next time you roll a lower number treat it as though you had rolled the next lower number. For example, if you rolled a 98 and a 97, the next number below 97 is treated as a roll of 96. If you roll the next lower number, then the effects chain - for example, if you rolled a 87, 86 and 85, the next two rolls lower than 85 would be replaced with 84 and 83.
>>
>>47054840
Thanks, I will.

Also, general consensus seems to be hide.
>>
>>47054931
The break up of the combat with all the rolls is weird. Wouldn't it be easier to simplify it with a few general rolls for action scenes, and or, rolls for how characters perform?
>>
>>47054974
Possibly; I'm still new to QMing and basing this off another quest I used to follow. But I'm also reading through Hellborn Quest, which uses a fairly different system.

I've also been running for... Almost twelve hours now. I'm gonna take a brief break and consider things, then start writing. Feel free to keep voting in the meantime.
>>
>>47055100
The aforementioned general thread may have some mechanical advice. There's a pastebin near the top with some quest reviews; check some of those out? They may be good for ideas or examples of combat writing.
>>
>>47055140
Reasonable. Will check into it.

On a sidenote, that would rather throw off my magic planning, which is the main problem. Though I can certainly just track the individual rolls and keep things flowing by not putting them in the middle, too.
>>
Right. Okay. Ready to run again for a couple hours before doctor's appointments, and then we'll see if I need a new thread by the time I get back.
>>
The smell of a hundred rotting corpses hits your nose as you duck around the corner; you're not sure what it was that wand just did, but you suspect that it wasn't pleasant for your allies. You, on the other hand, appear fine, aside from a general urge to vomit; you're not sure if that was the point, or if they're dealing with something else at present. The fact that they've both started shooting would seem to indicate the latter, though. Unless they just opened fire on the robogirl, but to judge by the fact she was so focused on it, she probably knows what it does well enough to expect it to work as a last resort.

A growl of pain and rage rumbles through your chest a moment later, and it nearly sends you running in terror. Davey doesn't even have enough restraint to simple quake in his boots, though, unlike you - he trips on the uneven, slippery, stone and pitches forward onto his face right next to you, though he's not quite sheltered by the bend yet.

>Drag him around.
>Look out and see what the hell is going on; Kira's still shooting, after all.
>Get the fuck out of here. You don't owe these people anything, and you have no intention of facing whatever is out there.
>Write-in.
>>
>>47055933
>Look out and see what the hell is going on; Kira's still shooting, after all.
get ready to fire
>>
Welp. That was a while ago. Figured the quest had died for the night by then, but vote called, writing. Here for about half an hour before doctoring, so we'll see if I get another in.
>>
You ignore him, for now, and peek around the corner. It's not a particularly reassuring sight - the weirdly bright light that was filtering through shafts in the roof (which, as far as you know, is impossible even if they connected up to the real world) is gone, replace with swirling blackness briefly broken up by muzzle flashes. In the brief glimpses they allow, you make out a bare skull, antlered and stark white against the darkness, over a half-rotten body. You're pretty sure the arms end in slightly curved bone spikes, but you can't quite be sure. Either way, the thing is having to crouch down on its goat-legs to even fit in the tunnel, though it's not hampering its ability to stay out of the way of Kira's shots.

>What the /fuck/.
>Ohshitrunawaaaaaay!
>Hey. You've already killed one mage, right? And this is just a construct or something. Gotta be. There's no way she /actually/ summoned some kind of nightmare hellspawn. So time to start shooting.
>Write-in.
>>
>>47057018
...Er. Make than an hour and fifteen minutes; I'm rubbish at time, it seems.
>>
>>47057103
>>Hey. You've already killed one mage, right? And this is just a construct or something. Gotta be. There's no way she /actually/ summoned some kind of nightmare hellspawn. So time to start shooting.
I mean, even if it is, I've got at least 30 more rounds to plug into 'im.
>>
We could probably use a roll for murderizing the demon. Going to go dishes now so I can breakfast, will be back to call the vote shortly.
>>
Rolled 32, 56, 21, 20, 91, 93, 41, 64, 84, 71 = 573 (10d100)

>>47057267
any more and I think we'll be more likely to hit Kira than the demon.
>>
Vote called. Writing.
>>
It turns out to be surprisingly hard to hit a demon when it's in the midst of a cloud of moving shadows. The first shot goes wide, you think, but you can't really tell - the second at least hits for sure (Nightmare Hellspawn: 68/70 HP), but then it gets a cloud of bone shards flung your way.

You're pretty sure you're /not/ supposed to have things sticking out of you like that. Fuck, that hurts. You're quite certain you'd be screaming, if it hadn't knocked the wind out of you. (Sarah: 9/15 HP)

Needless to say, your next couple of rounds are mostly worthless. In fact, you're pretty sure that one of them hit Kira, by the way she stumbled right after you pulled the trigger, though she seems to be mostly fine. Her armor, you recall vaguely, is the good shit, financed by previous delves. Unfortunately the stumble throws her aim off, and it's only one round that hits, a glancing blow off its head. (Nightmare Hellspawn: 67/70 HP)

On the plus side, seeing where she's aiming makes you realize that in this case, headshots aren't a terrible idea, and you manage to get aimed such that your next pair of shots slam into the bone just behind its eye-socket before it shifts again, fading into the black; you snap a round off anyway as it retreats, but you doubt it made a difference.

On the other hand, Kira is in a position to give chase, and it lets out another of those roars that vibrate far too deeply in your chest, sending a chill down your spine, after a few seconds, following her into view once more. It's sporting some rather nasty fissures in the bone, but it's pretty plain that it's not nearly hurt enough to be more than angry yet. (Nightmare Hellspawn: 55/70 HP) Though the next couple of shots from you, each one near enough to that web to spread the cracks out further, or in the middle of it to simply try and punch through, make it snarl and shake its head, clearly disoriented. (Nightmare Hellspawn: 39/70 HP)
>>
>Fuck yes! You're killing a demon. Kinda. anyhow. Kira's helping. Keep shooting it; it's working.
>What the hell is Davey doing? /You/ have fucking bone spikes in you and you're doing more than he is. Did that thing kill him somehow?
>You are fucked up. Let Kira handle this for now. You're just gonna... Pass out or something. Yeah. Passing out sounds good.
>Write-in.
>>
>>47057591
see? No problem! Just needs more dakka, where's me anti-material rifle...
>What the hell is Davey doing? /You/ have fucking bone spikes in you and you're doing more than he is. Did that thing kill him somehow?
>>
Okay, so. This went pretty well, I think; tried out a different style for the combat post, and I might prefer it. We'll see. Now I've gotta go hit the doctor's office. I'll be back in a few hours, and either keep running if this is still up or start a new thread. Or sleep. One of those three, depending on how tired I am.
>>
Right then. Back from the doctor and ready to resume running! I'll give it a few minutes to see if I get more votes, and then start writing.
>>
Eh, called then. Writing. Let's do this whole 'why the hell isn't our shotgun person shotgunning' thing.
>>
Davey is, you notice, incredibly absent. You're pretty sure that he didn't get stabbed by anything, unlike you; this seems very unfair. Why should he get to lay there on the nice cool rocks while you have to try to shoot some kind of bone-demon thing?

You decide that the best way of testing this is to jab your rifle into his ribs as hard as you can. Maybe he's dead. You're pretty sure that not being alive means you get to stop fighting, usually. Unfortunately, it seems that he isn't. He's just sort of laying there, given he lets out a little yelp at the sudden prodding.

Meanwhile, Kira is still holding it off for now (Nightmare Hellspawn: 36/70 HP), as you slowly bleed out and this asshole lays there whimpering. Fucking coward. Though you suppose that being a gangster doesn't quite prepare you for this level of weird shit; you're pretty thrown yourself.

>Try to get him up and into the action. At the very least he's your medic and you could use one.
>Fuck it. Deal with him later, keep shooting. This thing going down is top priority.
>Write-in.
>>
>>47060362
> Get him into the action.



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