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File: cape and colony start.jpg (1.82 MB, 2122x1080)
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Rolled 76 (1d100)

Last time the monsters are afoot but there are rumors of some kind of joint military operation between the Colonial Militia and the Monster Hunters who came to hunt down their prey. While a independent trade fleet is soon to be inbound and later on your own personal ship will finally arrive. Though from the sounds of it the independent trade fleet will arrive first. Your ship should arrive however before the Religious Fleet of the Colony's faith comes over too.

You however decided to make a trip to some alien underwater for some looting and exploring. It was on the way out of the colony you realized you forgot a very important thing.

Snacks.

So you went back and somehow walked into the ONE store that was actually a monster front...and they knew you. Thus you ended up having to fight your way but not before grabbing some snacks. After that and admittedly quite ruffled up. You met back up with the militia squad that was coming with you to the ruins due to the favor you called in. Things went quite well.

You got to see that strange river of stars and darkness. Before going beneath the waves and into the ruins. There however you noticed some sea monsters were fighting and thought how amazing a selfie would look right now. With them in the background and you in those strange alien ruins...

As it turned out sea monsters REALLY hate selfies.

So you got chased through the ruins causing much destruction before you escaped onto land and finally was able to turn the battle around.

That is where you currently find yourself after looting the monsters and taking a much needed breather.
>>
Rolled 97 (1d100)

>>1295051
Old thread and option selection

What do?
>Head back to the colony
>Go to the two strange twin rivers
>go back underwater
>examine the treasures you found
>Other?
>>
Rolled 19 (1d100)

>>1325407
>Head back to the colony
I'm still not a fan of cleaning and studding the loot out in the open.
>>
Rolled 7 (1d100)

>>1325419
Sure, let's go back.
>>
Rolled 14 (1d100)

>>1325419
home time
>>
Rolled 94 (1d100)

>>1325419
You decide to head back to the colony. However it was not nearly as nice a trip as when you went. The star was no longer shining. It was windy and you heard rumbling in the clouds. Before the eventual downpour where you suddenly had your vision become become limited due to the sheer quantity of rain. Naturally you missed the danger that was incoming until it was too late.

Thankfully however this time it wasn't monsters if the bandit shouts are anything to go by-wait a second. Its coming from the wrong direction...not further in land but from the sea-oh goddamn it the banditz have gotten their own boats and became pirates instead.

They do not appear to be friendly and have managed to largely sneak up on your group thanks to the cover of rain and thunder.

What do?
>See if you can sneak past them
>Try to talk things out with them
>Start shooting
>Retreat further inland
>Make a run for the colony maybe you'll get there before they catch you
>Other?
>>
Rolled 5 (1d100)

>>1326501
>Try to talk things out with them
Instead of having a shootout, how about I just pay you off with some of these monster parts? From the giant monsters I blew to bits. I think I've done enough blowing living things to bits for today, don't you?
>>
Rolled 91 (1d100)

>>1326501
>Try to talk things out with them
Show up covered in blood guts and gore, our weapons looking fearsome and tell them we've had a really really long day so would you awfully mind just fucking off.

Make shields are up and ready just in case
>>
Rolled 82 (1d100)

>>1326606
I'm okay with just telling them to piss off instead of offering a bribe.
>>
Rolled 17 (1d100)

>>1326501
>>Try to talk things out with them

>>1326606
The rain may have washed some of the blood off. None the less making it look like a fight not worth it for them can help.
>>
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some art dumping
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>>1331987
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>>1331988
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>>1331998
>>
Experiencing internet related problems as in it's broken as hell. So if I can get it fixed I can post again without using stupid phone
>>
Rolled 53 (1d100)

>>1333731
and I am back. Took 2 days to get it working again.

>>1326606
The pirates as it turned out were not expecting to see someone such as yourself. Particularly the large amount of huge monster parts dragged behind you...and there being no ship. Which obviously meant you took them down without needing a proper ship.

Combine that with the heavy rain and gory appearances the pirates were tad bit intimidated. Fortunately you are very good with words and so it wasn't too hard to make the pirates change their minds. As they decided to sail away despite the heavy raining and soon to arrive thunder storms.

Thus you made the rest of the way to the colony uninhibited. Which is rather empty given the heavy storms...but you sense a strange stillness in the colony and oddly quiet despite the storms.

What do?
>Go to your shop
>To the temple
>Sell your loot
>Follow the militia back to wherever they are gonna go
>Other?
>>
Rolled 29 (1d100)

>>1334164
>Other
Take out our scanner, where is everyone? Monsters? what? If there is an issue inform the militia quietly....

>To the Temple
Lets see if anyone can help us with our loot and secondly find out whats going on...somethings wrong...did we get hit by raiders? Monsters got everyone? LETS HOPE OUR LOOTS GREAT
>>
Rolled 50 (1d100)

>>1334433
Vote
>>
Rolled 98 (1d100)

>>1334433
>>1334454
Vote
>>
>>1334433
Scanners indicate that most people inside the colony are huddling together. It also detects the movements of armed forces...but they were mostly surrounding the colony. The usual patrols were strangely absent with only very little movement and of it they were moving very fast.

In the deep rain ignoring the gloom and dampened thunder. You didn't see much but given how heavy the rain is. It wasn't like you would of even been able to see much even if you tried. So instead you had payed attention to your scanner. Trying to see what was going on and more importantly if there was going to be yet another unpleasant and unexpected happening.

Fortunately there wasn't any and you got to the temple. To see it too was very quiet...with little light. Which meant something was likely very wrong as the temple was always the brightest and most spectaluar building in the entire colony. You did however notice life signs inside...apparently there were lots of them.

What do?
>Go inside the temple
>Sneak inside the temple
>Go back home
>Leave the colony
>Other?

As a heads up I have some appointments tomorrow and the day after. So I will be getting back late. Hopefully though I can squeeze in an early post given how early I gotta leave.
>>
Rolled 7 (1d100)

>>1334745
Well Shit, the Coloney may be about to be purged....fuck. They are lock down the whole area. Ok then...

>Other/ Scan, Scan like your life depends on it because it does.
First find a place to hide briefly. Use the scanner to see where all these clusters are hiding? Are they below ground? are they all hiding in highly defended areas. If we can ID their method of hiding we can ID what they are hiding from. Then alternate between Monster and Human scan to see which pockets are of what and if there is a roaming monster pack about.

In regards to the Temple, are these life signs A)Human and B) what is their state...are they erratic or calm. Same with the Patrols...are they monsters?...Understand the situation before we act.

>Other/More Scanning
I have an idea see if we can lock onto individuals and see if their life signs/Bio read outs appear somewhere else also....find out if these Monsters body snatch..or kill and replace...Is the Waifu out there...

Once we know these things we'll act.
>>
Rolled 70 (1d100)

>>1334774
Agreed, first order is to get more information, specifically whether we're dealing with humans or not.

Hopefully it's humans in the temple, after all where else would Faithful go to when they all need to gather together in shelter?

However, if I'm right they'll probably be jumpy and just going in might not be the best idea. Our goal right now is to not screw up the monster hunters' operation.
>>
Rolled 78 (1d100)

>>1334745
>Other?
Do our best to catch up to the militia. If that's to late. We need to hook up with the commander or any squad leaders in the surrounding forces. Best we be apart of this or we will get caught in the middle.
>>
>>1334774
>>1334799
If it help y'all decide. The temples have gods backing them. So unless the God wants skin walkers taking their flock. They are human.

Assuming that what Genie said was true for these people of faith.
>>
Rolled 36 (1d100)

>>1334774
Switching to info.

The purge comes soon. May we have the time to us this info.

Huh, maybe we can still get a call out to the commander. Tho if this is their plan. I doubt we can.
>>
Rolled 29 (1d100)

>>1334774
Support.
>>
Rolled 1 (1d100)

>>1334774
You duck under a darkened doorway in an alley before you start using the more indepth scanners. Now that you got an idea how to use it properly. Scans indicate that clusters are scattered throughout the colony there are however a few especially large clusters. The Temple is one of them. While strangely the townhall...isn't.

Human scans indicate the temple is full of humans. More worryingly when you switched into monster mode the scanner indicated those passing speedy patrols...were not in fact human. It also indicated some of those clusters are not all human...and there is a very large monster cluster located near the spaceport.

Scans cannot indicate the state of mind but given the lack of movement they appear to be somewhat calm.

When you attempted to fiddle with scans to look for individuals. You were able to get a state of being. Including their minds detailed scans indicate that there is a scattering of monsters seemingly randomly distributed with the human clusters. With the strange exception being the temple which for whatever reason the monsters have avoided even infiltrating.

When you thought of a certain militia woman the scanner...suddenly started to lag for seemingly no reason before the screen shimmered only temporarily. There it revealed a certain militiaman and a certain regular customer seemingly arguing. Only for it to get interrupted by a sudden ambush as several bandits jump out and takedown the militiaman. While ignoring the woman. After that they seemingly bundle up the militia 'man' and start moving quickly through the streets.

...Well shit.

What do?
>Chase after the kidnapping bandit scum
>Head to one of the human clusters infiltrated by monsters
>Leave the colony
>Go home and lay low
>Other?
>>
Rolled 54 (1d100)

>>1337761
>Chase after the kidnapping bandit scum
Bitches give me back my Waifu. Chase them down stealthy and quickly as possible, maybe configure our Armour to give us a boost in running? Go full Predator, stealth, shoulder mounted plasma caster and shields ready.

There is a good chance that she's being "rescued" by her friend who thinks the colony is fucked.

When we get to them tell them to put the Militia "man" down while our scanner lock onto them. If they don't play ball shoot them (pref not to kill).

If we get her we make a run for the temple.
>>
Rolled 40 (1d100)

>>1337979
Vote

Always save the girl
>>
Rolled 41 (1d100)

>>1337979
I NEED A HERO!
>>
Rolled 79 (1d100)

>>1337979
supporting
>>
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Rolled 31 (1d100)

>>1337979
So many bandits, so little time.
>>
Rolled 63 (1d100)

Genie's health is currently doing very...very poorly and the tests I went to. Unfortunately I was the 1 in a 1000 who had a very poor reaction it. Which naturally only made me sicker and they wanted to watch me for awhile after treating me as to make sure everything is okay enough for me to return home.

Have been getting sicker over these past couple of weeks and it has gotten really bad these past few days. Especially today so...hopefully I recover enough tomorrow to start posting again.

Don't expect anything today though.
>>
>>1342364
>Rolled 63 (1d100)
Are you rolling for your chances of recovery, Genie?

>>1342364
>Don't expect anything today though.
No worries, get well soon, QM.
>>
Rolled 91 (1d100)

>>1342364
Best of luck to ya.
>>
Rolled 48 (1d100)

>>1342364
It's ok man don't worry Genie we'll be waiting. Take care
>>
Rolled 92 (1d100)

>>1337979
Rolling
>>
Rub that lamp baby
>>
Rolled 76 (1d100)

and I am back!

Gonna need to start a new thread though...hopefully my health doesn't crash so badly this time around.
>>
Rolled 61 (1d100)

new thread: >>1356438

Also don't forget to archive! Admittedly this wasn't much a thread...so the next one is more considered a continuation.




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