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File: Title Card.jpg (44 KB, 780x511)
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You are Henry McDermond. As a young man growing up in London to a wealthy merchant family, you always dreamed of adventure. After your studies and a stint in the Cadets, you became a member of the Royal Expeditionary Force. You and your friends from the Cadet Branch are aboard the HMS Chiron, bound for the Antarctic.

The mission is to discover the nature of a mysterious Whirlpool that was spotted off the Horn of Africa.

>http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Expedition%20Quest
>Use d100, Bo3 for rolls, Roll equal or under, with Bo3 being ignored for criticals. Crit range is 1-5, and 96+.

At long last, the Expedition has reached the Whirlpool. The storm surrounds it, and mysterious dangers lie within the island discovered. An old camp was found, of the Scarabs, and now Henry must decide what to do.

You, having found a possible entrance in the collapsed buildings, decide to
>Assemble a party to go investigate. There may be danger
>Take out the ornithopter, inspect the whirlpool
>Practice and wait at the camp
>Find some time to talk to a companion
>write-in
>>
>Posting Character sheet

Name: Henry McDermond

Age: 18

Health: 12/12
Heavy Scarring on the Right Arm (-5 to checks using that arm)

Statistics:
Brawn 40
Agility 48
Intellect 39
Charisma 64

Honour: Upstanding

Skills:
Speech 25
History 20
Poetry 20
Languages 20
Shooting 15
Fencing 10
Tactics 10

Languages: English, French, German, Latin

Equipped Items:
Cold-Weather Clothing (+20 to Survival checks in cold weather)
Bowie Knife (2 damage)
Damascus Scimitar (3 damage, increased crit range)
Colt Navy x2 (6/6 rounds, 4 damage)
Pocketwatch (+10 to Navigation)

Inventory:
Colt Navy 1861 x2 (4 damage)
Four boxes of ammunition (16 rounds of paper cartridges)
Bowie Knife (2 damage)
Damascus scimitar (3 damage, increased crit range)
Pocketwatch (+10 to Navigation)
Maritime flare (Signals at a distant, lights dark environments)
Climbing gear (+20 to Climbing checks)
Flying Leathers (1 Armour)
Cold-Weather Clothing (+20 to Survival checks in cold weather)
Pocketwatch of the Order of the Lion

Traits:
Gallic Charm (+5 when dealing with Frenchmen, women)
Rabble Rouser (+5 when speaking to large crowds)
>>
>Character sheet con't

Upbringing: Upper-middle class in London, to a merchant family of McDermond. Your forefathers came to London from Scotland during the 16th century.
Education: The Classics. Languages, history, and the great works of old. Your mind sings with the glory of civilization.
Formative years: The Royal Cadets. The branch of the military designed to teach young men the martial skills and training necessary to become an officer.

Completed Quests:
1. You have a 1 pound wager for first sighting with Richarde.
2. You must help Mr. Nordvik find his daughter.

Quests:
1. Find the wife and daughter of Mr. Wodehouse.

Fame:
1. Secured a trade partnership with the city of Casablanca for the British Empire
2. Aided the Governor of the South African Colony against the Scarab.

Money: 9 pennies

Ship: The HMS Chiron, bound for the Antarctic. Captained by Mr. Jan Nordvik, and sponsored by
Mr. Hiram Hughes. (75 crew members (English), 27 Frenchmen, Icebreaker hull, Benzine engines, Ornithopter, Bathysphere, Armoury, Bow-mounted breech-loading cannon)

Allies:
Richarde – Saving him from the depths has made you and him staunch friends and allies. He will never forget your actions.

Companions:
Archibald – The poet. Hotheaded and wild, with deep moods.
John – The strongman. Solid and dependable, but slow on the uptake. Horribly injured after the fight in Cape Town.
William – The trickster. A Welshman, with quick fingers and quicker wit.
Edward – The priest. A vicar’s son, dour in personality, but talented with the needle.
Sheik Saad ben Abdallah – The ruler of Casablanca, and a trade partner to the British Empire.
Mr. Jan Nordvik – The captain of the HMS Chiron. Taciturn and utterly driven to find his daughter.
Kumari – A princess of Lemuria, and in need of your help. She was captured by the Scarab but escaped.
Annika – The brainwashed daughter of Mr. Jan Nordvik. You are helping her regain her own mind.

People of interest:
Mr. Hiram Hughes – The expedition’s sponsor. Portly and effuvesant. Member of the Order of the Lion.
Pyotr Kuznetsov – A Russian engineer, in the brig of the Chiron. He was employed by the Scarab.
Runcibald Reeve – Mad inventor of the bathysphere and ornithopter.
Mr. Bruce – A hard-pressed inventor and mechanic of Cape Town
Mr. Wodehouse – Besieged governor of Cape Town.

Enemies:
The Scarab – A shadowy figure, intent on stopping your expedition. A Prussian, and seeking weapon of
>>
>>3921751
>Take out the ornithopter, inspect the whirlpool
>>
>>3921751
>Take out the ornithopter, inspect the whirlpool
>>
>>3921751
>Take out the ornithopter, inspect the whirlpool
Aw shit we're back. I hope this quest actually gets a proper conclusion and doesn't keep going like other quests. An ending would fit the tone and theme of the setting and genre.
>>
>>3922146
This adventure will be resolved for sure. I want to do episodic quests if I was to come back to this at a later date, in a Flashman way.

>>3922082
>>3922101
>>3922146
>Take out the ornithopter, inspect the whirlpool

"Well Runcibald, shall we go out and explore?"
"Capital idea, my dear Harry."

The ornithopter takes about 15 minutes to prepare, but soon you are aloft. You cannot help but at the marvel of technology. The aluminum struts whir with a steady thrum. Again, you whir out over the sea, with the deadly grey of the storm as a backdrop. Runcibald takes the ornithopter higher, and you approach the whirlpool.

It is massive, some 300 feet across. The roar of the water nearly drowns out all the thought, and even from your lofty position, you can feel the sea spray. Looking straight down, you can see only darkness at first. But, as you stare longer, you see a small flash of green light. It comes every minute or so, and looks very faint indeed. It is at the dead center of the whirlpool.

You
>Ask Runcibald to descend closer to examine the green light. What is it?
>Head back to the camp. Something is down there, but the whirlpool is simply too dangerous to approach
>write-in
>>
>>3922208
>Ask Runcibald to descend closer to examine the green light. What is it?
>>
>>3922208
>write-in
Go back and get the biggest flare in store, or strap several together for more brightness. Drop.

Unless we only have one for the whole voyage. In that case, get a bit lower.
>>
>>3922208
>Head back to the camp. Something is down there, but the whirlpool is simply too dangerous to approach
Just got back, let's not die. Do >>3922361 the flare plane if feasible though
>>
>>3922388
>>3922361

There are maritime flares back at camp. With a quick trip, you are able to get your hands on several. In position once again, you let them drop. They tumble, falling quickly into that yawning void. Falling, like stars, until suddenly, they crash against something. The green light seems to be coming from some square platform, easily 500 feet or more down from sea level. The platform seems large enough to land on, but could be quite risky.

You
>Press Runcibald to take you down there. Perhaps you can find out more about this devilish whirlpool.
>Try to figure out a safer way down to the mysterious platform
>Head back to the camp. The island holds more promise
>write-in
>>
>>3923436
>Try to figure out a safer way down to the mysterious platform
>>
>>3923436
>Try to figure out a safer way down to the mysterious
>>
>>3923436
>Try to figure out a safer way down to the mysterious platform
Is the green light an elevator like something out of Bioshock's Rapture? A teleporter down to Lemuria beneath the waves? In the center of a whirlpool, huh...
>>
>>3923436
>>Try to figure out a safer way down to the mysterious platform
>>
>>3923936
>>3923892
>>3923889
>>3923677

>Try to figure out a safer way down to the mysterious platform

You return to the camp with your news. Gathering up your companions, and Mr. Hughes for a conference, you outline what you saw. Mr. Hughes is of the opinion that this could be the best way down, given the clearly murderous intentions of whatever lies on the island. Edward, as usual, advises caution, as the whirlpool and its environ could be just as deadly. Kumari now steps forward, and in her dulcet tones, elaborates,
"I know that this island connects to my lands, through a series of tunnels. They have not been used since my people have retreated from the lands above. We mostly use the central shaft," and here she gestures towards the whirlpool. She continues, "The Scarab uses this, but I do not know how he brings his zeppelin down to that depth in the whirlpool. It is too large." Once again, you are struck by the exotic flair of her accent.

Suddenly, you hear a rumbling voice you have not heard in a long time.
"Why not take two parties. One to the pool, and one through the island?"
John! You turn and see him step forward. His face is relatively unscarred, but you can see bandages still around his arms. Your cry of hope brings a smile to his face.
"Henry, glad to see you. Thanks for the beer."
Edward frowns, but says nothing.
After a quick moment of clasping hands, and general good cheer.

With that over, you return to the task at hand, and in the end, you come up with several ideas

>Split into two parties. The main force will use the island to descend, while the smaller one will use the bathysphere to ride the whirlpool down to the platform.
>Split into two parties. The main force will use the island to descend, while the smaller one will use trips in the ornithopter to descend towards the platform.
>Stay as one group, and use the island.
>Leave the bulk of the expedition topside, and send a group down the island paths.
>Leave the bulk of the expedition topside, and send a group down to the platform
>write-in
>>
>>3923988
>Leave the bulk of the expedition topside, and send a group down to the platform
Let's not go straight to kicking the door down. If it's safe and after we do some recon, bring the rest down.
>>
>>3924536
Sure, supporting
>>
>>3923988
this >>3924536
The Scarab, if he uses this route, must have left traps or trickery to impede us or others. We need to stay on guard and try to keep away from the edge of the platform, for falling into the waters is paramount to instant death
>>
>>3926262
>>3926224
>>3924536

>Leave the bulk of the expedition topside, and send a group down to the platform.

"The platform is intriguing, but we must exercise caution," you say. Nods all around, and with that, the plan is decided. Runcibald pipes up.
"The ornithopter can, in theory, carry four people. They would have to be strung underneath, but it is perfectly safe." A few white faces at this. Still, it would cut down on time spent ferrying a group. Furthermore, there is the matter of who should go. Yourself and Runciblad, naturally, but who else?

>Archibald
>John
>Will
>Edward
>Kumari
>Richarde
>write-in


You
>Decide to play it safe. One at a time, with Runcibald ferrying them down
>Take his suggestion, and ferry three at a time
>>
>>3926755
>>Will
>>Kumari
>Take his suggestion, and ferry three at a time
>>
>>3926755
this >>3926932 because I have no other ideas
>>
>>3927003
>>3926932

Runcibald needs a bit of time to prepare the ornithopter. You decide to

>Grab some additional supplies, such as a small tent and food. Just in case
>Talk to a companion (indicate who)
>Take some time to explore the forest on the island
>>
>>3927396
>Grab some additional supplies, such as a small tent and food. Just in case
>>
>>3927396
>>Grab some additional supplies, such as a small tent and food. Just in case
>>
>>3927486
>>3927476

A short search later, and you've acquired a sturdy canvas tent and some boxed rations. Stowed safely aboard, you now can see what Runcibald has cooked up. A pair of canvas loops, strung under the main body. Clearly, you have to lie in them to be strapped in.

You
>Take the co-pilot's chair. You have the best eyes after all
>Offer the co-pilot's chair to Kumari, and strap yourself in. No time like the present.
>>
>>3927625
>>Offer the co-pilot's chair to Kumari, and strap yourself in. No time like the present.
We're a gentleman after all
>>
>>3927625
thiiiiiiiiiiiiiis >>3927649
Gotta have the princess riding shotgun, because who knows what sort of odd relic is on that platform?
>>
>>3927892
>>3927649

You and Will are strapped in, the latter grinning madly. "Another descent into the depths, eh?" He chuckles. For yourself, you find that while strung under, you have a wonderful view straight down. Kumari has arrived as well, wearing pants and a jacket, and looking quite dashing. She gives a quick but passionate kiss to Richarde, and you feel a small pang of jealousy. She sees you offer the seat, and smiles graciously, but her eyes are still like fire when she looks at you. What have you done? There is no knowing women.

The ornithopter whirs into life once more, and you find yourself flying high, with a perfect view of the whirlpool as you begin to descend into its maw. The sound of rushing water is intense. As you stare outwards, the walls of water start darkening as you descend. Another mad adventure, it seems. How do you find yourself in this position? The canvas straps sway alarmingly, but hold, and you can hear the slight chuckle from Will, ever so faint.

>Roll Intellect (39) + Tactics (10), DC 49, d100, Bo3
>>
Rolled 39 (1d100)

>>3928603
Focus, and stay calm. Runcibald is a competent fellow, and these straps were tested many times by him. Try to relax and take it all in for your future memoirs - if you survive to write them!
>>
Rolled 35 (1d100)

>>3928603
>>
Rolled 28 (1d100)

>>
>>3928890
>28 vs 49 (Success)

As you descend, you calm your breath and think of the future. All of these grand adventures shall surely make a fine memoir. Somewhat lost in reverie, you suddenly notice, through the haze and swirl of water, a light. And then a shape. Long, large, and cigar like. It lurks, just outside the walls of the whirlpool. With a sudden rush of understanding, you realize that you are staring at the Scarab's zeppelin. It is underwater!

There is only a few pilot lights on, but the shape is obvious! The Scarab must have found some way to make it a submersible as well. Such devilish ingenuity!

You
>Quickly call up to Runcibald, over the roar of the water, to fly back out. The danger is great!
>Say nothing, but point it out to Will. It is very unlikely that the Scarab can see into the whirlpool. Once landed, you can figure a plan
>Scan the platform fast approaching. Now that you know where the Scarab is parked, he must be below!
>write-in
>>
>>3929071
>Scan the platform fast approaching. Now that you know where the Scarab is parked, he must be below!
And if he is not down there yet, he must be inside the zeppelin. And if he is inside the zeppelin, he must not be able to see outside to above it. And if he cannot see outside above it, then stealth is still active
>>
>>3929071
>>Scan the platform fast approaching. Now that you know where the Scarab is parked, he must be below!
>>
>>3929165
>>3929100

>Scan the platform fast approaching. Now that you know where the Scarab is parked, he must be below!

>Roll Intellect (39) + Tactics (10), DC 49, d100, Bo3
>>
Rolled 69 (1d100)

>>3929477
>>
>>3929479
Nice
>>
Rolled 99 (1d100)

>>3929477
>>
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>>3929489
well shit
>>
Rolled 5 (1d100)

>>3929477
heres for a 1 to cancel that out
>>
>>3929628
aw shit that's a crit
>>
>>3929628
aw shit here we go again

I think this is the second time this quest we've got a crit fail and crit success in the same round
>>
>>3929628
>>3929489


>Double crits again, my god. Also, my god, that call for the roll. Chosen of the dice gods

>Okay, d10 roll for crit fail, d10 roll for crit success
>>
Rolled 4 (1d10)

>>3929661
for crit fail

(sure hope it goes like last time)
>>
Rolled 5 (1d10)

>>3929661
aaaaaaaaaaaaaaaaaaaaaaaaa
AAAAAAAAAAAAAAAAAAAAAA
>>
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>>3929684
>>3929666
>4 for crit fail
>5 for crit success

Quickly, you glance downwards again. You see people moving about the platform. Six in total, wearing red, and clearly aware of your descent. They were huddled around a camouflaged campsite. You see them scatter about the surface, which the great whirlpool seems to drain into. Several small buildings are apparent, and the green glow comes from a large central ziggurat-like shape. You yell in alarm, as you see one raise a weapon. But it seems Runcibald has already spotted them, and with an alarming move, swoops down and with the blast of air from the wings, pushes the armed gentlemen into the wall of water, where he disappears with a scream. Unfortunately, this manoeuvre was too low, and one of the wings clips the ground. With a lurching bounce, the ornithopter lands, stirring up dust and debris. You can hear shouts of alarm. The landing is very dark, and maybe a total of 100 feet by 100 feet. Apart from the central structure, there are four buildings on the outside. You've landed on the northern side.

You
>Cut yourself free, and start shooting. Let's be at them! They are surprised
>Cut yourself free, and hide. Wait for the right moment to strike
>write-in
>>
>>3929710
>Cut yourself free, and hide [not in the thopter!]. Wait for the right moment to strike
They are scattered, and the platform is very dark. The perfect environment to pick people off.
>>
>>3929710
>Cut yourself free, and hide. Wait for the right moment to strike
>>
>>3929710
>>Cut yourself free, and hide. Wait for the right moment to strike
>>
>>3929739
>>3929732
>>3929727
>Cut yourself free, and hide. Wait for the right moment to strike

Acting quickly, you cut yourself free. Your companions are in the same process. With a quick gesture, you tell them to hide in the nearest alcove of the ziggurat

>Roll Agility (48) + Tactics (10), DC58, d100, Bo3
>Roll 3d100 for companions (Runcibald, Kumari, Will)
>>
Rolled 63, 4, 12 = 79 (3d100)

>>3929744
rolling for companions
>>
Rolled 35 (1d100)

>>3929744
rolling for us #1

also do we need to roll crit for K?
>>
>>3929776
>Sure, why not
>>
Rolled 70 (1d100)

>>3929777
let's see, shall we
>>
Rolled 5 (1d10)

>>3929777
>>
>>3929778
Whoops, defaulted to d100. Could you take that as a 7?
>>
Rolled 24 (1d100)

>>3929744
looks like we'll need another 1d100
>>
Rolled 24 (1d100)

>>3929744
>>
>>3929745
>>3929913
>>3930034

>24 vs 58 (Success)
>Runcibald (Failure)
>Kumari (Crit success - 5)
>Will (Success)

Moving quickly, you dart toward the alcove. Lying just outside the ornithopter, one wing clearly damaged. Will follows closely behind you. Kumari was somehow ahead of you, and has completed disappeared. Runcibald, however, is dawdling, staring up at the ziggurat in a bird-like manner. His attention is entirely fixed on it, and so does not notice the five men who come around the corner. The lead man, holding a shotgun, starts to yell in German to Runcibald, asking him to put his hands up and surrender. Runcibald turns, and with a bemused bafflement, says, "Oh hello chaps. Sorry, I don't have the foggiest of what you're blathering on about." The red-clad foes are clearing getting antsy, and the leader demands to know where the others went.

You look over at Will and
>Wait a bit more. Runcibald can handle himself, and besides, if you fire, they will fire on Runcibald
>Attack them, drawing their attention away from Runcibald. You have the secure alcove to fire from, and head deeper if need be
>Abandon the alcove, and head deeper into the ziggurat. Runcibald will be fine, and you can pick them off as they explore
>write-in
>>
>>3930409
>>Attack them, drawing their attention away from Runcibald. You have the secure alcove to fire from, and head deeper if need be
>>
>>3930409
>>Attack them, drawing their attention away from Runcibald. You have the secure alcove to fire from, and head deeper if need be
>>
>>3930409
>Wait a bit more. Runcibald can handle himself, and besides, if you fire, they will fire on Runcibald
Are you nuts? You're about to start a 2v5 with Runce still out in the open?
>>
>>3930409
This >>3930590
Runc might be safer as a hostage
>>
>>3930409
>>Wait a bit more. Runcibald can handle himself, and besides, if you fire, they will fire on Runcibald
>>
>>3930590
>>3930637
>>3930659

Will stirs next to you, but a hand on his arm settles. The leading Prussian gestures for Runcibald to come forward. Runce starts to walk forward, his manner lazy and unaffected. The Prussian grabs him, to which Runcibald responds, "Steady on, chap."
The Prussian demands to know where the other English had fled, to which Runcibald replies, "I haven't the foggiest clue to what you are saying." With a snarl, the Prussian waves his friends forward around the ornithopter. With the men spreading out, Runcibald has a chance to look towards the alcove. He mouths, "Now!"

You
>Attack immediately. Runcibald has a plan!
>Wait. You still don't know where Kumari is!
>write-in
>>
>>3930778
>>Attack immediately. Runcibald has a plan!
>>
>>3930778
>Attack immediately. Runcibald has a plan!
I'm choosing to trust him. If his plan is bad then he'll be the one turned into Swiss cheese.
>>
>>3930778
>Attack immediately. Runcibald has a plan!
Trust in the madman inventor!
>>
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>>3930820
>>3930786
>>3930782

>Alright, the attached map shows the baddies in red, the allies in green, and you in blue.

>We will assume you put on your flying leathers, giving you +1 Armour

>You draw your Colts and open fire. Indicate target or targets.
>You draw your scimitar and rush an enemy. Indicate target.
>You rush forward to take an enemy captive. Indicate target.

and

>Give an order to Will. He is carrying several knifes and small derringer.

>Will opens fire. Indicate target
>Will rushes forward with his dagger. Indicate target
>>
>>3930985
>You draw your Colts and open fire. Indicate target or targets.
Red closest to green ally

>Will opens fire. Indicate target
Target at the bottom of the star
>>
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>>3930985
Pretty much >>3930990
Both shots into the guy next to Runce, and he can then charge to cover and keep the guy shot at by Will occupied
>>
>>3930985
See >>3931024 and >>3930990
>>
>>3931109
>>3931024
>>3930990

You lean out from the alcove, drawing both Colts, and unleash hell on the unsususcpeting Prussian.

>Roll Agility (48) + Shooting (15) + Ambush (15) for the first shot, DC 78, d100, Bo3

>Roll Agility (48) + Shooting (15) + Ambush (15) - Offhand (5) for the second shot shot, DC 73, d100, Bo3

>Roll d100 for Will's shot
>>
Rolled 17 (1d100)

>>3931392
>>
Rolled 45 (1d100)

>>3931392
>>
Rolled 99, 74, 62 = 235 (3d100)

>>3931392
rolling a dice for all three shots
>>
Rolled 4 (1d10)

>>3931664
Not fucking again. Sigh. Rolling for CF I guess.
>>
>>3931664

>We still need one more shot for Henry, and one for Will. Shame about that crit
>>
Rolled 76, 48 = 124 (2d100)

>>3931762
Since it's been a few hours I'll do it. Let's see if we can counter the crit three for three?
>>
Rolled 55 (1d100)

>>3931664
>>3931769

>First shot 99 vs 78, Intensity 4, Critfail
>Second shot 62 vs 73, Success
>Will's shot 48, Success

You lean out, the Colt in your right hand glistening in the sea-spray with deadly intent. Click. Misfire. Damn and blast! The second Colt bucks in your hand, and the Prussian staggers under the blow as the bullet rams home under his arm. At the same instance, Will's derringer pops, and the man near the tail of the ornithopter gasps as it hits. Runcibald springs into action, pulling from his pocket a small device. It flickers, once, twice, and then he hurls it at the other side of the thopter where it blooms into blinding white. You hear panicked shouts. The Prussian that you shot is still standing, but barely, struggling to his feet. Only the one near the tail has seen you

You
>Rush towards the two near Runcibald, who is diving to the ground. Get them on the defensive.
>Stay put, and blaze away with the remaining Colt. Kumari should show up soon with all the noise
>Run deeper inside, and beckon for Runcibald to follow. Now, while they are recovering
>write-in
>>
>>3932491
>>Run deeper inside, and beckon for Runcibald to follow. Now, while they are recovering
>>
>>3932491
>Run deeper inside, and beckon for Runcibald to follow. Now, while they are recovering
Beat a hasty retreat and use the environs to our advantage, boys!
>>
>>3932491
>Run deeper inside, and beckon for Runcibald to follow. Now, while they are recovering
Presumably this was his plan
>>
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>>3932518
>getting caught was part of his plan
>pilots an ornithopter, a sort of helicopter-plane
>wears a mask
>is a rather tall guy for us
Is he...?
>>
>>3932518
>>3932516
>>3932499

A hasty retreat, with shouts of Prussian and Russian to encourage you on the way. You can hear Runcibald panting as he catches up behind you. The alcove plunges downward, at a slight angle. The walls are slightly slick with salt, and the whole thing reeks of antiquity. Faint carvings are apparent along the side, but now is not the time for study.
Runcibald calls out, "Good show, lads. Now, what next? Some devilish, I presume?"
"I thought you had a plan," Will yells.
"Nonsense, you are the action men. I just wanted to get rid of that phosphorous!"
"Enough, I'll think of something," you say. You can still hear the sound of pursuit. Thumping boots, and the harsh Germanic tongue echoes easily.

You see ahead of you a forking in the path.

You
>Take the right path. It looks like it gets lighter. It still heads downward
>Take the left path. It gets darker, but levels off
>Wait here, and lay an ambush
>write-in
>>
>>3932541
>Take the left path. It gets darker, but levels off
Perfect for an ambush! We can finally melee with our sword!
>>
>>3932541
>>Take the left path. It gets darker, but levels off
>>
>>3932814
>>3932554

You plunge leftward. The footing becomes surer as it levels off, but darker and darker. Soon, you can barely see anything, apart from where you came from. You can hear the sound of pursuit, barely, and when you look back, you can see the faint outlines of four men. They seem to be moving slowly, with one calling back to the others to get a lantern.

You
>Press on, and lose them in the dark. The passageway continues, after all.
>Wait, hide, and attack suddenly. Seek to overwhelm them
>Lie down, and open fire. Seek to scare them off
>write-in
>>
>>3932859
>>Wait, hide, and attack suddenly. Seek to overwhelm them
>>
>>3932859
>Wait, hide, and attack suddenly. Seek to overwhelm them
SUPERIOR
NUMBERS
GENTLEMEN
>>
>>3932859
>>Wait, hide, and attack suddenly. Seek to overwhelm them
>>
>>3933189
>>3933167
>>3932867
>Wait, hide, and attack suddenly. Seek to overwhelm them

You stop, grabbing your friends, and pull them low to the ground. You gesture to your sword, and Will nods. Runcibald, in the gloom, can be seen pulling something small out from his side pocket, but nods in affirmation.

The Scarab's men are getting closer, and slower. Almost nearing your position, they stop, and call back once more for the lantern. They have their backs turned to you, and sound frustrated. Now! Now is the time. With a silent roar, you leap up and attack

>Roll Agility (48) + Fencing (10) + Complete Surprise (20) - Scarring (5), DC73, d100, Bo3

>Roll d100 for Will
>Roll d100 for Runcibald
>>
Rolled 75, 12 = 87 (2d100)

>>3933360
>>
>>3933365
Who are you rolling for there?
>>
Rolled 16, 11 = 27 (2d100)

>>3933360

>>3933382
Wouldn't it be first d100 Will, Second d100 Runcibald? That's what i'm rolling for anyway.
>>
Rolled 71 (1d100)

>>3933360
Assuming the rolls so far have been us/Will and us/Runce respectively, third roll for us
>>
>>3933382
What >>3933395 said.
>>
Rolled 44 (1d100)

>>3933360
Ah I forgot the main character roll whoops. Rolling for Henry
>>
>>3933429
Assuming we get three rolls and the other two get one, we've already had the total five.
>>
>>3933438
Huh I assumed it was Bo3 for all three. Dice rolling is hella confusing in this quest not going to lie.
>>
>>3933448
How I think it works is we get three rolls, our companions get one and we have to roll under the target number (not sure what our allies' numbers are). 1-5 is crit success, 96-100 is crit fail, if getting a crit roll a d10 with higher numbers being more awesome/awful.
>>
>>3933702
You've got it. I have the allies stats, and they get one roll. Phone posting from work, so the combat update will come later today
>>
Rolled 88 (1d100)

>>3933365
>>3933395
>>3933429

>Will succeeds
>Runcibald succeeds
>You succeed, 11 vs 73

Darting forward like vicious snake, you lash out the leading man. The scimitar bites deep into his shoulder, hewing into muscle. He roars in pain and stumbles back. Will has managed to sink his knife up to the hilt in the gut of his foe, and both are engaged in a grappling match. Runcibald is the slowest, but when his object, a pen-like device, makes contact, there is a dull thump. The Russian screams as he is bowled backward, as if some great wind had pushed him.
>>
>>3934083

The fourth man, reacting in a blind panic, fires wildly. The explosion of noise and light is deafening, but in the gloom, he misses completely

You
>Keep pressing on the attack. Kill the man in front of you
>Retreat. They have been bloodied, and will not seek to follow
>Try to take them captive. They are afraid now
>write-in
>>
>>3934086
>>Try to take them captive. They are afraid now
>>
>>3934086
>Keep pressing on the attack. Kill the man in front of you
What are we going to *do* with him? They're all likely fanatically loyal and the odds he'll spill the beans is low and we're going to have to drag him around with us - he'll be a massive and unacceptable liability down here.
>>
>>3934086
>Keep pressing on the attack. Kill the man in front of you
They are in league with the Scarab! They already proved their loyalty enough, cut them down and move on!
>>
>>3934109
>>3934099

>Roll Agility (48) + Fencing (10) + Wounded Opponent (10) - Scarring (5), DC63, d100, Bo3

>Roll for Will, 1d100

>Roll for Runcibald, 1d100
>>
Rolled 25 (1d100)

>>3934131
>>
Rolled 100 (1d100)

>>3934131
>>
Rolled 72 (1d100)

>>3934131
>>
>>3934133

>The sword is cursed. No other explanation
>>
Rolled 63 (1d100)

>>3934131
Well, let's see if Will can save our ass
>>
>>3934138
>tfw the Sheik actually pranked Henry by giving him a cursed sword
Is this the second time shit has happened with the sword? Seriously, it might as well be canon by this point.
>>
>>3934143
>Third, but who's counting
>>
>>3934144
Apparently you. So is it canon now by QM decree, or what?
>>
>>3934144

Nah, that'd be too cruel to make it an actual stat thing. I think Henry definitely thinks it's cursed or something.

I still need a d100 for Runcibald, and an intensity roll for the CF
>>
Rolled 84 (1d100)

>>3934131
>>
Rolled 9 (1d10)

>>3934168
>>
Rolled 9 (1d10)

>>3934168
I have a theory. We got infected with the curse of incompetence by the hilariously inept mooks in Cape Town.

And failure, failure, crit failure. This guy is the luckiest mook under the sea.
>>
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Well, er, nice knowing all of you guys.

Expedition Quest II: Rescue Party edition
>>
Rolled 58, 67, 44 = 169 (3d100)

>>3934196
>>3934133
>>3934140

>Will succeeds
>Runcibald fails
>You fail, critically. Intensity 9

You lunge again, but the flash of thunderous light from the shotgun has left you somewhat blind. The man staggers back, and the sword clangs harshly against the ground, bouncing from your hands and skittering across the floor.

Will has finished off his man, and is turning towards the rest of the group, bloody knives at the ready. Runcibald has beat a hasty retreat, and is dancing backwards from the fight.
>>
>>3934229

The man you just cut brings up his rifle, and fires it straight at you. Another dull thump, and you can feel the leathers part. A flash of heat scores your ribs as the round whizzes by

>3 damage to Henry

The Russian at the back unloads with his second chamber of buckshot, and you hear Runcibald cry out in pain

>3 damage to Runcibald

A sudden flash, and the shotgunner drops, a searing beam of green light blazing through him.
"I can't leave you boys alone!" comes the voice of Kumari!

Hearing her, and seeing help is on the way, you

>Press on the attack. Use your Bowie knife
>Use your Colt, and blast the foe away
>write-in
>>
>>3934370
>>Use your Colt, and blast the foe away
>>
>>3934370
>Use your Colt, and blast the foe away
Never bring a knife to a gunfight
>>
>>3934958
>>3934730

With a snarl of anger, you draw your working Colt and fire

>How many times do you shoot? 5/6 shots, with each successive shot accruing -5 penalties
>>
>>3935525
How many rounds did we bring with us?
>>
>>3935525
2
>>
>>3935528

You have 16 rounds total to reload with, plus the stuff back at base camp
>>
>>3935525
Two shots
>>
>>3935554
>>3935529

>Roll Agility (48) + Shooting (15) + Wounded Opponent (10) - Scarring (5) - Hurt (5), DC63, d100, Bo3 for first shot

>Roll Agility (48) + Shooting (15) + Wounded Opponent (10) - Scarring (5) - Hurt (5), DC58, d100, Bo3 for second shot
>>
Rolled 97 (1d100)

>>3935571
>>
Rolled 45, 13 = 58 (2d100)

>>3935571
You have to be absolutely shitting me

and goddamn it people, if you're not rolling for all the options SAY WHAT YOU ARE ROLLING FOR!!!
>>
Rolled 48 (1d100)

>>3935571
>>
Rolled 84 (1d100)

>>3935571
>>
Rolled 25 (1d100)

>>3935571
>>
>>3935572

>Need an intensity roll for that one
>>
Rolled 6 (1d10)

>>3935614
>>
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So, out of the four rolls this thread we have got a critical fail on three of them. Even with the heightened chances we have (14% for every bo3), this is getting silly. Almost makes me want to not roll, even if it is just terrible luck.
>>
>>3935623
Oh, and two CSs as well. Perhaps we could consider making them rarer? Like for example only the first roll counting as a crit of either type. I think it would break us out of a certain crushing-success-or-ignominious-defeat pattern that having high crit odds seem to encourage.
>>
>>3935623

>I'd be willing to modify the crit range. Say 99+, and 1
>>
>>3935753
>>3935650

>Or your suggestion. Either or.
>>
>Alright, updating rules. I will take the first roll of any Bo3 to check for crits.

>Also, after this update, I will be at a wedding of a friend, so unlikely for major updates until Sunday. Thanks to all those playing and sticking around

You draw your Colt, and fire. The muzzle flash is blinding, and the sound is wrong. Something is broken in your second Colt. Still, you fire again, and the man falls poleaxed, the bullet having torn through his heart.

Kumari calls out again, this time in that peculiar language that you heard from the man in La Gloire. Suddenly, the remaining two men stand stunned, and raised their hands. Will quickly grabs their weapons. Kumari calls out again, and the men turn, like automatons, and march back towards her and the light. What the devil is going on?

>Alright, that's it for now. There might be sporadic updates through the weekend, and I will be back in full force on Sunday evening.
>>
>Howdy y'all. Sorry about last night. Flights got fucked. Back up for tomorrow,
>>
Two captured, another four dead. Only Runcibald and yourself took any real damage, and that was just a few knocks. Kumari, again using that language of hers, seems to be keeping the two Prussians docile. As you all head topside, she reveals she waited until you had drawn them deeper, and then proceeded to take out the ones you first shot. She clearly is a dab hand at this. No simpering princess for sure.

Back on the platform, the dim light of sun fading even more, you decide to

>Interrogate the prisoners. Learn more about their purpose. Also, determine how Kumari is controlling them
>Search their camp. Might be some clues to their position and leader
>Help Runcibald fix the ornithopter
>Help Will explore the rest of the platform. He seems particularly keen to get out of her
>write-in
>>
>>3942566
>>Search their camp. Might be some clues to their position and leader
>>
>>3942566
>Help Runcibald fix the ornithopter
We need a route out of here before it even has a chance to go pear-shaped, and I don't feel like stowing away on the Zeppelin of Evil.
>>
>>3942566
>>Help Runcibald fix the ornithopter
>>
>>3942573
>>3942570

>Help Runcibald fix the ornithopter

Leaving Kumari to talk in that strange tongue of hers to the men, and Will to explore, you set about with Runcibald on the ornithopter

>Roll Intellect (39), d100, Bo3
>Roll Runcibald, 1d100
>Roll Will, 1d100
>Roll Kumari, 1d100
>>
Rolled 40, 20 = 60 (2d100)

>>3942577
For us and Runcibald
>>
Rolled 55 (1d100)

>>3942577
For will
>>
Rolled 53 (1d100)

>>3942577
Kumari
>>
Rolled 3 (1d100)

>>3942577
And for us (2/3)
>>
Rolled 87 (1d100)

>>3942577
For us as well!
>>
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>>3942601
And just the round after agreeing to change the crit system following a string of frustration we get what would previously have been a crit success. The dice gods are taunting us by this point.
>>
>>3942619

>They shall not be compelled
>>
>>3942619
It's OK, avoiding crit fails more important than getting crit successes anyway
>>
>>3942583
>>3942593
>>3942600

>You (40), Failure
>Runcibald (20), Success
>Will (55), Success
>Kumari (53), Success

Runcibald quickly determines the problem, a broken strut. You attempt to help, but Runcibald just uses you to hold a light and pass him tools. Oh well, at least he was able to fix the wing.

Kumari returns, along with Will. Her eyes are dancing with joy. "I have learnt from those silly little men that the Scarab has already descended into Lemuria. He has taken some forty others, along with his Primordial friends."
"Primordials?" you ask.
"Yes, they are fallen Lemurians, who dwell in the caves that connect the island to our lands. I did not think to mention them until it became necessary. They are a harsh memory for my people."

She continues, "This group was to watch for interlopers, and protect the elevator shaft. There is also another group of men, 35 or so, inside the zeppelin."
Will pipes up, "Brought a bloody army, he has. Still, found something in the camp."
He pulls out a blueprint, one clearly evoking the shape of the Scarab's zeppelin. But something about it seems off. The scale seems massive, and there are several so-called 'death rays' along the sides. Clearly, a very dangerous weapon is being developed by the Scarab.
Runcibald opines that the group should head back up, and return to the main camp. Kumari protests, insisting that the more time spent here, the longer the Scarab has to procure whatever he needs back in Lemuria.

You
>Head back to the surface with everyone. Taking the prisoners will mean additional trips.
>Kill the prisoners, and head back up.
>Split the party. Some head down the elevator shaft, while others return and bring backup as soon as possible
>Stay the night of the platform, and try to learn more about the Lemurians and the Scarab's plan. Perhaps Will missed something
>write-in
>>
>>3942639
>>Split the party. Some head down the elevator shaft, while others return and bring backup as soon as possible
>>
>>3942639
>You (40), Failure
What? We're still supposed to be a bo3, just not taking crits, right? I had assumed 3 would just be counted as a normal roll without the crit effect.

>Split the party. Some head down the elevator shaft, while others return and bring backup as soon as possible
Runce take the prisoners back and bring backup, everyone else head out.
>>
>>3942639
>You (40), Failure
The fuck was that shit, Moreau? What gives?
>Split the party. Some head down the elevator shaft, while others return and bring backup as soon as possible
We gotta make progress and hold our advantage while we can
>>
>>3942648
>>3942649

>Ah, I see. I am big dumb. Yes, 3 should have been taken.
>Alright, quick fix

When you were helping Runcibald, he showed you a few things. Combined with the scientific papers you read while on the ship trying to help John, you learned something about the mechanics of steam

>Gained skill: Engineer 5
>>
>>3942649
>>3942648
>>3942642

>Split the party. Some head down the elevator shaft, while others return and bring backup as soon as possible

A decision is reached. Runcibald begins loading the prisoners, trussing them up like lunatics underneath the ornithopter. Before he departs, he says, "Hal, best you take this," and passes you the small device he used to push his foes around. "A pneumatic actuator. Takes about 4 minutes to recharge, but has a powerful punch." With a grateful nod, you step back as the ornithopter lunges to the sky once more. Looking back down at the actuator, you see, in your surprise, an emblazoned lions head on the back, just like the pocket-watch from Mr. Hughes. Runcibald must be a member of the Order!
>>
Heading deeper into the platform, Kumari leads. After her talk above, she is strangely quiet. You venture, "You have not been home in some time, I gather?"
"No, Henry. Two years. Or more. It is hard to tell. But wait, we approach."

The winding paths you take suddenly lead to an oval-shaped chamber. The same black-grey stone is everywhere, with the center of the chamber showing a pillar, about a mans height.
Slowly, you approach, and Kumari speaks, hesitantly. The pillar lights green and gold, and the room suddenly flashes with color. The walls fade to nothingness, as if not there, and you exclaim in shock as the seascape is revealed all around you. Half-expecting it to rush in, you flinch, but then regain your composure. Kumari laughs, gleefully, "My ancestors were much skilled with these things. We have lost much, over the years. Come, let me show my home."

With that, she speaks again in her language, and the platform begins to descend, first lazily, and then with greater speed. You plunge deeper into the ocean, the light from the pillar remaining constant, and the walls still seemingly not there.

Suddenly you are among the earth, the crust rushing by, at incredible speeds. Still you plunge downwards, faster and faster. You can scarcely think!

A burst of radiant light, and you emerge. High in a massive cavern, astounding the senses. Below you, a lush jungle and high mountains surmounted with snow. Water pools around the lands, forming a vast lake of cerulean blue. The light pours from a globe of pure-white at the top of the cavern. Will is swearing a storm behind you, but you barely notice. Distantly, you see buildings and structures within the junglescape. Looking over to Kumari, you see that she is crying, softly.

You
>Go comfort her. She is glad to be home
>Scan the incoming land for signs of civilization and life
>Scan the landing pad below.
>Talk to Will. Your descent has slowed.
>Scan the land, try to get a sense of the layout.
>write-in
>>
>>3943415
>>Go comfort her. She is glad to be home
>>
>>3943415
>Scan the land, try to get a sense of the layout.
Let K have her moment to herself. We won't be able to see shit on the ground,.
>>
>>3943415
>Scan the incoming land for signs of civilization and life
>>
>>3943415
>Scan the land, try to get a sense of the layout.
what >>3943528 said
>>
>>3943812
>>3943528

>Scan the land, try to get a sense of the layout.

The land rises to a great series of points in the middle, and all around lies flat plains, grasslands, and jungle. The peaks themselves reach up towards the roof of the cavern, where lies a glowing orb. At the edge of the land is water, which laps at the shoreline like a lake. Beyond the water, the cavern walls. All told, you would estimate that the cavern is some 40 miles in diameter or more. A truly massive area lies within. Square, stepped pyramids rise from the jungles at occasional interval. The platform is lowering still, and eventually settles on top of a ziggurat, mirroring the one above.

Kumari turns to you, and reaches for your coat. She pulls you close for a passionate kiss. Her lips, delicate yet firm. You are taken aback, and you can feel the blood rush to your face. She pulls back, delighted, and yells, "I am home! Oh, thank you Henry! You are a marvel!"

To keep yourself from blushing any further, you decide to

>Head off the platform, as quickly as possible, and towards the nearest place of safety. Kumari will know where to go. Best to cover ground now.
>Explore the immediate area, and look to secure it
>Rest in the area. No immediate threats. Perhaps you could talk to a companion or practice a skill
>write-in
>>
>>3945508
>>Head off the platform, as quickly as possible, and towards the nearest place of safety. Kumari will know where to go. Best to cover ground now.
>>
>>3945508
>Head off the platform, as quickly as possible, and towards the nearest place of safety.
The Scarab is likely already down here and several steps ahead of us. Delays are bad.
>>
>>3945508
>Head off the platform, as quickly as possible, and towards the nearest place of safety. Kumari will know where to go. Best to cover ground now.
GO GO GO!
>>
>>3945880
>>3945534
>>3945523

>Hey all. Sorry about this. I will need to step back from this quest until January 2020. Life is getting busy, especially with work. I will see you then.



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