Deep within the Earth, there lies a hollow cavern. Immense in size, it houses the fabled continent of Lemuria. Long since lost, the brave Henry McDermond has ventured here with his companions, including the princess of Lemuria, Kumari. Their aim, to defeat the vile villain known only as the Scarab. This Prussian seeks new weapons of war, and with tensions at an all-time high among the nations of Europe, Henry is determined to stop this possibility. We join our hero while he infiltrates the Lemurian palace, held by the vile Scarab. Alongside him are Richarde, Kumari, and Annika.>http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Expedition%20Quest>Use d100, Bo3 for rolls, roll equal or under. Crit range is 1-5, and 96+, on the first roll. >Character sheet: https://pastebin.com/GFae5V1j>Lore & Companions: https://pastebin.com/1sytCiXeYou need to find a way to disarm the bombs of the Scarab, planted on the sleepers of Lemuria, Kumari's family and friends. Inside the palace, it is a maze, with wandering patrols of red-suited thugs. With Kumari leading the way, it will be easy to find the sleeping chambers, but how to do it?>As quietly as possible. No need to raise hell>In pairs, so if we are found, at least the others will have a chance>As loudly as possible! Raise hell, and create distractions. Mr. Nordvik and John are going to lead a full-blown assault, maybe this will help them.
>>4161154>As quietly as possible. No need to raise hell
>>4161154>As quietly as possible. No need to raise hellLoud when, and only when, the immediate task is done.
>>4161154>>As quietly as possible. No need to raise hell
>>4162989>>4162402>>4161323>>4161171Quietly through the halls you stalk. Thankfully, Kumari knows the way, and by sticking to the shadows, you find yourself plunging deeper and deeper into the palace. Breathless minutes pass, as sometimes you have to quickly side-step to avoid patrols. Your luck holds, however, and soon you find yourself in a massive chamber, rivaling the huge dance halls of London. In rows stand coffin-like structures, from which ooze a slow, cold mist. Kumari quickly runs down, and begins pulling off greased packages set on each one; the bombs of the Scarab! Annika joins her, exchanging quick words whenever they run into a trickier one. The pile of bombs grows. Richarde stands at the one door, watchful. You decide to>Help them. The faster finished, the sooner you can press on.>Stand with Richarde. Two sets of eyes are better than one.>write-in
>>4163118>>Stand with Richarde. Two sets of eyes are better than one.
>>4163118>Stand with Richarde. Two sets of eyes are better than one.Girls know what they're doing, and we can't tech for shit
>>4161154>French pre-dreadnoughtsNeato, I'll have to catch up on the archives.
>>4164956>>4164931>>4164429>>4163178>Stand with Richarde. Two sets of eyes are better than one.>Intellect (39) + Tactics (10), DC 49>Roll 1d100, Bo3
Rolled 48 (1d100)>>4166460
Rolled 75 (1d100)>>4166460
Rolled 79 (1d100)>>4166460
>>4166471>48 vs 49. Success!You peer into the gloom of the palace. Distant shouts can be heard, and suddenly, faintly, the crackle of gunfire. Nordvik has begun the attack! You watch as the Scarab's men rush through the hallways, but thankfully, none of them notice you. Damned closed, however!Kumari and Annika join you, smiling."All done here, let's go!" Annika passes you a salvaged bomb."Use it well, Henry.">Gained Bomb>You head deeper into the palace, looking for the Scarab>Run around, and create as much mayhem as possible>Rush to the entrance, to aid your friends assault the palace>write-in
>>4167935>>Run around, and create as much mayhem as possible
>>4167935>Run around, and create as much mayhem as possible
>>4168320>Great movie>>4167937You and your companions take off. The hallways are alive with men, and scattered everywhere are piles of munitions and ammo. You take little heed for stealth, running down the hallways. You plan on causing chaos, mayhem! Looking back at your companions, you see they are united in purpose. Kumari has a calm set to her face, Richarde grins wildly, and Annika's demeanor is one of cool rage.>Intellect (39) + Tactics (10) + Engineering (5) + Distracted Enemy (10), DC 64>Roll 1d100, Bo3
Rolled 8 (1d100)>>4168488
>>4168504Just use this
>>4168504>SuccessYou bowl through the hallways, as fast as possible. Occasionally, you run into a group of Prussians, who you mercilessly slaughter. Close work, blades and blood, and then onwards. It becomes a mad rush. You find one particular ammunition dump, and leave behind the bomb. Breathlessly, you all wait behind a large pillar, tucked into a small alcove. A massive explosion rocks the palace, shaking stone and sediment from the ceilings. You hear more panicked cries in Russian and German, and a renewal of voices outside.>Roll 1d100 for Nordvik and John's progress, DC 30
Rolled 90 (1d100)>>4170497
>>4170500A sudden silence, and then a crackling explosion, followed by roars of flame and screams! The sounds echoing through the palace increase in intensity. It sounds like your friends are struggling. What fiendish tools and weapons has the Scarab cooked up this time? Annika runs to your side, screaming, "My father is out there!"You decide to>Stay the in palace, and look for the Scarab. He may try to get away!>Rush to the help of your assault. They are struggling!>write-in
>>4175551>Rush to the help of your assault. They are struggling!We can go after the Scarab later. Bros before foes.
>>4175551>Rush to the help of your assault. They are struggling!Tally Ho boys!
>>4178070>>4175569>Sorry about the slow updates, work has been difficultIt does not even bear thinking to leave behind your friends. As your run down the hallways, the crackling sound, like rippling thunder, is heard again, followed by screams. Annika shouts, "It is the lightning cannon! The Scarab must have had another!" You suppress a shudder, memories of the same weapon in the hands of Annika back in Cape Town. The sprint leads to the wide doors of the entrance. A long section of columns line each side of the front. There is a long set of steps, and the bottom, you see a mass of red-suits behind makeshift, firing at the distant treeline. From there, comes sporadic gunfire and shouts. The two watchtowers are ablaze. More importantly, you see one figure clad in iron, and carrying that devilish flame-throwing device, while another, opposite him, holds the coil gun. Both are spraying their respective fire into the trees. Wood snaps and sparks, or explodes as the water is super-heated. It is a vision of hell. Kumari has already taken position, and is lining up her shots on the mass of red-shirts at the bottom of the stairs. Richarde is hiding behind a pillar, waiting for a signal. Annika is also following Kumari's lead, aiming at the coil-gunner.You>Decide to fire at the coil-gunner. It has a powerful range>Decide to target the flame-thrower. It's power still haunts you>Attack the main group. Best get their heads down, and let Nordvik move up>write-inChoose which weapon you use>Colt Navy 1861 >Lemurian Battlestaff
>>4181992It's cool OP, just stay healthy yeah?>Decide to target the flame-thrower. It's power still haunts you>Lemurian BattlestaffFlamethrowers can ignore cover, and the ladies seem to have a bead on the lightning gunner.
>>4182993>>4182156>Agility (48) + Shooting (15) + Ambush (15), DC (78)>Roll 1d100, Bo3also>Roll 1d100, declare who>Annika>Kumari
Rolled 84 (1d100)>>4183058
Rolled 49, 87 = 136 (2d100)>>4183058Also rolling for Annika
Rolled 45, 51 = 96 (2d100)>>4183058and once more for us, plus K
Rolled 8, 70, 55 = 133 (3d100)>>4185023>>4183062>49 vs 78. You hit!>87. Annika misses!>51. Kumari hits!You lean out from behind the massive marble column, and fire. The staff flashes, and a lance of pure heat hits the flametrooper square in the back. He tumbles to the ground, slow to return to his feet. Kumari sends out a matching beam, scoring the backs of several of the thugs. Annika fires as well, with a fierce shout, but she misses, lances the dirt beside the coilgunner. The Scarab's men have noticed, and begin firing back, while the coil gunner rushes for nearby cover.
A hail of gunfire comes back. Annika reels back behind her column, clutching her side. A few shots slap near you, and Kumari has to huddle down. The coilgunner has disappeared from your sight, and Richarde is scrambling for his gun. The flametrooper continues his slow and imperious march towards the trees, confident in his armour.You>Rush to the side of Annika. She is hurt!>Return fire (choose your target - Scarab's soldiers 5/7, Flametrooper)>Dash to another column, to try and find that coilgunner>Pull out your flare, and signal Nordvik's men that you are here>write-in
tfw you forgot to complete the captcha and don't notice for over a day>>4186303>Return fire (Flametrooper)No sense trying to run to Annika and getting shot ourselves. He must be stopped.