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File: Depths AI generated.png (419 KB, 512x512)
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You have returned from the newly discovered archipelago, bringing with you the spoils of knowledge, some interesting armor, and a captive Wanderer. The metal man traded knowledge of magic in return for your captured Red Rat. And boy was it worth it, for you now posses the knowledge of advanced circuitry surgery, allowing you to activate latent magic.

Afterwards you explored a large island, discovering native First-of-Steel, a freakishly strong species made of metal. The entire race is obsessed with "Great Achievements" and communicate through nonverbal body posture. They exist in a total absence of government, and care for little beyond themselves. Despite this, or because of it, the First-of-Steel are exceptionally skilled in there craft, whether that be mapmaking, magic, or martial arts.

Moving on to the connected mountain chain, you met the Wanderers, smoky beings with incredible senses and the ability to form tools out of their bodies smoke. Unfortunately, that meeting was an ambush, and you lost the life of the Bored warrior. When the priest tried to heal him the effects were catastrophic, creating a undead creature that fed of divine grace.

While you were gone the clone was hard at work with your new shrine and order to allow Shapely settlement of your island.

40 days ago, Clone POV: You will dig down into the shrine, placing the Scorched Rock into a large central chamber, Already you can imagine the intense heat generated and held within the mountain. Of course, the artifact will need some source of power. You know that sunlight vastly enhances its capabilities, in terms of both heat and its production of the dreaded Haze. The Kin's holy light has similar properties to sunlight, but is much less harsh, so perhaps that will serve as substitute? Or you could go the other way and fill the inner chamber with water, allowing the opposing elements to react freely. what to choose?
>Sunlight. The well leading to the Scorched Rock is directly below the shrines tower. With an open top, a coating of white ash, and lots of polished bronze you can beam light straight down. It will be strongest at noon.
>Kin lanterns. These orbs of holy light emit for years on end. Lots of them will remove the need for sunlight but may have unknown effects.
>Water. The Scorched Rock is aligned with heat and earth, who knows what reaction it could have with cold water? Fun!
>Write in. There are abundant options, you could combine methods, use some other material like dredged silt, or even something creative like tunnels to let air flow in and out.
>>
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>>4528860
Hermann the Prime-Biotic
Body: Your body is exceptionally thin, coated in a layer of lean muscle and taught tendon. This makes you exceptionally agile+5 checks but means less internal fat, leaving you with vulnerable organs+5 to crit you. Your natural biology means that you have thin skin-5DR and fragile muscles-5DR, but your stronger+5DMG and heal faster1.1Xregen.
Prime-Biotic Unique: Multiply mutation-60minutes

Mutations-Physical Ability: 1(+5 checks/DR/DMG)
Shapeshifting
Regeneration+10regen
Flesh Shaping+flesh shaping pool=HP
-Flesh shape armor+10DR
Ultimate-Survivor+5 DR, +100HP
-Flesh shape stats X2
Undying^^3Xregen

Magic Circuitry-Magic Skill: 4(+20 checks/magic DMG)
Level 1 Creation Circuity(Clone)
-Auxiliary circuit(True Clone)
Level 1 Negation Circuitry^^(Stasis)
-Auxiliary circuit(Reaction): parameters for activation not set
-Auxiliary circuit(Range-Volume)

Curses/Immortality
Curse of Slumber
+4 year surplus. (-40 days)
Curse of Sight

General Skills
Moderate Circuitry +10 checks
Shadneel Scavenging

Gear
Backpack
Waterlogged Wood(Magic)
Steel Axe
Iron Sword
Lantern(Kin and regular)
Camping gear
Scorched Rock(Magic)

--------

Archived threads.
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=k8+the+8
>>
>>4528860
>Kin lanterns. These orbs of holy light emit for years on end. Lots of them will remove the need for sunlight but may have unknown effects.
>>
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>>4528926
You acquire a dozen Kin lanterns, custom made to be twice as large and four times as bright as normal. You'll need a new lantern every other year, but that should be easy to maintain considering you have a hive on your island. The lanterns are arranged within the lower chamber so that the center is perpetually lit with intense yellow light. All that's left is to wait for the original to arrive and place the Scorched Rock. Does it feel like somethings missing?
>Write in. Add something else to the shrine.
>Done. It's perfect. Or at least good enough.

Present day, Original POV: You find yourself staring down into shrines well. It's a deep pit, dug so far into the mountain you can't see the bottom. Or you wouldn't be able to, were it not for the gentle light glowing from deep below. Your clone has set up a rope system to lower the Scorched Rock onto it's pedestal. As you place the artifact in a wooden cup you feel it's heat, already beginning to produce Haze in response to the light.

As the rock lowers an updraft cooks your face, enough that your regeneration kicks in to heal your fragile transparent skin. Deeper and deeper, until the rope goes slack and the heat has reached a crescendo. Deep beneath your feet a rumble emanates, followed by sounds of bubbling. Your about to see what this shrine does.
Roll 1d100, best of 3. No DC.
>>
Rolled 71 (1d100)

>>4530572
>Done. It's perfect. Or at least good enough.
>>
>>4530585
71
The rumbling slows, but the hot air has not. Staring into the well you see a dim gold light rising, closer and closer. A sheen of yellow covers a viscous liquid flowing upward as internal pressure rises. Within minutes it has reached the top of the well, the fluids surface bubbles and boils at a temperature that blisters skin at several feet. You can only imagine the temperature of the substance itself.

Just as the well begins to overfill a violent *CRACK* resonates through the mountain, opening some invisible subteraneasn channel and relieving the intense pressure. Safe for now, you admire the new development. This fluid appear to be liquid stone, based on its property of solidifying into black rock when separated from the main mass. The superheated air from this molten rock flows upwards and out the shrines tower, keeping the room at a slightly uncomfortable temperature, like an overactive sauna.

Even more amazing, standing near the well gives you a feeling of power, as if you are still connected to the Scorched Rock serving as the shrines heart. This fluid is ripe with the verdant energy of Anaphora. Your sure it would bring an abundance of plant life if ever released. At least, after it burned everything to the ground.
+Shrine of Verdant Vulcan: The island now posses the heart of a volcano, which is directly connected to your shrine. The lava from this leaves behind exceptionally fertile soil, but is dangerous to any existing life and/or structures. You may be able to harness the Shrine power to other ends, with creative use.

You really should get some sleep, but you still have loose ends. What to deal with first?
>Shrines power. Lets see what this thing can do!
>Shapely village. As relations with the Kin worsen, you've allowed the kingdom of Telly access to a portion of your island. You should see how that's developing.
>Wanderer captive. What to do with the prisoner? give him to the Shapely? The Kin? Keep him to yourself?
>Write in. Lots of things to do. Diplomacy with the Kin, meeting with your teammates, taking nap... Always more options.
>>
>>4530754
>>Shapely village. As relations with the Kin worsen, you've allowed the kingdom of Telly access to a portion of your island. You should see how that's developing.
>>
>>4530754
>Shapely village. As relations with the Kin worsen, you've allowed the kingdom of Telly access to a portion of your island. You should see how that's developing.
>>
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>>4530789
>>4530825
The Telly kingdom leapt at your offer for a village. They can't grow crops like the Kin, but they also eat nearly half as much. The towns influence is obvious, all available land within at least half a mile has been converted to farmland, enough to support a little over a 100 people. Not a large village, but significant. The rest of the land hold stone houses and granaries, most of which are still under construction.

After entering the village you are quickly escorted to a half finished town hall, where two figures greet you.
"Ah, your still in one piece. Quite good." The Shapely diplomat, Rael Cun is the first to speak pushing the other back. You recognize the winged form of your Shapely companion.
"I suppose you were expecting me?"
"Eventually, of course. Your companion was telling us all about your adventure. My lord do you have some explanations to give. Not only are you an immortal, your one who lost all memory within the depths. Tell me how does it feel to be a child? Don't answer that." You grimace as she berates you. She clearly hates you, yet whoever controls her keeps her as a middle man for the Telly kingdom.
"Look what do you want to hear about?" You force a smile to hide your growing annoyance.
"...Hmph. You've discovered a new method of activating circuits through surgery. The nobles want a demonstration as soon as your able. Considering we funded your little expedition, you owe us that much. Oh, and I'd like to know why the ground was vibrating and whining an hour ago. The Cockroaches refuse to speak with me, for whatever reason."
What are you talking about first?
Your clone can perform an extra task
>Surgery soon. You'll get some rest, gather up materials, and head over tomorrow.
>Need tools. High quality Shadneel instruments are need for such a delicate operation. And those can only be found on the Silt island.
>Vibrations? That's strange. The Shrine shouldn't have been causing anything this far out. Maybe it's effecting something under the island?
>Work here. The village needs some guidance, you don't want it expanding past it's border or killing of the local deer herd.
>Write in. You've got lots to do.
>>
>>4531798
>>Need tools. High quality Shadneel instruments are need for such a delicate operation. And those can only be found on the Silt island.
And then tell them sorry about the shrine uh experiments
>>
>>4531828
"I'm sure the Kin are just shy." You lie through your teeth. "I was doing some experiments in the shrine. Magic stuff, you know?"
"Fine. When should I tell my superiors you'll be arriving? I have important work to do." Rael stares at you with her expressionless mask, though her voice's echo indicates a glare.
"Wait, wait, Lets not be hasty. It's a delicate procedure, we wouldn't want to it without proper tools right?"
"We have tools, and physicians experienced in magic." She snaps back.
"Or for- it's a Shadneel technique. I know you hate it, but they are a lot more advanced. I'm not risking a botched operation because you insist I use subpar tools. All I have to do is get to the silt island and back. Okay?" You really wish she had visible eyes, staring into black voids is not an easy way to hold conversations.
"You are your own person. Just don't disappoint us, we know you lost the Kin's support." She flicks her hand, turns heel, and marches away. You ex-party member gives a curt wave before following the diplomat.

Well shit. You've just git home and already there's work to do. Thankfully the island is safe now that you've activated the spire and buried that troublesome hunk of rock. Unfortunately, you still have to cross miles of silt to get there.

DC 50, best 1 of 3, 1d100+5(physical ability)
>>
Rolled 96 (1d100)

>>4531966
>>
Rolled 23, 28 = 51 (2d100)

>>4531966
>>
Rolled 86 + 5 (1d100 + 5)

>>4531966
>>
>>4531974
96+5=101 critical success!
Navigating the silt flats is easy with your past experience and a lot of luck. You manage to clear the whole flat during sunlight hours, arriving on the island with hours before sunset. Once there you take your time searching, since the island has been made safe from your previous adventures.

The silt island is still dim from its cloak of magical darkness, but some plants have already begun growing back. You notice this since layers of moss have begun forming on some old buildings you search, signaling which where least damaged by the years of Haze exposure. Thanks to this you find several supply caches all over the island, and all in one day. You manage to recover not only medical grade steel instruments but also a few handfuls of gold, silver, and aluminum coins, alongside almost 30 pounds of usable Shadneel steel scrap. This is a fair amount of personal wealth, and you could sell the steel or use it in personal projects like the Shrine.

You arrive back home and quickly head over to the Telly kingdom to perform the surgery.
This roll will also be used for your own magical surgery, should you choose to go under the knife
DC 75, 1d100+15(Moderate Circuitry, Magical Circuitry Surgery), best of 1 of 3.

Clone POV: The Wanderer prisoner has been extra agitated the last few days. It claims it can hear a metallic whining coming from the caves. He keeps asking to go check it out, not understanding your warnings about the dangers of those subterranean tunnels. You don't know if its a mental problem or something to do with his species super senses, but it's getting hard to deal with an uppity captive. He even refuses to participate in game night. Are you going to let him check it out?
>Come back soon. He's a subterranean creature experienced with the depths.
>Need an escort. You'll accompany him, to make sure nothing funny happens.
>No. It probably won't last long, and the Wanderer likely to be handed of to another faction anyways.
>Write in. Maybe you could investigate, or send someone else to do so?
>>
>>4536448
>Need an escort. You'll accompany him, to make sure nothing funny happens.
>>
>>4536448

>Need an escort. You'll accompany him, to make sure nothing funny happens.
>>
Rolled 83 + 15 (1d100 + 15)

>>4536448
>Need an escort. You'll accompany him, to make sure nothing funny happens.
Also, rolling for surgery, I hope I don't fuck this guy up.
>>
Rolled 25 + 15 (1d100 + 15)

>>4536448
forget to roll
>>
Rolled 10 + 15 (1d100 + 15)

>>4536739
Much shame
>>
>>4536967
Even greater shame
>>
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>>4536931
83+15=98 Success :)
Your brought before the sedated body of a young Shapely worker in a operating theater. Surrounding on all sides are nobles, physician, and mages alike. Some are here to observe, some to assist. The operation is complex, requiring a eclectic assortment of items, ranging from obsidian carved with circuits to a suspension of metal in oil. You check the bodies circuits by injecting dyes into the veins through a thin reed. With this method you identify where the circuits intersect with the physical world and begin cutting at them. After that you can connect disparate circuits and add new artificial ones via silver wire.

Two hours later an the operation is done. You finish by covering the body in oil and pouring vinegar own the throat. After a day the subject is ready to test newfound magical might. The manifested circuitry is a set of level 2 creation circuitry, capable of manufacturing diseases from the subjects own body, and level 1 destruction circuitry that drains a target of emotion. While worrying manifestations of magic, no one can deny the effectiveness of the procedure. As payment for providing this information the Shapely offer to perform the surgery on you. Do you accept?
>Yes. You have nothing to lose. Choose an element(Destruction, Entropy, or Order) and concept (Parasite, Instant, Dance, Etc...)
>Yourself. Attempt to perform the surgery on yourself. Choose either your Creation(Clone) circuitry, or your Negation(Time) circuitry. The one chosen will become level 2.
>No. The Shapely will be in your debt.
>Write in. Maybe a clone could do the surgery, or maybe do something weird?

Clone POV: The Wanderer leads you to the cave near your house. It's long since been boarded up, but you pry off a few bits of wood and squeeze in. The caves are disturbingly warm like a sauna. The power of the Shrine permeates even here, further evidenced by the smell of burning iron. Further down you go, until finally reaching a familiar sight in an unfamiliar place. A wall of metal with a sideways door. The wall is embedded in volcanic rock from which a loud hum gently vibrates the cave. Two floodlights illuminate kicked up dust. It would seem your Shrine woke something up. Do you explore further?
>Crack it. The thing is riddled with the most complex circuits you've ever seen. It'll be tough, but maybe you can get the door to open by altering the wiring?
>Shrines power. With enough firepower you can just crack a hole in whatever structure the doors a part of.
>No. The humming is dying down already. In a few days it should be gone.
>Write in. Do you have any tools to work on this?
>>
>>4537882
>Yourself. Attempt to perform the surgery on yourself (Creation circuitry)
>Shrines power. With enough firepower you can just crack a hole in whatever structure the doors a part of.

I want level 2 clones. They're honestly overpowered.
>>
>>4537888
>>4537882
Backing this guy, but we should put off the shrine till after the surgery
>>
>>4537888
+1 but crack it instead. I dont think we should start by trying brute force.
>>
>>4537888
>>4538155
>>4538738
It's difficult performing the surgery on yourself, but with the help of some anesthetic and helpful physicians you manage to engage your Creation circuitry, causing it's ambient magic to coalesces into a new mote of magic.
+Level 2 Creation circuitry(Stasis)! You now have a second mote of magic in your Creation circuitry, allowing you to create 3X as many clones. AKA 9 normal clones, 3 true clones, or some mix.
+Auxiliary circuit: Magic clone! You can put a mote of magic into this circuit to give clones a version of your own magic. The clone will have your magical circuitry, but each set will have 1 less mote of magic.(OOC: Yes, clones can make clones)

Clone POV: Whatever this is, it's buried under your island. Or the originals island, you guess. Either way, you now have an active volcano under your control and your itching to use it. The Shrines central room smells of burnt metal and sulfur, the lava well glowing with heat to light the room. You briefly consider turning the place into a sauna before continuing your work.
DC 60/80, 1d100+5(You are bonded to the Shrine), best of 1 of 3.
>>
Rolled 13 + 5 (1d100 + 5)

>>4539138
>>
Rolled 32 + 5 (1d100 + 5)

>>4539138
>>
Rolled 41 (1d100)

>>4539138
>>
>>4539225
>>4539386
>>4539899
oof oof oof
>>
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Rolled 1, 2 = 3 (2d2)

>>4539899
41+5=46 Failure :(

Your newly formed caldera starts to drain as excess heats up, melting through old rock to forge new pathways and filling old caves. You can "feel" where the magma is through the Shrine, which fills your head with a 3d map of of high temperature zones. But something interferes. A small but significant portion of the island seems to block your control, filling your head with a familiar static. Worse, your clone reports that the whining has grown louder incapacitating the Wanderer and forcing a retreat.

The next week has hot steam flowing out of the caves and locals reporting child sized insects roaming the underbrush. Occasional tremors occupy your time, reassuring your islands inhabitants while you do damage control.. The underground is now filled with magma, occasionally streaming lava out of the cliffs caves, and powering whatever lies under the earth. The Wanderer has been moved to the islands keep, farther away from the sound.

The shaking if the earth has slowed, giving you time to plan and act. With a portion of the magma out of your control it's difficult to keep the volcanic activity within safe parameters. You could ease the power from the shrine to solidify the rock, but you don't know how it will effect whatever woke up underground. A better option might be to confront the problem in person, but that dangerous even for you. Maybe you should just stay on the defensive? You can work on other projects in the meantime, and maybe learn more about the threat? Of course, you are ignoring a potential danger. How will you protect your home?
>Cooling. Ease the intensity of the holy lights, allowing the lava tubes to drain.
>Direct. Go in person to the metallic structure.
>Defensive. The early bird gets the worm, but the second mouse gets the cheese.
>Write in. Maybe you could map out the metal structures interior, or call aid from another faction?
>>
>>4540552
>>Direct. Go in person to the metallic structure
The original and three true clones should be enough to handle any threat, of at least 3 true clones
>>
>>4540552
>Direct. Go in person to the metallic structure.
>>
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>>4540616
>>4540628
You return to the cave, now filled with thick clouds of steam. The door is no longer accessible due to a layer of lava flowing through. The rocky crust is burning hot, maybe solid enough to stand on, but not safely. [/i]You'll have to do something clever, or else find a way around[/i].
>Dig. Use your clones to dig a way around the lava flow. Could take a day or two to get a walkable ledge.
>Search. Explore the caves for alternate entrances. Risky, but could be faster.
>Wander. Ask him to identify another way through. Is he stable enough to help, or is the noise getting to him?
>Write in. Use an item, or magic, or another method to get through.
>>
>>4543119
>Dig. Use your clones to dig a way around the lava flow. Could take a day or two to get a walkable ledge.
>>Write in. Use an item, or magic, or another method to get through.
Let's send a clone to grab that water logged wood bit, might offer enough protection to walk through
>>
>>4543274
+1
>>
>>4543274
>>4543293
Digging goes slow, but is surprisingly easy. With your natural strength picks are driven into the wall and stone torn free, slowly forming a path around the lava flow. While you work a clone retrieves the Waterlogged Wood from your home, presenting it to you.

Your hand feels damp as black water begins to flow the caves steam begins to condense. The temperature drops quickly and something begins slithering at the edge of your vision, dark in the otherworld. Your reminded of what you killed to get this artifact. You snap back to reality with a gasp. The lava has a solid surface with skin charring heat, but not enough to overcome your regeneration.

The door is still closed, but severely damaged by the intense heat. More interestingly there are sparks coming off of the circuitry wherever the water has soaked in. You have to get in somehow.
>Circuitry. It's partially exposed, easy for you to access. Complex, but you've seen this once before.
>Teamwork. Pry open the door. While not possible for a single man, you can summon up to 9 clones half your strength.
>Wait. If there's a door then someone, or something, must be using it.
>Write in. There's an easier way in, or perhaps you have something better to be doing right now.
>>
>>4543909
>Circuitry. It's partially exposed, easy for you to access. Complex, but you've seen this once before.
>>
>>4543931
>>4543909
Backing
>>
>>4543931
>>4544438
You tear of the metal casing to grope at electrical mess. You feel no magic from these circuits, but the task isn't impossible you'll just have to rely entirely on mundane sight for the job. Strands of metal intertwine, sparking plates moved, and glowing lights blink.
DC 80, best 1 of 3, 1d100+10(Moderate Circuitry)

Sleep well, don't dream of things in caves.
>>
Rolled 38 (1d100)

>>4544451
>>
Rolled 28 + 10 (1d100 + 10)

>>4544451
Sorry op! Irl got me for a but
>>
>>4544481
>>4545217
I'm busy for a bit longer. but if someone wants to reroll feel free.
>>
Rolled 45 + 10 (1d100 + 10)

>>4545236
>>4544451
Oh gods do t let me down dice
>>
>>4545278
45+10=55 Failure :(
A piercing scream breaks your concentration. The door itself yells, and with such ferocity that your ears burn. It opens up to a small room with an identical door on the other end, and within stands a metallic entity tall as large dog. It responds to the scream charging you.

Do you stay and fight? You risk drawing more creatures to you, but a quick battle could earn entrance to this underground fortress.
>Combat. Your 4 to 1, so long as this room holds no tricks you can easily win.
>Bolt. Just run past it. Your natural agility gives an advantage here.
>Run. Pull back into the caves, you aren't waiting for more of these things to show up.
>Write in. Pull some clever trick.
>>
>>4545370
>Write in. Pull some clever trick.
So were still at the door right? Let's pull back a bit and then just freeze the damn thing then chuck it into magma, we can move frozen things right?
>>
>>4545396
Freezing things negates entropy, so they become impossible to move relative to gravity.
>>
>>4545428
Well freezing and then beating it up once we're in a better position is still okay, even if we have to unfreeze it to do so
>>
>>4545370
+1
>>
>>4545396
+1
Whoops +1 wrong thing
>>
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>>4545447
>>4545559
You leap forward to bring the enemy in range. From it's belly shards of metal expel at absurd speeds, so fast that they take giblets of your body with them. Unfortunately for the iron bug your momentum is carried through, and the second it crosses the threshold of your power it becomes locked in spacetime. in 5 seconds your clones surround the enemy. At 8 seconds they've line up for a three pronged assault. At 9 seconds your jumping on top of the bug. flensing And at 10 seconds, your time freeze ends. In that instant two celling panels slide away, long nosed beasts descends, and they expel even more metal shards into your flesh.

Roll 1d100+10(Physical ability, Strength), best 1 of 3.

Hermann the Prime-Biotic
HP 200 + Fleshshaping(200HP) + regen(33/turn)
DR 0
ACTIONS
>Attack: 1d00+10 BO3
>Flesh shape
>Magic
>Item
>Write in

TurretX2
HP 80
DR 25
ACTIONS
>Metal barrage: 2d100
>>
Rolled 38 + 10 (1d100 + 10)

>>4545616
>>Flesh shape
Let's make some bone javelins to throw at the turrets after this thing is dead
>>
Rolled 26 + 10 (1d100 + 10)

>>4545616
>Attack

Let's kill them first
>>
>>4545699
We need to get our rolls to being good
>>
>>4545664
(38+10-40)*4=32
your quarry dashes sideways and up a wall with the grace of a crab. That is to say, fast, but not very good at dodging. The four of you crush it's vulnerable joints with a series of kicks grabs and punches. While this happens the long snouted creatures resume their attack, forcing you to take a defensive stance. While you lack the training to launch parts of your body at a range, you can separate bone into javelins. A series of these grow out of your forearm like a hellish hedgehog.

Hermann the Prime-Biotic
HP 200 + Fleshshaping(200HP) + regen(33/turn)
DR 0
ACTIONS
>Attack: 1d00+10 BO3
>Bone Javelins: 1d00+10 BO3, Ranged -5 Fleshshaping HP
>Flesh shape
>Magic
>Item
>Write in

Prime-Biotic true clonesX3
HP 200 + Fleshshaping(200HP) + regen(33/turn)
DR 0
ACTIONS
>Attack: 1d00+10 BO3
>Bone Javelins: 1d00+10 BO3, Ranged -5 Fleshshaping HP
>Flesh shape
>Write in

VS

TurretX2
HP 80
DR 25
ACTIONS
>Metal barrage: 2d100

Crawler drone
HP 18
DR 40
ACTIONS
>Metal barrage: 1d100

Forgot to roll for the Turrets last post, so I guess you get a free round of attacks. Though considering the state of RNG that doesn't seem unfair.
>>
>>4546404
Shit, The clones attack shouldn't be best of 3, just ignore that part.
>>
Rolled 66 + 5 (1d100 + 5)

>>4546404
Hermann:
>Bone Javelins: 1d00+10 BO3, Ranged -5 Fleshshaping HP
Clone:
>Bone Javelins: 1d00+10 BO3, Ranged -5 Fleshshaping HP

So we need 4 1d100?
>>
>>4546435
I'd say roll once for Hermann and once or twice for the clones.
>>
Rolled 56 + 5 (1d100 + 5)

>>4546404
I'll go ahead and roll again
>>
Rolled 58 + 10 (1d100 + 10)

>>4546435
>>4546404
Backing this goi
>>
>>4546458
>>4546435
These rolls are tolerable for a change good on us, also its +10 homie
>>
>>4546458
>>4546520
Could I get 1 more roll for the clones? I'll just multiply it by 4.
>>
Rolled 52 (1d100)

>>4546533
No problem
>>
Rolled 95, 36, 47, 32, 8 = 218 (5d100)

Let me ROLL!
>>
Rolled 37, 2 = 39 (2d100)

>>4546435
66+10-25=51
A series of javelins impale the metal spewing beasts, though its solid steel body is supernaturally durable and does not falter.

>>4546538
52+10-40=22(1)c
The four legged spider sprouts a bone spear from the head, falling over in a shower of crimson sparks. The ceiling monsters suffer a similar fate, one of them even retracting into it's hole.
>>4546583
95 Critical! X2 damage
36, 47, 32, 8
Though not before spewing a devastating hail of steel into your body. You can feel chunks of flesh fall from the bone, your regeneration barely keeping up. Even worse, you can see scuttering shapes rounding the tunnels bend. You have only a minute(1 round) before they arrive. You'll have to do something as you fight the last defender, or else face a half dozen more metal spiders.

Hermann the Prime-Biotic
HP 33 + Fleshshaping(82HP) + regen(33/turn)
DR 0
ACTIONS
>Attack: 1d00+10 BO3
>Bone Javelins: 1d00+10 BO3, Ranged -5 Fleshshaping HP
>Flesh shape
>Magic
>Item
>Write in

Prime-Biotic true clonesX3
HP 200 + Fleshshaping(195HP) + regen(33/turn)
DR 0
ACTIONS
>Attack: 1d00+10
>Bone Javelins: 1d00+10, Ranged -5 Fleshshaping HP
>Flesh shape
>Write in

VS

TurretX2
HP 0(dead), 53
DR 25
ACTIONS
>Metal barrage: 2d100
>>
>>4546615
>>Write in
Run away! Were going to need to grab some proper weapons
Tru clones
>>Bone Javelins: 1d00+10, Ranged -5 Fleshshaping HP
>>
Rolled 47 + 10 (1d100 + 10)

>>4546641
+1

True clones can keep fighting and see if they can beat all the enemies
>>
Rolled 93 + 10 (1d100 + 10)

>>4546615
>>
Rolled 64 + 10 (1d100 + 10)

>>4546648
Were safe!
>>4546615
Also a roll I guess
>>
Rolled 11, 34, 19, 77 = 141 (4d100)

>>4546641
I was going to ask for a roll to see how effective your escape was, but since this is such a good roll I'll keep it.
>>4546648
93+10(physical ability, agility)
Hell no! Your body can endure any attack that doesn't separate flesh from form, but these weapons damn well specialize in that! You turn to run, hoping your natural agility can protect you. You begin shaping your body into claws and gripping scales, climbing all over the cave walls to escape this menace. 2 out of 6 metallic spiders follow you, while the others close in on your clones.

Clone A POV
>>4546645
47+10-25=32
Your fellow clones pummel the remaining defender with a volley of spears, creating a macabre pincushion of bone and steel. As they attack you hold there backs, taking the brunt assault of 4 more spiders. At least you can rest easy knowing the original escaped. You expect this to be a hard fight. What your don't expect is the door closing as the enemy attacks, locking you inside the metal chamber.

Prime-Biotic true clonesX3
HP 200 + Fleshshaping(190HP) + regen(33/turn)
DR 0
ACTIONS
>Attack: 1d00+10
>Bone Javelins: 1d00+10, Ranged -5 Fleshshaping HP
>Flesh shape
>Write in

VS

Crawler droneX4
HP 50
DR 40
ACTIONS
>Metal barrage: 1d100

>>4546615
37+2=39
Hermann the Prime-Biotic
HP 33 + Fleshshaping(80HP) + regen(33/turn)
DR 0

The death struggle of the ceiling monster embedded some metal shards into your body, but was ultimately too little to late. You escape to the blinding light of the noon day sun, already thinking about the next step.
>Slumber. Willfully activate your curse . You can quickly recover, but your clones will be on their own.
>Keep. Escape to your islands keep. Skilled Shapely archers can kill at a 100 paces.
>Shrine. You plan to provide some serious backup. Or collapse something into a lake of lava.
>Write in. Think, think, think! What is going on?
>>
>>4546666
>Bone Javelins: 1d00+10, Ranged -5 Fleshshaping HP


>Write in. Think, think, think! What is going on?
Lets go get some reinforcements from the kin and shapely, the scorched rock is still in the shrine right? I kinda want to remove it and use it to try to melt the metal beasts
>>
Rolled 35 + 10 (1d100 + 10)

>>4546666
Clones:
>Attack
Hermann:
The other anons write in

I don’t think we need to use bone javelins right now we can just attack
>>
>>4546690
Comprise? 2 melee and one with javelins?
>>
Rolled 52 + 5 (1d100 + 5)

>>4546666
>>
>>4546705
that's fine
>>
>>4546690
>>4546705
>>4546710
>>4546757
Gonna be a bit late, an experiment went wrong
>>
Rolled 29, 99, 59, 37 = 224 (4d100)

>>4546681
Original POV: Another minute passes as you run up the mountain path, yelling at a passing Kin to alert the hive. The giant grasshopper sprints at four times your speed, carrying your message. That should alert the others in a couple minutes. In the meantime you scurry towards the Shrine to retrieve the Scorched Rock, which can hopefully melt through metal.

>>4546666
11+34+19+77=141
Clone A POV:The first spray of metal is painful, but lacks the flesh ripping qualities of those long nosed ceiling monsters. But even as the sole recipient of this attack, your mutated flesh bears it without failing, your regeneration already knitting the wounds. Thankfully nothing breaks through to the other clones.
>>4546690
35+10-40=5
You respond by pummeling the closest spider as it crawls towards the walls. Who would have guessed, punching solid steel isn't extremely effective.

>>4546710
52+10-40=22
Your fellow clones throw another barrage of spears at the spiders out of your reach, landing a few solid hits, but not enough to take the enemy down, who instead backs behind its own allies for protection.

Prime-Biotic true clonesX3
HP 92,200,200 + Fleshshaping(190,185,185HP) + regen(33/turn)
DR 0
ACTIONS
>Attack: 1d00+10
>Bone Javelins: 1d00+10, Ranged -5 Fleshshaping HP
>Flesh shape
>Write in

VS

Crawler droneX4
HP 55,6(behind allies),50,50
DR 40
ACTIONS
>Metal barrage: 1d100
>>
Rolled 1 + 10 (1d100 + 10)

>>4547708
>Bone Javelins: 1d00+10, Ranged -5 Fleshshaping HP

I really hate our combat rolls they've been trash this entire thread
>>
>>4548005
Amazing. I've never seen someone actually curse a roll before. Let alone their own post.
>>
Rolled 77 + 10 (1d100 + 10)

>>4548073
>>4547708
>>4548005
Backing this guy in every way but roll results, and man is this going to be one of those quests?
>>
Rolled 9 + 10 (1d100 + 10)

>>4548073
>>4547708
>>
Rolled 85, 95, 89 = 269 (3d100)

>>4547708
29=29
>>4548005
1+10=11 CRITICAL FAILURE!
The spiders have begun crawling on the walls to avoid you. Despite the rooms small size, they can stay high enough to force you into ranged combat, which is where your first mistake is made. You angle a javelin at the nearest enemy, but a burst of metal shrapnel throws off your aim. The weapon penetrates the inner door panel, releasing a spray of sparks and turning the lights red. Your second mistake was trying to remove the javelin, which resulted in massive electrical shock shutting down your nervous system.

>>4548316
77+10-40=47
>>4547708
99 Critical hit! 99X2=198
59+37=66
Clone B POV: You see the other clones body burn a blue incandescent as electricity fries his brain. As the world turns red you feel your own body fail, legs breaking beneath you. Your regeneration can't keep up as your organs are torn out in bloody chunks, chewing through your biomass reserves. You manage to get one shot off before hitting the floor, taking one of the damn monsters to the ground with you. You'll be fine in a minute, so long as you don't take another hit like that.

>>4548325
9+10-40=0
Clone C POV: You can barely aim your spears with everything going on. Lights are flashing, everything turns red both your allies are on the floor, one of whom isn't responding. Even worse, that stray javelin activated some magical trap, and the rooms heating up fast.

Prime-Biotic true clonesX3
HP 91(Comatose),33,200 + Fleshshaping(185,111,180HP) + regen(33/turn)
DR 0
ACTIONS
>Attack: 1d00+10
>Bone Javelins: 1d00+10, Ranged -5 Fleshshaping HP
>Flesh shape
>Write in

VS
Environment: Autoclave decontamination. Each minute(round) causes 5 damage from the intense heat and pressure. This damage increases by 5 each round. This causes half damage to robots.

Crawler droneX4
HP 0,4(behind allies),48,48
DR 40
ACTIONS
>Metal barrage: 1d100
(OOC, yeah I realized I miscalculated the drones HP last round. Fixed it now.)

Original POV
Shit! What is going on back there? The connection to one of your clones just went red blue and black, in that order. You can feel a connection, but there's no sensory information. You could try and fix whatever's going on, but you'd have to stop and meditate. You'd lose at least a minute of time, and you have no idea if those spiders are still on your tail.
>Yes. Those clones are in a unique strategic position. You can't lose them.
>No. You're a little busy right now!
>Write in. Think, think, think...
>>
>>4549120
>Yes. Those clones are in a unique strategic position. You can't lose them
>>
>>4549178
>>4549120
Backing

>>Flesh shape
Can we have the remaining clones fleshshape themselves into being covered in bone and chitin? Once these metal barrages are mitigated a bit we can mop up and head deeper in. Unless theres no way in deeper?
>>
>>4549232
You can flesh shape armor worth 20DR for 25 biomass, AKA fleshaping HP.
You can also attack while performing that action.
>>
Rolled 90 + 10 (1d100 + 10)

>>4549783
Let's do that and continue with the javelins, I kinda want to try a bone oick but idk how effective itd be with them running up walls
>>
Rolled 65 + 10 (1d100 + 10)

>>4549870
+1
>>
Rolled 88 + 10 (1d100 + 10)

>>4549783
>>
>>4550182
Bro we did it
>>
>>4549178
75+20(Magic Skill)=95 Success :)
(I rolled offscreen to save time)
You spend a minute focusing on the downed clone. While it almost immediately healed the nervous system that didn't restore brain function. With your skill level it's possible to restore the clone. You can't bring him back to life, but you stream your own senses and memories into the brain, slowly restoring it's consciousness. It'll take a lot more time to bring back a full persona, but for now he can fight.

>>4549232
You check the other clones sense, seeing them trapped in a killbox. Even if they win the fight they'll quickly die without adapting. A moment of though later and each has begun growing your signature armor, a weave of incredibly tough keratin with suspended bone shards+20DR.

>>4549120
95 Critical hit! 95X2-20=170
85-20=65
89-20=69
And at the perfect moment too. The spiders up there attack, organizing in a focus fire position along the ceiling. The first volley takes down a clone, tearing of huge amounts of biomass. Hopefully the heart is still intact, else that clone is done forroll 1d4(1=death). The next volley is painful but not fatal, thanks to the fast growth of bio-armor.

>>4549870
90+10-40=60
85+89=174
You start running again, but keep the battle in the back of your head. The first clone stays on the ground, pretending to remain comatose until an unfortunate spider gets close. In an instant said spider is impaled through it's metal spewing weapon.

>>4550182
65+10-40=35
>>4550211
88+10-40=58
The next series of attacks drops a spider to the ground, giving time for the other clones to tear it apart. The immediate threat is dealt with, but the heat is still rising. How do they survive?
>Break through. Tear open the door to get inside the larger facility. Maybe if you keep momentum the enemies reinforcements won't keep up?
>Break out. Get out of here, this whole place is probably a death trap.
>Slumber. If there was ever a time your curse came in useful, its now. You know very few things that can hurt you while hibernating.
>Write in. Smart moves go.

Prime-Biotic true clonesX3
HP 114,33(Dead?),99 + Fleshshaping(160,0,155HP) + regen(33/turn)

VS

Environment: Autoclave decontamination. Each minute(round) causes 10 damage from the intense heat and pressure. This damage increases by 5 each round. This causes half damage to robots.
>>
>>4550885
For the two that are moving
Break through. Tear open the door to get inside the larger facility. Maybe if you keep momentum the enemies reinforcements won't keep up?
And the one that's down
>>Slumber. If there was ever a time your curse came in useful, its now. You know very few things that can hurt you while hibernating
>>
>>4550913
+1
>>
>>4550913
>>4551394
You tell the clones to bust down that door before they cook
DC 80, best 1 of 3, 1d100+10(Physical ability, Natural strength)
and the if the downed clone is alive then it should hibernate, just in case the other 2 fail.
DC 25, best 1 of 1, 1d100.
>>
Rolled 93 + 10 (1d100 + 10)

>>4551422
>>
Rolled 55 + 10 (1d100 + 10)

>>4551422
>>
>>4551422
>>
Rolled 45 (1d100)

>>4551422
>>
Rolled 62 + 10 (1d100 + 10)

>>4551422
I'll roll this last one I guess
>>
File: T intersection from cave.png (66 KB, 1108x1134)
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>>4552072
62 success :)
Original POV: The dying clone entered stasis in the nick of time. He'll take an hour to come out of his slumber, but at least he'll come out alive. At this point they should handle themselves without an over-mind watching every move. The Shrine remains secure, and the inner sanctum is as hot as always. With significant force of will you move the Scorched Rock up the well via magma currents. Now that you have it, what's the plan?
>Scout. Search around the caves, maybe you can find another entrance to the facility?
>Back again. Go back where you came, ready to melt through spider and door alike.
>Check up. See how the Shapely and Kin are doing. Maybe they can help?
>Write in. You might have a better method...

>4551445
93+10=103 Success :)
Clone A POV: The door breaks opens before the temperature can overcome your regeneration. The pressure heated air rushes out of the room, cooling your charred skin rather pleasantly. A quick glance into the larger facility shows a short hallway of sterile white... something, followed by a T section. To the left is a black iron path. The whining sound is much stronger this way but you can see holes for more long snouted enemies. To the right the sterile tiles remain and there are no defenses. Visible one at least.

It seems that forcibly opening the inner door has also locked the outer one. Your not getting out the way you came, but at least nothing will follow you. Where to go?
>Left. There's no more than 3 of the ceiling monsters. You got this.
>Right. Leading away from the immediate danger is more frugal.
>Wait. Stay put for an hour and hope nothing comes your way.
>>
>>4552223
>>Check up. See how the Shapely and Kin are doing. Maybe they can help?
Or maybe just go back? Idk I'm willing to wait and see the other guy's opinion

>>Right. Leading away from the immediate danger is more frugal.
>>
>>4552248
+1
>>
>>4552248
>>4553377
Original POV: You run(jump and regenerate when your legs break) down the mountain. The fields are abandoned and paths cleared. Your first sign of life is the village square. Rael and a squad of soldiers are patrolling the area, circling the village in patrol formation. Everyone else has hidden inside the half built houses littering the village.

Your ex-adventuring companion, the winged Shapely has been scouting from the air. She lands in a two point stance and gives a quick bow.
"The enemy is engaging in skirmishes, we're safe in large groups or secure positions. Only soldiers and mages are allowed outside the town. The Kin have holed up underground, but there hives have some underground entrances to the islands cave system. They're not being open about engagements, but from what I've heard it's not going well, the enemy dominates in enclosed spaces." She briefs you quickly.
"Any way I can help? I know where they're coming from but the only usable entrance is blocked." She shakes her head at your question.
"Rael is commanding officer at the moment. She won't risk troops in the caves, though she'd appreciate your support here." She nervously fidgets while checking for anyone listening. She leans in and whispers "We'll be fine for a while here. If you want to help, go the Hive."

It seems that everyone's in a siege mindset. There's no risk right now, but this village is new and lacking food stores. It won't last more than a few days without food from the fields. The Kin might go longer, but not by much. Where should you go?
>Stay. Help the village, You have some ideas forming.
>Rael Cun. The Telly kingdom owes you a favor or two. You could cash that in for some firepower from the main army.
>Hive. Tensions are strained with the Kin. This could fix that, or ruin it. Or maybe you just want to help the people.
>Write in. There's always a better choice.
>>
File: Facility updated 1.png (57 KB, 884x1084)
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>>4553460
Clone A POV: The end of the hall has a larger room connected to many smaller hallways. Two of the metal spiders are in this room, but instead of attack they retreat to one door, holding position where they can watch you. It seems they're smart enough to know that an even fight is unwinnable, and that you can regenerate back to fighting form in minutes.

The doors to each hallway remain open, giving a small preview. One leads to a workshop filled with the limbs and body parts of those spiders, the ceiling monsters, and things you haven't see before. Another leads to weird glass cages filled with dead plants. The penultimate door leads to some public eating area and presumably bedrooms. And of course, the spiders are guarding a door to something else. You don't know what's in there, but it smells like old chemicals and dead flesh. Pick a door, any door.
>Workshop. You can see some movement, but it's mostly inactive.
>Plant place. This one is much bigger than the others.
>Living spaces. Do the spiders need beds?
>Guarded door. Well that's got to be the most important one. You just have to fight a few spiders to get through.
>Write in. Then again you could always...
>>
>>4553460
>Hive. Tensions are strained with the Kin. This could fix that, or ruin it. Or maybe you just want to help the people.
Let's check up on them, we might be able to push to the vault from the hive

>>4553463
>>Workshop. You can see some movement, but it's mostly inactive.
I think this is the one closest to the door might as well start with it, also the spiders being that smart terrifies me
>>
>>4553489
+1
>>
File: Facility updated 2.png (129 KB, 894x1077)
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>>4553489
>>4553981
Original POV: The Kin are not doing well. The western hive has successfully barricaded, but the eastern hive is locked in combat. They've lost significant ground and are being forced to collapse tunnels. Even worse, the spiders can slowly dig through dirt with clawed appendages. All the spiders are coming from a single tunnel, but they've secured a beachhead at that location. The only options at this point are retreat, collapsing half the hive, or making a suicidal assault.

No one is happy to see you, but you are remembered for commanding in the short war with the Shapely. If you give an order they will follow it.
>Retreat. If the enemy follows above ground your risk losing the weak and elderly, anyone who can't keep up.
>Collapse. A lot of civilians are holed up in there. But the enemy can't dig through that much earth.
>Assault. There's over a dozen of the spiders holding the cave entrance, and twice as many scouring the tunnels.
>Write in. Wait for something, or prepare a stratagem.

Clone A POV: It's dark in the workshop, but you shapeshift some Shadneel eyes and bioluminescence to see. And it's a worrying sight. Massive metal arms hang from the ceiling, occasionally twitching or moving along some rail system. A few are even working on the scattered spider limbs, somehow fusing them together with sparks of blinding light. But what really takes your breathe away is a hole in floor, leading down to two more workshops just like this.

Whatever those spiders are, they aren't living creatures, but some kind of golem. As a matter of fact, this whole place must be a golem! That would explain the lack of life, and why everything has such advanced magical circuitry running through it. You're distracted by one of the twitching arms passing by you. If this place is an artificial creature, then it must be waking up, just very slowly. It's leaving you alone, purposefully moving it's arms away from any clone that approaches, but is that pacifism, or just waiting until it has the upper hand? At least you have time to figure it out.
>Destroy. You have to stop this room before it reaches full potential.
>Next room. Check out another room. It's almost been an hour so clone B should be ready to join you.
>Take. See if there's any cool loot around here. This stuff is just as good, if not better than any Shadneel weaponry you've found.
>Write in. Hmm...

(OOC: how do you make something look like a cave from a top down map? Cause that red blob look like a tumor to me.)
>>
>>4554606
>>Assault. There's over a dozen of the spiders holding the cave entrance, and twice as many scouring the tunnels.
We can lead the the charge from the hive to the beachhead and hopefully we can then make our way back to to golem vault

>>Next room. Check out another room. It's almost been an hour so clone B should be ready to join you.
But I'd rather have one of the true clones stay outside the rooms incase of any traps

And idk man maybe make the edges darker than the rest? But I don't think theres any super quick way but I'm not a frawfag, also twas sleeping i still enjoy this quest!
>>
>>4554971
+1
>>
>>4554971
>>4555130
Original POV: You have a mutually beneficial plan. All the Kin need to do is secure one position and hold it while warriors clear out the hive tunnels. And you excel at area control thanks to your time stopping magic and incredibly survivability. Once the cave entrance is secured you can track the spiders back to the Vault(as you've named it) and hopefully use whatever entrance they're coming out of. Your train of thought is interrupted by a clone waking up from its slumber. You bring him up to speed quickly.

Back on track. You're discussing with the leading priests about the plan of action. They're Driftwood warriors unique powers can flood tunnels and slow the enemy, but fails to do any real damage. The priests here lack offensive capabilities, but can perform minor healing once a day and summon divine light. You decide that the plan of action should be...
>Flood the lower tunnels. you can't drown, though an excess of that dark water will have very strange effects. Maybe that's an advantage?
>Charge the invading enemy. Ask for a contingent of warriors. They'll rely on you for protection, but on the offensive they can tear apart the spider golems.
>Use the Scorched Rock. With priests light powering it that stone will get HOT. Minor risk of Haze.
>Write in. As a great man once said, "Think sideways."

Original POV: The downed clone follows you from the entrance chamber, brushing of shards of stony shell. He looks hungry, but is otherwise fighting fit. The three of you survey the central room, noticing a few small things, such as a light breeze, the smell of fire, oh, and of course a spider following you out of the workshop to join the other two. Where to next?
>Plant place. You can smell stale air blowing out of here.
>Living spaces. Why does it smell like a campfire?
>Guarded door. Now there are three of them.
>Write in. What to do.
>>
>>4555823
>Write in. As a great man once said, "Think sideways."
What kind of weapons do they hive have? I've been thinking and I'm pretty sure spears and javelins are terrible for fighting these spiders, but I was thinking we fleshcraft warpicks and hammers or axes for throwing, and we'd grow enough to arm our selves and the hive warriors we take with us

>Guarded door. Now there are three of them but first I want the clones to flesh craft the armor and to get war picks ready instead of the javelins weve been using
>>
>>4556306
The Kin use bronze and lower tech such as stone. You could try creating shards of bone or other materials to be attached to weapons, but that would require someone experienced in weapon crafting. This could be better or worse than the Kin's current weapons depending on how well they're made.
>>
>>4556550
Hmm but what types of weapons do they use? Cause if its only spears I'd rather grow warpicks and hammers for them to use
>>
>>4556556
Most weapons are designed to either pierce or shatter tough shells, so they have lots of hammer/picks, spears, maces, etc. but very few cutting/edged weapons. The problem is bronze tends to blunt and bend when impacting steel, let alone whatever the spider golems are made of. You are capable of creating ivory after your visit to the First-of-Steel island last thread.
>>
>>4556586
Then I wont worry about the kind weapons just ours
>>4555823
>Charge the invading enemy. Ask for a contingent of warriors. They'll rely on you for protection, but on the offensive they can tear apart the spider golems.
>>
>>4555823
>Charge the invading enemy. Ask for a contingent of warriors. They'll rely on you for protection, but on the offensive they can tear apart the spider golems.
>Guarded door. Now there are three of them.
>>
>>4556588
>>4556818
Original POV: You gather a handful of warriors for a strike squad. They move swiftly through the tunnels, rushing past any enemies, an opportunity afforded by you taking the hits meant for them. The hive is dug through layers of dirt, but the lowest level rests on bedrock. It's here that you find the cave, a two man wide hole in the stone floor, currently crawling with spider golems. You are immediately besieged by a hailstorm of metal, but manage to take cover behind a bend in the wall. You can only hope the warriors make use of any opportunities you give them.
(Since I don't want to run two combat encounters at once.)
Roll 1d100, best 1 of 3, no DC

>>4556306
Clone A POV: The spiders are gathering numbers as you stall. This needs to be dealt with before the option is out of your hands. You respond to the others, motioning them to prepare to fight. A tough carapace forms over each of you+20DR, -25fleshaping HP, complete with sharpened spikes of ivory sporting from your arms like monstrous spurs. +10 Attack. -25fleshaping HP.

Prime-Biotic true clonesX3
HP 200,200,200 + Fleshshaping(150,100,150HP) + regen(33/turn)
DR 0(20)
ACTIONS
>Attack: 1d00+10(20)
>Flesh shape
>Write in

VS

Crawler droneX3
HP 50,50,50
DR 40
ACTIONS
>Metal barrage: 1d100
>>
Rolled 78, 91, 53 = 222 (3d100)

>>4556891
(Forgot to roll)
>>
Rolled 99 (1d100)

>>4556891
>>Attack: 1d00+10(20)
>>
Rolled 100 (1d100)

>>4556891
>>
>>4557120
nice
>>
>>4557124
No way!
>>
Rolled 34 (1d100)

>>4557124
>>4556891

We still need rolls tho bro, d100+10 after this one
>>
Rolled 48 + 10 (1d100 + 10)

>>4556891
>>
Rolled 56 + 10 (1d100 + 10)

>>4556891
As weird as it feels I guess I'll keep rolling for the sake of the quest
>>
Rolled 70 + 10 (1d100 + 10)

>>4556891
>>
Sorry, too tired to write. I'll get something tommorow.
>>
File: glass tube sci-fi.png (6.6 MB, 2501x1294)
6.6 MB
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>>4557098
>>4557120
99 Critical success!
100 SUPER CRITICAL!
Clone A POV: You bum rush the spiders, shoulder checking one of them through the doorway into the unknown room. It's filled with glass cylinders the size of a person, each of them tinted white and filled with oily fluid. Something pale pink floats inside but the tint prevents you from making out any details.

More importantly, the spider refuses to fire at you while in this room instead relying on it's clawed feet. Noticing this you raise your spiked arm above one tank, and the spider instantly freezes. Your fellow clones follow suit, each threatening a tank. They may not value there own lives, but whatever's stored in this room is a whole other matter. The enemy will not attack you in this room, and you have some level of leverage over these golems. Now then, how can you utilize this? You could easily mop up the spiders since they refuse to use their powerful weaponry, or you could just investigate.
>Clean up. In melee combat these things stand no chance.(No roll, automatics success)
>Look around. Maybe you can figure out what's so special.
>Break one. There's 24 tanks. 3 are filled with something pink, 9 with something black and rotten smelling, and 10 of them are empty.
>Write in. Something unexpected.

Original POV: Your armored form emerges from around the bend. As the enemy sprays it's deadly hail you cast a spell. Small metal pieces appear midair, frozen in time. Every second they move forward an inch as the spell ends and you renew, each time catching more metal. Soon you have a cloud of lead so thick visibility is impaired. And when that happens the Kin charge.

With your cunning technique all the warriors close the distance unimpeded, allowing them to fight the enemy in melee combat where the grasshopper people's superior speed and strength are at an advantage. Strangely, halfway through the fight all the spider golems begin retreating. Even the ones already inside the hive rush towards the cave, skittering into its depths. What is going on? Should you stop this?
>Fight. Attack the retreating enemy. You can do lots of damage with very little risk.
>Follow. Run after the spiders, they're probably heading back home.
>Relax. Let them run. Your mission is already complete.
>Write in. Did they do something? Should you do something?
>>
>>4557273
No worries man
>>4557672
>>Clean up. In melee combat these things stand no chance.(No roll, automatics success) 2 clones to begin mopping up
>>Look around. Maybe you can figure out what's so special. 1 clone to look around


>>Fight. Attack the retreating enemy. You can do lots of damage with very little risk.
>>Follow. Run after the spiders, they're probably heading back home.
Might as well do both right?
>>
>>4557679
+1
>>
>>4557679
+1


Hope you return QM, i've been busy with Exams lately
>>
File: sfroom7.jpg (98 KB, 900x455)
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>>4557679
>>4557780
>>4557811
Original POV:You dash after the retreating enemy, trying to take as many down as you can. Unfortunately, once they realize an active threat is following them the spiders scatter into the cave system. You've managed to whittle away a good portion of those present, but tracking them is going to be that much harder. Hopefully your clones are doing better.
DC 70, 1d100+10(Shadneel Scavenging, night vision/bioluminescence)

Clone A POV: You look over the tanks while the others perform cleanup. The glass is cold to the touch, and whatever's inside is inert. Away from the glass tubes is a metal protrusion looking like a giant version of the doors control panel. It has glass windows, but they only look into a black void. Opposite of this room is another, filled with black top tables and glass jars full of colorful fluids and powders. It has many small containers, some warm, but most are very cold. Some contain yet more jars, but to your surprise many contain organs and portions of flesh. This room contains many smaller metal protrusions, each with there own glass window.

The other clones have finished up, and are looking around with you. Silent glances are exchanged, and a conclusion is reached.
You can choose up to 3 actions
>Open. Free the contents of a tube. You can choose between one containing something black that smells rotten, something pink, or and empty tube.
>Panel. Try to use one of the panels. You can choose one in the chemical smelling room, or the tube room.
>Test. Open up some of the jars, smell some, maybe even have a taste? Or investigate the organs, see if you can learn anything.
>Write in. You feel a sense of foreboding but can't pin down it's source.

>>4557811
I'm pretty shitty, but at least I never flake.
>>
Rolled 36 + 10 (1d100 + 10)

>>4557826
>Panel. Try to use one of the panels. You can choose one in the chemical smelling room, or the tube room.
>Tube room
>>
>>4557826
That should be best of 3 for the roll.
>>
Rolled 84 + 10 (1d100 + 10)

>>4557826
>>4557889
Backing
>>
Rolled 56 + 10 (1d100 + 10)

>>4557826
Also OP you're great!
>>
File: Facility updated 3.png (185 KB, 968x1204)
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185 KB PNG
>>4557962
84+10=94 Success :)
Original POV: The spiders attempt to lead you into caves just wide enough for their small frames, but you have a good memory of the caves from controlling the Shrine's lava. You instead move around, taking a newly formed lava tube intersecting the enemies path of retreat. The claw marks leave a trail straight to another door, just like the clones used. The spider golems must have been recalled.

The doors still open to allow some stragglers inside. Your fast enough to dash through, but if the door closes you'll be trapped. Perhaps you could let the door close, then get some Kin warriors to help you open it. What to do?
>Go inside. When one door closes, run through as quickly as possible before it's completely shut.
>Get backup. You have no guarantee you can open the door from the outside.
>Do nothing. Somethings going on. Stay out here and see what's happening.

Clone A POV: You don't want to separate the group. If the golems consider these tubes, or their contents more likely, worth more than there lives then you have to figure this out before something else happens. Three heads are better than one, even if each head has a copy of the same consciousness. The panel reacts to your touch, causing the windows to show a view to... something. Unlike a normal window, this thing shifts its view in response to you. It's currently showing written words in some oddly familiar language. Maybe it can tell you about his place?

DC 80, 1d100+25(Moderate Circuitry, 3 known languages,)
>>
Rolled 91 + 25 (1d100 + 25)

>>4558098
>>Get backup. You have no guarantee you can open the door from the outside.
>>
Rolled 71 + 25 (1d100 + 25)

>>4558098
>>
Rolled 3 + 25 (1d100 + 25)

>>4558098
Other anon be awake so I dont have to roll always!
>>
>>4558098
>Get backup. You have no guarantee you can open the door from the outside.
>>
>>4558189
>>4558202
>>4558218
>>4558355
FUcking deleted my post!
>>
>>4558189
91+25=116 Success :)
>>4558218
3 Critical Failure.
Clone A POV: The language is surprisingly easy to read. It's similar to your own native tongue, a sequence of flowing vowel heavy words in a string, though yours has significantly less letters. You manage to extract some useful information from the magic window. First, the glass tubes are artificer items designed to hold living creatures for extremely long periods of time, similar to your own stasis magic. Next, there are 24 tanks here, and 24 more deeper in the vault. Finally, there are only 4 "viable" tanks left, the rest having slowly rotted as the years passed, hence the black foul smelling substance inside most of them.

All three of you try to probe deeper by poking around at the panel, but it suddenly begins flashing red and screaming at you! You can't change the magic window anymore, and over it's yelling you hear the skittering of spiders. A half dozen have reached your location, with more arriving by the minute. For now they stare from just outside the room, but they could be planning anything. You had better think of something before they enemy forces your hand.
>Open. You can deactivate and open the tanks manually, no need for the panel. But the risk of failure is much greater.
>Break. Shatter on of the viable tanks, forcing the enemies hand.
>Fight. They have you 2 to 1, but they won't risk damaging the tanks.
>Write in. Time for something else entirely.

Original POV: The Kin are reluctant to help, with only 4 warriors willing to join. Notably, all of them fought under you in the Short War. As expected the door has sealed itself shut, you can only hope the combined strength of this team can break the hatch.
DC 80, 1d100+15(naturally strong, physical ability, small group)
>>
Rolled 54 + 15 (1d100 + 15)

>>4559066
>move deeper into the rooms and get ready to fight
>>
Rolled 69 + 15 (1d100 + 15)

>>4559066
>>
Rolled 54 + 15 (1d100 + 15)

>>4559066
>Fight. They have you 2 to 1, but they won't risk damaging the tanks.
>>
>>4559140
you know i bet theres some sweet gibs in those tanks
>>
>>4559133
69+15=84 Success :)
Original POV: If you were here a hundred years earlier this door would be impossible to open. But even in a cave time takes it's toll, wearing down the metal and rusting the joints, not to mention the surge of lava earlier this day. Your team of grasshoppers wrenches the door from both sides, inch by inch it open. Like before the interior is a room with another door. Your hand shoots out to block a Kin from moving forward. They stare at you, confused.

Now that you know what to expect, you can make out the tow divots in the ceiling where a metal monster will emerge. You also know that the interior door is much weaker, and could definitely be opened with some application of force. Your eyes scan the room as the Kin wonder how you'll breach this room.
>Rush. Try and open the doors before the ceiling monsters emerge.
>Surprise. Attack and destroy before a shot goes off.
>Sneak. Quietly touch at the doors control panel until it opens.
>Write in. What to do...

>>4559096
>>4559140
Clone A POV: You get further back into the room, waiting for the enemy to charge, so that you don't fight against they're full power. Unfortunately the enemy holds off for a minute, waiting until the numbers are more favorable. And just as you begin to reconsider the decision they charge. 3 go after each of you, trying to dogpile your armored form to the floor.

Prime-Biotic true clonesX3
HP 200,200,200 + Fleshshaping(150,100,150HP) + regen(33/turn)
DR 0(20)
ACTIONS
>Attack: 1d00+20
>Flesh shape
>Write in

VS
Environment: Steady Reinforcements. Each minute(round) a new Crawler drone arrives.

Crawler droneX7
HP 50X7
DR 40
ACTIONS
>Claw: 1d100/2
>>
>>4562428
>>Surprise. Attack and destroy before a shot goes off.

>Write in
smash one of the empty tanks and then flesh shape some ivory war picks
>>
>>4562527
Your currently using war picks
>>
Rolled 56 + 20 (1d100 + 20)

>>4562605
derp well smash an empty tank and then get to swinging
>>
Rolled 73 + 20 (1d100 + 20)

>>4562605
>>
Rolled 69 + 20 (1d100 + 20)

>>4562605
>>
>>4562428
>Surprise. Attack and destroy before a shot goes off.
>Attack
>>
Sorry for not posting, more problems with mountain internet
>>
>>4564092
youre good man, i live in foothills i know the struggle
>>
>>4564489
I appreciate it. Though I’m going to have to start a new thread later. The Chan keeps freezing my computer.



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