It's....Archive: http://suptg.thisisnotatrueending.com/archive.html?searchall=stranded+mech+questInformation pastebin: https://pastebin.com/vSXCNHAQPreviously: Alex and company arrived at the desert after a harrowing duel against one of the higher ranked goddess knights. This battle was close, but the opponent was driven back...Meanwhile, in the wastes...Currently you are: ????
You awaken on your cot, the clamor of outside your tent rousing you from your sleep. The air is dry and hot. This is Death's Reach, a former fortress of the lichdom that your order, the Necrolords, have taken.It wasn't something the order would normally do, but since you and your comrades had been exiled from the Meran Empire, this wayward group of crusaders needed a place to rest... Luckily the occupants were mere skeletons.As you head out of the tent, the imposing silhouettes of your order's goddess knights casts a shadow over you. Support squires move about the fortress, maintaining the great magical machines and carrying supplies.Stretching, you consider the tasks at hand... A meal would be good, though you should probably report to the head of the order at the command tent to understand the current situation.>what do you do?
>>3748364Grab a meal on the way to the sitrep if possible, but understanding whats going on comes first and foremost
>>3748364>report to the head of the order
Witches = Bitches
>>3748387Oops, meant >>3748372, my bad.>Grab a meal on the way to the sitrep if possible, but understanding whats going on comes first and foremost
>>3748437>>3748372>grab a meal, head to sitrepNabbing yourself some hardtack from one of the squires, you enter the command tent, hair still messy. There, seated in mage-crystal light is General Dulac, the leader of the order. He looks up to you , visage hidden in the visor of his helmet..."Ah, Sir Zawisza. I see you are up. The situation has not improved since you went to sleep." He sounded disappointed, but that was to be expected, the lichdom hadn't been too pleased with losing this fortress. You look over the map.Lichdom forces have moved closer to the fortress, your own forces remaining close, but interestingly there is a split of white tokens below."Ah, you noticed that? The Apostles of Science have been making incursions to the south. They are a nuisance now, but if we let them go unchecked, we might end up in a bad position... The lichdom continues their attack to the east, but our defensive line is holding. We have yet to lose any knights, but the skeletons have killed a few of our footmen. Worse, the forces are regenerating as we speak. If this keeps up, we'll have to retreat to the desert.You involuntarily shudder. The sand is hell on the joints of the goddess knights, and the support convoy suffered casualties from crossing alone. The bandits didn't help any.You look over the tallies to the side. Food will be low too... Raids on the farmlands of the lichdom might be necessary soon. And the Apostles to the south are gaining territory too."I was thinking we might focus on the lichdom, but the Apostles are getting to aggressive. They're few in number, but somehow they managed to sustain no damage from the lichdom… If we had Meran Empire support we could achieve stability but..." Silence fills the tent. The order was branded as heretics, after all. It still stung, to have the homeland, even the goddess turn against the order... Some had even taken vows to destroy the Empire... Even you were close to it, if not for family back home.Suffice to say, the battles ahead look grim. The lichdom is a well-known foe, you could probably push that battle, but the Apostles are a wildcard. Sir Dulac awaits your advice.>What is your next course of action.
>>3748520>establish contact with the apostles, attempt to gain information regarding their motives and stance on the lichdom
>>3748520The apostates are a wildcard, but their number is small. while the litchdom grows stronger form every casualty we lose on the feild, and regenerates losses. If we cut down thier forces early, we can supply off what they have, gain thier territory, and be able to focus all our efforts on one larger foe without having to deal with a growing nuesince.We keep our lines, as to not appear weak or retreating from a litchdom, and strike the apostates hard and fast. if we haven't treated them as a threat before, they wont be prepared.
>>3748535Alternitively, there is the possibility of an allience, or atleast uneasy truce with apostates. I wouldnt trust it, but it is an alternitive if you want /less/ bloodshed.
>>3748531>>3748526>>3748540>roll 1d100 for negotiationsYou inform Sir Dulac that you will be leading a team to contact the Apostles. Reluctantly, he agrees, but not before warning that the Apostles are a group of heretics to the Meran Empire. Open arms are not expected. Taking Sir Stewart and Sir Edward, you mount up in the goddess knights and head to the Apostle incursion.You find them near the inhospitable Alabaster plain, demolishing a set of fortifications. The knight there is huge, plucky, and assisted by smaller war machines you are not familiar with, upon spotting you the knight raises a shimmering barrier, aiming a sort of glowing weapon at you while the others move behind it for cover."MERAN SCUM! SO YOU'VE COME TO THE WASTES?! IS THERE NO PLACE FOR SCIENCE IN THIS ACCURSED WORLD?!" The apostle knight's voice echoes across the wastes, loud enough to ear in the heart of your own knight.>roll to continue.
Rolled 58 (1d100)>>3748634
>>3748634'bulky' not plucky
Rolled 96 + 60 (1d100 + 60)>>3748634dice command failed hahahah
Rolled 27 (1d100)>>3748634here to drop off a nat 1
Rolled 25 (1d100)>>3748634>>3748645Oh. Oh no.
Rolled 33 (1d100)>>3748634
Rolled 78 (1d100)>>3748634Natural 100
>>3748683>>3748663>>3748660>>3748637The bulky mech's voice echoes across the wastes."MERAN SCUM! IS THERE NOWHERE FOR SCIENCE IN THIS WORLD, THAT YOU WOULD CHASE US FROM THE WASTES?! WE WILL NOT GO SILENTLY! GO AWAY, OR YOU WILL BE REDUCED TO DUST!"After a pause, they speak again, "AND SPARE US YOUR LIES! WE WILL NOT BE TRICKED AGAIN!" They must be referring to the reformation purge, where the Empress offered acceptance of the apostles to a specific academic city before ordering the knights to burn it with them inside...Apparently the Apostles are not friendly at all, and are threatening to attack if you make any moves. Contacting them might be a dangerous affair.>what is your next action?
>>3748721RUN AWA-TACTICAL RETREAT
>>3748721we see one knight, and only smaller arms to support them, right? I say we remove the thorn in our sides before they become more than just a thorn. They are openly hostile to us, and will more directly attack us when they gain strength.remaneuver, strike when they are not prepared.
>return to Death's Reach, there is nothing to be gained here
>>3748733>>3748751>>3748807You pull back, your efforts in vain. Though the Apostles are few, they are claiming devastating power. As you return to the crumbling walls of Death's Reach, you fear that between this vice, with the empire at the rear, the former Crusaders of Mera, now the Necrolords, will soon meet their demise. The future is bleak.>Persist in this endeavor?>Switch to character "L">Switch to character "S"
>>3749067persist in this endeavor. We are a Knight, and bleak or not we have a job to do
>>3749067>>Persist in this endeavor?
>>3749067>>Persist in this endeavor?there is appeal in trying to survive with doomed odds, to persist in a hostile environment surrounded by powerful foesrolling with the just fuck my shit up option
>>3749094>>3749089>>3749082>you continued.It's become apparent that neither of the encroaching groups can be reasoned with. The Lichdom has you on quantity, and the Apostles, allegedly on quality.as you reach the fortress, a courier comes out to meet you, "News from the homeland, a demonic goddess knight has stopped a witch-burning and slain two knights! We heard last that they went into the mountain pass to reach the desert!"A demonic mech? Great, trouble on all three sides. when you look into the report more, you find the demon mech has been virtually invincible. You basically have death itself coming towards you.>What do you do now?
>>3749165We need to get this place ready for an assault now. There's no reason to assume we aren't going to be attacked.
>>3749165>begin scouting out the lichdom's current movements and assess the threat of their forces
>>3749165>>3749165if this demonic knight is as invincible as is claimed, we could use this. figure out a way for another faction to be in their path. The apostates? either side taking losses is favorable in our books. and pitting and invincible enemy against alleged quality seems like the best solution. We must make due with all we have access to.
>>3749194>>3749242The apostles border on the desert, trying to direct the demonic knight to them makes good sense, but how to divert it there? Currently the Lichdom, as the original occupants, has the greatest amount of territory in the wastes. The apostles took the southern part, taking one of the lichdom's ports along the canal. Your order took the main military emplacement. The center, the alabaster plains, is a lifeless land where the ground is white dust... A great pillar of light shoots up into the air, but all scouting reports have ended in casualties. The lichdom also doesn't advance on that ground, and from what you understand, the Apostles stay clear of it too.So then, to planning...>what do you do?
>>3750265>March on Deathhaven, giving the alabaster plains a wide berth hit them hard and fast, do not give the lichdom a chance to preform a counter offensive on Death's Reach, we will get no where trying to defend against an effectively infinite enemy
>>3750265Pretty much >>3750278.
>>3750636>>3750578>>3750329You decide to launch an attack on Deathhaven, the lichdom town offers a large degree of logistic support for the undead force. Bypassing the main front, you push in, alone. The other knights don't want to reduce manpower, and it'll be easier to evade lichdom forces.Soon, you approach the town. It has a small wall but it appears lively... the lichdom, after all, holds a large necromancer populatation as one of the only places they can practice in peace.As you rush towards the town, you hear a bell ring in alarm. A necromancer waves a glowing staff, and with an unholy screech, a great skeletal dragon swoops down before the town, blocking your assault.It's comparable in size to your own mech.you are a lance-mech, and have a sword. Your defense is above average for a knight, but you are more agile.The skeletal dragon's eyes glow with necromantic energies. It appears to be the sole defender of Deathhaven, aside from the human necromancers. With the bells, ringing, each capable necromancer will be mobilized.>after 5 rounds the necromancers will mobilize.Weapons ready, you stand before the dragon.>Attack (charge) (roll 1d100)>Other attack (roll 1d100)>retreat.
>>3751278>forget the damn image
Rolled 3 (1d100)>>3751278>>Attack (charge)settle the scoreinfringe on every necromancer's rightsno quarterrock on
Rolled 34 (1d100)>>3751278>>Attack (charge) (roll 1d100)
>>3751278Searing Light? Can we do that? I'll settle for charge if not.
Rolled 72 (1d100)>>3751290roll ffs.
Rolled 78 (1d100)>>3751278Attack (charge) (roll 1d100
Rolled 50 (1d100)>>3751278Charge the damned thing
Rolled 56 (1d100)>>3751278>>Attack (charge) (roll 1d100)
Rolled 88 (1d100)>>3751335>>3751316>>3751312>>3751292Here we go~
>>3751290as you are exiled from Mera's light, you do not have access to those powers.
>>3751424oh fuck off with your high rolls
Rolled 10 (1d100)>>3751424>>3751335>>3751316>>3751312>>3751292Charging the dragon, your lance whistles in the wind, but with a pouncing jump, the dragon is in the air, your lance connecting with air.>roll 1d100 to resist the counterattack>flee
Rolled 72 (1d100)>>3751671>roll 1d100 to resist the counterattack
Rolled 29 (1d100)>>3751671>roll 1d100 to resist the counterattack
Rolled 43 (1d100)>>3751671Now watch me drop this crit fail
Rolled 87 (1d100)>>3751672>>3751697>>3751793Your goddess knight ducks, avoiding a dive from the dragon, claws flashing past your head. The skeletal dragon hovers in the air, angling itself towards you, but allowing an opportunity for your own attack.>roll to attack (sword or lance) 1d100>flee
Rolled 97 + 5 (1d100 + 5)>>3751963>>roll to attack (sword or lance) 1d100
Rolled 97 (1d100)>>3751963Sword
Rolled 20 (1d100)>>3751963Sword
Rolled 18 (1d100)>>3751963roll to attack (sword or lance) 1d100Thow lance
>>3751987>>3752081>>3752179>turn 1/5Malefic energies charge your blade, the goddess knight swords were made to channel the light, but your order had found you could channel more than the sacred into the blade. You have chosen a forbidden sort of power... to destroy magics. You swing at the bone dragon, your blade splitting bone.>dragon integrity at 2/3As you are up close, the dragon slashes with its claws to counter!>roll a defense 1d100!
Rolled 79 (1d100)>>3754868
Rolled 4 (1d100)>>3754868
Rolled 93 (1d100)>>3754868DOOOOOODGE
Rolled 11 (1d100)>>3754868
Rolled 88 (1d100)>>3754868
Rolled 64 (1d100)>>3755133>>3755117>>3754875>>3754874>turn 1/5You manage to jump back far enough to avoid the swipe of the dragon's claw... It appears you've evaded damage.>mech health 5/5You are able to launch another attack against the dragon... Will you press your advantage? 2 more strikes and it'll be destroyed.>roll 1d100 to attack (choose sword or lance)>flee
Rolled 3 (1d100)>>3755304>sword
Rolled 24 (1d100)>>3755304sword
>>3755330>>3755360this is not good results...
>>3755370oh well, it's not like it's actually us.
>>3755373...There are consequences if the faction characters die...
>>3755374Worrying about it can't change the rolls.
>>3755375>oh boy we are going to die
Rolled 56 (1d100)>>3755304Sword
Rolled 63 (1d100)>>3755304
>>3755439God fucking damnitDICE GODS I CURSE THEE
Rolled 54 (1d100)>>3755304Lance
Rolled 95 (1d100)>>3755304Rolling>>3755440Did you steal my awoos?
>>3755763you need to choose a weapon anon!
>>3757695Well shit,LANCE FOR DEEP PENETRATION
Rolled 14 (1d100)>>3755304sword
Rolled 23 (1d100)>>3755763>95>lance it is.>turn 2/5You charge forward with your lance, the rush of the land shooting past you as you aim your massive spear at the bone creature.With success, the lance is hoved into the creature, cracking ribs and pinning a wing to the body, preventing flight, while damaging the structure before getting stuck.>dragon at 1/3 health.Bellowing in rage, the undead monstrosity raises a claw to strike at you!>roll a 1d100 to dodge the attack.
Rolled 58 (1d100)>>3758989>>roll a 1d100 to dodge the attack.
>>3758989my image didn't go up...
Rolled 68 (1d100)>>3758989anything extra we can do with our dodge?
Rolled 50 (1d100)>>3758989
Rolled 62 (1d100)>>3758989
Rolled 58 (1d100)>>3761980>>3759492>>3759324>>3758991>turn 2/5The dragon's claws miss you entirely. Your lance is thoroughly stuck, though. However, you are perfectly able to launch your own attack... and then the town will be helpless until the necromancer defenders mobilize.>roll 1d100 to attack again (sword only)>pull back
Rolled 67 (1d100)>>3762692>swordJust stab him, easy.
Despite having a winning roll, we're still gonna need some votes.
Rolled 67 (1d100)>>3762692>>roll 1d100 to attack again (sword only)
Rolled 18 (1d100)>>3762692>>>roll 1d100 to attack again (sword only)
Rolled 30 (1d100)>>3762692Sword
>>3763560>>3763525>>3763467>>3762694Your blade stabs through the skull of the dragon, the necromantic energies being devoured by your blade as it collapses in a heap of crumbling bones, never to be reanimated again.As you pull your weapons from the rubble, the lone necromancer stands, apparently there to try to fend off your goddess knight from destroying the town. A glance over the wall lets you see that most of the people inside are trying to reach a fortified structure in the town center. You can also spot some heading towards the wall from the center, but right now all that stands between you and the town is the lone necromancer.>what do you do?
>>3763833>attempt to establish contact, while remaining in the goddess knightmight as well give negotiation a shot, yeah?
>>3763845anything in particular you want said? staying in the knight is prudent though, since these are magicians...
>>3763860>anything in particular you want said?I suppose. tell them to relay to the guys in the keep that Deathhaven is forfeit, and that half of the resident necromancers are to be taken hostage as a bargaining chip. the other half is free to flee to the necropolis.
>>3763928Oh and give us your foodMybr thoe in we wont kill them if they can fight argest thr over powered neards