[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Width Height
  • Please read the Rules and FAQ before posting.
  • Additional supported file types are: PDF
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).
  • There are 17 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]



It's....

Archive: http://suptg.thisisnotatrueending.com/archive.html?searchall=stranded+mech+quest

Information pastebin: https://pastebin.com/vSXCNHAQ

Previously: 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?
>>
File: HYPE.jpg (110 KB, 1152x646)
110 KB
110 KB JPG
IT LIVES
>>
>>3748364
Grab 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
>>
File: Happening-Con 2.gif (24 KB, 310x760)
24 KB
24 KB GIF
>>3748364
>>3748366
>>
Witches = Bitches
>>
>>3748387
Oops, meant >>3748372, my bad.
>Grab a meal on the way to the sitrep if possible, but understanding whats going on comes first and foremost
>>
>>3748364
EAT
>>
File: General Dulac.jpg (247 KB, 797x1051)
247 KB
247 KB JPG
>>3748437
>>3748372

>grab a meal, head to sitrep

Nabbing 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
>>
>>3748520
>>3748526
+1
>>
>>3748520
The 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.
>>
>>3748535
Alternitively, 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.
>>
File: apostle strike team.jpg (99 KB, 661x703)
99 KB
99 KB JPG
>>3748531
>>3748526
>>3748540

>roll 1d100 for negotiations

You 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
>>
File: Re 44.jpg (22 KB, 189x200)
22 KB
22 KB JPG
Rolled 96 + 60 (1d100 + 60)

>>3748634
dice command failed hahahah
>>
Rolled 27 (1d100)

>>3748634
here to drop off a nat 1
>>
File: Oh god no.gif (1.3 MB, 400x279)
1.3 MB
1.3 MB GIF
Rolled 25 (1d100)

>>3748634
>>3748645
Oh. Oh no.
>>
Rolled 33 (1d100)

>>3748634
>>
Rolled 78 (1d100)

>>3748634
Natural 100
>>
File: Oppenheimer-class.jpg (172 KB, 944x607)
172 KB
172 KB JPG
>>3748683
>>3748663
>>3748660
>>3748637
The 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?
>>
>>3748721
RUN AWA-
TACTICAL RETREAT
>>
>>3748721
we 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
>>
>>3748721
>>3748751
>>
File: Death's Reach.jpg (114 KB, 924x498)
114 KB
114 KB JPG
>>3748733
>>3748751
>>3748807
You 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"
>>
>>3749067
persist 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 foes
rolling 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?
>>
>>3749165
We 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
>>3749165
if 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
support
>>
File: wastes map.jpg (1.25 MB, 3337x2309)
1.25 MB
1.25 MB JPG
>>3749194
>>3749242
The 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
>>
>>3750278
>>
>>3750265
Pretty much >>3750278.
>>
>>3750278
dis
>>
>>3750636
>>3750578
>>3750329
You 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.
>>
File: deathhaven defenders.jpg (184 KB, 919x600)
184 KB
184 KB JPG
>>3751278
>forget the damn image
>>
Rolled 3 (1d100)

>>3751278
>>Attack (charge)
settle the score
infringe on every necromancer's rights
no quarter
rock on
>>
Rolled 34 (1d100)

>>3751278
>>Attack (charge) (roll 1d100)
>>
>>3751278
Searing Light? Can we do that? I'll settle for charge if not.
>>
Rolled 72 (1d100)

>>3751290
roll ffs.
>>
Rolled 78 (1d100)

>>3751278
Attack (charge) (roll 1d100
>>
Rolled 50 (1d100)

>>3751278
Charge the damned thing
>>
Rolled 56 (1d100)

>>3751278
>>Attack (charge) (roll 1d100)
>>
Rolled 88 (1d100)

>>3751335
>>3751316
>>3751312
>>3751292
Here we go~
>>
>>3751290
as you are exiled from Mera's light, you do not have access to those powers.
>>
>>3751424
oh fuck off with your high rolls
>>
File: failed charge.jpg (172 KB, 1188x635)
172 KB
172 KB JPG
Rolled 10 (1d100)

>>3751424
>>3751335
>>3751316
>>3751312
>>3751292
Charging 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)

>>3751671
Now watch me drop this crit fail
>>
File: dragon missed.jpg (135 KB, 855x598)
135 KB
135 KB JPG
Rolled 87 (1d100)

>>3751672
>>3751697
>>3751793
Your 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
>>
>>3751987
sword
>>
Rolled 97 (1d100)

>>3751963
Sword
>>
Rolled 20 (1d100)

>>3751963
Sword
>>
Rolled 18 (1d100)

>>3751963
roll to attack (sword or lance) 1d100
Thow lance
>>
File: sword slash.jpg (136 KB, 785x659)
136 KB
136 KB JPG
>>3751987
>>3752081
>>3752179
>turn 1/5
Malefic 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 2/3

As 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)

>>3754868

DOOOOOODGE
>>
Rolled 11 (1d100)

>>3754868
>>
Rolled 88 (1d100)

>>3754868
>>
File: successful dodge 1.jpg (80 KB, 517x448)
80 KB
80 KB JPG
Rolled 64 (1d100)

>>3755133
>>3755117
>>3754875
>>3754874
>turn 1/5
You manage to jump back far enough to avoid the swipe of the dragon's claw... It appears you've evaded damage.
>mech health 5/5

You 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)

>>3755304
sword
>>
File: ruukoto reluctant.png (76 KB, 175x182)
76 KB
76 KB PNG
>>3755330
>>3755360
this is not good results...
>>
>>3755370
oh well, it's not like it's actually us.
>>
File: 024.png (20 KB, 100x100)
20 KB
20 KB PNG
>>3755373
...There are consequences if the faction characters die...
>>
>>3755374
Worrying about it can't change the rolls.
>>
File: 39.png (13 KB, 100x100)
13 KB
13 KB PNG
>>3755375
>oh boy we are going to die
>>
Rolled 56 (1d100)

>>3755304
Sword
>>
Rolled 63 (1d100)

>>3755304
>>
File: Untitled22.jpg (150 KB, 768x768)
150 KB
150 KB JPG
>>3755439
God fucking damnit
DICE GODS I CURSE THEE
>>
Rolled 54 (1d100)

>>3755304
Lance
>>
Rolled 95 (1d100)

>>3755304
Rolling
>>3755440
Did you steal my awoos?
>>
>>3755763
No
>>
>>3755763
you need to choose a weapon anon!
>>
>>3757695
Well shit,
LANCE FOR DEEP PENETRATION
>>
Rolled 14 (1d100)

>>3755304
sword
>>
Rolled 23 (1d100)

>>3755763
>95
>lance it is.

>turn 2/5
You 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.
>>
File: lance attack!.jpg (136 KB, 757x670)
136 KB
136 KB JPG
>>3758989
my image didn't go up...
>>
Rolled 68 (1d100)

>>3758989
anything extra we can do with our dodge?
>>
Rolled 50 (1d100)

>>3758989
>>
Rolled 62 (1d100)

>>3758989
>>
File: not even scratched.jpg (233 KB, 861x777)
233 KB
233 KB JPG
Rolled 58 (1d100)

>>3761980
>>3759492
>>3759324
>>3758991
>turn 2/5
The 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
>sword
Just 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)

>>3762692
Sword
>>
>>3763560
>>3763525
>>3763467
>>3762694
Your 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 knight
might as well give negotiation a shot, yeah?
>>
>>3763845
sure.
>>
>>3763845
anything 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.
>>
>>3763928
Oh and give us your food
Mybr thoe in we wont kill them if they can fight argest thr over powered neards



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.