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The archive of yesterday's session is here:
http://suptg.thisisnotatrueending.com/archive/23693036/

I will be beginning this game in about 15-20 minutes. Just posting now, so that, if anybody new comes along and is interested, they have time to read up on what all happened.
>>
>>23709372
Fuck yeah
>>
>>23709372
New guy here. Read last thread. Watching with interest.
>>
>>23709372
=======================================
Name: Balalaika
Rank: Expert
Job: Leader
Equipment:
AK-47 (with scope) / Ruger Security Six
Hunter PSZ-9d
=======================================
!ROSTER!
Name: Stitch
Rank: Expert
Job: Medic
Equipment:
Winchester 1300 shotgun
SEVA suit (Duty colored)

Name: Chef
Rank: Expert
Job: Barman
Equipment:
Toz 34 (sawed off)
PSZ-9d Duty Suit

Name: Fixer
Rank: Expert
Job: Mechanic
Equipment:
Abakan with silencer, scope, and underbarrel grenade launcher
Hunter PSZ-9d

Name: Courier
Rank: Expert
Job: Messenger
Equipment:
H&K MP5 with ACOG scope and silencer
Hunter PSZ-9d
=======================================
NPCs
Name: Farseer
Rank: Rookie
Job: Sniper
Equipment:
Ak-47, with scope / Makarov
PSZ-9d Duty Suit

Name: Ramen
Rank: Rookie
Job: Scout
Equipment:
Colt M1911 with silencer
PSZ-9d Duty Suit

Name: Huntsman
Rank: Rookie
Job: Hunter
Equipment:
Winchester 1300
PSZ-9d Duty Suit

Name: Voyeur
Rank: Rookie
Job: Sniper
Equipment:
AK-74, with scope / Makarov
PSZ-9d Duty Suit
==================================
!LOCATION!
Name: Junkyard
Pros: High amounts of scrap material, lots of technical and heavy tools that can not be safely moved, has major potential
Cons: out in the open, needs work to be properly expanded, some areas nearby are radioactive, must be cleared out first
Max Occupants: 10 (however, this number may gradually be upped to 30)
==================================
!RESOURCES!
Cook reports you have three days worth of food left.
Stitch has a large quantity of medical supplies.
Fixer has tools and spare bits and bobs enough to do field repair work.
You have 20,000 roubles
Everybody is carrying a decent amount of ammo for their weapon of choice.
==================================
!ARMORY!
PSZ-9d Duty Suit (heavily damaged)
AKS-74U (lightly damaged)
>>
I'm also new, have Fixer fix up the banged up rifle when we have the time.
Give him that PDA too.
>>
Morning comes. You awaken at dawn, along with Courier. He prepares himself for the journey he is about to embark on, and you see him off, wishing him luck.

The morning is peaceful. The men on guard duty report no problems, and you see none. Courier leaves, saying he will be back in about two days.

During the quiet moment you have now, you head to the office, and spend some time searching it, looking for a good place to stash your roubles, and maybe even finding something good.

I need 1d20 rolls, gents. First three will be counted.
>>
Rolled 10

>>23709627
Rolling.
>>
Rolled 1

>>23709627
>>
Rolled 12

>>23709627
>>
>>23709660
welp
>>
>>23709660
Man i kind of fucked that up.
>>
>>23709652
>>23709660
>>23709694
It take sa bit of looking around. In the end, you have to move the desk a bit, but, you find a safe in the floor.

It is incredibly rusted, and you find yourself unable to open it. It's useless; you doubt even Fixer could fix it.

You do, however, find that in one of the desk drawers, there is a small hollow spot, and that suits your purposes well enough for the time being.

You head back down, and begin to rouse the others. The nights previous guards go to rest up, and will become active again around noon time.

Ramen, Huntsman, Fixer, Chef, Stitch, and yourself are ready to work. There are plenty of tasks to be done, and things that could be done.

You know that to the north-east is a supermarket that might have food or other goodies, and that to the west, is a furniture store. Both of these locations may possess things worth taking, but you don't know much more than the location; no clue as to how dangerous they are, or if it would even be worth it.

Stitch would like to eventually make an infirmary on the first floor of the office building. He would at least like to have a table to operate on, and some cabinets or shelves or the like to store medical supplies on. Cots would be nice, for the injured to rest on, but are not necessary at this point.

Fixer found a generator, and he says it should run pretty good, but that they'd need fuel. You doubt that will be easy to find; but if you did get ahold of it, you could power up some of the machinery, and he promises he could do a lot of interesting work with it. It would definitely help with construction.

Fixer would also like to find more complicated and specific tools so that he can do upgrade work in addition to maintenance, but you have no idea where you could acquire such things.
>>
>>23709660
>>23709765
>>23709784
and our roubles vanish behind the sofa never to be seen again
>>
>>23709820
Nah, I'm not that cruel. Yet.

>>23709816
So, the question is, what do you want to do, and who do you want to do it? You should probably keep at least one person behind to watch the sleepers, and make sure they don't get chewed on by mutants while they're napping.

A raiding party should be at least three people, but five is traditional. More men makes things safer, and allows you to bring back more loot, too.

The walls could do with some more fixing up, and there's quite a bit of scrap left around. Your men are starting to worry about the food supply, though.
>>
>>23709816
we should get 2 or so guys to scout close to the supermarket, carefully, while everyone else works on continuing fortifications and maybe scavenging the furniture our scout saw earlier
>>
>>23709816
Ramen, Huntsman, Fixer, stitch and Yourself should go check out the furniture store. Get the stuff stitch needs for his infirmary.
>>
I think a 5 man raid on the supermarket or furniture store with 3 elites and 2 rookies would be a good mix. Have an alternating watch for the people staying behind as they do whatever.

Also see if Fixer or whomever can't crack the safe \ PDA
>>
>>23709871
Let's scout the supermarket in force
>>
>>23709899
>>23709921
>>23709875
You decide to take Stitch, Fixer, Huntsman, and Ramen with you to check out the furniture store. Chef will remain behind to watch over the sleepers.

I need 2d100 rolls, please.
>>
Rolled 93, 5 = 98

rolling
>>
Rolled 28, 42 = 70

>>23710031
Come on no ones this time.
>>
>>23710046
i don't know how to feel
>>
Rolled 26

>>23710031
>>
>>23710031
Bloodsucker alley here we come
>>
>>23710069
Oh well, doesn't count anyway.
>>
Rolled 68, 35 = 103

>>23710031
>>
Rolled 16, 93 = 109

>>23710031
Botched my first dice roll damn phone
>>
>>23710108
darn, Im pretty sure this doesn't count
>>
Rolled 91, 5 = 96

>>23710123
Why not?
I didn't roll the first time
>>
>>23710150
Ignore that roll
>>
>>23710150
i believe its the best of the first 3 rolls...
>>23710046
>>23710061
>>23710105
the first 3
>>
>>23710046
>>23710061
>>23710105
Your group makes pretty good time. You take a direct path towards the grocery store. You run into some Whirligig's, but you're no rookie. You take some time to show the rookie's how to properly "feel out" an anomaly.

You are about to guide them into it, when a Boar suddenly comes tearing down the street. You command your men to hold still, just relax, and watch; and watch they do, as it charges right into a Whirligig.

Its cries and grunts are distressing, and pretty soon, the thing is exploding in a shower of bone and gore. Thankfully, your guys manage to avoid getting whacked. Ramen seems bothered by this.

Any ways, you do manage to navigate through the anomalies without difficulty. You begin your approach towards the store.

I need 2d20 rolls, gents.
>>
>>23710171
Ah damn I missed the first one
>>
Rolled 8, 5 = 13

>>23710175
>>
When it comes to rolls, I will always do the first three that show up and are the right rolls.
>>
Rolled 1, 13 = 14

rolling agian
>>
oh god damnit what is with my dice...
>>
Rolled 2, 3 = 5

>>23710175
Were supposed to be going to the furniture store.
>>
Rolled 10, 4 = 14

>>23710175
>>
>>23710224
Oh god, oh god I'm sorry.
>>
alright its not just me. goddamn TG is acting up again
>>
>>23710224
you rolled 2d6, it was 2d20.
>>
>>23710239
Shit Ramen get it together
>>
>>23710250
Oh oops, well that means it doesn't count then.
>>
>>23710265
Sorry, hehe.
>>
>>23710292

>>23710224
That was 2d6 not 2620 it doesn't count.

LET ME LIVE!
>>
>>23710196
>>23710210
>>23710225
You take the lead as you enter the furniture store (i apologize for typing grocery earlier, I am a bit of a scatterbrain), the others fanning out and checking the place out. It is pretty spacious; the glass front windows are broken, a lot of stuff in here has deteriorated, but just at a glance, you can tell you'll get at least something decent out of this.

Ramen, who was in the rear, turns around when he hears something moving along the ground. He sees the tell-tale glowing eyes of a Bloodsucker, and quickly fires off a shot, before the gun is knocked right out of his hands, amidst the Bloodsucker's roar.

The creature materializes briefly, and for lakc of a better term, "bitch slaps" the rookie several feet off to the side. It then cloaks again, and tries to run off; however, you might be able to get a lucky shot in on where it was.

4d20 rolls.
>>
Rolled 7, 16, 17, 14 = 54

>>23710355
>>
Rolled 7, 4, 12, 20 = 43

>>23710361
oops (Though those rolls are pretty nice.)

>>23710355
rolling properly now
>>
>>23710361
Sorry, ignore that. I made a mistake, too, in not checking the dice rolls more closely.
>>
Rolled 17, 6, 19, 13 = 55

>>23710355
>>
Rolled 18, 9, 4, 3 = 34

>>23710361
You, you may have just killed me.
>>
Rolled 10, 5, 6, 13 = 34

>>23710372
>>23710374
>>23710384

not a bad set of rolls. very decent indeed.
>>
>>23710374
>>23710384
>>23710390
A volley of shots goes off at where the Bloodsucker used to be. You can see blood spatter, and hear its cry, and a second round of shots from you and your men manage to make it decloak, and collapse to the floor, dead.

However, that doesn't explain why you still hear the sound of things running around. As Ramen gets himself up and goes to collect his weapon, both you and Stitch find yourselves being simultaneously attacked!

>Attempt to put distance between you and the bloodsucker
>Shoot at it
>Other. Write in.
In any case, I need 5d20 rolls.
>>
Rolled 5, 20, 15, 19, 1 = 60

>>23710435
Shoot it.
>>
Rolled 16, 7, 5, 6, 5 = 39

>>23710435
>Shoot at it
No reason to dance around, it has to come towards us to attack.
>>
Rolled 9, 14, 3, 19, 5 = 50

>>23710435
Here come the ones.
>>
>>23710468
>Rolled 5, 20, 15, 19, 1 = 60
>1
Fuck you Ramen.
>>
>>23710493
Forgot to say, shoot at it.
>>
>>23710497
But.... I.. I got the highest total!
>>
>>23710520
You still got a 1.
And a 1 fucks us.
It fucks us hard.
>>
Rolled 6, 11, 14, 4 = 35

>>23710468
he also got a 20, that has to balance things out I hope... though he might have just doomed Ramen himself hah
>>
>>23710540
>>23710535

God damn it, atleast Stitch is here. If he doesn't die first
>>
>>23710468
>>23710479
>>23710493
You fire off a spray of fully automatic fire into the damned beast as it approaches you. Your first few shots hit the gut and chest; then, the neck, face, and head. It goes down quickly enough.

Additionally, a few shots came your way from well meaning friends. You do wind up getting hit by some friendly fire, but it barely grazes you. You are uninjured. Your armor becomes slightly damaged.

Stitch himself winds up in a similar situation. His shotgun, at close range, does a tremendous amount of damage. But, a well meaning fighter does end up doing some damage to his suit through friendly fire.

The Bloodsuckers are dead. It is not clear who is responsible for the stray shots, as it is difficult to tell these things in the heat of a fire fight. However, in the end, while a bit shaken up and roughed up, everybody seems fine.

Things are quiet for the time being. People take the time to reload. You and your men survey the area.

Your men may carry a total of 50 weight points (an arbitrary unit I'm using) worth of loot back with them. For every 5 points more, one of them will be burdened and unable to take part in combat (and also be at a huge disadvantage if ambushed).

Salvageable things include:
Loveseat (15 weight)
2x bunk beds (15 weight each)
a small wooden nightstand (5 weight)
A round dining room table that seats four comfortably (20 weight)
5x wooden chairs (5 weight each)
Fixer says with a bit of time and work, he could pry the ladder bits off of the bunk beds, and use them later to help him make a ladder. These 'ladder bits' would weigh 10 weight total.
20x Wooden scrap pieces (for use with constructing; 1 weight each)
>>
>>23710638
Thats fifty total right?

Ladder bits 10
1x Bunk bed 15
Round table 20
Wooden chair 5

That should do for the infirmary for now.
>>
>>23710638
Ladder Bits: 10
Wooden Scrap Pieces: 20
1x bunk bed: 15
1x wooden chair: 5

We need a ladder and we could always use the extra scrap. Plus we can always come back ad get the rest.
>>
>>23710683
Correct. Up to fifty total. Don't forget, you can always send men back to pick up other stuff. Basically, every healthy person can carry 10 weight of loot.
>>
>>2371063 >>23710638
Ladder
10 units of wood
2 chairs
Dining room table
We are so going to do some firing drills when we get back
>>
>>23710766
>>23710706
>>23710683
It takes an hour, but thankfully, nothing happens while Fixer does his work, assisted by Ramen.

You make the decision to carry the ladder bits back, one of the bunk beds (the higher bunk may not be easy to get up to now, but Fixer says he can saw it down into two beds later on), the dining room table (it might make a nice impromptu operating table for Stitch), and five pieces of scrap.

I need 2d20 rolls, gents.
>>
Rolled 15, 17 = 32

>>23710814
>>
Rolled 20, 16 = 36

here we go again
>>
Rolled 3, 20 = 23

>>23710814
cmon two 1's
>>
Rolled 10, 11 = 21

>>23710814
>>23710834
>>
Rolled 3, 11 = 14

>>23710834
>>23710846
>>23710861
nice, the only thing better would have that 3 be not there hah
>>
Rolled 1, 1 = 2

>>23710896
Shoulda rolled it like this because who looks at what anybody rolls anyway?
>>
>>23710834
>>23710846
>>23710861
You make good time getting back to the base. You didn't encounter any wild life, and detoured around the Whirligig without incident.

When you get back, it's a little bit before noon. Chef reports that nothing bad happened.

You personally spend some time with Stitch setting up and cleaning the area where he wants the infirmary. The dining room table should do well enough for operating on for the time being. He asks you what you plan to do with the beds when Fixer has turned it from one bunk bed into two.

>Use them as cots in the infirmary, so injured people have places to sleep
>Take one as your personal cot and put it in your office
>Keep them both in the workshop area; perhaps you can eventually get enough beds for everybody.
>Other. Write in.
>>
Rolled 14, 1 = 15

... you checck on what people roll very easily. just hover over the poster name mr dice+2d1
>>
>>23710941
>Use them as cots in the infirmary, so injured people have places to sleep
>>
>>23710941
One goes in the infirmary, other in the workshop, we'll get more, but for now, we rotate.
>>
Rolled 4, 9 = 13

One in the workshop, one in the infirmery. both are useful.
>>
Rolled 23, 13 = 36

>>23710941
Use them as cots in the infirmary, so injured people have places to sleep
>>
>>23710941
>Use them as cots in the infirmary, so injured people have places to sleep
>>23710945
Yeah I know how to check but most people don't or they don't bother to check since they just assume.
>>
Turn of your damn dice people.
>>
I always check, and most ops do too
>>
>>23710941
Put the beds in the infirmary.
Our injured when we get them will need em the most, and we could scavenge for more later
>>
>>23710950
>>23710961
>>23710966
>>23710967
>>23710977
You decide that they will make good cots for use in the infirmary. Stitch is pleased with this decision. Nobody else seems to be affected by it.

And now, I will introduce a new mechanic: building levels. Our base has several facilities for use, and as we go on, they can worsen or become better. The levels of the place will add +1 modifier to any relevant rolls at the base.

So, if we have an infirmary level of 2, and Stitch is treating somebody at the base, the relevant roll will be boosted by 2 points.

Here is the current facility list, and their levels:
Infirmary: Level 2
Barracks: Level 0
Workshop: Level 1
Armory: Level 1
Personal Office: Level 1
Kitchen: Level 0
Walls: Level 1
Gates: Level 0
Watch Towers: Level 0
>>
>>23711037
What would the Gates, the Kitchen, and the Barracks boost?
>>
>>23711037
You and your men rest up until around noon time, at which point, Voyeur and Farseer are awake again. While eating lunch, you consider what else you can do.

Fixer would like to do some work. He can convert the bunk bed into two cots, or work on the ladder.

Chef would like to find or build some sort of grill and/or smoke house, so that he can cook mutants up. It doesn't sound very appetizing, but in the Zone--especially with food supplies being so low-- you need to make do with what you can.

You could make a return trip to the furniture store, or scout out the grocery store. You might send men out for scouting duty, or try to shore up the defenses further.

Perhaps there is something else you can do, too (write in).
>>
>>23711092
Gates would be a defensive bonus, for keeping mutants outside the walls; without gates, anybody or thing can just walk right in, currently.

The kitchen will boost morale, and allow for rolls to be made to turn dead mutants into rations.

The barracks is a direct boost for morale (currently not being used for much), by giving the men their own beds, and space to call home, and will also eventually reflect the max number of occupants..
>>
>>23711094
Let's get that grill rolling.
Time for some bloorsucker BBQ
>>
>>23711094
We should have Fixer work on the cots, and work with chef to turn the smokehouse into reality,
>>
Lets let Fixer get to the beds while we help Chef setup his starter kitchen. Send out Stitch and a rookie on a scouting mission. Someone who didn't go with us on the furniture trip. The rest of the rookie's can do gate \ wall work.

The only way to get em seasoned is if we grill em over the fire.
>>
>>23711149
Agreed.
>>
>>23711192
>>23711149
>>23711145
>>23711137
Fixer gets started sawing at the bunk bed. It will take him some time.

You and Chef start discussing what can be done for the grill. He said it would be nice if they could just find some racks and the like from kitchens in the nearby houses; he believes that the grocery store might have some stuff, like grills, and charcoal briquettes laying around. He would not want to work with any of the metal here, though, on account of the fact it's mostly rusted.

Still, you do take some time to mark out an area for where you could put the smoke house and grilling area.

Stitch and Voyeur head out to look for interesting locations. The rest of the men keep an eye out for trouble.

Roll 2d20, please, gents.
>>
Rolled 16, 19 = 35

>>23711253
>>
Rolled 20, 14 = 34

>>23711253
>>
Rolled 18, 13 = 31

>>23711253
>>
Rolled 5, 17 = 22

>>23711253
>>
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>>23711277
>>23711287
>>23711293


Yaaaaaaaaaaaay~
>>
Rolled 6, 12 = 18

>>23711253

On a side note, I suggested the name for our character and archived the thread last night, so I claim the name as I come back, drunk, to participate once again!
>>
Rolled 13, 11 = 24

>>23711287
>>23711293

Nice work guys.
>>
>>23711333

For what purpose?
>>
>>23711333
Might want to strap a trip to it so you don't get impersonated, Kapitan.
>>
Rolled 14, 11 = 25

>>23711333
Nice of you to join us.
>>
Rolled 11, 17 = 28

>>23711333
nice trips
>>
Rolled 8, 14 = 22

>>23711358

There was mead, I had to go.

But I am here now, and properly inebriated, let us conquer the Zone!
>>
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>>23711277
>>23711287
>>23711293
After discussing about the grill and such, you help Fixer move the beds into the infirmary.

The guards see nothing wrong; all is quiet, which is nice.

Stitch and Voyeur return. They report that there is a nearby liquor store.

They saw a park with benches and weather-worn statues that might be good to pick up and use for scrap or other things.

Both of these locations are to the south.

They brought back a special gift for Chef! They found a grill under a large awning in one house's yard. They took the time to take down the awning and grab it, and brought it back.

Chef is pretty damn happy. He takes the time to set up a small outdoor grilling area. It's not very good, but as they say "Progress, not perfection".
>>
>>23711352

How does one trip, in all my years here I have never had the occasion to!
>>
>>23711389
I'd join you with some whiskey but I only got up two hours ago.
>>
its #password
>>
>>23711419
https://www.4chan.org/faq#trip
>>
>>23711419
[name]#[letters/numbers] in the name field. Don't use the [].

Also, you are now a Russian guitar. Don't make me play you!
>>
>>23711440
My thanks, fellow STALKER.
>>
>>23711458
Haha, of course not comrade Leader!
>>
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>>23711408
We should really build a fence along the red line I added to the map, we don't want them being able to sneak round the back of the office.
>>
>>23711408
You estimate there is about five or six hours of sun light left. Storm clouds are gathering, however. It looks like rain.

What to do?
>Chill out. Inclement weather sucks.
>Do a bit of work around the base, fortifying the walls.
>Go on a raid (specify location)
>Other. Write in.
>>
>>23711487

Let's just close it off entirely, and later do as that one anon suggested before and build a ramp up to it.
>>
>>23711498

Fortify.
>>
>>23711500
We were going to close off the firepit side and just toss bodies over the sides.
>>
>>23711498
Don't we need fresh water? I say we build a drainage pit.
>>
>>23711500
Good point.
>>23711498
Close up the south (lower on map) entrance completely.
>>
>>23711520
Is correct.
>>
>>23711540
Wrong side man. If we close that off anyone who wants to come in has to go through the dead bodies.
>>
>>23711530
seconding this
>>
>>23711498

Fortify. Defense first in the zone.
>>
>>23711560
I guess I'm confused about scale, to me it looked like the pit was a good 20 metres from the entrance.
>>
>>23711598
Its more about efficiency really.
>>
>>23711598
That's about right, actually. I should probably set up a scale. Gonna update the map.
>>
>>23711615
I'm just worried about the infirmary being so close to the only entrance.
>>
>>23711633

This is a concern I share.
>>
>>23711595
this, we need to seal up and entrances so shit cant wonder in during storms and blow outs

also >>23711530 is a really good idea
>>
>>23711498
Let's keep working on getting this place blowout proof. We can shoot bandits and mutants, but not blowouts.
>>
>>23711651
Good to see our leader has his head on straight.
>>
>>23711679
don't know if its come up yet but is it confirmed that our leader is female? cause the archived thread description listed it as so, and its also a reference to a character named the same from black lagoon, who a total badass
>>
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Your men spend some time doing further work to fortify and expand the walls with junk and scrap. They are able to partially seal off the southern entrance before heavy rains force them into seeking shelter.

It's really coming down out there. It's dark, oppressive, and the darkness is occasionally broken up with the crack and flash of thunder and lightning.

A fire is quickly started in the workshop, and you mostly huddle around it. You personally keep watch for the moment, back to the fire, boldly facing the singular entrance to the workshop, ready for trouble.

Voyeur pulls out a harmonica and starts to play it. Something light, and cheery. Ramen joins in, with some slightly off-tune singing of the song Prekrasnoe Daleko. ( http://www.youtube.com/watch?v=lU77gRsKi9o )

The soulful music is somewhat haunting, but it is nice to have some amount of entertainment.
>>
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How about this?
>>
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>>23711498
I suppose, if we wall off the rear, and set the guard tower on the top of the workshop, it would cover the entrance a lot better than a southern one.
>>23711707
You tell me.
>>
>>23711716

Personally, I would love to see Leader confirm this. But then, I wrote the archive summary, and named the character, so bias much.
>>
>>23711677
The buildings are safe against blowouts. It was done in the first quest.
>>23711707
The Leader is male; "an intrepid man", emphasis on the last word. I apologize if there was any confusion about this.
>>
>>23711707
I'm not sure but OP seemed to take it as being named after the instrument.
>>
>>23711707

You don't see females in the Zone for a god damn reason Anon.

And it isn't just because they felt it was too difficult to make a female model and do voices for them.
>>
>>23711743

I will find a way to live with this revelation.

Good touch with the music link, by the way.
>>
>>23711747
http://en.wikipedia.org/wiki/Balalaika
>>
>Implying there are any females in the zone
Unless there were in CoP, I never played CoP
>>
>>23711781

There weren't.
>>
>>23711781

There were not, which is why even I am not arguing with Leader on the matter. Would have been fun, but the objections are substantiated.
>>
>>23711709
So, bogged down by the storm, your attention turns to thoughts about Courier. He was one of your best bros, you know; you both were rookies around the same time, really did a number against some Bandits in the past. You both joined up with Duty at the same time, too.

You trust he is doing well, and he will be safe. That wily son-of-a-gun is hard to kill.

The storm carries on throughout the night.

Roll 1d100, folks, to see if there's any surprises in the storm.
>>
Rolled 75

>>23711816

Rollan for Stalkan
>>
Actually the only reason there weren't were budget constraints on modelling and whatnot, /v/ extrapolated it to HURR IMMA RAPE YOUR SHIT. Which is retarded since at least a few of people still living near the NPP in real life are female. Scarily adept too.
>>
Rolled 33

>>23711816
>>
Rolled 13

>>23711816
>>
>>23711831

A good deal of the people in the zone are people who have given up on life outside, criminals who managed to get into it to escape the law, treasure hunters of all creeds and goals, Russian Military, Borderline PMC factions, and other various riff-raff and outcasts.

There are very few people in the Zone that are there to live an honest life.
>>
>>23711825
>>23711833
>>23711845
You stand watch until nearly midnight, at which point, you head off to get some shut eye. Voyeur and Farseer take over for guard duty.

In the morning, you and everybody else awaken to gunshots! The ground outside is muddy and hard to walk in, and, as you quickly join the guards outside, you see another group of dessicated corpses in raggedy clothing, slowly shambling there way towards the workshop.

The mud is working against them, slowing them down, and occasionally making them stumble. However, there looks to be nearly a dozen of the bastards.

You have no time to wonder why there are so many of the bastards!

Roll 3d20, please.
>>
>>23711883

To be fair to him, if there were, they would likely be in either Duty or Clear Sky.
>>
Rolled 3, 11, 17 = 31

>>23711899
>>
Rolled 5, 4, 3 = 12

>>23711899
mfw I rolled that 13
>>
Rolled 8, 10, 8 = 26

>>23711899
[Spoiler]RAMEN POWER![spolier]
>>
Rolled 2, 10, 7 = 19

>>23711899
>>
>>23711902

Clear Sky was a bunch of scientists-turned combatants with hired muscle, so I don't really believe they would count.
>>
Rolled 10, 2, 2 = 14

>>23711916
Wow I rolled pretty bad
>>
>>23711765
>You don't see females in the Zone for a god damn reason Anon.
Balalaika would laugh at the zone before exploiting it in every way for profit for Hotel Moscow
>>
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>>23711883
>>23711937
>>23711916
EvenTheShoebillCannotKnowPeaceFromThisEvil.jpg
>>23711883
I'm talking the actual NPP and zone, but nonetheless theres no reason why they wouldn't show up there. But I digress.
>>
Rolled 15, 5, 16 = 36

>>23711964
I found it incredibly odd that I rolled a 13, then 12, and finally a 14
>>
>>23711911
>>23711916
>>23711920
A volley of rifle fire tears into some of the zombies. A few fall down, but start to struggle to get back up.

Voyeur stops firing, starts cursing, and pulls back while doing something with his gun; apparently, it jammed up on him.

The zombies are getting closer. You estimate you have enough time for two more actions before they will be within striking range.

>Continue to fire (roll 2d20)
>Fall back, form a more effective defensive position in the interior and use focus fire from everybody
>Other. Write in.
>>
>>23711978
Well that's alot better.
>>
>>23711992
Captcha decided for me: lengthwise onoffice
Fall back, form a more effective defensive position in the interior and use focus fire from everybody.
>>
>>23711992
>>Fall back, form a more effective defensive position in the interior and use focus fire from everybody
Make sure everybody's goddamn arcs are clear too, we don't need a repeat of the suckers.
>>
>>23711992
>Voyeur gets jam
>equipped with ak-74, makarov

how the fuck did he manage that?
>>
>>23711765
Because none of the Traders are smart enough to bring in hookers and corner the pussy market in the Zone? In a place that's THAT pussy dry, they don't even need to be good looking hookers.
>>
>>23711992

FALL BACK!!!
>>
>>23712024

Poor maintenance can gimp even a Kalashnikov.
>>
>>23711992
We should fall back since we are rolling like shit
>>
>>23712024
They DO happen you know. Not all that common, but in combat shit can happen at the worst time imaginable, and the stuff in the Zone is old as piss and beat to shit.
>>
>>23712042
>>23712050
Oh I very well know guns can fuckup when you need them, but this guy is a sniper, at least his character description says he is, even as a rookie, the maintenance of his gear should be sacrosanct
>>
>>23712024
Even AKs CAN jam, just not that often.
>>
>>23712024

Y'know the shit you find in the Zone is usually not only surplus shit, but scavenged shit as well, it's all old shit unless smuggled in from the outside.

We are friends of Duty, so there's a chance we have legit shit from the outside and shit that's been put under better maintenance, but even the best maintained firearm can fuck up every now and again, especially under heavy rain or other environmental conditions.
>>
>>23712087
Maintenance can still only help so much when the weapon is forty-odd years old.
>>
>>23712113
i've seen guys 'maintain' their 50+ year old rifles by tying some knots in a shoe string, dipping it in axle grease and pulling it through the barrel, then run them fine through dust storms

but Morphy's law will fuck you eventually
>>
Some times, shit happens. Such is life in the Zone (especially when low rolls show up).

You pull back with your men, and wait. You have enough time to get everybody into a good position, aim steady and trained on the door.

As the first zombies start to crawl in, looking for delicious meat to snack upon, you ultimately have two choices of how to combat them.

>Fire freely. Will use more ammo, but, gets a bonus to killing them
>Disciplined firing. Saves on ammo, no bonus or penalty.

In either case, we need 8d20 rolls.
>>
>>23712142
should probably add my vote for
>>Fall back, form a more effective defensive position in the interior and use focus fire from everybody
>>
Rolled 18, 6, 4, 18, 5, 19, 12, 6 = 88

>>23712151
>>Disciplined firing. Saves on ammo, no bonus or penalty.
anything else is too unprofessional for us duty folk
>>
Rolled 1, 12, 6, 1, 18, 4, 3, 18 = 63

>>23712151
>Disciplined firing. Saves on ammo, no bonus or penalty.
Lets start on our professionalism yes? Show the rookies a thing or two.
>>
Rolled 10, 10, 20, 8, 3, 15, 12, 3 = 81

>>23712151
Disciplined firing
>>
Rolled 8, 15, 5, 4, 19, 13, 11, 8 = 83

>>23712151
>Disciplined firing. Saves on ammo, no bonus or penalty
>>
Rolled 16, 9, 1, 5, 13, 3, 20, 16 = 83

>>23712151
discipline
>>
>>23712142
And those rifles have probably received decent maintenance all their lives. The stuff you can get in The Zone is the stuff that's been through every shit-hole on earth. It's scavenged, stolen, assembled from mismatched parts from other broken guns, that kinda thing.
>>
>>23712181
two 1's, not a great start to our professionalism...
>>
>>23712181
What are you doing STALKER?
>>
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Rolled 4, 19, 6, 19, 3, 18, 9, 7 = 85

>>23712181
>>23712193
>>
Rolled 11, 4, 7, 19, 16, 5, 13, 16 = 91

>>23712151

Disciplined firing. Ammo is life. And I plan to live like a fucking legend.
>>
>>23712199
those rifles were buried under poppy crops and brought out for the summer offensives every year since the 80's
>>
Rolled 2, 8, 5, 19, 6, 19, 15, 12 = 86

>>23712209
just how many shoebill reaction images do you have?
>>
>>23712176
>>23712181
>>23712182
The first wave of guns fire off, and you watch as five zombies drop. One of them is twitching around, and trying to get back up. There appear to be eight more coming in, ignoring the corpses of their brethren.

I need another set of 8d10 rolls.
>>
Rolled 2, 10, 1, 7, 2, 3, 7, 1 = 33

>>23712231
You da boss
>>
Rolled 10, 6, 8, 5, 10, 7, 8, 2 = 56

>>23712231
>>
>>23712231
8D20, rather. Typo.
>>
>>23712219
So, nuggets.
Bolt-actions of all types are an exception due to being so mechanically simple.
>>
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Rolled 5, 9, 19, 7, 16, 3, 19, 11 = 89

>>23712229
About 8 or so.
>>23712231
Lets pra- >>23712244
Another one.
>>
Rolled 7, 3, 4, 4, 8, 2, 6, 9 = 43

>>23712231
>>
Rolled 2, 4, 20, 12, 4, 8, 6, 8 = 64

>>23712251

Welp. I would roll well then.
>>
Rolled 10, 17, 3, 19, 1, 11, 11, 17 = 89

>>23712251

WELL WHOOPDI DO.
>>
Rolled 9, 1, 6, 3, 15, 9, 10, 17 = 70

>>23712251
reroll then
>>23712256
those rolls don't count because they were d10's
>>
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>>23712266

>1, 11, 11,
>>
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Rolled 7, 2, 11, 18, 10, 12, 8, 7 = 75

>These rolls.
AH NU CHEEKI BREEKI IV DAMKE
>>
>>23712256
>>23712262
>>23712266
Another wave of shots go off, and four more drop to the ground (including the one trying to get back up).

Five zombies remain. They will be able to attack on the next turn!
8d20 rolls, please.
>>
>>23712255
there were surprisingly few bolt guns in the caches we found, mainly lots of type 56 variants and russian ak's, there were a few chinese sks's and 1 or two 74's but they belonged to the big players in the regions
>>
Rolled 3, 3, 8, 1, 20, 3, 12, 5 = 55

>>23712307
I'm guessing you have a folder just for shoebills then?
>>23712315
>>
Rolled 4, 7, 5, 16, 2, 13, 8, 2 = 57

>>23712315

Do or Die.
>>
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Rolled 17, 18, 1, 20, 18, 17, 18, 2 = 111

>>23712315
Lets hope the last shoebill picture gives us luck
>>
Rolled 17, 2, 10, 3, 15, 18, 17, 3 = 85

>>23712315
>>
Rolled 10, 5, 6, 19, 6, 11, 8, 19 = 84

>>23712315
cmon dice, dont fail us now
>>
>>23712320
>>23712324

Looks like die.
>>
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Rolled 12, 10, 13, 6, 11, 16, 8, 6 = 82

>>23712326
>>
>>23712326

HOLY SHIT ALL PRAISE THE HOLY SHOEBILL
>>
>>23712326
that duck looks uncomfortable
also the shoebill sorcery worked!
>>
>>23712326
Praise be the Shoebill!
>>
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>>23712346
He actually just picked it up and moved it since it was sitting in the path he wanted to go.
Also I'm just going to dump tangentially related art now.
>>
>>23712320
>>23712324
>>23712326


Only a single zombie is left standing (though one of them is persistently crawling along the ground). The one left standing is now grappling with you, trying to rip out your throat!

Stitch is able to kill the one on the ground, but, nobody is willing to take a shot at the zombie going after you.

Roll 2d20.
>>
Rolled 11, 11 = 22

>>23712374
>>
Rolled 13, 11 = 24

>>23712374

HOTEL MOSCOW CQC TRAINING GOGOGO
>>
Rolled 6, 9 = 15

>>23712374
is this when we reveal our mexican wrestling origins?
>>
Rolled 6, 8 = 14

>>23712374
>>
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>>23712380

There should be some sort of bonus for that.

Because that shit is just unlikely.
>>
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Rolled 17, 16 = 33

>>23712380
1-1-1-1
Its happening.
>>
>>23712396
This looks shopped
>>
>>23712394
and in a place as weird and superstitious as the zone it should mean something
>>
Especially since that is the only possible combo of quads.
>>
>>23712380
>>23712382
>>23712384
You grit your teeth as the zombie growls out at you, muttering "sweet...flesh...hunnngrrrrrrrrrry".

Your rifle is dropped as you continue to fight with the damned thing; why in the hell is such a desiccated corpse so strong!?

You break one hand free, and go to draw your side arm. The claws of the zombies rip into the armor on the arm it has grasped, but you aren't hurt.

You are able to get off a single shot from the Ruger revolver, right into its head, putting it out of its misery.

Phew. That was a little scary. But, it makes for a pretty good story. Your men seem to think you're pretty bad-ass.

Off in the distance, you can hear a single, mournful howl from a dog.

>Start taking the corpses to dispose of them in the fire pit
>Investigate the howl
>Other. Write in.
>>
>>23712370
If you ever get a trip it should be ShoebillBill
>>
>>23712449
>Start taking the corpses to dispose of them in the fire pit
That howl can't be good, best to get rid of the fresh meat now.
>>
>>23712449
Something is up with that dog.
>>
>>23712449

Yeah that Dog is probably a scout for a Controller, Burer or something.

Loot the FUCK out of those corpses, they may not have much, but even a couple rubles stashed in a pocket is a gain.
>>
Send a rookie to the roof. Two on watch and the rest on firepit duty. Its going to be messy and slow so everyone keep an eye out.
>>
>>23712449

We and the vets investigate the howl, the rooks dispose of the bodies as we do.
>>
>>23712531
>>23712508
>>23712489
>>23712475
You get Stitch, Chef, and Fixer together to go check out that howl.

Setting the new ladder up against the workshop, you have Voyeur and Farseer climb up there, and keep watch.

Ramen and Huntsman begin disposing of the corpses (and Huntsman picks over some of the bodies, checking them for things. What will he find? We'll find out when we get back from hunting for that doggie).

I 1d100 rolls, gents.
>>
Rolled 24

>>23712591
bad poochie
>>
Rolled 18

>>23712591
>>
Rolled 76

>>23712591

Rollan for Lootan and Survivan
>>
Rolled 4

>>23712591
>>
>>23712627
Damn it.
>>
Rolled 48

>>23712591
rolling
>>
>>23712632
our valiant leader has saved us.
>>
>>23712663
>>23712637

It could be worse brother, hopefully my roll will buffer us from utter disaster.
>>
>>23712611
>>23712627
>>23712632
You exit the base, and see the Blind Dog on the highly radioactive hill nearby. He seems to stare at you, before issuing one sharp, short bark, and then disappearing down the opposite side of the hill.

Using Geiger Counters, you navigate around the radiation pocket, but by the time you do so, you don't see where the beast could have gotten off to.

Using your binoculars, you think you see a farm, about five hundred meters away. It's hard to make out any details, though.

>Return to the base
>Investigate the farm
>Other. Write in.
>>
Hang on a moment, folks. I seem to be having some technical difficulty.
>>
>>23712685
Investigate surrounding area
>>
>>23712685
>Return to the base
But mark the farm's location down, so we can send a party to scout it out later.
>>
>>23712775

Seconded. No need to overextend ourselves, we are not catching that damn dog anyway.
>>
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>>23712685

>Farm

YEP.

That's a controller.

Probably pissed as fuck that it's running out of resources to tire us down and try to take us over, can't do shit to a well-rested and nourished STALKER except give them a major headache.
>>
>>23712835

Yeah, its not like we are in the sewer with it.

God I hated that part. I was about out of ammo from the Spetsnaz, so I ended up getting scared and stabbing it to death with my knife, screaming the whole time. Scared the shit out of my sister.
>>
>>23712790
>>23712775
>>23712761
Okay, technical issues solved.

You resolve to head back to the base. and assist with the clean up. It takes a while, but it's nice to keep the place clean.

Huntsman said he noticed something interesting on the corpses. All of them had a tattoo on the left, inner wrist that said X-9-A1 on them. he doesn't know what to make of it.

The idea that there could be one of these fabled laboratories somewhere out here sends a shudder down your spine. Still, there is no time to ruminate on such things, you still have a nice day ahead of you.

>Work on the walls some more
>Have Fixer begin work on the Watch Tower (this will be a lengthy project)
>Send men out to raid (pick a location: Grocery store, furniture store, liquor store, farm)
>send men to scout out the area
>other. Write in.
>>
Grocery store raid. we need food.
>>
>>23712883

I suggest we raid that farm, it seems to me that if something is trying to dislodge us it may have a presense there and therefore must be removed.

We should also cut one of the tattoo's from the flesh of a corpse. I feel this may be important and useful in the future.
>>
>>23712938
We need food more than we need a fight with the controller. Worst case scenario is more of the zeds show up. We could probably rig up some rudimentary barricades or pit trap for the buggers if they become too much of a hassle.
>>
Don't forget, you guys can choose multiple objectives. Just remember that you only have eight guys currently (Courier will not be back until tomorrow).
>>
>>23713017

Split up? If there is something waiting there I do not want it attacking while we are gone.

Vote to have Balalaika and Fixer take Ramen and Farseer to raid the market, while the rest of the vets carefully recon the farm, and the remaining two guard?
>>
>>23713092
>>23713017
>>23712938
>>23712899
You get fixer to come with you, along with Ramen and Farseer to scope out the market. Your food supplies are getting low, after all; same with fresh water and vodka.

Chef and Stitch aren't very happy about it, but will check out the farm. They're going to return at the first sign of trouble, though.

Voyeur and Huntsman remain behind to guard the base.

I need 3d100 rolls, gentlemen.
>>
Rolled 89, 20, 46 = 155

>>23713172
STALKERS GO!!!
>>
Rolled 32, 94, 74 = 200

welp
>>
Rolled 77, 62, 69 = 208

>>23713172
>>
Rolled 12, 31, 34 = 77

>>23713172

I apologize in advance if I have somehow led us into ruin.
>>
Rolled 1, 24, 66 = 91

>>23713172
rolling
>>
Rolled 21, 61, 23 = 105

>>23713195
>>23713198
>>23713199
not bad
>>
>>23713203

The apology may be neccesary.
>>
Rolled 90, 3, 98 = 191

>>23713204
thank goodness that wasn't in the original three
>>
>>23713204
>my first roll on /tg/ is a critical failure
I has a sad
>>
>>23712877
I always knifed controllers....
>>
>>23713195
>>23713198
>>23713199
Your group approaches the store without any difficulties. However, you see a few problems with approaching it.

First, the roadway itself has all caved in. It's just a giant pit, and you can't see the bottom of it.

The grass has this odd haziness to it; you recognize it as one of the tell-tale signs of a burner anomaly.

You might be able to work out a path through the burner anomaly, or you will have to detour around. What do?


Meanwhile, Stitch and Chef are making good progress. Nothing bad happens to them, but they have yet to reach the farm.

The guys guarding the base get to spend some time shooting the shit. The day is nice, there's no threats showing themselves at the moment.

So, I need a decision, and a 2d100 roll.
>>
>>23713256

Yeah, but it wasn't a calculated decision, it was me screaming like the fucker was in the room with me at four in the morning and waking up everyone in two blocks. Being a hick, that was just my sister, but still.
>>
>>23713270
And my first line there is a bit garbled. Once we resolve these actions, the quest will end for the evening, and pick up again tomorrow.

But, basically, no problem traveling the three street blocks to get near the grocery store. Now the anomalies and pit fall are the only thing standing in the way of us getting entrance.
>>
Rolled 63, 37 = 100

>>23713270

Detour around. I don't want even the possibility of losing someone on something this mundane.
>>
>>23713270
detour
>>
Rolled 29, 69 = 98

>>23713270
throw rocks at it, and see if there's an artifact
>>
Rolled 20, 9 = 29

>>23713315
Wow, dead middle.

Oh, and I can take care of archiving again, Leader, you don't need to worry about it unless you prefer to.
>>
Rolled 89, 86 = 175

third roll incoming
>>
>>23713291
Fair enough. First time I fought one I tried shooting it but I got pissed of and just charged it.
>>
>>23713315
>>23713320
>>23713334
You look around the burner anomalies. You don't see any artifacts; perhaps after a Blowout, you can come back and check on it later.

You detour around without incident, and begin your approach.


meanwhile, drawing closer to the farm, Stitch and Chef are stopped in their tracks when a warning shot hits the ground no more than a few inches in front of Stitch. The shot seems to have come from the second floor window of the farmhouse; following it, is a voice "Hold it right there! Identify yourselves!" The shooter can not be seen. The stone walls of the farm are sturdy, the gate is currently slightly ajar, and they don't see anybody or anything else around; but there's no clue who or what is in the house, or the barn.

Considering Chef and Stitch both have shotguns and are quite far away, they do not stand any chance of taking out a rifleman at this distance. Do they identify themselves, or run?

In either case, I need 2d100 rolls.
>>23713334
Thank you. I would appreciate that, musical instrument of awesomeness.
>>
http://suptg.thisisnotatrueending.com/archive/23709372/

Archive successful. Carry on, Stalkers.
>>
Rolled 48, 21 = 69

>>23713426

If the guy wanted them dead, they would be. Identify themselves.
>>
Rolled 4, 51 = 55

>>23713426
balaika rolled twice there
>>
>>23713452

The second was unintentional, for the record.
>>
>>23713464
yet fucked us over none the less
>>
>>23713477

Luck of the draw brother, you might as well curse the rain for making you wet.
>>
>>23713426
Don't say were from duty just yet. Last thing we need is a missed fredomer sniper trying to venrilate us
>>
>>23713464
In that case, I will make a slight edit to the previous post, taking into account the next roll that showed up: A Fireball artifact has been acquired!
>>
Rolled 26, 25 = 51

>>23713426
>>
Rolled 27, 67 = 94

>>23713426
rolling
>>
>>23713506

I will be more careful about the email field in the future, thank you for your understanding.
>>
>>23713506
>A Fireball artifact has been acquired!
Sweeeeeet
>>
>>23713450
>>23713452
>>23713507
You and your men enter the grocery store. The place is absolutely trashed. Furthermore, it's home to a sleeping Chimera!

Shit. It hasn't woken yet, but you know that thing could easily rip you and your men apart if you're not careful. It's a good thing they sleep in the day time, and so deeply.

>Try to retreat
>Attack it


Meanwhile, at the farm, Stitch and Chef identify themselves as some Stalkers, and that they're not looking for trouble. They are told to either leave, or come a little closer, if they feel up to chatting; it's been a while since he's seen some living humans.
>>
SO do we risk it?

I say we abandon ship for the store. And risk talking to the sniper.
>>
>>23713553

NOPE our way out of the supermarket, that shit is possibly too much for all our men, much less a fraction.

I suggest Stitch and Chef approach their new friend, its not like approaching to a range their weapons actually function is bad in any case. Maybe this guy has some info we can use.
>>
>>23713553
GTFO, Chimeras are high on the list of things not to fuck with
>>
>>23713553
Get the fuark out of the supermarket. We just don't have the firepower to fuck with a Chimera right now.
>>
>>23713553
We get the hell out of the supermarket as quietly as possible. I'd say that we should get a little closer to our mysterious marksman
>>
>>23713577
>>23713593
>>23713609
I need some 4d20 rolls to see if we can sneak out without alerting it.

Stitch and Chef approach, weapons holstered. They meet an old man outside the house. He has short, ragged gray hair, which looks like it was recently cut with a knife. An eye patch covers his left eye. He wears a SEVA body suit, but not a helmet, nor the oxygen tanks or tubing.

A Mosin Nagant is strapped to his back on a bandolier, and he is holding a Makarov in his hand, but he keeps it pointed to the ground; he is being cautious, and who could blame him?

"Are you two alone, or are there more of you out there, somewhere?" He asks, sternly.

>Answer truthfully
>Lie
>Other. Write in.
>>
>>23713678
>>Answer truthfully
lets make a good first impression
>>
Rolled 9, 15, 6, 4 = 34

>>23713678
Answer truthfully
>>
>>23713678
>>Answer truthfully
Nothing to gain by lying.
>>
Rolled 11, 6, 20, 19 = 56

>>23713678
Say that there is a group of you at the junk yard but don't mention that your duty just yet.
>>
Rolled 1, 9, 3, 5 = 18

welp
>>
Rolled 10, 1, 4, 1 = 16

>>23713678
mention theres more but remain as vague as possible
>>
Rolled 3, 12, 2, 12 = 29

>>23713678

" We are alone just now, but there are more of us back at camp. How about you, friend?"

No need to lie, its not like we've been subtle up to now.
>>
Rolled 14, 8, 6, 17 = 45

>>23713716
well, fuck
>>
Rolled 6, 18, 13, 18 = 55

>>23713678
truthfully
>>
>Answer truthfully
>>
>>23713705
>>23713710
>>23713712
>>23713713
>>23713716
Stitch answers the question truthfully, and mentions there are a handful of others. "At the junk yard, right?" The old man asks while fixing the younger Dutyer with a dreadful gaze from his one eye.

He laughs a bit, and turns, opening the door into his house. "Come in, come in. I have some mushroom tea on the stove. I have questions for you." He holsters his pistol as he does so.

>Decline the offer
>Accept the offer
>other. Write in.
Meanwhile, at the store, you start to pull back outwards. While doing so, one of your men kicks a dented metal can rather sharply.

From within the building, one can hear a sharp, baleful growling. Thankfully, the door you guys went through would be too small for the Chimera to get out of, but it's awake now, and has to have some other area by which it enters and exits.

>Prepare to fight
>Try to run
4d20's, again.
>>
>>23713721
Welp
>>
Rolled 12, 15, 9, 3 = 39

>>23713765
Sit down with him, but don't drink unless he does.


RUNRUNRUNRUNRUNRUNRUNRUNRUN
>>
Rolled 15, 10, 5, 7 = 37

>>23713765
We getting the fuck out
>>
Rolled 10, 7, 4, 14 = 35

Can we use that artifact we got? Also prepare to fight. I have a feeling we won't make it running.
>>
Rolled 1, 20, 3, 5 = 29

>>23713765
RUN LIKE THE WIND
>>
>>23713765
Go in but refuse the tea, it's a bit suspicious.
>>
>>23713787
The Fireball will remove radiation from your system while sapping endurance while equipped. Currently, it's just chilling in our Balalaika's backpack.
>>
>>23713780
>>23713786
>>23713787
>>23713790
>>23713792
Chef and Stitch enter, and they take a seat at a small table, on some chairs that have seen better days. The old man does not seem bothered by the refusal. "Suit yourselves." he says as he pours himself a cup. "So, what has brought you out to this lovely little slice of wasteland?" He asks as he sits down.

A blind-dog suddenly comes in from another room, and stands by the old man's side, watching the two Dutyer's with its blank gaze. This dog is acting very, very weird; and the old man's wry smile seems to indicate he knows what that is.

>Answer truthfully (this will lead him to eventually ask about your Faction)
>Come up with a lie (What will you tell him?)

Balalaika directs his men to escape. The Chimera suddenly appears on the roof of the supermarket, and lets out a warning growl at you all. And yet, it seems to linger, and wait; assess. Perhaps the brightness of day has dazzled the nocturnal predator?

Fixer, by the way, does have a grenade loaded in his underbarrel grenade launcher. He might just be able to kill the beast, or weaken it several, but might also damage the building.

Your men could continue to run, or you could choose to try and fight.

In either case, roll 4d20.
>>
>>23713875
Weaken it severely, rather.
>>
Rolled 6, 20, 7, 16 = 49

>>23713875

THAT FUCKING DOG

Answer truthfully. I think this guy, or his fucking dog, will know if we are lying.

We continue to run, if we are going to fight a Chimera its going to be with a full force and not banking on Fixer landing a lucky grenade.
>>
Rolled 13, 12, 17, 15 = 57

>Answer truthfully
This mans a psycher of some sort.

Shoot the gernade at it but continue to retreat
>>
>>23713910
Agreed with this man.
>>
Rolled 2, 6, 5, 4 = 17

>>23713875
Tell fixer to nail that Chimera with his grenande, then leg it.
Also
>We are from Duty. We are exploring
>>
Rolled 11, 19, 2, 1 = 33

>>23713923
Forgot Roll
>>
>>23713910
>>23713911
>>23713928
You continue to retreat with your men. The Chimera leaps into the air, and looks poised to come down on somebody; but Fixer fires off his grenade.

BOOM! Right in the god damned air, the Chimera gets hit, and sent tumbling off course. It hits the ground farther away from your group, and, slowly rises up to its feet, seemingly scratching at its face.

You and the men continue to retreat. Roll 4d20's, please; these rolls will have a bonus applied to them, due to the Chimera's weakened condition.

Meanwhile, at the farm, Stitch and Chef identify their affiliation with Duty. The old man nods, and does not seem surprised (probably because they're wearing Duty armor). He drinks his tea, and relaxes a bit.

"You seem to be doing a lot more than just exploring. You're setting up a camp, and the citizens don't like it." Was he referring to the zombies, or something else? It seems like you're the only three humans here.

"My recommendation is that you take your friends, and just go back. Ain't nothin' here but the dead and the dyin'." He says, glumly.

What do?
>Write in. Ask questions, make statements, whatever goes.
>>
Rolled 3, 13, 2, 8 = 26

>>23713989
Inquire more. My interest is piqued.
>>
Rolled 17, 8, 2, 14 = 41

Ask him to tell you about the citizens.

Continue to do a fighting retreat.
>>
Rolled 17, 3, 7, 2 = 29

>>23713989
"There are other people living here?"
>>
>>23714010
I just can't do anything right it seems
>>
File: 1363416344490.jpg-(38 KB, 500x653, EXTREME_DOUBLE_BIRD.jpg)
38 KB
38 KB JPG
Rolled 16, 12, 3, 10 = 41

>>23713989
Lets see if its avians that are our friends here and not just shoebills.
As for the elderly gentlemen, inquire into how long he has been here, and whats around.
>>
Rolled 1, 14, 11, 2 = 28

>>23713989

" Listen Old Man, we appreciate the warning, and certainly your hospitality, but we are here to stay. If we can stay amenable, we will, but if we have to make some people unhappy to complete or mission, so be it. That said, would you mind telling us what is so displeased with our presence?"
>>
Rolled 6, 17, 5, 10 = 38

>>23713989

Inquire about the "citizens".

I wrote out a whole speech, but 4chan ate it. Damn.
>>
>>23714039
>>23714067

Disregard that, Apparently it was not eaten.
>>
>>23714010
>>23714011
>>23714013
The Chimeras, though limping and seemingly losing a chunk of its head, continues to advance on the group. The occasional wild shot, when it does manage to hit, seems to do little to deter it.

Fixer has one more grenade; he's loaded it on the run, and is ready to fire at it. However, this is also the last one he has. Should he, or shouldn't he?

Also
>Stop to fight
>continue to run
Roll 4d20


"You've seen the Citzens, boy. Killed a few, too, for which I'm much obliged. But near as I can tell, you're the only real humans around. I see the occasional group, but, they don't usually last too long. Been about a month since I saw the last one; this one guy on his own. Pity about him. Think he ran into a Chimera." He doesn't seem particularly bothered.

The dog continues to stare, and it is very unsettling, as is its absolute stillness. Just as panic begins to seize at Chef, the old man pats the dog on the head, and his gaze changes to the floor. "This is Alpha. She's been watching you, boys, telling me all about it." Wow. Was he crazy? Or was there something else going on here?
>>
Rolled 20, 16, 18, 14 = 68

>continue to run
Only fire if the chimera gets too close.

Ask what keeps the Citizen's from attacking him. Also ask where the Citizens come from.
>>
>>23714096
wow. thats a good set of rolls
>>
Rolled 10, 6, 9, 20 = 45

>>23714078

We continue running, but have fixer fire off the grenade he prepared. If it dies, good, if not, hopefully we are safely away.

Ask the old man how the Dog has seen us, and how it has told him about us.
>>
Rolled 7, 6, 17, 16 = 46

>>23714078
>continue to run
Tactical disengagement. Its a nocturnal predator, if we can get out into open light it might just back off. Especially now that we wounded it.

As for the old man, are the two in there familiar with the rumors of folks touched by the zone? Regardless, be respectful, and just try and glean as much info on the area off of him
>>
Rolled 9, 9, 10, 12 = 40

>>23714078
Keep running save the grenade.

"You must be pretty charming guy to get a blind dog on your side. Were planning on staying here for better or for worse and we'd appreciate it if you could tell us what you know about the area."
>>
Rolled 3

>>23714078
Stop and fight. No outrunning it now. Also shove another grenade down its throat
>We are no ordinary group. We are Duty. We will cure this planet of the zone or we die. We stay
Ask about the dog. Seems very off.
>>
Rolled 16, 18, 6, 12 = 52

>>23714120
]Glad I fucked that roll
>>
>>23714120
We were going to be more professional than mindless crusaders I thought, at least that was what I thought the consensus from last thread was. Keep it civil, keep the boasting out, if we can get this guy amenable to us it will certainly be an asset.
>>
>>23714141

Indeed. This goes along with not hanging up the bodies like I said earlier. We are Duty, but we can also be good people besides. Both Lawful and Good.
>>
>>23714120

There are multiple factions in Duty.

The bigger ones are, the destruction of the Zone, and the containment of it where it won't spread to the rest of the world, the parts unprepared for it, but we can still learn so much from it, possibly co-exist with it while keeping it away from the world that wouldn't survive it.

The only reason Duty hasn't split is because these two goals aren't really that far apart from each other.

I was running under the assumption that we were of the latter group, containment and learning from it, and not it's destruction.
>>
Rolled 20, 4, 18, 5 = 47

>>23714158
>>23714141
I'll tone it down then
>>
>>23714170

I was of this opinion as well, but our philosophy can be saved for when we are not in immediate danger of having our leadership decapitated by a Chimera.
>>
>>23714096
>>23714105
>>23714106
>>23714113
>>23714120
Fixer fires off another grenade. This one quite literally reduces the Chimera's entire head, and most of its front, to bloody gibbets. It is now quite thoroughly dead.

Your men pause for a moment, and assess the situation. Hey, maybe Chef could cook it up? But that's a heavy beast, you'd need three men carrying it.

If you wanted to loot the grocery store some (although it seemed barren), you could also head back.

Or just return home.


At the farm, you ask the man about the dog, and the area. "I have lived here since before the first explosion. I stayed, when they left; stayed when it all went to hell; I will keep on staying here, 'til the day I die."

"But the one thing is, back in the old days, right after the second explosion, that's when the Citizen's started coming back. Not sure where they came from, just... they started showing up. Some times, I go out, and I hunt them, but it's tough, and I can't rightfully say I know if it's done a lick of good."

"As for Alpha, well, she was just a pup when I took her in. She has a litter now, too, elsewhere. Nice, strong dogs. They keep me safe, and she lets me know what goes on around here" he scratches at his face a moment, which is covered in gray stubble. "Can't say how it is I talk to her. Just, I know what she means."

"Well, I think it's about time you two headed on your way. I have crops to tend, and other work to do. You send your commander out here some time, I'll tell him a bit more about this place."

>Persist with questioning
>Head back
>Other. Write in.
>>
File: 1363417432989.gif-(2.88 MB, 312x250, magneticinduction.gif)
2.88 MB
2.88 MB GIF
Shoebill signing off here gents, keep up the professionalism and have an anomaly.
>>
Back to the store for a quick once over then if nothing we carry the chimera home
>>
>>23714215
Head back and drag the chimera, we got ourselves a proper trophy and chef gets some cooking supplies.
As for the old man, head out, be courteous, and report in when the boss gets back.
>>
>>23714215
>Head back
Don't overstay our welcome here.
>>
>>23714215
Head back. Don't want to overstay our welcome
>>
>>23714215

Well shit, I kinda hope the Blind Dogs we killed in the Junk Yard weren't her litter.

Not that it would change anything, they attacked us, we fought back.

Head back I guess.
>>
>>23714215

Search the store one last time, then attempt to cart the Chimera back to camp.

Thank the man for his help, and tell him he is welcome in the Junkyard anytime, if he needs help or just some friendly faces to be around. Then return.
>>
>>23714182
>>23714172
>>23714170
So far, I've kept that nebulous, wanting to focus on how tough it is to make it in the Zone when you're in such trying circumstances.

The general consensus I got last thread was that we were pretty chill dudes who weren't riding around on a high horse, which I'd like to go with.

If that's still the consensus, though, then I will make a note of it.
>>
Thank him for his time, if hes ever in the neighborhood of the junk yard hes welcome to stop in.
>>
>>23714226

Fare thee well friend, your rolling has been well appreciated.
>>
>>23714242
>>23714247
>>23714249
>>23714252
>>23714254
>>23714258
Chef and Stitch thank the man for his time. They stand to leave, but he has one parting sentence for them. "Since we're playing pretend with the names, you folks can just call me Vainamoinen." As he says this, he has a decidedly wicked grin, bordering on a smirk.

They leave, heading back, without any difficulty.

The men decide to give the store a once over, but there really isn't all that much. About the only thing you guys manage to find is a 2.5kg bag of charcoal briquettes that look pretty good.

You are able to take that with the Chimera. It will certainly help with cooking it.

Stitch, Chef, and Balalaika will confer and discuss the meeting.

Chef will make some food from the Chimera (One days worth).

Night will eventually come, and the routine of sleeping and guarding shall go on. And for now, this episode of Stalker Civ Quest is over.

Thank you for playing, gents. It has been an honor and privilege.

Tomorrow, around 10PM Eastern Standard Time, I will have a new thread up.
>>
Rolled 5, 18, 14, 14 = 51

>>23714215
Take the beast with you.
Not only food but think of the boost to morale.

"Alright then we'll be sure to do that." Then leave.
>>
>>23714317
>Vainamoinen

HAHAHAHA. We Finnish mythology now.

Its been a pleasure Leader.

Hey guys, if you get the chance, upvote us on the Archives. Thats usually a good way to both avoid undue deletion and attract new players.

Im signing our, keep on Stalkan!
>>
>>23714362

*Out, bleh, I need to sleep.
>>
>>23714317
>Vainamoinen
Oh shit.
This guy is not someone we want to fuck with. But we certainly want him on our side.
http://en.wikipedia.org/wiki/V%C3%A4in%C3%A4m%C3%B6inen



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