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/tg/ - Traditional Games


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“Shadows are the bane of the desert. Sandworms are dangerous, but provide meat and leather. Dune dragons are rare, and their scaled hides are prized for armor-making. Shadows serve no purpose other than to prey upon whosoever dares to tread the sands they lair beneath. What's more, the deeper into the desert you go, the more they seem to infest every crag, crevice, and dune. Yet for all the encounters that have been recorded with the creatures, we still know very little. Ancient records even suggest they were once known by different names, making research even more difficult...” - Senior Sage Renald Illiman, Ascenul Lorehouse.


“I swear, one minute we were stripping the topside turret off of the wreck, the next minute Halsing was on the sand, gripping his chest and screaming. Ol' Turrigan went to help him, and a pair of huge claws burst from the sand and dragged him underneath in an instant. We had a priest of Dunamon with us and he pulled his holy symbol out and that seemed to keep us safe for a while, but poor Halsing... He died there in front of us. Coen ignored the priest's warning and went to him to make sure he was dead, and that's when the corpse grabbed his neck and snapped it in an instant. We heard what sounded like laughter coming from beneath the sand and that's when we bolted. You'll never pay me enough to go out there again.” -Rerrik “Rat” Kurmeg, Ex-Prospector.
The hooded figure lifts its head to you, a slight smile playing on his lips. Below him on the stone table he shuffles a deck of cards, an empty silver case near them.

"Welcome again, child. Have you come to continue your journey? It has barely begun, yet you already show great promise. Shall we continue?"

Exodus Rules: Actions with significant risk or chance of failure have d100s rolled for them once a course of action is decided. Only a single roll is counted... for now. You may attempt to bargain with the Fortune Teller for bonuses or rerolls at any time.
>>
>>26377078
You are Thaddeus Nathaniel Black, a Ghost-Walker. Ghost-Walkers are humans with the ability and training to mimic certain powers of the undead and commune with souls and spirits. You have forgotten much of both your past and your powers, but are slowly remembering both as you attempt to escape from the desert you woke up in. Befriending a small group of scavengers, you began your journey out of the sands, but were set upon by something the inhabitants of this world call shadows. While you fought for your life, these dark beings managed to kill over half the scavenger caravan, leaving you with an injured woman, a fellow amnesiac, and a ghost who doesn't yet know he's dead.

You have already made up your mind to try and burn some of the leftover essence drained from the undead assailant to heal the young woman, a mage named Marie. This is a risky proposition, as you are trying to do something with your powers you have no memory of doing before.

Last thread: http://suptg.thisisnotatrueending.com/archive/26296752/
>>
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>>26377091
Status:

Ghost-Walker Powers:

Ghost-Walker Skill Level: 2

A Ghost's Touch: You can see and interact with ghosts normally, without the need for specialized spells or enchantments.

Cold Embrace: You can steal life force from incorporeal undead with a touch, but if your will falters, they may be able to steal from you instead. You may also attempt to steal life force from the living.

Ghost-Walking: By entering a deep meditative state, you may cast your soul out from its shell to wander as a ghost, returning to your body at any time. Be warned, your mortal shell is completely helpless when you do such. Your ghost-form is immune to physical damage and incorporeal, able to walk through walls and fly.

Fortune's Favor: At any time you may attempt to bargain with the Fortune Teller to alter the results of a roll, granting bonuses, a re-roll, or even an automatic success in some cases. Be warned there will always be unforeseen consequences to such bargains.

Notable possessions:
Combat Knife.
Map.
2 Torches

Health: 125%
>>
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>>26377107

"Before you return to your journey, I have a single question for you... A hypothetical scenario..." the Fortune Teller says, placing two cards on the table. "You don't have to answer right away, but you must decide before we meet again. On a journey through the desert you come across a man who has been horrifically injured by a monster. He pleads for a painless death, not wanting to live the rest of his life in agony and crippled. Do you grant him his request or attempt to heal him, possibly only prolonging his suffering?"

The Fortune Teller smiles as he begins to fade away, your vision snapping back to the wrecked wagon and blood-soaked woman before you. "Good luck, Thaddeus..."

"Thaddeus!"

Charlie's voice snaps you out of your reverie. The fires set by Wallace's desperate shooting have mostly died down by now, the newly-made ghost looking over your shoulder at the bloody form of Marie. Charlie looks at you with an odd calm.

"You looked like you were asleep for a moment there," the duster-clad man says. "Are you sure you're all right?"

"Never mind that," you say, looking back down at Marie. The lacerations across her gut are much smaller thanks to Charlie, but are still angry and red. Marie herself looks bedraggled and pale. "Marie's not in danger of bleeding out thanks to your potions, but if we get in another fight she's a goner. I've got something to try... it might patch her up."

"Hurry... up," Marie says, gritting her teeth. "This... really hurts."

Please roll d100.
>>
Rolled 75

>>26377127
Hope for something good.
>>
>>26377127
As for the moral quandry. I would try to heal him.
>>
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>>26377136
You place your hands onto Marie's wound and mentally will some of the stolen essence from the shadow into her. She begins to get paler and groan in pain and you swiftly realize that an injection of pure ghostly essence isn't healthy for a normal living being. A memory flares to life, and you recall that part of the Cold Embrace ability purifies the stolen life for you, and you quickly pull the essence back into yourself.

"It's... cold..." Marie whispers, hands gripping the sleeves of her robe tightly in the absence of anything else.

"Just wait..." you murmur. The solution is simple to you. Using yourself as a filter, you 'strain' the essence into pure life force and gently push it into Marie's battered frame. Your hands flare blue-white, and the mage lets out a gasp at the sudden flood of energy. Marie then lets out a breath as the energy fades in moments, expended by knitting flesh and bone back together.

"You're a cleric?" Marie asks, recovering her wits as you withdraw your hands. "But healing with a touch... Are you a paladin?"

Charlie just stares at you evenly.

>Health now at 100%.
>Gained Power: Essence Filter: When overhealed by Cold Embrace, you can spend your overhealed health to heal another person.

>Yes. (Lie.)
>No. I don't really know what I am.
>No. I'm something called a Ghost Walker.
>Other.
>>
>No. I'm something called a Ghost Walker.
>>
>>26377305
>>No. I'm something called a Ghost Walker.
>>
No, I'm something called a ghost walker.

>How injured is the man? If he shall be crippled for life, I would agree to his wishes. If he is simply wounded, it would be far better to heal him.
>>
>>26377305
>No. I'm something called a Ghost Walker.
>>
Son of a bitch, I forgot the Exodus Quest tag in the subject. Apologies.

>>26377326
>>26377363
>>26377374
"I've never heard of one of those before," Marie says, blinking as she sits up. "Is that like a necromancer?"

"Sort of..." you respond. "Only what we can do isn't really through spells. It's sort of... Well, natural, I guess."

"Natural? Ha! That's a laugh," Wallace says. "You feeling OK now, Marie?"

"What do we do now?" Marie asks, standing. "Are the shadows gone? I used up all of my magic and only managed to take down two of the things... There were so many..."

"We should take what we can from the caravan and leave," Charlie states. "

"Guess you're fine then," Wallace says with a growl. "I'm fine for leaving too, but-"

Unable to hear Wallace, Marie responds to Charlie.

"But where are we going to go? Eli and Gult were the only two of us that knew the way, and our spare map was on the camel that took off..." Marie says. "Even if we had the map... I don't know how to navigate through the desert, do you?"

"Quit acting like I'm not here!" Wallace shouts, punching a wagon support in frustration. His fist passes through the wooden beam without effect and he stops, looking at his hand dumbfounded.

>Prompts temporarily disabled. Decide how to proceed.
>>
Can we attempt to bolster Wallace or bind him to our knife? He's knowledgeable of this place and I don't want to lose him without learning anything.
>>
>>26377722
This sounds like a good plan. At least someone would know what the hell is going on, even if we're the only one that can hear him.

It's gonna creep the others out a bit though, so we might want to warn them first.
>>
>>26377687
Let's break it to him.
"Wallace, you're dead. You died protecting the Caravan. I can speak and see you because I'm a Ghost Walker.
I don't know why you've not passed on yet. Maybe your connection to them was so strong, it's keeping you here.
If you'd like, we can try to find your body."
>>
>>26377722
I'd rather not try binding him to anything, we might destroy his spirit. If we do try, don't bind him to anything other then his armor. He has the strongest connection to it, so the chance of success would be highest.
>>
Break it to him gently.
>>
>>26377827
That may work. We'll also probably have to salvage the armor. It is rather valuable.
>>
>>26377952
Also, get his permission before doing anything, salvaging his armor or trying to bind. He may want to move on, and if we force him, he'd try and fuck us up.
>>
>>26377849
>>26377815
As you speak the words, Charlie watches you carefully. Marie seems extremely confused.

"Wallace? Ghost-Walker? What are..." sudden understanding hits her and she falls silent, though her face is twisted with emotion. Wallace's face is almost as expressionless as his skull-helmet.

"Don't... don't be silly..." he says, laughing nervously. "I can't... I can't be dead! I'm here, aren't I? Marie! Marie, you can see me, right? Tell them I'm not dead! Tell them!"

Wallace moves over to Marie and attempts to grasp her by the shoulders. His hands pass into her body and she immediately shivers with cold. Wallace steps back, face slack.

"I... I can't be dead... I..." he murmurs, over and over again.

>>26377722
You reach out with your supernatural senses and probe Wallace's essence. Your spirit traces the burning lines of life still left to the once-man, and you quickly determine two things.

Wallace is hovering between unlife and death. You can either direct energy towards bolstering his essence, strengthening it to allow him to remain cohesive on this plane, or gently guide him to his final rest.

>>26377722
>>26377827
Binding Wallace's soul to an object is a possibility, but one with much risk. You do not have a memory of using your powers like this. You will be flying blind... though you believe it IS possible.

>Talk to Wallace.
>Talk to Charlie.
>Talk to Marie.
>Bolster Wallace.
>Guide Wallace.
>Bind Wallace.
>Other.
>>
>>26378106
Bolster him. How healthy are we currently?

We'll considering binding him after practicing with animals.
>>
>Talk to Wallace.
Give him the choice on what to do.
>>
>>26378159
You are at 100% health.
>>
>>26378170
Seconding this.
>>
>>26378170
Sounds like the best course of action. Though he may be a bit unwieldy considering the revelation. We should be prepared to bolster him.
>>
>>26378170
>>26378190
>>26378427
“Wallace...” you says, trying to sound as soothing as you can manage. “Listen. You are dead. Right now you're flickering between death and unlife. I can either anchor you here to this plane and you can try being a ghost... or I can ease the transition to death.”

“What...” Wallace says. “What'll happen to me if I remain a ghost?”

“You'll be like you are now, except... more able,” you choose your words carefully as more memories open up. Types of ghosts. Ghostly powers. The stages of an afterlife. “If I bolster you... anchor you, you'll be able to affect the physical world to a degree. Move things... maybe more, depending. But you'll remain mostly the same. How do you feel?”

“Cold...” Wallace says, voice quiet. “Very... very cold. Tired...”

Wallace suddenly looks frightened. “What happens... What happens if I choose death? Where... where will I go?”

There is a short silence as you think hard.
>>
>>26378617
“I'm not sure,” you finally admit. “You'll go to the next life... wherever that would be for you. Your final reward...”

“...or punishment,” Wallace whispers, his eyes distant, scared. “What... what if I... Would I...”

“I don't know,” you say, anguish clear on the veteran soldier's face. He turns to you almost pleading.

“I've done a lot of bad things, Black. Stuff I'm not proud of... Things I wanted to wash away...”

“Maybe this is your penance,” Charlie states, looking at Wallace with a deadpan expression. Wallace winces at the words as if physically struck. There is silence for a moment.

“If... If I become a ghost...” Wallace asks, almost choking on the words. “When do I... stop?”

“When what anchors you to this world is gone,” you recite.

“Didn't you just say you would anchor me? Does that mean I only die if you do?” he asks. You pause again.

“Possibly... but there is more to it than that...” you shake your head. “I wish... I wish I had more answers for you, but I'm remembering things in scraps and pieces. It's a chance either way. And I would be lying if I said that there wasn't a chance of the anchoring going... awry.”

Wallace grimaces and finally lets out a pained howl, ineffectually punching the wagon again and again.
>>
>>26378631
“Damn it! What kind of choice is this to make? I can die or I can float through the world a ghost?! Always cold, always tired?! Can't feel, can't taste, can't smell... I put in my time, damn it! It's not fair! I had a nest egg! I suffered through fifteen years of this shit, only to buy it now?! I just... I...” Wallace's protests fade away as his flickering form slumps against the side of the ruined wagon. “Fine... fine. Do it. Do it fast before I change my mind. Ghost me. I've got promises to keep.”

“And miles to go before you sleep,” Charlie adds, folding his arms. Wallace shoots him a glare, saying nothing.

Wallace is flickering more and more. Time is short. You lay a hand on him and prepare to lend him some of your essence...

Please roll a d100.
>>
Rolled 86

>>26378637
>>
>>26378654
You press your right hand into Wallace's chest, ripping free some of your own life force and forcing it down your arm into his ethereal form. Wallace begins to shine with a bright light as your vision begins to get a little hazy. You feel weak, dizzy, but you keep tearing off bits of your vitality and stuffing it into the newly formed spirit. You can get healed, but this is Wallace's only chance... The light reaches a blinding intensity and you black out.

When you wake up, Charlie, Marie, and Wallace are standing over you.

"You gave it a little too much juice there, huh Black?" Wallace says, his tone soft, almost gentle. "...I appreciate it. I feel... almost alive."

"Are you all right?" Marie asks. "You fainted after talking to... talking to ghosts again."

"You gave Wallace quite the boost," Charlie says. "Generosity? Or did you just not quite know what you were doing?"

>Wallace is anchored as a Ghost.
>Please roll 1d6, 1d4, 1d4, and then 1d10. The success was high enough that I will take the best set rolled for the next ten minutes.
>Oh, and decide a course of action.
>>
Rolled 2

right lets start looking for salvagable supplies, including wallace's body.
>>
Rolled 4, 3 = 7

d4s
>>
Rolled 3

d10
>>
Rolled 6

d6
>>
Rolled 3, 1 = 4

d4s
>>
Rolled 3

>>26378854
d6
>>
Rolled 1

d10
>>
Rolled 4

>>26378854
Ask Wallace what he thinks we should do. That's one of the reasons we anchored him, after all.
>>
Rolled 2

>>26378854
>>
Rolled 1, 1 = 2

>>26378854
d4s
>>
>>26378854
>>
Rolled 10

>>26378854
and d10
>>
Rolled 3

>>26378854
>>
Rolled 8

>>26378854
>>
sadly /tg/ doesn't allow you to do sets of different d#s. So good luck sorting this with the anons rolling hah.
>>
>>26378978
Speaking of which, rolling over. Calculating...
>>
>>26378884
>>26378942
>>26378890
>>26378956
Best set produces the following.

Wallace:
Rating 10 Ghost.
Powers:

Haunt: Wallace may attempt to possess any non-living object, altering features to a limited degree on it and performing such actions as making it move under its own power.

Telekinesis: Wallace may move objects with telekinesis.

Juggernaut: Wallace can supercharge his spiritual form, taking corporeal form as a man in menacing dark armor with immense strength and resilience.

Wraithburn: By focusing his anger, Wallace can cause fires to erupt all over a target. This power can also affect the incorporeal.
>>
Wallace, would you mind if we were to use your armor and other supplies?
>>
>>26379431
I wonder how much energy it costs for him to Haunt, he could haunt his armor and use it like those crazy ass Ghost Knights.
>>
>>26379337
JUGGERNAUT SOUNDS BADASS
>>
>>26379474
Only if he uses a TF2 Uber line every time he uses it.
>>
>>26379470
That would be pretty fucking neato.
>>
>>26378937
"I'm not half the guide that Eli was, but if we're where I think we are... I think I might be able to get us back to the city. At the very least out of the Deep Desert and into the normal sands," Wallace replies. "Let me know when you're ready, and we'll take off."

>>26378884
Please roll a d100.
>>
>>26379520
Loot Roll Go.
>>
Rolled 84

>>26379539
Forgot my loot roll.
>>
Rolled 48

>>26379520
Rolling all 1's
>>
>>26379470
Normally the energy cost would be prohibitive, but seeing as you rolled a 10, he could manage it for extended periods of time.

>>26379431
"Go for it, if you know how. Damn it... I'm going to have to write a will now, or something."
>>
>>26379591
So many good rolls in this quest. Staying tuned.
>>
>>26379892
Tuning in.
>>
>>26379552
I am being delayed. Please hold.
>>
>>26380022
Good rolls but the customer service leaves something to be desired.
>>
>>26380022
Holdiing.
> low-fidelity pop music plays on loop
>>
>>26380229
Eh, sometimes things get in the way. This quest has been good so far, so I'm sticking around.Hopefully it isn't anything too bad.
>>
>>26380326
Yeah I was kidding, he's actually good with responding pertinently. It's a good quest.
>>
>>26380022
The four of you walk among the burning wreckage of the caravan, Marie or Charlie occasionally stopping to pick something up. Pickings are slim, the shadows seemed to have taken an unnatural glee in wanton destruction. However, this is not to say you don't find anything.

Charlie manages to find a gun-case half-buried beneath ruptured sacks of salvaged electronics. Marie manages to pick up a pair of healing elixers hidden beneath a smashed water jug. Some of the ration bags are salvageable, and the shadows left a few of the water jugs untouched. An emergency stock of cash is also found, gold coins spilled over the sand from the broken box.

You also find Wallace's corpse.

The ghost stands over his own body, looking down on the corpse with a wistful expression.

"Never thought I'd be looking down on myself... literally," he says. "It feels... It feels weird leaving this behind. My body, I mean."

>Prompts disabled.
>>
>>26380536
How badly damaged is his corpse? He could possess himself if it's not too mangled.

Then it'd be like he isn't dead at all.
>>
>>26380536
>The gun case holds 2 bolt action rifles and ammunition.
>The box held 100 gold coins.
>>
>>26380570
His corpse looks untouched, but Haunt does not let Wallace possess once living things.

...he could however, simply possess the armor with the corpse still in it.
>>
>>26380635
Ehh that doesn't sound like something we want. How about we bury the corpse and he can attempt to possess the armor from there?
>>
>>26380665
I'm good with this.
>>
Ditto on the armor, unless he feels it'd be better for us to wear it.

If he can't possess his body, it'd be better to give it a burial (if no here, then elsewhere) than to let it rot. However, that can wait a few days if he would prefer to get out of this desert first.
>>
>>26380665
"You know, maybe we should take a moment to bury the bodies..." you mention. Wallace winces.

"If you think you can spare the time..." he says. "I'd... appreciate it, but we don't have a cleric with us to do the blessing properly. We'd have to burn the bodies if anything. I don't like the idea of my body walking around apart from me. Make sure you take my stuff before you do, though. Better someone use it than it go to waste."

Charlie frowns at this, then goes back to scanning the horizon.

"Sun won't be up for a while yet," he says. "Maybe we should take advantage of the coolness."

>Ask about the bodies.
>Talk to Charlie.
>Make pyre.
>Bury bodies.
>Move out.
>Other.
>>
Make a prye. If the bodies will get back up if they are buried, the best thing to do would be to incinerate them. We must be going right after this, because traveling in the sun is usually not a good idea.
>>
>>26380983
>Make pyre.
>>
>>26380983
Take the things and construct the pyre, though I do feel like we should Charlie about his feelings on this whole thing.
>>
>>26381588
**ask Charlie
>>
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>>26381065
>>26381142
Wallace guides you and Charlie through the process of taking off the armor from his corpse, a surprisingly long and complicated task that leaves you with a fifty pound pile of armor pieces. Unable to interact with Wallace in any way, you set Marie to preparing a pyre for Eli and Wallace. Using the remains of the wagon and cart, it isn't that difficult.

When both tasks are finished, Marie turns to you, and holds up a slip of paper sealed with an official stamp.

"We'll need this if we get back to the city. It's Eli's Prospector License," she says. "You're both Outsiders, so I guess you don't know, but a Prospector License is sort of a big deal out here. Other than that..." Marie's voice drops in volume. "Pyre's ready to go..."

You nod, turning to Charlie. "Help me with the bodies."

Charlie doesn't say anything, but immediately moves to help you lug Wallace, then Eli's body onto the huge pile of timber that Marie's managed to scrap together. There is a short pause as the bodies are placed and everyone steps back.

"I guess... I guess someone should say something... but..." Marie looks away from the pyre. "Just... do it."

Before you can act, Wallace has already used one of his new powers to ignite the wood, the blaze spreading over the pyre until the stench of burning flesh fills your nostrils and a heavy column of smoke rises into the air.

"I think it's time to leave," Charlie says, turning to Wallace. Wallace hesitates for a moment, then turns his back on his burning body and the corpse of his best friend. He begins walking into the desert, Charlie following after. With nothing left to do, you walk after them in turn.

Marie turns back to the pyre, staring for a long while into the flames before finally running to catch up.

Please roll d100.
>>
Rolled 32

As you wish
>>
Rolled 90

Wonder what this is for
>>
Rolled 87

>>26381786
>>
Rolled 27

>>26381786
Ominous.
>>
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>>26381844
>>26381917
The desert still has that oppressive feel to it, and it's not just the heat, which has gone down dramatically since the sun set. Shadows flit from place to place in the far distance, and though there are no more incidents, everyone has the distinct feeling they are being watched. Bizarre noises in the distance and mournful howls only serve to heighten the tension. More than once you call a halt to the party's advance and urge them to hide as a swarm of shadows flits across the dunes. More than once you catch glimpses of gigantic and alien creatures walk across the sands in the far distance. Things taller than buildings with inhuman forms and almost luminescent flesh bellow bizarre cries before lumbering away into the night.

GHOST WALKER: Using your ability to sense the presence of the shadows, you are able to circumvent one or two ambushes, preventing another battle for the time being.

You travel in silence for the most part, everyone dealing with the night's events without speech. As the hours wear on though, the silence seems to add to everything weighing down on you. Wrecks and ruins now dot the landscape, rusting hulks of machines or even chunks of building transplanted here long ago by the mysterious Gates rising from the sands. Many seem to have been picked clean by scavengers and salvagers.

"If all these wrecks were stripped already, we're headed in the right direction," Marie states. "It means another Prospector team was here."

As the hike wears on, the salvaged water swiftly begins to runs dry, along with the food stores. Marie reassures you that rationed properly the rest should be able to get you out of the desert, but it is alarming to see your store of rations so quickly depleted.

(1/2)
>>
>>26382521
A short distance away you see a beached and ruined sea-ship lying in the sand. It might make a good temporary sanctuary. Then again, no telling what could lurk within... maybe it would be better to camp out on the sands, or even continue until you simply cannot go without a rest.

Charlie seems to be taking the long journey in stride, not breaking pace or even changing the solemn expression on his face as Wallace leads everyone out of the desert. Marie on the other hand is beginning to show signs of exhaustion, her pace slowing, periodically pausing to catch her breath.

As for you, ever since pumping Wallace full of life force, you've been fighting the urge to take a nap. Calling on reserves of willpower you are surprised to know you have, you've managed to keep going, but weak as you are a fight now would be fatal.

>Decide a course of action, please.
(2/2)
>>
>>26382689
We need to have a short rest. We're tired and Marie is also worn out. If we take a break for the hottest part of the day, we can make up the time later.

(and if there's something in there, Wallace can hold it down while we snack on it)
>>
agreed, camp for the hottest part of the day
>>
Rolled 82

>>26382689
I ask everybody if they think it's ok to take a moment to rest, I say we must.
>>
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Rolled 90

>>26382521
>writegasm
>>
will exauhstion be a factor in rolls?

>otherwise camp out
>>
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>>26382733
>>26382837
>>26382839
"Wait!" you gasp, holding up your hands. "We've got to make camp soon, We can't keep going like this or we'll end up dead."

"What do you suggest?" Charlie asks, everyone turning to you. You point towards the ship.

"I don't know much about shadows, but maybe in there we can hide from them and whatever else is lurking these sands," you say. "At the very least it's shade to rest in when the sun comes up... if we're lucky, maybe there's something we can use in there!"

"I agree with Thad!" Marie wheezes, fanning herself with an oversized sleeve. "My robes are enchanted to resist desert heat, but I'm not used to walking for a day straight with little sleep."

"All right," Charlie nods. "Looks like we're in agreement then. We'll head for the ship."

The caravan is a bare speck on the horizon behind you when you reach the ruined vessel. You have made considerable progress since leaving the attack site behind, and seeing the distance traveled makes you feel accomplished, if not glad to be that much further from the center of the desert.

Tired from a long march and no sleep, the prospect of what might be a safe haven is a welcome one as the first rays of the sun begin to peek over the horizon. But the question now is simply how to go about securing a place in the ship for a campsite.

>>26382928
Thanks!

>Scout the ship yourself.
>Send one person to do it. (Select who)
>Everyone goes in together.
>Other.
>Please roll d100 with your choice, I am appropriating the 82 and 90 rolled for hidden things.
>>
Rolled 39

>>26383213
Have Wallace look ahead. Be careful for shadows. They can likely hurt him.
>>
Rolled 6

>>26383213
I say Wallace to follow me, and to Charlie and Marie to keep an eye outside until we know it's safe to stay

>My 82 was accidental, I forgot to erase the dice+1d100, but if you want to use the roll, It's your call
>>
Rolled 39

>>26383213
agreed have wallace wander, if he seees other shadows he is to retreat and we'll tackle them together.
>>
>>26383258
>>26383498
Need a tiebreaker here.
>>
Rolled 75

>>26383258

>>26383498
Wallace might need a hand
>>
>>26383657
Have Wallace scout, possess his armor if he wants. If he encounters anything, have him retreat back to us.
>>
Wallace can go ahead of us. We'll bring up the rear.
>>
>>26383765
Sounds good.
>>
>>26383657
Noooooo do the Ghost Walk. That's by far the safest route.
>>
>>26383826
>>26383765
>>26383646
>>26383258
Wallace's armor suddenly assembles itself, its eyes glowing red as the ghost possesses the suit of armor that failed to save his life. Marie can't help but shriek as she sees this. The armor turns and stares at her.

"It's just Wallace," you reassure her. Marie doesn't look at you, continuing to stare at the armor.

"He really is a ghost," she whispers. "I... I half thought that you and the other one were wrong. I thought Wallace would've passed on, but I guess... I guess you're still stuck here with us, huh Wally?"

Wallace cannot reply except to nod once, then turn and stiffly enter the massive wreck before you. It is some time before he returns.

"Ship's clean," he tells you. "Found a few goodies, but they're all in the best room to hole up anyway. Come on, I'll give you the tour."

The vessel is relatively large, looking as if it once held a crew of about eighty or so. A boxy command deck is positioned at the rear while cavernous empty cargo holds dominate the front.

A hole in the side provides easy entry and opens up into a room whose function has been lost to time. All trappings long been taken or destroyed from the place, leaving a single metal door closed within. The door is easily forced open, revealing a metal corridor leading deeper into the ship. Taking the corridor, Wallace leads everyone to the command deck.

Large reinforced windows cover three walls of this deck, offering an unrestricted view of the ship's surroundings. Four control stations and a steering wheel dominate the front of the room while two consoles sit behind those. Most of the electronics appear to have been gutted long ago, the occasional exposed wire or circuit board jutting out from half-closed access panels. Some of the monitors appear to have been pried out. Scattered around the floor are a pair of sleeping bags, three stoppered four gallon ceramic jugs, and a backpack. A metal can filled with ash lies at the center of this 'campsite'.
>>
>>26384484
Aside from the occasional wreckage site and sand dunes, nothing can be seen from the command deck's vantage point. It does however, offer a wonderful view of the surrounding area. Portholes in the back allow view from all angles, well suited to seeing anything approaching the wreck from a long distance away.

"There were a couple of traps around some of the lower rooms, but there was nothing that could really hurt me, so I just sprung them," Wallace comments. "Rest of the ship is either stripped clean or doesn't have much of interest. Far as I can tell a long time ago someone was using this as a extended campsite before they packed up and left."
>>
>>26384564
"Well?" Wallace asks. "This a good camping spot?"

"Water!" Marie says with glee as she pops open the jugs and looks inside. "Still good, too!"

"Well even if we don't camp here, we at least got something out of it," Charlie notes.

>Set up camp.
>Do not set up camp.
>Check backpack.
>Other.
>>
Check backpack
>Wallace, could you check the walls for secret compartments?
>>
>>26384616
Set up camp, then check the backpack
>>
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>>26384635
>>26384711
There is a small notebook in the backpack, a package of meat jerky, dried fruits and hard tack, and various tools, as well as a pouch of twenty silver coins and a tattered map.

>>26384635
Wallace's armor collapses to the ground as he emerges from it, then begins to meld into the walls, searching for any hidden compartments.

"Nothing," he reports, emerging a few minutes later.

Given how little possessions your group now has, setting up camp is an easy affair, mostly spent cleaning up the sleeping bags to get them ready for use, taking stock of your supplies, and making sure all entrances are securely shut.

"Seeing as I don't really need to sleep, guess I have watch duty. Forever," Wallace says, looking out the command deck windows as the sun begins its ascent into the sky. Sleeping in the day means that no fire is needed, though Marie takes a moment to direct Charlie to shutter or block the light from the windows.

"Makes it easier to sleep and should help with the heat," she says, before lying down on the sleeping bag. "Aaaaah... Rest at last..."

The heavy fatigue hovering at the back of your mind hasn't left, but winding down is difficult. As your companions settle in this is a good time to talk with them, reflect on what's happened, or even check your gear.

>To talk with someone, choose a person and give me an idea of what to ask.
>To check your gear, select an item and ask about it.
>To let sleep claim you, roll a d100.
>>
>>26385145
Maybe talk to Charlie? He can see and hear Wallace it seems, and knows abit about what we're doing.
>>
Rolled 4

>>26385145
I'll check the tools, and compare my map to the new one that was in the backpack.

I'll tell the others about the eventual peculiarities found in these items (in hopes of anybody knowing anything respect of the map or which use could have the tools), in the case that I end up being unfamiliar enough with them.

Then I sleep trying to remember.
>>
>>26385199
"Hey Charlie," you say, turning over in your sleeping bag. Charlie volunteered to go without, and is now leaning against a wall. He turns his head.

"What?" he asks.

"How come you can see Charlie too? Marie can't. I can see him only because I'm a Ghost-Walker," you say. Charlie considers this.

"I'm not sure myself," he concedes. "Maybe I'm a Ghost Walker too?"

You think about this for a moment. It's a distinct possibility, and would even explain the strange feeling you get from Charlie when you touch him with your supernatural senses. That strange otherworldly tinge to his soul could very well be of the same sort that powers your own abilities. Until you learn more, it's as good an explanation as any, you suppose.

"Maybe," you say. "Did you remember anything new?"

"Yes..." he says, eyes going distant again. "I think I knew you, once. Not well... but better than most? Like a colleague, of sorts."

"Well if you were a Ghost-Walker, that would make sense," you say. "Anything else?"

"A song," Charlie says. "I remember someone singing a song. Watching you trying to heal Marie... it woke up another memory too. A very old one. I remember a piano and a woman named Alice. I couldn't save her."

Charlie stops speaking for a while, and you do too, not sure how to respond. Charlie speaks again before you can think of something.

"I remember a lot about her... but most of all I remember I couldn't save her."

With that, Charlie puts his head down and seems lost to his own thoughts again.
>>
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>>26385389
The first map you have appears to be a general map of the desert, with settlements and major oases marked.

The newer map seems to be of the area between the city 'Mercutio' and a stretch of desert. This ship is marked on that map as 'Campsite One', with a large X marking another area of sands as 'Jackpot!', and a crude sketch of a house marking 'Deep Outpost'. Finally a dotted line marks something called the 'Old Road' running from Mercutio into the middle of the desert.

From where you are, the Jackpot is deeper into the desert, though from a different direction, and the Deep Outpost is closer to the city, alongside this 'Old Road'.

"Hey," you ask. "Anyone make sense of this map?"

"Let me see," Marie says, taking the new map from your hands. She frowns, chewing on her lip.

"The Old Road is a landmark most Prospectors know about. A ruined road of stone running from near the city of Mercutio to the very depths of the desert. Don't know what the Deep Outpost could be... wait. Given that it's right next to the road, it could be that someone decided to take over one of the abandoned settlements or way-stations that were left behind once the desert expanded."

She hands back the map.

"As for the Jackpot, you got me."
>>
My guess is its a major find. Probably something they couldn't take all in one go.Or its gaurded by something they needed to come back to gear up for.
>>
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>>26385389
The tools seem to be mechanic's gear, a few wrenches, screwdrivers, pliers, metal shears and the like. It's obvious they'd come in great handy for a salvager. There isn't anything that strange about them. There is, however, a military-grade flashlight mixed in with them.
>>
>>26385395
What does Charlie look like?
>>
>>26385652
I bet we could've made a mega laser with that if we chose technology.
>>
>>26385687
A man in a gray duster coat with a hood attached. He stares at you with blank hazel eyes, not uttering a word. He appears to be in his late twenties to early thirties and seems to be very physically fit underneath his clothes. He tends to stare at everything with a sort of detachment, the infamous thousand yard stare. Rarely does his face express anything but a sort of sullen neutrality. Short brown hair is uncombed on his head.

>>26385389
>4
You're going to have some interesting dreams.

But I need to sleep now. Feel free to think of stuff to ask the other characters, I'll pick this up sometime in the afternoon tomorrow.
>>
Rolled 55

>>26385837
>interesting dreams
yay

It was nice for a first experience, I must admit that I get in just because me and the PC share a name

Goodnight
>>
One bump before bed.
>>
And a bump
>>
Bumping.
>>
>>26385837
fuck im always to late for this threaf
>>
>>26392359
Actually, it'll be picking up in an hour or so.
>>
>>26392603
aaawww sweeet
>>
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>>26392603
>>
bumping and hoping for OP
>>
>>26385389
When you finally slip off to sleep your dreams are not pleasant. Fragmented images assault your mind's eye one by one.

The golden skull of a dragon grins evilly at you, baleful emerald light dancing in its eye sockets.

A booming roar shakes the land as some impossibly huge creature shakes the ground around it.

A giant twisting serpent in the sky, awful and awe-inspiring to behold.

In the dark, a shadow deep enough to be noticed, even though it is pitch black.

A grand army marches across a plain only to collapse together into the form of a single weary man who walks alone.

Metal glints off a vast machine waiting beneath sand.

And through it all, two voices compete for your attention, one deep and booming, the other frantic, worried. The deep voice overpowers the other until it is all that is left. You feel a presence press on your mind.

Fragmented visions of lands unknown to you tumble past your sight, blurred scenes of a grand battle waged long ago, and a presence... powerful and demanding in the deep desert. Mist obscures your dream sight, then turns blood red as a commanding voice booms from deep within it.

"Come to me."

You wake with a start, sunlight streaming in through what windows were not blocked off. A scratching sound, like nails on glass hits your ear. You look around quickly, noticing that Wallace is gone. Marie is still fast asleep, not so much snoring as sighing in her sleep. Charlie seems to have lain on the metal floor by the door, his eyes are closed and he is perfectly still. Only the rise and fall of his chest reassures you he is sleeping and not dead.

The scratching sound is the only thing you hear outside of the gentle breathing of your companions.

>Investigate sound.
>Wake others.
>Look for Wallace.
>Other.
>>
>>26393817
investigate sound
>>
>>26393817

lets investigate!
>>
>>26393843
>>26393897
Getting up, you begin walking towards the scratching sound. It sounds like it's a little below and to the south. You take the stairs down to the command deck's lower level below the bridge and immediately note a dramatic drop in light, portholes being far fewer down here. The scratching sound is louder though, so you must be nearing it. You approach the hatch leading to the main access hall of the ship. The noise is very close now.

The hatch has a small window on it, allowing you to see into the corridor beyond without opening the door. You look into it, and almost immediately see burning red eyes staring back into yours.

A shadow!

You stumble back as the shadow lifts wicked looking claws and scrapes them across the other side of the hatch, its burning gaze never leaving yours. You suddenly sense the presence of many more of the creatures infesting the body of the ship, all the rooms past the hatch and hall... and the exit from the ship.

The shadow continues to scrape at the hatch, but makes no movement. You can sense his brethren flitting about deeper in the ship, but they do not seem to be making any move towards you or the others in the bridge above.

What do you do?
>Prompts temporarily disabled.
>>
>>26394213
Head back and quietly wake the others, find Wallace as well.
>>
Quietly awaken the others.
>>
>>26394213
retreat, but keep eyes on target.
wake the others, look for wallace. if we can communicate with him using telepathy, do so. and make a fighting retreat out of the ship.
>>
>>26394213

Wake others inform of danger, prepare to withdraw as fast as possible.
>>
>The shadow continues to scrape at the hatch, but makes no movement. You can sense his brethren flitting about deeper in the ship, but they do not seem to be making any move towards you or the others in the bridge above.

Looks like the shadows can't get in. At least not yet. I wonder if there is some thing blocking them?
>>
>>26394241
>>26394247
>>26394271
You hastily make your way back to the others, shaking Marie and Charlie to wake them up.

"Hmmm? What? What's wrong? I could sleep for another nine hours..." Marie mumbles, rubbing her eyes. Charlie simply sits up at your touch, waiting for you to explain.

"Shadows!" you hiss. "The ship is full of them past the lower hatch!"

"How many?" Charlie asks, deadpan.

"I sensed at least twelve. Maybe sixteen. Maybe more," you say. Charlie shakes his head.

"Too many to fight," he says.

"Maybe not if we had Wallace, where the hell is he?!" you all but hiss. You attempt to locate Wallace with your Ghost Walker senses and only after a frustrating search do you sense him on the other side of the ship, outside it. He appears to be making his way back towards the group. "What the hell is he doing all the way over there?"

Marie yawns, pulling out a book. "Not the best sleep I've ever gotten, but I think I can manage to memorize a spell or two."

"I'm not sure we have the time," Charlie says. "If there are shadows on board, I want to be as far away from this ship as soon as possible."

"Well we have to wait for Wallace anyway, don't we?" Marie asks, cracking open the tome. "Just give me an hour or two. If the shadows haven't already attacked, I don't think they're going to now out of the blue."

Charlie shakes his head and turns to you.

"I'll leave this in your hands. If we try to fight it's going to be bloody. I personally think we should try to find another way to leave. One that doesn't take us near the shadows," Charlie says. "If we're waiting for Wallace and Marie though, you have time to decide and plan."

>Wait for Wallace and Marie.
>Wait for Wallace, but not Marie.
>Do not wait, attack now!
>Other.
>>
>>26394506
>Wait for Wallace and Marie.
Numbers are important.
>>
>>26394558
i second that
>>
wait. Marie's magic could be useful and Wallace is a far better fighter than us.
>>
>>26394558
>>26394585
>>26394610
Fifteen minutes later Wallace walks through one of the windows of the command deck, looking around surprised.

"All up already, huh? I saw a shadow out on the sand, thought I'd chase him off. Managed to catch up and destroy him, then I saw two more. Chased those, couldn't catch them. At least they're gone now, right?" Wallace asks.

"There are around twelve to twenty shadows infesting the lower holds and blocking the way to the exit," Charlie says.

"Are you fucking kidding me?!" Wallace shouts. "That's the sweetest plum! That... fine! All right, what's the plan, then?"

"Right now the plan is to wait for Marie to finish memorizing her spells," you say. "A spellcaster could be the difference between life and death if it comes to a fight. Or death and a second death in your case, Wallace."

"What do we do when she's done?" Wallace asks.

"That..." you begin to say, but stop. You're not sure yourself. You could go the brute force route and simply fight your way out... but maybe they're a better way?

>Plan for a fight.
>Other.
>>
>>26394709
Window. If the window lets through light, it's connected directly to the outside.

We may be able to remove it and bypass the shades.
>>
>>26394709

Well..
1. Ask what spells does Marie have. I suppose she don't have anything that would soften a fall.
2. Explore a little, perhaps there is a map of the ship somewhere.


,
>>
>>26394709
Would there be a way to lure the shadows off while we escape out the window or something? Like a small rat or bird or loaf of bread full of life force?
Can we mask life force?
>>
Will we be able to learn magic or any non spooky ghost skills eventually?

Ghost Walker seems to be mostly good as a support class.
>>
>>26394729
>>26394818
>>26394948
"Hey Marie, what spells do you have? Maybe something that can soften a fall?" you ask as you begin looking around the bridge.

"Huh? You mean Featherfall? Yeah, I can memorize it, but it'll only work for me. Other than that, it's mainly offensive spells. Magic seems to work pretty well on shadows," Marie says. "Anyway, please be quiet. These are hardly optimal conditions for study as it is!"

You frown a little at that response but continue to search quietly. You don't find a map, but examining the windows you believe you and the others could simply climb down the side of the ship to bypass the shadows inside. It would be dangerous... but probably less so that going head to head with a shadow horde.

>>26394948
There are no animals that you can see anywhere, and you're fairly sure that stuffing essence into something that was never living is beyond you. If you want a decoy, it'd have to be one of your group.
>>
>>26395108
Seeking training in areas outside your specialization is possible, but difficult. Keep your eyes open and you may find ways to accomplish this, however.
>>
>>26395132

Well, lets explore and look for things that can help us while our companions prepare.
>>
>>26395177
Roll a d100, please.
>>
Rolled 3

>>26395205

Well, there goes nothing
>>
>>26395242
>3
I believe you made it worse.
>>
>>26395242
Unfortunately, this area of the ship seems to have been stripped bare.
>>
Rolled 54

>>26395242
I think we're going to die.
>>
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>>26395273

Well I am out of ideas...
>>
>>26395308
As it stands, you can either try to exit via the window or fight through the ship.
>>
We should sneak out the window. It seems the safest way out.

3 shades nearly killed us the other night, I don't want to have to fight more than that.
>>
>>26395370
seconding this.
we will lose a battle against so many
>>
>>26395365
>>26395370
>>26395475
"Finished!" Marie says, closing her book. "All right. What are we doing?"

Without a word, you grab one of the bolt action rifles an slam the butt end through one of the bridge's windows. The glass shatters after several hard blows, and Wallace pulls the loose pieces of glass out and away from everyone with his telekinesis.

"All right. We'll climb down," you say, slinging the rifle. "Everyone ready?"

"Well I can just float down," Marie says. "So fine by me."

"Same," Wallace comments.

"I'll go first," Charlie says, climbing through the broken window and slowly but steadily making his way down the side of the ship. He finds hand and foot holds easily enough, making use of fragments of ladders still bolted to the side as well as exposed pipes, holes torn in the hull, and other such things. He jumps the final five feet and lands in a crouch in the sand. Marie just shrugs and jumps out, her fall slowing as she lands next to Charlie, none the worse for wear. Wallace begins to follow as he nods to you.

"All right, Black. You're up."

Please roll a d100.
>>
Rolled 44

>>26395821
rolling
>>
>>26395848
And then we cut ourselves on some rusty edge and got tetanus.
The end
>>
>>26395883
Eh, /tg/ dice are low seeded. A 44 is actually about midrange. Not great, but should be high enough to get us down.
>>
>>26301635
>"That's an awful lot of words to say, 'They seem like good folks," you comment.
>"I guess it is, at that," Charlie remarks, eyes sinking into thought.

>>26385837
>seems to be very physically fit underneath his clothes

>>26395821
>finds hand and foot holds easily enough, making use of fragments of ladders still bolted to the side as well as exposed pipes, holes torn in the hull, and other such thing

charlie is spy/infiltrator class
>>
>>26395848
You clamber your way down the side of the ship, trying to go for the same foot and handholds you say Charlie take. It's not nearly as easy for you as it is was for him. You have learned a lot about yourself in the two days since waking up. You have mysterious powers, interact easily enough with other people, and are quick of mind. Being physically fit is notably NOT on the list of things you've found you are good at.

You make it down to the sand, but you do so after several close calls and with sore limbs.

"Any climb you can walk away from, Thaddeus," Charlie says, inclining his head. "Let's get going."

You nod and turn to Wallace. "Lead on. We'll head for..."

You stop, realizing you actually have a choice of destinations now. With the new map, you can keep heading for the city, or you can attempt to make it to the outpost, which is only slightly out of the way and a great deal closer. The Jackpot site is another option... but one that requires going deeper into the desert. Still, who can say what sort of treasure trove the ones that came before you found?

>Travel towards the city.
>Travel towards the Outpost.
>Travel towards the Jackpot.
>Other.
>>
>>26395976
>setting calls it a specialist

I'm a dipshit
>>
>>26396062
Lets not go to the Jackpot site before we have provisions.
>Travel towards the Outpost.
>>
>>26396062

We'll need money for the city, and we can't head back into the desert right now. Outpost!
>>
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>>26396124
>>26396177
"Let's head for the outpost," you say. "We'll catch our breath, resupply there."

"Right," Wallace says, looking at the map you found and nodding. "Follow me."

You continue their journey across the barren sands. Desert winds whip your face with sand, heat, and stress. Bizzare stone formations, more ruins, and a lot more sand all go by as the team attempts to egress the desert. Slowly by surely the appearance of the rock formations and ruins lessen, the feeling of oppression and death that permeates this part of the desert recedes, and life begins to show up once in a while. The occasional cacti, desert brush, snake, or bird... It's scarce, but life is present once more.

There is one exception among the comforting signs you are leaving behind them the worst of the desert. A tall rock spire, easily thirty feet high holds a grisly sight. A grown sandworm, a full hundred feet long has been impaled on the stone, coiled around part of it. Claw marks and gaping wounds that look like huge bite marks cover it, the corpse has clearly been partially eaten. Huge chunks of it are missing... but you travel through the area without incident regardless.

Running low on food and water, though it's only been a day, it seems like an eternity as everyone weathers the sun beating down on them. When the sun sets, the fear of another shadow attack floats unvoiced around you, like a disease no one wants to admit they might have caught. The stars twinkle high in the sky, and still the group travels onward. Occasionally someone sees the flitting of what might be a shadow, and weapons are readied... but at no point does anyone get a positive identification on the creatures. Regardless, even at night, there are no attacks... but for a short while the ground shakes in one area, as if something huge was moving just over the horizon.

Finally, just before dawn, everyone slows to a stop. The welcome sight of a cluster of buildings greets you.

You've arrived.
(1/2)
>>
>>26396493
The first thing you notice is the road going through the middle of the buildings. It is a shattered thing, little more than fragments of pavement of varying sizes pieced together. A truck, but not a truck like you've ever seen lies in the middle of the road, gutted and ruined. large tubes and pipes emerge from the back and bulky tanks are set up just to the rear of the driver's seat, where the only recognizable control are the pedals and steering wheel.

There are six buildings in all, plus a tall lookout tower on the edge of the outpost. You barely catch sight of some sort of garden behind one of the buildings, and a circular stone well behind another. You don't see any people.

(2/2)

Please roll a d100 and decide how to proceed.
>>
Rolled 63

>>26396614
Cautious, bounding approach, make sure weapons are low/ready, safeties on but round chambered.
>>
>>26396635
You approach the buildings with rifles ready and quickly see that there is no sign of anyone around. Investigating the structures one by one reveals that everything has a light layer of dust on it. It doesn't take long before your scouting gets you a fair idea of what the outpost has.

There is a graveyard here, well kept and surprisingly mostly dirt instead of sand. Though there are a few headstones, the markers are mostly rocks and a few crude wooden crosses or other such holy symbols. Prayers seems to be inscribed on each of the stones or crosses.

The lookout tower is made of wooden timbers treated to resist the desert conditions. It seems sturdy and when one climbs it, one can see a far distance in all directions.

One of the buildings, the largest one, appears to be a lodge-style meeting/dining hall, with a kitchen and food pantry well stocked with preserved and unpreserved food. Needless to say, the unpreserved food has long since spoiled, though there is a primitive cooler still running stocked with food. None of it has freezer-burn. This building also contains a pair of bedrooms, and a small room with a dartboard, pool table, and stocked bookshelf.

Another two of the buildings appear to be 4-bedroom "cabins", only made of stone instead of logs. Furnishings are sparse, simple beds with cotton sheets and feather pillows, but they look a far cry more comfortable than sand. Drawers in each room are filled with clothes and personal possessions, the only real individual traces of the people that used to be here. Oddly, nothing valuable is found among the knickknacks, not even a ring or pair of earrings.

Another of the buildings is a workshop. Tools and parts clutter the interior on many worktables. Half repaired and assembled machines lie around, and the walls are lined with storage cabinets and chests. Most contain more tools, parts, and machines, but a few contains sheafs of papers and writing tools.
(1/2)
>>
>>26396780
Do our ghostly woo powers allow us to sense living people?

Does Marie know anything about this place?
>>
>>26396780
The garden you noticed appears to tap the same underground spring that the well feeds off of, and is helped by a permanent druidic enchantment that Marie identifies. A crop of vegetables and fruits grows here, most of them familiar such as carrots, potatoes, and the like. The garden seems to have been well kept when this place was inhabited. Though the planting rows are irregular due to new plants springing up, all of them seem healthy.

The most thankful sight in this settlement is a deep stone well with fresh water. A tin bucket hangs over it on a rope and pulley system.

A garage made of sheet and scrap metal sheets over a metal frame is the closest building to the road. Various parts are scattered around here, as well as a few barrels of dirty water.

Finally there is a small storage shack. Within is a lot of firewood and some crates of scrap metal and parts, salvage from the desert apparently. Wallace and Marie point out a few valuable parts among the lot, nothing immediately useful, but valuable to tinkers and technologists for their work.

"This set up is pretty good..." Charlie says, looking around. "Wonder why it's abandoned?"

"Too close to the Deep Desert probably. Any sort of settlement or outpost that gets too close has a tendency to get depopulated really fast," Wallace replies. "It's something they said about Mercutio when it was founded, said it was a doomed venture. Ah, you don't know. Mercutio is the closest Prospector settlement to the Deep Desert. It's where... where Eli and us were based out of."

"Mm. I still don't like it," Charlie says.

"We got some good luck, Charles, stop fighting it!" Marie says with a smile, ignorant of Wallace's words as usual. "We can rest up here until we're at peak condition!"

>To investigate a building, select one and state what you are looking for, or what details you'd like.
>Make camp here.
>Do not make camp
>Other.
>>
>>26396931
Check the cabin/workshop. Look for anything like notes, or a Journal or a diary. Check under the bed and the floorboards/wall and between the matresses.
Anyone else getting the feel of an elaborate lure?
>>
>>26396823
Sometimes. Your Ghost Walker powers are undependable so far when it comes to detecting living things, though you can sense the general amount of life in an area.

"Hey Marie..." you ask, turning to the red-haired mage. She tilts her head. "Do you know anything about this place?"

"No," she says, shaking her head. "As I said before though, it's probably an outpost that got abandoned when the Deep Desert expanded in size. A lot of places like these got swallowed up them."
>>
>>26396931
Inspect the graveyard. Don't buried bodies rise out here?
>>
Rolled 60

>>26396931

Building by building, detail strip, make sure we don't miss anything, see if we can find any sort of notes or intel to see if the owners are still alive.
>>
>>26397004
That sounds time consuming. If the sun goes down and we don't have a plan, we could be in trouble.

Watchtower won't protect us from shadows, which can fly, right?
>>
>>26396967
The workshop has many notes, but they appear to be research and engineering notes from someone attempting to cobble together machines from parts retrieved from the desert.

A battered journal is found under the pillow in one of the bedrooms. Skimming through it, you get a better idea of what happened here. This outpost was abandoned for an unknown amount of time before another group of Prospectors moved in and refurbished it to serve as a long term forward base while they searched the desert for salvage. Most of it is rather boring detailing its owners personal life, but the last entry gives a good idea of what happened to the previous owners.

"Got word back from Ferris today. Says he found the biggest find anyone's found in decades. Told everyone to pack up their gear and prepare to move out tomorrow. We'll be meeting with the crew of the Libertine, and then with their help press into the Deep Desert. Ferris isn't saying much, but I know him. I know that glint in his eyes. We're all going to be rich."

Please roll a d100 for the rest.
>>
Rolled 14

>>26397168
Rolling
>>
Rolled 68

>>26397168
>>
>>26396998
Oh. I guess not when they're blessed, right? Which is what the prayers on the crosses are about.

>>26397168
Did they go for the Jackpot and never come back?
>>
>>26396998
The graveyard has about twenty six headstones in it, more than you'd think for such a small outpost. Each monument is inscribed with a vocation to a different deity, with the most prominent four being 'Dunamon', 'Bielenus', 'Ezra', and 'Raddeth', in that order.

GHOST WALKER: You can sense some sort of enchantment on each grave, a very low-key one.

>>26397004
This will consume most of the day if you proceed. Proceed?

>>26397083
You know at least some shadows can fly, you've seen it.
>>
>>26397272

I guess if we do, we might gain several kinds of useful information.

Maybe?

But do this with one eye on somewhere to make camp:
>reasonably secure-looking building
>no signs of disturbance, open doors, weird shit inside

If we've got time, get some food up in there and have a supply party. Woo.

Plan?
>>
>>26397203
Your search fails to find anything extra in the workshop or bunks.
>>
>>26397272
Hey, we haven't used Ghost Walk yet. Do we remember anything about what it's like? Can our ghostly form be hurt, and does that hurt us?
>>
>>26397650
Your ghostly form is immune to most damage. Only attacks that would hurt a ghost such as certain spells or types of energy would manage it.

>>26397391
>>26397004
Moving from building to building, you do not find any signs of a disturbance. You swiftly conclude that the central lodge-style building is probably the most secure, being built sturdily with a single strong door. The only downside is the number of windows it has, but anything getting in that way will at least alert you with the sound of shattering glass.

Your search also yields a small sack of gold coins behind a loose brick. Someone's secret stash no doubt. Unfortunately your search doesn't turn up much else.

By the time you are finished, the sun is high in the sky and fatigue begins to gnaw at you once more.

"All right," you say, leaning against a wooden wall. "I guess that's good enough."

"So what's the final verdict?" Charlie asks.

"I think it's obvious," Marie says, already fishing around in the lodge's pantry and beginning to produce packages of still-edible food. "We've got food, water, a place to sleep, and you just triple checked this place is safe, right?" Marie lugs out a cooking pot in the kitchen and begins starting a fire in the stove. You frown.

"Stew again?" you ask. Marie huffs.

"I'd like to see you cook something better!" she challenges.

>Rest in the lodge.
>Rest in different building (specify)
>Do not rest in the outpost.
>Other.
>>
>Rest in the lodge
>>
Rolled 82

>>26398012
>Cook something better.
>>
>>26398095
Master chef
>>
>>26398095
Definitely this.
>>
>>26398095
Yup
>>
>>26398095
Well clearly, before we were a Ghost Walker we were a chef.
>>
File: 1375496377909.jpg-(119 KB, 500x375, meatbreadsolderbrother.jpg)
119 KB
119 KB JPG
>>26398265
>>26398095
>82
"Gimme that," you says, grabbing the pot away from Marie and looking over the ingredients she'd assembled. Salted and smoked meats along with some spices from the pantry, fresh vegetables from the garden. Not a bad start, honestly.

"We can do a little better than stew," you say, already having a faint idea of what to try as you separate the smoked meats from the salted ones. Too much salt would ruin the flavor of a dish as sure as too little would. The salted meat was better kept to either eat alone or as part of a salt heavy dish. The smoked meats on the other hand...

Marie can barely squeak out a protest as you move with increasing speed around the lodge's kitchen and pantry. For once, hunger is driving you forward instead of down. Flour? Yes, a little old, but still serviceable. No cheese. Damn. Fresh water from the well, good, good. A bottle of milk? Still good? How wou- the bottle has tiny runes on it. There's no magic like convenience magic.

You amass a pile of ingredients on the kitchen counter and then go to work, chopping, stirring, mixing, and measuring. A half hour later you set a large pie stuffed with meat, onion, and spices in front of Charlie and Marie. With a grand flourish of your arms you indicate the pastry.

"You have now seen me cook something better," you tell Marie. The mage frowns biting her lip before responding. She stabs the pie with a fork.

"Oh yeah? We'll see about that! It looks nice, but the taste..." Marie puts the forkful into her mouth and immediately shuts up, chewing thoughtfully. She lowers her fork for a minute, then sighs heavily. "Damnation. I like it."

>You have gained the Cooking proficiency. It's not really that useful, but nice to have all the same. Bon Appetit!
>>
>>26398490
Awww yeah.
>>
>>26398490
>enjoy delicious pie
>>
>>26398490
(Cont) or...?
>>
>>26398490
Stew is still good while we're travelling.
Now we need a plan. We can either head to town or the Jackpot. I'm just worried someone else might find it, or something will happen. But supplies will be good.
>>
>>26398695
I'm honestly not too crazy about going to check out the 'Jackpot' that seems to have resulted in a whole team's death.
>>
>>26398743
A whole team's death doesn't seem too special out here. The caravan team got their ass kicked travelling.
It might be something useful.
>>
>>26398490
Cooking the dish had managed to awaken more memories, but unfortunately none of them really tell you much about your situation. Mainly they were memories of cooking and learning how to cook. It was a past-time for you back in your old life, a hobby you took some joy in. Memories of food shared with friends tickle your mind, and though you still can't remember names or histories, the familiar faces give you some comfort.

That woman is there too. She's there a lot when you break bread. Words of hers float to the top of your mind.

"Not many soldiers know how to cook like you do."

Were you a soldier? Or maybe she was a soldier? For what?

The sound of clanking plates interrupts your reverie as Charlie begins to slice up the pie and put it onto the plain ceramic plates you found and washed off in the kitchen.

"Traditionally the cook does this, but you seemed to be taking a breather," he says to you as you sheepishly thank him. Having memories back is nice, but you wish it wouldn't make you look like such a space case.

Charlie sits back with a very modest serving on his place. He turns to Marie.

"So we're heading to the city, right? Mercutio?" he asks.

"That's what I was thinking," Marie says between mouthfuls of pie. The mage is eating like she hasn't had a meal in weeks. "Why did you want to check out that Jackpot site before we get back to civilization?"

>Yes.
>No.
>Other.
>>
>>26398783
Kind of. I'm torn between gearing up more, but I'm worried it'll go missing if we take more time.
>>
>>26398783
>No.
It can probably wait, it seems like it's been a long time since it was discovered anyway.
>>
>>26398825
"I'm a little worried about going out there with what we've got... How are we for supplies?" you ask.

"Even discounting all the food that's spoiled, this place has pretty much solved our food and water worries. The only issue is being able to carry enough, but looking at your map, it's doable leaving from here," Marie says. She frowns. "I admit though... I'm not too crazy about heading back into shadow territory when we just got out of there... with half our team dead."

Marie seems to deflate at the memory, her gusto at eating vanishing as she pokes at the pie on her plate with her fork.

"We could always come back for the jackpot, with more people and better gear if we manage to get other people interested," Charlie notes. "But then we do run the risk of someone else claiming it first."

"You want to go to the Jackpot?" you ask. Charlie shakes his head.

"I have no opinion here. I leave it to you two," Charlie says.

"I don't want to go, but I'll follow your lead," Marie says. "I hate to go through all this and come out of the desert empty handed. If we find something at least maybe Wallace and Eli's deaths will have meant something."

"It'd mean more to me if you'd get back to the city alive," Wallace says, sighing. "Not being able to be heard sucks."

>Same choices.
>>
>>26398944
>>26398944
Lets head back to civilization.
>>
>>26398944
Wallace wants you to get to the city alive, Marie.
So, head to the city then?
>>
>>26398743
>>26398877
>>26399006
>>26399036
"I think we'd be better off heading back to civilization at this point," you say, turning to Marie. "Wallace would've preferred you alive to being dead and rich."

Marie winces a little, then continues to eat, but far slower than before.

Charlie nods. "It's decided then."

"We'll set out when the sun sets, I guess. Follow the road," you say, taking a bite of your own pie at last.

It IS really good.

>OP responses may get erratic, cooking myself now.
>Over the meal you have the option to talk to people or just eat. If you have something to say or ask, please specify.
>>
>>26399300
We should find out a bit more about Marie. If she fell through a portal too, such like that.
>>
>>26399300
Hey Marie, sorry to keep making you flinch. It's difficult, Wallace is still here, so I'm trying to relay his thoughts for you.
This must be hard, I'm sorry.
>>
>>26399300
Could we use our ghost-walking skill to scout out the Jackpot? Maybe floating out with Wallace since he seems to know the desert?
>>
>>26399460
It's a little far off. If we are to go out there, we should make a new caravan first.
>>
>>26399460
That's actually a pretty awesome idea. Just hole up on life support for months and make the trek.
>>
>>26399460
>>26399657
That... actually IS possible. It is at least a day's journey, though. You'd be vulnerable for that time, though you'd have Charlie and Marie guarding you. Such a long time out from your body would be straining your powers too... but it IS possible.

>>26399370
"So Marie... did you fall through a portal like the two of us?" you ask, pointing to yourself and Charlie. Marie shakes her head.

"Native, born and raised in Mercutio," she says. "Travelled to Sercie to learn magic, then came back to help with the family business. Business went under anyway, so I fell in with Eli's bunch." She chuckles. "Sometimes... sometimes I wish I'd have stayed in Sercie. It doesn't have the wonders the Prospector towns do, but... To someone raised out here, all those trees have a wonder of their own."

>>26399398
"It's all right. That's like him. We were his 'squad' after all," Marie smiles a little. "Anyway if he's around as a ghost I guess I should get used to it. Uh..." she suddenly looks up and towards you and Charlie. "I just realized. What are you going to do once we return to town? Whatever Eli was planning... well, yeah."
>>
>>26399915
"I'm not sure, stock up on supplies and maybe try to put together a team. Then go check out the 'Jackpot'. After that... travel?"
>>
>>26400054
"That sounds good," Marie nods. "Equal share for everybody, right? If it's as big as they say, maybe we could even retire. How weird would that be for you, huh? You retire after your first Prospecting job."

>If you have nothing more to ask or say, I await the decision on whether to Ghost Walk or head straight to the city.
>>
Well, I suppose we could try the ghost walk. We could use the practice.
>>
>>26400383
Head straight to the city, and then ghostwalk there.
>>
>>26400383
Actually I guess it's a moot point right now. I'm tired. I think I'll call it a night here. I can try to pick up again tomorrow around 8 if people are interested.
>>
>>26400972
Definitely interested.
>>
>>26400972
yup
>>
>>26400972
Deffo.


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