Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 6 7 [8] 9 10 ... 89

Author Topic: Mission 18: The final sunset  (Read 183012 times)

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #105 on: September 28, 2014, 03:12:18 am »

"Huh. Two token our former guide is the Eater, or has been killed by it."

Follow Steve.

"Wouldn't be the first time. Both kind of happened to one of the guys who could have acted as a guide on my first mission. Isn't possession fun?"

Gorat follows closely behind Steve, laser rifle slung behind his back.

Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #106 on: September 28, 2014, 07:32:25 am »

Dern goes with the group, occasionally pointing his laser at imaginary targets and making "pew" noises.
Logged
Quote from: Rodney Ootkins
Everything is going to be alright

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #107 on: September 28, 2014, 08:38:19 am »

((Some of us can't holster our weapons.))

<squadchat>
Those who can't afford to hide their armaments, give it to me or any other person capable of concealment. Given how there's an impending lingual barrier between us and anyone else not HMRC, I'd seriously advise to watch your thoughts before you act on it.
Just admire the sand, or the architecture of the city. Practice self-restraint, or turn off the speakers of your MK suits.


Inspect my Protectorate Armor. How does it look like, may I know which parts of the body it protects the most (if it's not shaped armor)--and is there anything to interface with?
« Last Edit: September 28, 2014, 08:52:18 am by Tiruin »
Logged

Kedly

  • Bay Watcher
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #108 on: September 28, 2014, 11:17:25 am »

Follow the group silently, pass weapons to Feyri
Spoiler: Vincent Gear (click to show/hide)
« Last Edit: September 28, 2014, 03:54:09 pm by Kedly »
Logged
((No.  ER Lasers are tickle generators, and dispense hugs, loves, and puppies.))
The fedora guy has potentially lethal amounts of swag :v

Harry Baldman

  • Bay Watcher
  • What do I care for your suffering?
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #109 on: September 28, 2014, 11:32:22 am »

Pass Testament prototype to Feyri for the time being.
Logged

Dutrius

  • Bay Watcher
  • No longer extremely unavailable!
    • View Profile
    • Arcanus Technica
Re: Mission 18: They that dwell within the heat.
« Reply #110 on: September 29, 2014, 10:54:05 am »

Wordlessly and nervously follow Steve.
Logged
No longer extremely unavailable!
Sig text
ArcTech: Incursus. On hold indefinitely.

Nunzillor

  • Guest
Re: Mission 18: They that dwell within the heat.
« Reply #111 on: September 29, 2014, 06:00:29 pm »

Tek, having totally been there the whole time, follows the synthflesh with the distinctly green voice.  While walking he recalls the mission details.

Tek was fascinated by his surroundings.  At the same time, though, he felt uneasy.  It probably had something to do with the fact that he had missed the briefing.  He began to speak, mostly to himself, to test the translator he had picked up before leaving.  "Interesting.  My home, it consists of constricting passages made haphazardly from scrap.  The cities there are large, but they feel small.  Here it is different.  The wide open space, it almost makes me claustrophobic.

...

What are we doing here again?  Haha, just kidding, yes, Tek knows what he is doing..."
« Last Edit: September 29, 2014, 09:53:44 pm by Nunzillor »
Logged

piecewise

  • Bay Watcher
  • [TORTURE_FOR_FUN]
    • View Profile
    • Stuff
Re: Mission 18: They that dwell within the heat.
« Reply #112 on: September 30, 2014, 02:27:53 pm »

"Will do, Steve."

As we step out, brandish fistful of moss. Does it seem to react to the environment in any unusual way? Does it scream, perhaps?

In any case, move on quietly. Onward to mystery.

It appears to react about as much and as obviously as a normal patch of moss.
((That went well. I'm guessing I got a Dex and possibly Str boost. Quick, somebody gimme a Katana. A DMR one.  :P))

Jason hops out of the shuttle, looking around. He felt the urge to fight something, to bob and weave, and was somewhat disappointed when all he saw was desert.

Follow Steve. Also, see if I look any different under the shroud.
Nope, still a skeleton.

2spooky4me

Follow the crowd. Look around for anything unusual.
There's a skeleton in a porcelain mask following around right behind you.

We are beyond unusual.

"On a mission again!"
Strike the earth sand with my pick and carve a third notch into the handle.
Follow Steve and breathe in the fresh mission air.

You smack the sand with your pick and then carve a notch in it.

((oh shit, I didn't roleplay entering the shuttle for reasons not related with the ER; what should I do, can we pretend Mir was in the shuttle all along, or entered just before the airlock doors closed?))

Walk out of the shuttle and follow Steve.
Also, put off the putty mask.

Steve, c-could you elaborate on the "keep your mouth shut" part? Is it 'nly appliable when we are near some locals?

Spoiler (click to show/hide)
Fine. Mostly because that mask won't come off.
>Use common sense. Not like anyone here could really understand you regardless.

Got it boss. I'll, uh, keep my hands to m'self fer now, too.

Follow Steve closely, keeping my arms at my side. While he can likely defend himself very well and doesn't actually -need- a body, might was well look like a surly genemodded bodyguard. well Intuit the feel of the town/village. Also, is this a warm desert or a cold one? Where's the sun in the sky? High and north, to the south and west?
It is hot. It is very hot. The sun is, thankfully, still somewhere down near the horizon, but it is already climbing into the upper 90's.

((Some of us can't holster our weapons.))

<squadchat>
Those who can't afford to hide their armaments, give it to me or any other person capable of concealment. Given how there's an impending lingual barrier between us and anyone else not HMRC, I'd seriously advise to watch your thoughts before you act on it.
Just admire the sand, or the architecture of the city. Practice self-restraint, or turn off the speakers of your MK suits.


Inspect my Protectorate Armor. How does it look like, may I know which parts of the body it protects the most (if it's not shaped armor)--and is there anything to interface with?
It's basically like milno's armor, but heavier. It's got plate armor over most of the torso and arms, as well as head and upper legs. There's a layer of cloth armor under that and in all the joints. Lets see if I can find an image that looks like what I have in mind.
Spoiler (click to show/hide)


The team, more a mob at this size, follows Steve across the dunes and into the city in the distance. The city is odd; it is at once anacronistic and yet perfectly suited for it's locale. The buildings, the sand colored bricks the team could see from a distance, were made of adobe, mud and straw bricks, baked hard in the sun. They were coated in some sort of similar material, to cover the rough inner construction, but some buildings had lost parts of this outer layer and the brickwork was visible through the hole. Atop these structures were television antennae and satellite dishes, and though they still saw women walking back to their homes, carrying jugs of water from a communal well, there were men selling data pads from wooden stands on the side of the road. Electrical wires ran overhead , not a single large cable but hundreds of them, strung loosely across taut metal wires strung between the buildings; it looked more like individuals ran their own electrical cords to some central outlet, rather then a concise and planned system. Animals, some form of goat or sheep descendant, heavily modified to be little more then a wandering fuzzball with a protruding udder, wander aimlessly through the dirt and raw stone streets while the smell of cooking meat and unknown spices drifts down from overhead windows. The group draws no small amount of attention as it walks into town, but Steve, who quickly bought a dishdasha and head covering on the way in, seems to placate them with careful gestures and words in an unknown language. Still, the populace gives the mob a wide berth, and one doesn't need to speak the language to understand the terrified tones and glances aimed at certain, less human members.

Eventually, they reach the large central building. It's several stories tall, taller than anything around it, and though it is made of the same materials as the other buildings-save for the bronze spires-it is much better maintained, and the paint and dyes which color its domes appear to have been recently restored. Steve talks to a man outside the place for a moment and then they are lead into what must be the throne room. The walls are lined with painted murals, though the murals show no humans, just landscapes, buildings and geometric designs. Set up along the length of the room at regular intervals,  are what appear to be bronze cages. These cages are lined up against the walls, like a row of guardsmen on either side of the room. In the cages are small creatures, not quite birds but something similar. Mammalian, by the look of it; vaguely like bats, or flying squirrels. They chitter and chirp excitedly at the new visitors. There is a thin skylight in the ceiling, maybe two feet wide and running down most of the length of the room, illuminating space but also setting it in hard contrast: Everything within the light was blindingly bright, while the shadows grew infinitely darker for it.

Far at the end of the room, on a sandstone throne cloaked in shadow, was a man. It was hard to tell if he was the king, for he didn't wear a crown, though his clothing looked quite expensive. After a moment of observing the mob, he said something, a single hard syllable. Steve, already standing at the front of the group, responded with a few of his own. They talked, haltingly, for several minutes before Steve turned to speak to the rest of the group.

>It appears that we have been contracted out as executioners. The Eater has already found a host, and now we must kill it.


The King spoke again, longer this time.

>He says that it has inhabited the body of one of his subjects. They have bound and confined the host here in the palace, but we can not simply kill it by normal means. We have to take it to...


He speaks to the king a moment.

>A place which is the death of these creatures. Only there will you be able to kill it.


The king speaks again and steve waits until he is finished to continue.

>He has given me a series of warnings, which I'll tell you in a moment. For now, the idea is that you will escort this host to wherever it is you are supposed to go. Then, you will kill it in the manner they have described to me, and I will describe to you. In addition to that, however, I would like you to document and find out as much about this thing as you can. We may be able to use it later. Any questions before we move on?

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #113 on: September 30, 2014, 02:45:10 pm »

Why does this sound so easy? We're in agreement that someone is at least hiding something, if not outright lying, right? We're being played. Gorat asks his ghosts.

"How well secured is this host?"

Ask ghosts. Ask Steve.

Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Re: Mission 18: They that dwell within the heat.
« Reply #114 on: September 30, 2014, 02:59:21 pm »

Hobby stands there patiently and waits for Steve to finish talking to the King and tell them what they have to do.
« Last Edit: September 30, 2014, 03:04:49 pm by GUNINANRUNIN »
Logged

Hapah

  • Bay Watcher
  • The nice guy.
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #115 on: September 30, 2014, 03:00:25 pm »

Does the Eater have or imbue the host with any powers or abilities we should be aware of?

((Probably covered in the warnings, but can't hurt to be sure.))
« Last Edit: September 30, 2014, 03:16:35 pm by Hapah »
Logged
I can't be expected to remember the names of everyone I've tried to stab.

Bored? Go read the EVE Chronicles.

NAV

  • Bay Watcher
  • I have an idea!
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #116 on: September 30, 2014, 03:03:28 pm »

"How do we kill it?"
How do we kill it?
Logged
Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

Harry Baldman

  • Bay Watcher
  • What do I care for your suffering?
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #117 on: September 30, 2014, 03:12:26 pm »

"We will receive details now, or later? You will keep in radio contact, or follow us?"

Time for another installment of Ask Steve!
Logged

Beirus

  • Bay Watcher
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #118 on: September 30, 2014, 03:18:40 pm »

"What if it possesses one of us? Can it jump between hosts? Also, would it make it easier to transfer if I pulped it with my Shackle? I have a combination for that, and paste might be easier to manage than a conscious being." Jason asks.

Ask.
« Last Edit: October 01, 2014, 12:47:35 am by Beirus »
Logged
Because everything is Megaman when you have an arm cannon.

Gentlefish

  • Bay Watcher
  • [PREFSTRING: balloon-like qualities]
    • View Profile
Re: Mission 18: They that dwell within the heat.
« Reply #119 on: September 30, 2014, 04:05:28 pm »

get it, kill it, write it down. Got it boss. Cecil offers a half-salute and a nod of the head to Steve.

Wait for further instructions.
Pages: 1 ... 6 7 [8] 9 10 ... 89