THE COUNTERSIGNATURE
- ERRAND
- FETCH
- WALTER PRICE
- GOODCO HQ
- CHAIN LINK
- CAMPAIGN
THE COUNTERSIGNATURE is an errand WALTER PRICE hands out on GOODCO HQ, and it wants 1 COUNTERSIGNED FORM 7-B brought back.
It is not offered cold: THE LAST BOX has to be handed in first — and being a campaign chain, that may well have been on another venue entirely, to somebody else.
No record closes without a countersignature, and the party that signed is a records terminal on treads that has stood by that instruction for eleven years. It will stamp the form for anybody who can satisfy it they are entitled to ask — and it will come off its treads at anybody who tells it the rule does not matter, which is a second and equally valid way to get one.
What it asks
| SHAPE | WHAT | HOW MANY |
|---|---|---|
| FETCH | 1 |
| PIECE | CARRIED BY | PER KILL |
|---|---|---|
| COUNTERSIGNED FORM 7-B | ARCHIVE UNIT | 100% |
- COUNTERSIGNED FORM 7-BA long dry run off the horde is not a dead end: after 6 kills of a carrier with nothing to show for it, the next one drops for certain.
- ONLY WHILE IT IS LIVEthe pieces exist for the errand and nothing else — they drop once it has been accepted and the tally is still short, and they are handed over at the turn-in.
- CAMPAIGNThis errand belongs to the hero rather than to the run. Its progress is carried between venues and survives leaving the map, its chain crosses the whole campaign, and anything a conversation told you along the way still counts two venues later. It is tracked per difficulty, so a fresh rung starts the chain again.
What it pays
Handing it in pays experience, 180 coins and 1 rolled piece.
The experience is authored as a SHARE of your own level bar — 0.2 of one — rather than as a figure, so the same errand is worth the same fraction of a level on the first map and the last. The table below is what that comes to for a hero at the level this venue is tuned for; take it later and it pays more.
The rolled piece goes through the ordinary drop pipeline at your own level, with 1 tier of skew on the rarity roll — the same skew the merchant's stall takes. A quest is a second CALLER of the loot system, never a second loot system, so what it hands over is the same kind of thing a monster drops.
| WHAT | HOW MUCH |
|---|---|
| COINS | 180 |
| ROLLED LOOT | 1 (+1 tier skew) |
| DIFFICULTY | HERO LEVEL | XP |
|---|---|---|
| EASY | 6 | 378 |
| MEDIUM | 6 | 378 |
| HARD | 8 | 394 |
| NIGHTMARE | 42 | 78870 |
The chain
Comes after THE LAST BOX.
Opens THE COLUMN THAT WON'T CLOSE.
A chain never crosses a map or a run: the quest log belongs to the run you are in rather than to the hero, so every link of one is taken, done and handed in on a single visit, from the same person.
What is said
The errand in the giver's own words, covered until you ask for it.
The ask
WALTER PRICELAST THING. IT NEEDS A COUNTERSIGNATURE.
WALTER PRICETHE ARCHIVE UNIT SIGNS. IT'S THE ONLY THING LEFT THAT CAN.
WALTER PRICEIT'LL ASK YOU THINGS. ANSWER THEM.
OR DON'T — THE STAMP'S INSIDE IT EITHER WAY.
Coming back short
WALTER PRICEIT'S DOWN THE EAST AISLE. IT DOESN'T MOVE MUCH.
The handover
WALTER PRICECOUNTERSIGNED. THAT'S — THAT'S THE BOX CLOSED. FOUR YEARS.
WALTER PRICEI THOUGHT I'D FEEL BETTER.
THE ASSET'S NAMED ON ALL OF THEM AND NOBODY EVER ASKED WHO KEEPS THE LIST.
WALTER PRICESOMEBODY KEEPS THE LIST. FIND OUT WHERE IT'S BOUND.