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/tg/ - Traditional Games


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(This is a Quest set in a South-Seas analogue in a low-fantasy world that will have a post WW1 Aesthetic.)

It's a Red Sky in the morning as you sip your coffee and lean against the railing of your freighter. Damp wind tousles your hair as you sip your coffee. The bitterness keeps you from tasting the salt on your lips.

You've been between ports for the last three weeks, hauling a freight of Copra from the Friendlies to the Corals. It's been long enough. Contrary winds the whole way and a current that couldn't make up its mind. Not a good voyage.

You're supposed to get into port today, do your unloading and discharging. It should take two days all told but you might slip a few extra in there. Everyone could use a break, you most of all.

As you take a deep breath of the heavy ill tempered air you feel
A: Optimistic. The weather may be rough but you're going to get off the boat today. The young will find hope in anything.
B: Pessimistic. You've spent enough time at sea to know that a good day will have its share of difficulties, let alone a rough one.
C: You feel the coming storm in your bones. You should've left this job to someone younger.
>>
>>28696329
>A: Optimistic. The weather may be rough but you're going to get off the boat today. The young will find hope in anything.
Never a good thing to feel bad this close to port.
>>
>>28696329
>A: Optimistic. The weather may be rough but you're going to get off the boat today. The young will find hope in anything.

Sure as hell we're young.
>>
>>28696329
> A: Optimistic. The weather may be rough but you're going to get off the boat today. The young will find hope in anything.
>>
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It's just a bit of wind with some rain behind it. You aren't too worried. Besides, Aru Po has a good harbor. Once you're in you can button down.

You finish your coffee and head back in just as the Deck Gang, four surly men in rough clothing, hit the deck. They give you a cursory nod as they start laying out the mooring lines.

You head to the bridge, where the Captain Blake is quietly talking to the Mate Mahanna, going over the harbor chart. He turns to look over at you. "You look chipper. Not sea sick anymore?" He asks with a grin. You haven't been sea sick in a week, but the first couple were hell on you.

You are the Master of this vessel. It's the Captain's job to bring you wherever you decide the cargo needs to go. He and the crew get paid by commission, so he tends to give you good advice on cargo and routes.

He's older then you, and very casual. But should he have called you Sir or Ma'am?

When you reply, are you friendly, professional, or annoyed?
>>
>intresting quest concent
I will lurk
>>
>>28696549
> Sir
> Friendly
>>
>>28696549
Sir, and friendly.
>>
>>28696549
Ma'am, obviously
>>
>>28696549

Sir, friendly.
>>
>>28696549

Ma'm friendly
>>
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"Yeah, got my sea legs now." You smile as you reply. You pat your legs emphasis. He nods back and returns his attention to the chart.

You're anxious with anticipation. You can't wait to get off this tub. 3 weeks of nothing is a long time for 20 year old man. Still, you don't want to interrupt. You content yourself with staring out the portholes with a pair of binoculars.

The island of Aru Oa is on the horizon, smaller dots of vegetation scattered around it. You can see tiny craft in the distance, though they're probably much bigger.

In the early morning gloom you can still make out the light from the light house, a pulsing blue orb nestled in a behemoth of a tree.

As you get closer into port, a skiff putters up and deposits the pilot, a wizened Kanaka who helps himself to a mug of coffee. The Captain wordlessly hands him a 'gift' of a carton of cigarettes as the native looks over the chart and mutters about a new current

Do you
A: Try to help in the bridge and ask questions about the island
B: Try to get your hands dirty doing the real work on deck
C: Stay out of the way. The Mate gets upset when you get in the way of his charts. The Chief Bosun has a fierce tongue for anyone who's slow on the lines.
D: Something else?
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>>28696884
> A: Try to help in the bridge and ask questions about the island
>>
>>28696884
>C: Stay out of the way. The Mate gets upset when you get in the way of his charts. The Chief Bosun has a fierce tongue for anyone who's slow on the lines.
We'll help if asked, but being a nuisance is worse than not helping at all.
>>
>>28696884
>A: Try to help in the bridge and ask questions about the island
>>
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You opt to stay on the bridge and help. The Mate might get a bit miffed, but you're here to learn and he's here to work. As you lean over the side of the chart, watching him meticulously plot the position of the vessel and the route it needs to take, he looks up and bitches at you for getting in his light. You ask him how you can help. He tells you, and it isn't polite at all.

As you pull into port a tug arrives and hook up on the hip of your vessel. You stand out of the way as the Pilot barks orders to the Mate, the Mate barks orders to the Helmsman, and the Helmsman tires not to hit anything. The Captain stands by to make sure nothing goes wrong, and you take this time to ask him what's in store.

"Aru Oa, I never heard much about it. What's there to do?" You ask as the storms slowly creeps behind your vessel, knocking away the light that had been there at sunrise. He shrugs. "Not much. It's an alright port. It's got three bars. A clean one, a fancy one, and a good one. It's got good fishing, good Copra (An oil from coconuts.) Two inns, if you don't want to stay on the ship." He glances at the sky, pursing his lips and slowly blowing a rasberry. "Won't be good beach weather. That's for fucking sure."

Your vessel soon gets laid up, manila hawsers lashing your steel frame to their wooden dock. Before you can depart, you need to talk to customs.

Four men, two white, one asian, and one brown skinned Kanaka, walk up the gangway just as it hits the planks. One of the white men talks to you and the Captain as the others begin to inspect your cargo in the holds.

"Anything to declare?" He asks in a bored tone.

Just what were you carrying?
A: Raw metal for refining.
B: Guns for a civil war a few islands over. They're well hidden.
C: Finished good such as blankets and machines for resale.
D: Drugs, hidden under blankets and machines.
E: Something else?
>>
>>28697161
> C: Finished good such as blankets and machines for resale.
>>
>>28697161
>C: Finished good such as blankets and machines for resale.
>>
>>28697161
C: we peaceful trader now.

But that doesn't mean we don't have guns...
>>
>>28697250

Up for this.
>>
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You have an honest cargo of manufactured good from more civilized ports. Drugs and guns would've made you more money, but you've got your principles. Besides, losing your first ship means you won't get a second.
You do have a small arsenal tucked away in the forepeak, a 'rainy weather fund' that came with the ship.

"Just finished goods. Here's the manifest." You hand him your list of goods, and he checks it over with a nod. "Alright, looks in order. Welcome to Aru Po." He leaves soon after with the rest of his men. The pilot leaves with them, suddenly chattering up a storm with the other native as they break open the new carton of smokes.

This is your first major delivery, so instead of just doing some buying and selling on the market, you need to go to the man who looks after 'Bligh's Supplies', tell him the cargo you've brought, and get a receipt for the market value. He will handle the actual buying and selling. The handling of your ships finances will be handled by your Purser, Alice, who will also be handling your mooring and docking fees.

Between all these hands, some money must be made somewhere. It's not as bad as it used to be though. 10 years ago the South Sea Trading Company collapsed under its weight. Luckily for you, its bankruptcy opened new positions for smaller entrepreneurs.

You are the Master of the SS Maureen, a position gifted to you by your sea-faring uncle who has recently retired. He lives a few islands over, maybe you'll be able to visit him some day.

You quickly get yourself off the vessel. You offered to help, but one wanted to spend time teaching you to be useful. They're just as eager to get off as you.


As you make your way to the 'Ladies View', the inn where the representative of Bligh's Supplies keeps his lodging, you reflect on how you got here.

Were you
A: Poor
B: Middle Class
C: Rich
D: Feel free to offer specific suggestions.
>>
>>28697367
> B: Middle Class
>>
>>28697367
Middle Class. Being part of a trading family rules out poverty, but you were always straddling the boundary between poverty and middle class due to the small size of your shipping company.

This is your first chance for real riches, now free from the oppressive presence of the SSTC on the market.
>>
(Also, if anyone wants to suggest a name, feel free. Otherwise it'll just be something neutrally British and male.)
>>
>>28697367
>A: Poor

HMS, Queen's Whore

or

Republic
>>
>>28697367

>B)

ISS Deep Blue Sea
>>
(I actually meant a name for the protagonist. But ship names are also good.)
>>
>>28697475
Johnathan Barton.

>>28697501
>>28697532
The ship already has a name, it's SS Maureen.
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>>28697569

Ah, my bad then. Consider it a name for whenever we get another ship for our trading business.
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>>28697569

>Máirín
Superior Gaeilge spelling
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>>28697595
You know, we could go for a bit more Irish, could we?

How's this, Sean Newell?
>>
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You are Sean Newell. A friendly and some times overeager young man.

You were a child during the war, which means you were spread most of its horrors. 10 years later and it's still what everyone talks about.

Your family has had a long, slow rise to prosperity. Two generations ago the Newells were a trading company nothing to speak of. Then your grandfather saved up enough money to buy up his own ship for the trade between the Glorious Imperial Islands of the United Imperium (Not-UK), down to the Africas, and across to the ambitious Newfoundlands.

The pockets of the Newells took a sharp rise during the War, when unrestricted naval warfare hit your competitors hard while fortune kept yours safe. The aftermath has seen the Newell and the company they have part ownership fighting for a new dominance over other young start-up ventures. The Newells face some difficulties at home. They are Gaeilege's, and Gaeilanders aren't looked on very well. (I should probably make a list of all the 'not-Things' that get put together.) Part of your hope is to get the business to be lucrative enough that your family can stand above prejudice. There's nowhere better to do that then far, far away from the Imperial Islands.

It's an exciting time to be a merchant, a gentleman, and a sailor. Serial novels capture the fancy of these islands and paint pictures in the heads back home.

(Cont.)
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You wind your way through streets where brown skinned men and women languidly watch you go. It's now 10 in the morning on a Wednesday, but they seem to have nothing better to do. The air is thick and heavy as peals of thunder start to sound. Heavy drops of rain fall intermittently, hitting the cobblestone main-street with dull thuds. You quicken your step, you don't want to be out here when the sky opens up.

The Ladies View is a two story inn, painted white, with wide sweeping windows that probably give it its name. You trot up the short flight of steps before the porch, and then let yourself in. There's nobody at the desk, though there is a bell. You can hear voices off to your right.

A: Wait for someone to come
B: Ring the bell
C: Go investigate the voices
D: Other
(And any questions?)
>>
>>28697780

>B: Ring the bell.
>>
>>28697780
> B: Ring the bell
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>>28697780
What type of weapons do we have.

Types and models will be very appreciated.
>>
>>28697780
ring the bell damnit
>>
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You ring the bell, it's only what's proper.

No one comes. After a long pause you give it a few more rings, louder. This keeps on for what feels far too long, when a kindly old woman in spectacles wanders over from the right. "What are you waiting over here for, come get some breakfast." She's amused, as if what you were doing was novel. "I'm Bertha." She extends a hand for you to shake, which you do. Gently. Her bones feels fragile. "Sean Newell, of Bligh's Supplies. I'm looking for a Mr. Loo?" She nods as if she's been expecting you. "Come along then."

She leads you to a room where three men sit. One of them clearly a Newfoundlander, squat broad and unapologetic as he eats from a plate piled high. One of them Caucasian, probably from somewhere on the continent, and one of them yellow. The man you're looking for is supposed to be a Qing named 'Slanty Loo', so he's probably the yellow man. They never did say if the Slanty was or his eyes or his morals.

"Slanty, this here's the Newell boy you said was coming." She informs the yellow man as she sits. He looks you over with a quick glance, appraising you like a shipment.

Bertha seats herself, and the Newfoundlander kicks a chair out for you. "Sean, Sean Newell?" Loo asks as he stays seated while extending a hand. You awkwardly shake it as you sit, surprised that he didn't stand. "What you bring me Sean?"

How do you want to conduct yourself?
A: As casually as they are, you want to fit in
B: Mannered to a near fault, you need to bring some civilization with you. Seems they've forgotten theirs.
C: Mind your own manners and don't concern yourself with theirs.
D: Something else?
>>
>>28698061
>C: Mind your own manners and don't concern yourself with theirs.
>>
>>28698061
A: we cocky. we got the world at our finger tips.
>>
>>28698061
> C: Mind your own manners and don't concern yourself with theirs.
>>
>>28698057
10 of these http://en.wikipedia.org/wiki/Winchester_Model_1907
2 deck guns for anyone that was thinking about being a pirate and hand't quite made their mind up yet.
1 http://en.wikipedia.org/wiki/Webley_Revolver#First_World_War on your person.

The Captain also has his own pistol.

I know nothing about guns.
>>
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Like your brothers always said, 'Mama Newell didn't raise any assholes'. You sit down and eat like you're at home and someone has a girl over. Not walking on eggshells, not throwing bones at anyone.

The food is simple. Eggs, bacon and fruit. You try to only take a little, but your ship's been on salt pork and hard biscuits for the last 8 days, you end up digging in pretty hard.

"Finished goods. There's a market for those here right?" You ask, making sure you swallow down your food before you talk, something the Continental isn't doing. You pass the cargo manifest over to Loo, and as you eat he purses through the list of goods. "Eh, it is okay. Not high demand right now. Need to waste money on warehouse. Give me two days, I figure out your due so your purser knows how to pay crew." He folds up the manifest and stuffs it in his pocket. "Not like you had anywhere to go. Storm will be bad, for weeks."

The rest of the breakfast goes well. Bertha says you should stay at her inn, insisting that you must be tired of your cozy little cabin. Loo mentions that there's a very lucrative route, but pirates have started to take advantage of it.

When you finish brunch, do you want to

A: Head back to the ship
B: Go to one of the bars? It's raining, so there's nothing good to do outside
C: Check out a room and get comfortable on land?
D: Something else?
>>
>>28698446
>D: Something else?
Ask Loo about the profitable route.
>>
>>28698547
Second
>>
>>28698547
Thirding. Business first.
Maybe also ask about what's in demand right now.
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>>28698606
Oh also any other hot spots for pirates would be good
>>
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"Lucrative route? What's it about?" You ask, getting a bit excited. Loo raises an eyebrow. "Is about pirates. Bligh can't afford bribes that high, won't make the margins." He says a bit disparagingly. He can see that you're a bit put out though. "Some island in the Cookes is putting out a cloth, better then silk. Starting to fetch really high prices. You might find a sample on this island, called 'Worms fur'.

Somehow, by hook or crook, you want to get your hands on a shipment of that.

"I have better job for you. Frank here is an archaeologist. He wants to go live in old temple. You take him, he pay well. It's on way back home for you. Buy some Copra here, drop off Frank, go home, you make decent turn around." Frank, the Newfoundlander, gives her a wave and hearty shake.

A: I guess I could take Frank....
B: I was really hoping to make a name for myself. Tell me more about these pirates.
C: Something else?
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>>28698740
> A: I guess I could take Frank....
>>
>>28698121
So our ship is equipped with

BL 4 inch naval gun Mk VII
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>>28698740
B
>>
>>28698807
Whatever the stern gun on these would have been.
One stern, and another fore. http://en.wikipedia.org/wiki/Defensively_Equipped_Merchant_Ship#World_War_I
>>
>>28698740

>A: I guess I could take Frank...

When we get more money, we can get bigger guns to wipe out those pirates. If someone else deals with those pirates before we do, we get a clear shot to that high-profit island.
>>
>>28698868
Either way we win. For now, let's just play it safe.

Besides, it's an old unexplored temple. It just screams adventure.
>>
We will take Frank, but I still want you to tell me about these pirates.
>>
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You're a bit put out, but if you get more money maybe you'll be able to blow those pirates out of the water some day.

"Ah, yeah, thanks Loo. I guess I'll take that advice." He nods, pleased that you're taking sound wisdom. Frank smiles, happy to have gotten his ride. "Hey, thanks a lot for the ride kid. It's just me and three more. A bitta gear, won't take up mucha your space." His accent is heavy, clearly from New Amsterdam. You aren't sure what a fair price would be yet. Loo sure as hell does though. It looks like he and Frank have already agreed on the price too. It seems a bit small, but then, archaeology never made the big bucks.

You have your day to day arrangements set; you're going to get Copra and bring it west, where a pant will pay you for the raw material so they can turn it into an oil. On the way you're going to drop off frank. The entire journey should take two and a half weeks, with Franks diversion accounting for four.

They can't start loading the ship until the storm passes, which means you've got at least two days of nothing. What does Sean Newell like to do in his free time in a strange and foreign land when the weather keeps him from anywhere good?

A: The bar? And would he prefer 'Clean' 'Rich' or 'Good'.
B: Casually exploring the town and getting to meet the lackadaisical villagers?
C: Sleep for days
D: Something else?

You can vote for more then one thing, or specific suggestions within one thing.
>>
>>28699041
>Accounting for four days
(That was a bad post all around.)
>>
>>28699041
> B: Casually exploring the town and getting to meet the lackadaisical villagers?
Maybe help around the ship, learn more about that island Frank's going to and so on.
>>
>>28699041

D (Practicing some form of combat? Gonna get boarded some day.) and B
>>
>>28699041
>B: Casually exploring the town and getting to meet the lackadaisical villagers?
Always good to learn what a place produces and what they want to import. And keep a notebook with all of this information written down.
>>
>>28699041
B. We hunting native girls now
>>
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You spend your days in the cleaner parts of this small town. Gaelanders may have a reputation as drunks but you don't feel the need to be a stereotype.

Mostly you hang out at the inn, talking to the hodgepdoge of expats and sailors that come through, asking them about the area and if they know anything about Fumoa, the island that Frank wants to go to. Most of them haven't heard much about it. Nobody lives there anymore. A few of them have heard ghost stories from superstitious islanders. They say the souls of the people that used to live there come out at night, and you can see their ghosts wandering the shores.

Probably just a myth.

You also do some combat training with John Barton, a sailor in the deck gang that's in his late 20's. He's an uncouth and unsavory guy, already covered in nautical tatoos. The perfect person to teach you how to fight dirty.

This town has recently been hit with a craze for scarfs. Very colorful ones. They also plan on building a school soon. You make a contract with the governor for the rights to get the initial wave of school supplies. Desks, pencils, that sort of stuff. You know you can get it out west.

You find a nice native girl named Hune. You nickname her 'Honey'. Slender except where she's curvy. She's curvy in all the right places. Her family is poor, but all the islanders are poor so they don't think much of it. She's very easy, but you gather that that's the norm here. She never has interesting things to say, but the things you do with each other are more interesting then words anyway.

Three days later the clouds have left and the ship has been loaded. You give your native girlfriend a kiss and a token of goodwill at the dock. You spot several of your sailors doing the same.

You catch the first tide out of Aru Po, and by 11 it's a dot on the horizon. You settle in with your crew well enough. The ship reeks of the sweet scent of Coconuts.
(Cont.)
>>
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>>28699637
At dinner that night you get a proper introduction to Frank's crew.
There's Frank himself. The stout man with a rambling tongue. He doesn't actually seem like much of an archaeologist, but you've never met an archaeologist before so what do you know?

There's Cindy, his research assistant. Another Newfoundlander from one of the Carolignian States. She's blond haired, blue eyed and easy on yours. She doesn't have much to say. She draws plenty of attention from your sailors for being a sweet young woman.

He has two black men for laborers, Toby and Kintae. Toby is a Newfoundlander from New Amsterdam as well, while Kintae is from somewhere in the Africas. They eat with the crew, while Cindy and Frank eat with the officers.

The officers consist of Captain Blake, your friendly Captain. Mates Mahanna and Davenport. Davenport is less fastidious then Mahanna, but he's also less talkative. Your purser Alice, a middle aged woman that used to be a secretary until her husband died. And your Engineer Dowd, a man who is perpetually exhausted because your engine is as collicky as 'the babe he left behind'. He tends to favor black humor.

With this cast of characters, who do you want to sit next to tonight, and what do you want to talk about?
>>
>>28699777
The captain. Let's see what he thinks of the job and if he has some advice.
>>
>>28699777
Fuck it all if possible crew and officers should eat together and get a bit more synergy and ether way ask archeologist what he's after in old temple
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>>28699887
>Crew and officers should eat together
But then when would the crew get their alone time to bitch about the officers?
>>
>>28699943
Hmm good point on and off thing then?
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>>28699887
>crew and officers should eat together
What the fuck is wrong with you?
Do you have any idea how soft-headed of a suggestion that is?
>>
>>28699777
Sit next to the Captain and ask about this island we're going to, and the local pirates to see how far their range is.
>>
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You sit yourself next to the captain. It's a fairly festive atmosphere in the officers galley. The addition of the fast talking Frank and the lovely Cindy helps to break up the drudgery of seeing the same ugly faces every day.

"So, Captain, you know anything about this island?" You ask, helping yourself to the fine pot roast the cook made. You'll have to enjoy cooking like this while you can, the really good stuff doesn't last long. "No one lives there, which means no one makes anything and no one buys anything. If we're lucky there'll be some fresh water, means we can fill up for free." Frank overhears you, and being Frank, he can't help but yell over the table. "No one lives thereabouts 'cause Otu's came and ate 'em up a few centuries ago." The Captain audibly scoffs and shakes his head. "Otu's aren't real. It was probably a plague, or maybe the water dried up." Frank grins, self assured in his knowledge. "Show's what you know Captain! We got eye witness reports, dozen's of 'em. Otu's gotta be as real as you an' me."

Cindy looks like she's embarassed by the conversation.
"Eye witnesses? You mean superstitious Kanakas and idiot men that've gone native? I'd put more stock in a toothy fairy at this point. Come off it Frank."

What do you want to say?
>>
>>28700239
What's an Otu? And what's the story behind this island?
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>>28700359
seconding
>>
>>28700239
"Forgive my ignorance, but what's an Otu?"
>>
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>>28700359
"What's an Otu?" You pipe up. It seems pretty relevant.

"An Otu?" A fleck of potato flies out of Frank mouth. "It's like a ghoul. Not a white mans ghoul though. An Otu gets made by a necromancer, who steals your soul and leaves your body behind. When your soul comes back your mind's all rotted, and necromantic magic fills in the soft spots. It makes a half-dead beast a hunger an' rage. 'Cause the soul ain't gonna sit right no more there eyes and mouth shine with light. It's some scary shit. They fuckin' love to eat people, so if you see a bright light wanderin' at night, you best get your ass outta there." He grins as he relates the story. Alice looks ill. "Can we not talk about this at dinner?" She suggests in a huff as she pushes her plate away. "Hey, Kid wanted ta know some history, he's got a right ta know."

There's an uneasy silence, and the discussion turns to lighter subjects. The weather, news people heard when they were in pot. Apparently the Queen died. It's no real surprise, she'd been on the edge for months. Her daughter's more then suited for the task.

It'll be over a week until you drop off your boarders. Your days on board are pretty lackluster unless you make your own fun. You would like to...

A: Do deckwork. Just because you're the Master of the vessel doesn't mean you can't help with chipping rust.
B: Hang out with your passengers
C: Stay on the bridge, learning about navigation and ship handling from the mates
D: Something else?
>>
>>28700541
>C: Stay on the bridge, learning about navigation and ship handling from the mates
>>
>>28700541
>A

If things get hairy I want to be friendly with the crew
>>
>>28700541
> A: Do deckwork. Just because you're the Master of the vessel doesn't mean you can't help with chipping rust.
>>
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You spend your days doing deckwork. When you threw yourself into the dirty maintenance at the start of your trip your crew was surprised, but by now they're used to it. Every day you work 8 hours of chipping, painting, cleaning. It's simple manual labor, and it doesn't earn you any money, but it's something you can be proud about.

Every night you dine with the officers and archaeologists. Frank seems to know a little bit about everything, but whenever he talks about something you're familiar with you notice things he's wrong about. A few things here and there.

5 nights in, during dinner, you hear a wail. Then another. Soon it sounds like a whole harem is being beaten to within an inch of their life. "Fucking hell." The Captain mutters as he abruptly gets up from the table. Mahanna sees the surprise on your face and Cindy's, and speaks up. "Shrieking Eels. He's going to fire the gun in the water until they leave."

A: You should check this out
B: Sounds fucking terrible. Stay in here, it'll be worse outside.
C: Something else or more specific?
>>
>>28700937
>A: Check it out.
>>
>>28700937
> A: You should check this out
The hell are shrieking eels?
>>
>>28700937
>A

check that shit
>>
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You're quick on the Captain's heels. It isn't every night that Shrieking Eels attack!

It's a moonless night. Luckilly all the deck lights have been thrown on. The Bosun is standing at the stern gun shirtless, a cigar wedged between his teeth as he takes shots at the water. His victories are rewarded by shrieks. His failures are rewarded by shrieks. There are only shrieks.

The hull thumps and rattles as something butts against it. You make your way to the captain at the foregun and try to ask him what the hell a shrieking eel is, but between the shrieks and the guns he can't hear you, and you can't hear him.

Eventually the din washes away, and you hear the sloshing sound of serpents swimming away. Your ears are ringing. It takes the Captain's hand on your shoulder to get your attention. "A shrieking eel is a 10 foot long sea serpent that makes that racket you just heard. They rock boats until they flip and eat the sailors. They shouldn't be coming back, but I'm doubling the watch to be sure." He explains, before moving off.

When you get back to the officers mess everyone has been provided with tea. Cindy looks nervous, Frank looks angry that the ocean would dare do this to *him*, while the other sailors just look weary and resigned. The cook pops his head in. "Ah! Mr. Newell! We caught two of them! Good eating for days!" The Kraut explains with a hearty laugh, before pulling back out.

Do you want to do anything tonight? Or just get to bed and throw yourself back into the manual labor?
>>
>>28701181
See if everyone's okay (especially Cindy, she's been acting strange).
>>
>>28701347
Seconding
>>
>>28701347
thirding son
>>
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>>28701347
As the Master of the ship, it's part of the job to make sure morale is running fine. You check in on everyone. Of course, your sailors are fine. Frank is just hot wind.

It's Cindy that's tense, and you end up settling next to the girl as the two of you drink your hot tea. "You okay.?"

"Yeah, just, nervous. I've never been to sea before. Well, before we left the States that is." She explains. "Well, I haven't been at sea long myself either. I'll be fine. I've got a great Captain, and he's not worried at all." You're confident, maybe a bit cocky, but she smiles. "Yeah, I guess. I just hope they don't come back." She looks distinctly worried that they might come back, but it's probably just nerves and paranoia.

The two of you progress to small talk, inconsequential stuff. Talking about home. It makes both of you a bit homesick. Since she doesn't need work on the ship, and you can make your own hours, the two of you end up being the only ones left in the officers mess.

"I'm not looking forward to this dig." She confides in you, giving you a small smile. "Frank gets on my nerves, and Toby and Kintae aren't very educated. We'll hardly get any mail."

A: Maybe I'll visit you when I'm in the area
B: Yeah I hear ya. Good luck with that.
C: Something else to do or say?
>>
>>28701600
>A: Maybe I'll visit you when I'm in the area
>>
>>28701600
> A: Maybe I'll visit you when I'm in the area
Throw in how she'll do fine, there's nothing to worry about.
>>
>>28701600
A.
She just needs to hold out until we can get there.
>>
>>28701600
>C

Yo Frank is a cool cat. Not cool
>>
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"Well, this is a good route that passes by. Maybe I'll visit every once in a while." She likes the sound of that. "You'll be fine anyway. There's an abandoned temple, that should be fun. Nothing to worry about."

As you head off to bed you give one of the night's patrolmen a thumbs up. You wake up late the next morning, but the Bosun sure as hell isn't going to call you on it.

A week later you arrive at Fumoa. The island is dense and overgrown. Since there's no port the team must be brought ashore with their gear in your launches.

Because of the currents in the area, Mate Mahanna advises that you stay the night. At least, you hear him discussing that with the Captain. Your Captain insists that you should leave as soon as the archaeologists are set on shore. He says it's for the sake of scheduling, but you think he may secretly be afraid of the Otu's he so fervently protested.

Which option do you favor?
>>
>>28702106
Go with the Mate's option - it's safer. No point in risking the lives of our passengers.
>>
>>28702106
The mate's option. I wanna shoot an Otu
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>>28702106
"Mmm, no, I think we should anchor here for the night Captain. " He doesn't ask for an explanation, which means you don't have to explain to the Captain why a 20 year old Tradesman thinks the experienced Captain is wrong.

Your Freighter lays down anchors. You go ashore with a few seamen to find food and water to stock your stores, while the archaeologists begin setting up their base camp.

The island is quiet. Still. The beach had a light wind, but it doesn't seem to penetrate the jungle. You have no idea how to hunt, and 'neither does your crew. Fresh meat is out of the question.

You eventually find a trickling stream. The sound of the rushing water is the only one that isn't man made. The tall trees block out the sun, casting you and your crew in perpetual gloom while the humid air is almost suffocating.

As you refill you hear a few twigs snap, and then a thump. With your heart in your throat you put your hand on your pistol and whirl around. A few branches are shaking.

A: Charge after whatever made that sound
B: Gather your men and move in slow pursuit
C: Stop being a bitch, it was probably some animal, or a branch broke. Or something. Fill the water and get back to the ship.
D: Something else?
>>
>>28702327
> C: Stop being a bitch, it was probably some animal, or a branch broke. Or something. Fill the water and get back to the ship.
Still, be careful.
>>
>>28702344
seconding
>>
>>28702327
>C: Stop being a bitch, it was probably some animal, or a branch broke. Or something. Fill the water and get back to the ship.
>>
>>28702327
B: Gather your men and move in slow pursuit
Want to kill one of those things, and if they scare the Captain we can not be too careful.
>>
>>28702327
C: Stop being a bitch, it was probably some animal, or a branch broke. Or something. Fill the water and get back to the ship.

No evidence to the contrary. Yet.
>>
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You laugh at yourself. Your mean all saw and heard the same thing, and they laugh with you. "These places get spooky sometimes." One of your sailors points out, with everyone agreeing.

Still, on the way back you keep your hand on your pistol.


Nothing disturbs you on your return. It looks like the archaeologists have their shelters up for tonight. Their plan is to use temporary structures for a week or so while they survey, and once they have a better idea of the terrain they'll really dig in.

Even though your ships will be nearby, they'll be eating and sleeping ashore tonight. Your ship has better facilities, but there is something to be said for eating on solid ground. Frank has invited you, Dowd, and Blake to join them for supper. Captain Blake has refused the invitation.

A: Eat on the ship?
B: Eat with the archaeologists?
C: Something else or more specific?
>>
>>28702604
B: Eat with the archaeologists
>>
>>28702604
> B: Eat with the archaeologists?
Carry a gun with you. Don't get drunk, don't eat too much, and keep an eye out.
>>
>>28702604
Eat with archaeologists.

I feel like if we leave them alone for too long they'll be dead
>>
>>28702649
Seconded
>>
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You accept their invitation. Cindy gives you a grin as you do.

That night, the six of you are clustered around a sunken fire pit. Pot eel stew bubbling over it. The air is still. It smells dank and vaguely rotten. Overgrown vegetation dying on top of itself. Every once in a while the wind kicks up and makes the branches shake while a low moan drags through the rattling leaves. It makes everyone tense. You're growing increasingly reassured by your gun.

Frank has a rifle, which he brought on the off chance that a looter shows up on their site, or he finds some game to hunt.

You find Cindy scooting closer and closer to you as the night drags on, until her knee is almost touching yours. You don't see any need in mentioning this.

Frank is giving you the history of the island. "So, y'see, 600 some odd years back this place here used ta be the cornerstone of a whole Malaysian empire. That's word right Cindy? Malaysian?"

"Micronesian." She says politely as she takes a small sip of stew.

"Right, yeah, you know what I mean. Anyway, like I said, half a millenia, give it some change, a witch crops up. She wants to own their little empire. Chieftains don't like that, as chieftains are apt to be doin'. So, since she's a witch, they tie a rock to her feet and cast her inna sea. Problem solved right?" He looks around, as if expecting someone to answer. Dowd, taking a sip from his mug of fire-boiled poorly-ground coffee, finally opens his mouth to answer the question. "Ri-" "WRONG!"

Dowd glowers at Frank, while Frank launches into the rest of the story. "She drags herself back outta the ocean, with a body made'a seaweed. An' then she takes the soul'a every last man on this island. She just, takes 'em, and does magic shit. Y'know, witch shit. All the women, she takes them, and she throws them in the ocean. Y'know, karma or irony, or somethin'. Some people say they became mermaids, but that's probably a lie."
>>
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>>28702876
Frank stops to take a sip out of a flask he has with him. A funny thing for him to have, since he'll probably run out before long. "Anyways, after that point she was queen'a this island for another hundred years or so. She had some real nice stuff. A staff that could turn into a snake. She had this magic ball, and if she used it, she could make your ancestors come back to nag at ya. And a million treasures she done collected, from vassals. 'Cause if you're gonna be an empress, you gotta have vassals."

You hear something thump behind you. You glance back, but nothing's there. Cindy follows your movement. "What's wrong?" She whispers. "Nothing." You whisper back, not wanting her to worry.

"So, 500 years ago, she died. We don't know how, she just did. Here one day, and then not anymore. Now, she had this big thing with bones. Boat of bones, house of bowns, crown of bones. And after she dies, all the bones came back to life. Now, if they was unattended. Like, if no one was usin' 'em, then they put their bodies back together and became Otu's. These Otu's ate everybody left on the island. But if they was used? Like her boat, and her temple? They became a living structure. Like the boat could move itself. The temple could talk. This lasted, like, another two hundred years. We got diaries a sailors that done seen it." He grins, treating the diaries as if they're an unassailable closing statement. "Nothin's moved here for three centuries. Which means it's the perfect time to, uh, get some artifacts. For museums, and such."

"And such." You echo back, slowly coming to realize that Frank may be more grave robber then archaeologist.
>>
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>>28703032
A: Y'know Frank, maybe this is a bad idea. You should come back to the ship
B: You've got my blessing Frank. If you need someone to help you transport and keep a tight lip, I'm your man.
C: You're not a historian at all! You're not getting your hands on relics!
D:Sounds like a nice story Frank. You guys be careful on this okay?
E: Some other reaction?
>>
>>28703046
>E

What does everyone else think of all this?
>>
>>28703099

If any of this magic shit is real, sounds like they're liable to get themselves murdered and reanimated as zombies or something.
>>
>>28703046
E. Offer to take Cindy back, and if Frank actually survives a week she can decide to stick with this expedition or not.
>>
>>28703046
>D:Sounds like a nice story Frank. You guys be careful on this okay?
>>28703046

Offer to sell them some of your firearms.
>>
>>28703193
I'll go with this.
>>
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The story is unsettling, if fanciful. Frank seems sold on it. Cindy looks glum. "Cindy, you can come with us on the ship, and if Frank is alive when we get back, then you can stay." You offer quietly. She shakes her head. "It's a job. Besides, I'm the one who set this expedition up."

You stare at her for a moment, then look over at Frank. "He's my expediter." She explains gingerly.

"Well, I've got some rifles for sale." You offer, but she refuses. "We don't have the money for that."

It's getting time to turn in for the night. You will, of course

A: Spend the night on shore, insisting that you want to have solid ground beneath your feet.
B: Stay on land? Fuck no. You'll be on the ship.
C: Any other reaction, plan, or specifics?
>>
>>28703159
yea son. They might need some fire support
>>
>>28703409
B: Stay on land? Fuck no. You'll be on the ship.
C. Set up a watch.
>>
>>28703409
>B: Stay on land? Fuck no. You'll be on the ship.
>>28703409

Check up on them in the morning and then head off.
>>
>>28703409
>A

Cindy needs our help and D
>>
>>28703409
Seconding >>28703456
>>
>>28703456
Yeah, I'm good with that.
>>
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"Well, good luck then. I'll have a man on the ship keeping watch in your direction. Shoot a flare if you need help. I'll check up on you guys in the morning." She smiles and thanks you, giving your hand a light squeeze.

Her skin is cold and dry on this warm and clammy night. Must be her nerves.

Dowd finishes his coffee, and agrees with you that it's time to head back. The stars glitter in the sky while a new moon hangs low over the horizon, shining above your vessel. As you putter away in the launch you could swear you see movement under the water. Then again, things live in the water, so that makes sense.

Are they usually pale enough to be seen by moonlight though?

Back on the ship you inform your patrolmen that they're to remain on double duty tonight, and you want one of them to observe the camp at all times.

You head off to bed. It's hard for you to fall asleep in the salty humid air. At least if you were underway you could get a breeze going. Eventually the gentle rocking of the shallow sea water lulls you to sleep.

You awaken with a start. You can hear a woman shrieking. It's not eel. Your pistol is under your pillow. Now it's in your hand. You can hear a rattling and knocking sound against the hull of your ship. You dash out to confront it.

Silhouetted against the starry night sky is a towering skeleton with countless arms. It has the heads of your watchmen trapped in its rib cage. Every bone clatters about as it advances on you. You fire upon it with your pistol. The shot rings in your ears, as does the ricochet as it hits the overhead.
>>
>>28703701
Well shit.
>>
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>>28703701
With a start you wake up, your ears still ringing. In your sleep you drew and fired your pistol No wonder you hit an overhead (Ceiling.) when you were out on deck.

You draw in shaking breaths as you shake off your nightmare. You hear a loud knock on your hatch. "Y'okay boss?" The voice of your patrolmen rings out. He's not entering, either through respect or fear.

Outside your porthole it's a bright and sunny morning.

A: I'm fine! Just an accidental discharge
B: I'm so sorry! It was a nightmare. Maybe I shouldn't rely on my gun so much
C: Is the camp okay?
D: Something else? Specific actions wanted?
>>
>>28703752
>A

Then follow it up with >C
>>
>>28703752

>B+C

But keep our gun handy, and make sure it's actually a person and not some skinwearing monstrosity out for our skull.
>>
>>28703752
>I'm fine! Just an accidental discharge
>>
>>28703779
Eh, meant A instead of B
>>
>>28703773
seconded
>>
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"I'm fine! It's just, an accidental discharge." You blurt out, louder then you need to, practically deaf from your self imposed alarm clock. "How's the camp?"

"I'ts fine. Not a peep all night." You hear his boots thumping on the deck as he walks off.

You keep your gun on hand, the stock warm. How long were you clutching it in your sleep? You get dressed, then peek out the door. No skinwearing monstrosity greets you.

You have a quick breakfast with your officers. Blake asks why the hell you made 'such a racket'. Despite his light phrasing, there's concern written into the lines of his face. You explain that you were cleaning your gun and screwed up. It's not very consoling, but it's better then them thinking your'e crazy.

You go ashore with a few members of your crew to check in on the camp. Frank and Cindy are there, while Toby and Kintae are gone to forage. You're given a warm reception and a cup of coffee. You wonder how long their grounds will last, but it's be rude to refuse.

They reassure you that their night was fine. Something disturbed their pot last night, but it was almost certainly an animal. They'll do a better job of washing up next time.

They'll be checking out the temple in a few hours.

A: You may have a bad tide, wasting money and fuel when you leave, but would you like to join them?
B: Wish them luck and head off
C: Wish them luck and head off, tell them that you'll check on them on your way back. Ask if they need you to pick anything up?
D: Present them with a few rifles, don't ask for payment.
E: Something else?
>>
>>28704043
>C: Wish them luck and head off, tell them that you'll check on them on your way back. Ask if they need you to pick anything up?
>>
>>28704043
I want Cindy and Frank alive.

Either do >A or failing that >D+C

That way their asses will feel obligated to cut us a piece of that treasure action
>>
>>28704043

C+D, we'll replace the rifles we give them out of our own pocket
>>
>>28704116
I want Cindy and Frank alive.

Either do >A

or failing that >D+C

That way their asses will feel obligated to cut us a piece of that treasure action
>>
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As much as you'd like to stay, you can't really afford it.

Before you leave you hand Cindy a pair of rifles. Your fingers brush hers as you do. Despite the muggy heat and overbearing sun her fingers are still cold. Poor circulation? "I already told you, I can't afford these."

"Pay me when you get the money then. Or if you end up not using them, I'll take them back free of charge." She still looks doubtful. "I just have a bad feeling. I want you guys to be safe."

She accepts them with a small, nervous smile. "Alright then."

Frank you gives you a hearty, almost painful handshake as you leave. "Don't be a stranger." He insists as he sees you off into your launch. "I won't be! I'll see you guys in a few weeks." A list of things they could use but didn't bring is pressed into your hand.

The ride to New Kingston, where the Copra refinery is, is an uneventful one. You have fair winds and following seas, which is quite the relief. You get in a bit early. While it's easy to offload your cargo it's a bit harder to get the school supplies. It's five days before you have a shop half full of supplies and scarves, and other half filled with cheap liquor. A port can always use cheap liquor. It won't make you much money, but it's better then empty space.

Is there anything specific you want to do while in port? New Kingston is a large industrial, with a shop for almost everything.
>>
>>28704410
Let's see if we can get a couple of rifles to replace the ones we gave away. Maybe bolt actions.
>>
>>28704410
Can we get a bigger gun? I want to return to that Island we left the explorers on ASAP.
>>
>>28704410

See if we can pick up a cargo going back the way we came, so we can have both an excuse to check up on them, and make some money. Maybe check the shops for what we can reasonably get on the list?
>>
>>28704410
See if they have any surplus light machine guns from the war. Something like a a Lewis gun or Chauchat.
>>
>>28704491
>>28704410

And yeah, bigger guns would be ideal.
>>
>>28704491
The school supplies do come back the way you came from. You made a contract with the governor.

>>28704451
>>28704499
Sure. Should it replace a gun? If not, where would it be mounted?
>>
>>28704524
I would like a light machine gun. like >>28704499
suggested.
We could mount it along the side of the boat.
>>
>>28704524
Unless we plan on being pirates we don't need another ship gun. Save our money or invest in the engine.
>>
>>28704524
Buy two LMGs to mount on the side of the ship. Also, try to find some cheap bolt action rifles to replace the rifles we lost.
>>
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While you're in port you opt to pick up another gun. They aren't cheap out here, but you'd rather be safe. Besides, if piracy is on the rise then this suddenly becomes a bargaining chip. Get outfitted well enough and you might get asked to lead convoys.

You mount your gun on the port side. Your captain is worried about how the new weight will affect the ships handling, but it is a pretty light weapon all things considered. It's effect on the ship's stability is negligible. You also replace your lost rifles with some cheap bolt-actions.

You make your way back at the fullest steam you can manage without hemorrhaging money. You haven't had a nightmare since that night off the coast, but that doesn't mean you've stopped being worried.

Two days away from the desolate island of Fumoa a storm is starting to loom. You hear the Captain and the Mates discussing how odd the current has been, and you hear the words 'Sea Hag' muttered.

A: Kraken?
B: Mention that you won't mind slowing down if it's for safety.
C: Something else?
>>
>>28704733
>A: Kraken?
>>
>>28704733
>A

Unleash the Kraken people!
>>
>>28704758
>Fuck, that was supposed to say 'Sea Hag?'
>>
>>28704733
B: Mention that you won't mind slowing down if it's for safety.
Cindy is most likely the Witch in disguise, that's why her body is cold and she organized this entire expedition.
>>
>>28704733
A+B
>>
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You break into their conversation. "What's a Sea Hag?"

They're vaguely uneasy as Captain Blake explains. "It's a jelly fish, sort of. A jelly fish that looks like a person. They gather in schools and make their own current. Some sailors like to bait them, but that's a dangerous game. Sea Hag have been known to crawl up the sides of a ship. They're covered in a toxin that eats flesh. Best lock your door tonight. Double patrol again."

He sighs as he stubs his cigarette out, then coughs into his fist, a heavy hacking wheeze. "This has been the shittiest run. Anyone ever tell you you're bad luck Newell?" He smiles. It's a joke. It's not really a joke though. If the crew decides you're bad luck you might go the way of Jonah. There's nothing you can really do about it either.

"Well, do we need to slow down then?" He shakes his head. "No, once you're in the current you're in it until it passes. Sometimes people change course to get out of it, but that makes it worse sometimes. Sea Hags haven't really been studied yet. Obvious reasons."


When you go to be tonight, what precautions do you take?
>>
>>28704904
Mount the LMG to the center of the deck in case it gets on board.
>>
>>28704961
seconding this
>>
(How well do LMG's work in driving rain? Are they pretty good about it, or is it just asking to become useless?)
>>
>>28704904
Make sure that the guns are distributed, just in case.
Lock our door.
Make sure that our gun is loaded and ready.

>He's a Jonah, that one
Yeah, we really need to stop getting our crew into bad situations, or they'll simply dump us.
>>
>>28704996
Firearms can work underwater. A bit of rain won't hurt it, although they may need to maintain it more often.
>>
>>28704996
I think they're largely unaffected by the water.

hell, rain might help it stay cool.
>>
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Just in case the Sea Hags creep up, you have the LMG moved to the center of your freighter.

When you go to sleep the wind has picked up. The full moon shows black seas and white crests. You keep thinking you see glimpses of something pale, but it could just be the surf. The rain that falls is cold, you blame your shivers on the weather.

You break out your armory. You have a crew of 21, 10 rifles, and 2 pistols. You give a rifle to everyone that wants one. A few are left out, but that's how it goes.

When you sleep your door is locked. At first you keep your pistol on the nightstand, but the rocking of the ship causes it to slide back and forth. Rather then have it fall off you jam it under your mattress.

You wake up to the sharp repetitive crackling of your new LMG, and harsh booms of your fore and aft guns. You throw yourself out of bed and grab your pistol. You take a moment to pinch yourself. This is not a drill.

The shill ringing of the ships general alarm goes off. You can hear the thump of boots of crew run about on deck. They're yelling, but it's drowned out by the guns and the rain.

How do you want to approach this situation Sean?
>>
>>28705235

Go out, shoot anything that's coming close to the man on the LMG, shoot any Sea Hags that look like they're going to take someone unawares
>>
>>28705235
We were told that the Hags have a toxin that dissolves flesh. Make sure that we cover up as much as we can, get our pistol, and go up to help repel the jellyfish.
>>
>>28705317
this. Also defend the gunners.
>>
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You cover up in a jacket, your heavy rain coat, gloves. Everything you can find that still allows you to move.

Out on deck it's hell. Five feet tall slightly lumiscent humanoids wobble about on deck, staggering towards the crew members. You're surprised by how slow they are. Sometime they're toppled over by the rocking of the ship. When that happens they crawl along with their skin before rising back to their feet like malevolent yeast. The Fore and aft guns are firing into the ocean. As you jump out of the House a line of bullets sprays along your right, trailing past you to slam along a Hag. She crumples to her knees and falls against the railing. Her long cilia-like hair flaps about in the wind.

From your position you have a good view. At least 30 of the things are slowly lumbering around deck while everyone that has a gun is putting up a defense. 6 of them are going for your LMG gunner. 4 of them aren't in his sights. They're too far for you to snipe them from here, what with the wind, the rain, and the rolling.

What do you?
(I'd like to try dice, but if they suck then they'll be dropped. 3d6+a mod based on how much I personally like the suggestion. It isn't fail/pass, it's degrees of success and failure. I'll be taking the best of the first three rolls, and applying it to the most popular course of action. Or, in the case of a tie, my favorite.

Good luck!)
>>
>>28705518
Look around for a mop or broom, and rush to the gunner's exposed arc and try to keep the hags away from him.
>>
Rolled 4, 5, 1 = 10

>>28705518
>Cover the LMG gunner. Help him reload when the mag runs dry.
>>
>>28705518
See if we can shoot a point on the Sea Hag near us that will actually keep it down and out, then grab a rifle (if we can find one) and cover the gunner's back.
>>
Rolled 1, 5, 3 = 9

>>28705518
We grab up a harpoon or other pointy ship implement then make our way to the gunner in order to keep the sea-freaks back. Also, any soapy water? I'd rather like to splash the deck in front of them with it. Considering how much trouble they have coordinating themselves out of water out of water that might be a major impediment.

Shoot handgun if necessary, but only at close range.
>>
>>28705623
You know that on a wet rolling metal deck, throwing down soapy water might fuck us up too right?
>>
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Rolled 6

>>28705518
Kill everything
>>
Rolled 1, 3, 4 = 8

>>28705684
sorry 3d6 not 1
>>
>>28705669
naaaaaaah. We protagonist.
>>
Rolled 2, 4, 1 = 7

>>28705590
>>28705623
>>28705705
Are you doing crit fails because if so we are screwed.
>>
>>28705758
He actually said dice rolls will be ignored if they're shit. Kaptain confirmed for cool guy
>>
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>Top roll: 10
>Top comment: >>28705623

You snag a boat hook from one of your launches, and hurl yourself down the ladderwell. Your feet go out from under you as the ship pitches under your feet. Your hands snag the railing and break your descent. You have a sore tailbone and your shoulder's a bit wrenched, but you've had worse workdays.

You quickly find your feet. As you rush to the gunner aid you jab the Hags with your hook, beating them away. You look for soap, but it's in one of the lockers, secured for sea.

You feel a heavy weight on the back of your rain coat. You jump forward and twist back, then fire squarely into the empty, featureless 'face' of the Hag that touched your rubber coat. It falls back and stays there, phosphorescent blood oozing out of its head.

You hear screams by the stern guns. Bad news.
If you stay here, you can keep the mid-gunner safe, but what if they need you back there?

What do you do?
>>28705758
A crit. fail would be all 1's, right?
And no, I'm not.
>>
>>28705813
We should keep with the gunner. If he doesn't have anyone backing him up he could easily get overwhelmed.
>>
>>28705813
crit fail is any natural one. It cancels out any other roll, but that usually only means something if it's a d20. and a natural 20 cancels out a nat 1
>>
Rolled 2, 3, 1 = 6

>>28705813
In this situation, the mid gunner is probably more effective against our foes than our heavy gunners. So unless he's completely safe, stick with him.

If he's not on the verge of being overwhelmed, run to the aid of the stern gunners.

In any case, continue to go ham on the sea-freaks. Perhaps attempt to stab one with your boat hook. Shout "Damned good fishing tonight!"
>>
>>28705940
>"Damned good fishing tonight!"
Only if we make eye contact with a crew mate immediately after us killing one of the hags
>>
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You hold this position. The Mid-Gunner is more important to this situation then your fore and aft.

Early on your blood is pumping. These things may be freaky, but they go down easily enough. You gut one through the chest with your hook, and catch the gunners eye. "Damned good fishing tonight!" You proclaim with forced cheer. He shakes his, but you can see him fighting down a laugh.

You keep fighting off the gelatinous aberrations until your mind is numb and your fingers feel dead. You have no idea how long it is.

And more keep coming. Three or four at a time, but still, always more.

Suddenly, they stop. The ones on deck teeter and fumble, then crawl back. It looks like they're retreating. As quickly as they came, they're gone. You can see a ghostly trail in the water, departing bodies borne on their own current.

The storm has yet to relent. You clamber back up to the bridge and use the ship's PA to get all hand in the center so you can take a head count. The Captain had locked himself up in the bridge, hands on the wheel. It's important to keep in mind that someone had to steer, and he gave his pistol away.

At your head count you're down five men, including Mate Davenport and the Bosun.

As you're discussing what could have gone wrong one of the crew turns and looks out at the sea. He suddenly freezes and points.

In front of you a shape is slowly climbing out of the water, until it's head breaks. It has the head of a lion, attached to the body of a serpent. Waves spread out as it looms above you, threatening to capsize your ship.

What do you do?
>>
>>28706227
FUCK!

Okay, storm has basically trashed our ability to steer. Get men on both of the big guns. Don't fire unless lion-snake gets too close.
>>
>>28706227
Get the Captain's attention and point out the serpent.
We aren't a sailing ship, so we can still move, can't we?
>>
>>28706350
Yes, you are a steam powered tramp freighter.
I probably should have said that in the first three posts.
>>
>>28706227
Ask the captain's advice. If it's hostile shoot it with the deck guns.
>>
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You order your men to the guns, but tell them to hold their fire.

"CAPTAIN!" You yell from your center position, up to the bridge. He pokes hi head out the door. "Any advice? Get use out of here!?"

"No Good! We lost steam!" The Serpent suddenly lunges straight up. A river of flesh scaled flesh surges out of the ocean.

The head slams down on the other side of the ship. The waves rock the boat, men fly off including yourself. Screams compete with the sudden panicked firing of the guns.

One of the launches was ripped off of its davit. You haul yourself in and scream for help, but in this storm nobody will be helping you.

Your boat is caught up in the current of the retreating sea hags. You are swiftly carried away from your ship as it fights the elements, and possible the Lion-Serpent. You thought you had gotten over your seasickness. You didn't. Not in this shitstorm.

You're borne on the current for two days. When it peters off you're close to Fumoa.

With little else to do, you pull yourself together and row for shore. The sea is calm, and the weather peaceful. When you make landfall you stumble onto the beach. Your legs are sore, and your body unstable from your days in the pitched seas in such a tiny tub.

If your ship fared well, you can expect them to make landfall here two days after they get the plant up.

In the meantime, you'll have to make the best of the situation. Hopefully your friends are still here.

To be continued Sunday.
>>
>>28706577
dddddaaayyyyyuuuuuummmmm

I am so pleased we gave those guns to Cindy and Frank.
>>
(First time doing a Quest on /tg/, first time doing action scenes. First time for alot of stuff. How was it?)
>>
>>28706769
good. Did you pre-write any of it or was it all on the fly?

>>28706638
That wont matter if they used all the amo before getting torn to bits
>>
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>>28706879
First post was pre-written.
First three posts I knew how I wanted to lay out character gen, although it ended up taking four instead.

And then I just had bullet points
>High profit (Piracy)
>A strange passenger (Treasure)
>Boring and safe (Stow away)

That's the entirety of my notes. As well as some really diffuse ship stuff, and a map of Polynesia to crib and adapt for the alt-earth setting.
>>
>>28706959
What were the bullet points for?
>>
>>28706959
I've tried my hand at running a quest but I'm a slow writer. If I did it again I would need to write out some scenarios before hand to save time since there is a limit to how long people will wait for updates. But that's just me you seem to be doing fine.
>>
>>28706995
The three routes I had in mind.
I keep vague notions of things in my head. These were the three vague notions I had. This way, no matter which way you guys went, I would have a cloud of inspiration to pull from and fit together. So, I wrote things in a way that steered you guys, so you would make a decision that fit into one of those fairly broad umbrellas.

It should be noted that much of this is influenced by stories from the south seas. They have so many repeating themes that it's easy to grab for an influence or too. I also spent half an hour collecting my ocean pictures, and those provided inspiration on a thematic level.
>>
>>28707029
Oh, thanks!
I've always been good at pulling things out of my head. Possibly due to a decade of GM practice.
>>
>>28707076
Sounds like a good way to do things. The real trick is to maintain it. The boards are full of quest part ones that will never have a part two. It takes a couple of threads to build up a fan base.

Do you plan on archiving this thread?
>>
>>28707184
This is actually supposed to be a mini-quest. Hopefully wrapping up Sunday, or extending to one more thread at most. Sorry if that kills enthusiasm for a lot of people. If this goes well I may make this episodic, but I've got too much on my plate to start a regular X/Week Quest.

This is mostly a test of my ability, and a desire to share a setting and style that I think is really fun, and have fun with other people.

I guess it'd be good to archive this, but I don't really know how. I'm used to having to save my threads on my computer.
>>
>>28707255
http://suptg.thisisnotatrueending.com/requestinterface.html?

This might help
>>
>>28707496
Yeah, thanks. Was working on it right now actually.
>>
And it's made http://suptg.thisisnotatrueending.com/archive.html


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