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/tg/ - Traditional Games


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Welcome back to Medievalmon Quest!

You are Ceil Millener, the son of a well known merchant. You recently received a letter from your deceased uncle. Following its instructions, you are now in training to become a full-fledged aura user alongside your partner Riolu. Currently, you’re traveling back to your hometown along with your friend, Lisa Fletcher.

>Current Status
>Ceil HP 10/10
>Riolu HP 25/25
>Froakie HP 15/15
>Bagon HP 30/30

>Abilities (Ciel/Riolu):
> Aura Vision II
> Aura Healing II
>Aura Strike I

>Abilities (Froakie):
>Water Pulse I

>Current Funds: 185p
>Items: Red glaive, 3 Pecha berries, 2 Rawst Berries, 1 dose of Energy powder, basic travel supplies, sunstone, silver flute, meteorite, strange sword

Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?searchall=medievalmon

Twitter: https://twitter.com/QM_Medievalmon
>>
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It’s early in the morning and you are currently standing outside of Lisa’s bedroom waiting for her to get dressed. You came over to talk with her about using her Pidgeotto to help in the attack against the blockade, but she was sleeping when you arrived.

After a few minutes of waiting, Lisa exits her room, wearing her usual attire.

“So Ceil,” she asks, “Was there a special reason you decided to stop by so early?”

“Well, there was something I wanted to ask you,” you reply, “Though it can wait until after you’ve had breakfast.”

She nods, and the two of you head downstairs to the kitchen. You realize once you get there that you neglected to eat breakfast yourself this morning, and ask Lisa to whip something up for you as well. Soon enough, the two of you are happily munching toast. Not the most glamorous meal, but filling nonetheless.

“So what was it you wanted to ask me?” Lisa inquires.

>Tell her you want to borrow Pidgeotto for something, but don’t tell her about the plan
>Ask to borrow Pidgeotto and explain the plan to her
>Talk about something else before you ask (specify)
>Other (specify)
>>
>>36669783
you should update that

>>36669799
>Ask to borrow Pidgeotto and explain the plan to her
>>
>>36669799
>Ask to borrow Pidgeotto and explain the plan to her
>>
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"Well, remember when I told you earlier that I didn't know if my dad had any plans to deal with the blockade?" you begin.

"Yeah," Lisa replies.

"Well, that wasn't entirely accurate."

You take a couple minutes to explain the general idea for the plan, eventually reaching the part where you wanted to borrow her Pidgeotto. To Lisa's credit, she patiently listens through the entire thing, paying careful attention. Once you finish, you pause for a moment to let her gather her thoughts.

"So basically, the reason I came to your house this morning," you finish, "Was to ask if I could borrow Pidgeotto for this."

"You're not getting away with this that easily Ceil."

"What?"

"If you think I'm just gonna sit around while you go off and risk your neck again you're wrong," Lisa exclaims, "Count me in."

It seems like you'd gotten Lisa a bit worked up again, though you can't think of a good reason to refuse her request, or at least none that wouldn't be very hypocritical on your part. Plus, this was probably the easiest way to convince her to lend you Pidgeotto.

"Alright, consider it done," you state, "I'll need to talk with my dad on the specifics, but I think it'd be best to have you near Riolu's group to support the lightning monsters."

"Sounds good," she nods.

With that settled, you consider what you wanted to do next.

>Talk with Lisa about the strange dreams you both had
>Talk with Lisa about something else (specify)
>Head somewhere in town alone or with Lisa (specify)
>Focus on preparing for tonight
>Other (specify)
>>
>>36670135
>Talk with Lisa about the strange dreams you both had
Heheh, this will be a fun conversation.
>>
>>36670135
>Talk with Lisa about the strange dreams you both had
that can't just be a coincidence...
and as wicca doesn't exist in pokeworld, i don't think we can blame it on that
>>
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"So, about that dream you were having earlier," you begin, watching as Lisa's face turns a bright shade of red from the mention of the topic.

"W-w-w-what do you mean?" she stammers, "It was just a normal dream. Totally normal. Nothing weird at all."

Well, you aren't going to get anywhere if she just denies it. Looks like you didn't have a choice.

"Remember when I said earlier that you didn't say anything embarrassing in your sleep?" you ask.

She slowly nods her head, watching you intently.

"I lied."

You had truly never seen Lisa so flustered before. Her mouth was agape in shock and she was trembling all over. You bet she would be embarrassed enough to run as far away as possible if she wasn't also frozen with shock. It was actually rather adorable. You debate how long you should let her stay like this, though as you consider it you notice her shut her eyes as her mouth start to move to form words. The first few sounds are impossible to understand, but soon enough she does form a sentence.

"H-how much did you hear?" she asks.

"Enough," you reply plainly. You still didn't feel like echoing back anything she said earlier. Plus she might actually die of embarrassment if you did.

Lisa slumps her head on the table in defeat.

"You must think I'm some kind of weirdo now," she mumbles without raising her head.

"Not reall--"

"Please Ceil you have to understand," she exclaims as she sits back up, "I don't usually dream about stuff like that. It was just..."

She places her hands on her cheeks, glancing downward as she continues speaking.

"It was so real," she continues, "I almost thought I was awake. It felt so real. I don't know how it's supposed to feel, but it still felt really real."

"Well, that's part of the reason I brought it up again," you explain, "You see, last night I also had a dream that seemed very real."

"Huh?" she blinks in confusion as she glances back up at you.

(cont)
>>
"How about this," you continue, "I'll tell you about my dream, and then you can let me know how similar it is to yours."

She nods in acknowledgment as you begin your story. How you woke up in the middle of the night, only to be surprised with a lightly dressed girl in your room, eager for a very specific type of activity. Then you noticed the various things that were off about the situation, which caused you to wake up.

By the end of it, Lisa is blushing profusely, though not as much as earlier.

"My dream was almost the same," she explains, "Except I didn't notice any of the strange things like you did, so I guess mine lasted longer, which...yeah..."

Well, that confirmed your suspicions to some degree. There had to be a reason why you and Lisa both had such similar dreams, and for both to be so incredibly lifelike.

"Well," Lisa continues, "If there is something weird going on with our dreams like that, what should we do about it?"

That was a good question. You're not really sure where to begin figuring this out.

>Wait until after the battle to worry about it
>Try and use your aura vision to investigate for anything odd
>Try and see if there are and psychics or channelers in town who could help (1d20)
>Ask your ghost sword if it knows anything
>Wait until you both sleep again to see if it keeps happening
>Other (specify)
>>
Rolled 6 (1d20)

>>36670868
>Try and see if there are and psychics or channelers in town who could help (1d20)
Seems the most immediately sensible option
>>
Rolled 6 (1d20)

>>36670868
>Try and see if there are and psychics or channelers in town who could help (1d20)
best option
>>
>Try and use your aura vision to investigate for anything odd
bah, it's probably just some 'mon playing Cupid
>>
Rolled 2 (1d20)

>>36670868
>Ask your ghost sword if it knows anything
>Try and see if there are and psychics or channelers in town who could help (1d20)
>>
Rolled 13 (1d20)

>>36670868
>Try and see if there are and psychics or channelers in town who could help (1d20)
>>
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"Let's look around town to see if there's any psychics who might know what's going on."

Lisa nods in confirmation, and the two of you leave her house and set off, exploring around the town.

You weren't too familiar with the various fortune-telling and mind-reader shops around the market, though previously you didn't have much reason to believe in their credibility. Still, you had met people capable of such strange things on your journey, so you decide to stop by those places first. You decide to investigate the shops using your aura vision, figuring that any real psychic would display a similar aura to the one you met previously. Unfortunately, none of the stalls give that sort of reaction. At least now you've confirmed that all of them are phoneys, but it took up most of your day.

While you could potentially investigate some other options, you still need to finish a few preparations for the battle, as well as telling your father Lisa was going to participate.

Lisa tags along with you to your house, where you meet with your father once again. He gives both of you the various details of where you need to report to later tonight. Riolu will head with Lisa, and your father will have someone take Bagon and Pidgetto to the siege engines. Froakie would be riding in your belt pouch.

Lisa eats with you at your house with your family. The mood is somewhat tense, as everyone present knows what's going to go down in a few hours.

After what seems like an eternity of waiting, you head to the point where you were designated to meet up with the other troops. It's a small park square with a few trees, nestled between some tall buildings. This wouldn't be where the attack was staged from, but it would allow you to gather your forces without drawing attention before you had to move in.

(cont)
>>
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You spot a large flock of lightning sheep towards one of the corners, with a few soldiers disguised as shepherds nearby to guard them. They also have a few canines which you don't recognize. They probably weren't common sheepdogs, though from a distance you doubt anyone would notice.

You spot a lightning monster that looks very similar to the one from your journey by ship, a tall yellow creature with a red orb on its tail. It was standing by a lantern as one of the soldiers pretended to fix it, substituting as a light source with its glowing tail.

You also spotted a few yellow patches of fur in some of the trees, as well as a few of the troops lying underneath them.

If you didn't know better, you'd hardly suspect there was an entire battalion hidden in this one square.

One of the men, likely the leader of the squad, comes over to you and confirms your identity. Once done, the two of you go over all of the details of the mission, and after confirming that you're prepared, he leads you to your departure point.

Once you're by the bay, you can see the lights of all 12 ships flickering in the harbor. You occasionally spot ripples in the water near them, likely the movement of the aquatic monsters.

This was it. Once you teleported to the first ship, you'd have to be quick and get through all the ships in time.

>You were ready to go
>There was one more thing you wanted to do (specify)
>Other (specify)
>>
>>36671485
>You were ready to go
let's do this!
>>
>>36671485
>You were ready to go
>>
>>36671485
>You were ready to go
>>
>>36671485
>You were ready to go
>>
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After making sure that Froakie was securely in your pouch, you draw your ghost sword and prepare yourself. The distance to the first ship wasn't very far, and you could even spot an open hatch you might be able to get through. Just in case, you also wait until there doesn't seem to be anyone on the deck nearby.

Then you lunge forward.

>Ceil HP 9/10

You find yourself standing inside of the ship's hold, with the hatch you warped through on your back. It seems that even if you can't teleport through closed windows, you can manage it through open ones.

Thinking quickly, you take cover by some nearby crates. Then, you examine the room using your aura vision. Fortunately, there doesn't seem to be anyone else nearby. You see most of the crew are sleeping in their bunks, while the rest are on the main deck or scattered throughout the upper levels. In either case, you were clear.

You fish the longest candle you were given out of the bag, as well as the jar of pitch they gave you. You dip the base into the jar, then position it so it sticks to the floor. It should be fairly hard to see in this room, but just in case you shift the lid of a crate so it better hides the light of the candle.

With it lit, you had around ten minutes to light the next candle, which meant that your next step was to proceed to the next ship. Looking out the hatch you came in, you don't seem a similarly open one on the next ship, but then again you had a very poor angle on it.

>Head to the top deck without being seen and teleport from there
>Shimmy around the exterior of the ship to try and find an opening on the next
>Other (specify)

In any case, roll 1d20.
>>
Rolled 18 (1d20)

>>36671723
>Head to the top deck without being seen and teleport from there
sneaky sneaky
>>
Rolled 14 (1d20)

>>36671723
>Shimmy around the exterior of the ship to try and find an opening on the next
Ninja Time!
>>
Rolled 16 (1d20)

>>36671723
>Shimmy around the exterior of the ship to try and find an opening on the next
>>
Rolled 12 (1d20)

>>36671723
>Shimmy around the exterior of the ship to try and find an opening on the next
>>
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You exit out the hatch, intending to work your way around the outside of the ship to get a better view on the next ship. Froakie exits your pouch and climbs along the exterior with you, which helps your balance from the lessened weight. Glancing back at the room, there's only a faint glow from the candle, meaning you probably didn't have to worry about it being discovered.

It's relatively slow-going, but you soon make it to the point where you can see the other side of the next ship, and to your fortune, there's another open hatch. It takes some work to get your sword in position, but once you are Froakie hops back in your pouch and you warp your way to the next ship

>Ceil HP 8/10

This ship's room is just as empty as the first, though you have to take longer here to wait for the full ten minutes to pass. During that time, you focus with your aura to keep good track over everyone one the ship, and also look out the hatch towards the next one, which has an open hatch as well and a clear shot from your current location. Once you light the candle, you're easily able to lunge there directly.

>Ceil HP 7/10

Since you made this jump so quickly, you've got a full ten minutes before the next one has to be. That means you had some time to kill. Looking out the hatch, you see that the only open hatch on the next ship has a faint light shining from it. That might mean trouble if it's still there when you're done here.

>Spend some time healing yourself for the next few jumps
>Spend time using your aura vision to track the movements of the sailors on the ship to make sure you have a clear path
>Watch the light from the hatch to see if it goes out
>Other (specify)
>>
>>36672064
>Spend some time healing yourself for the next few jumps
>>
>>36672064
>Spend some time healing yourself for the next few jumps
>>
>>36672064
>Spend some time healing yourself for the next few jumps
>>
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You spend a few moments using your healing ability on yourself. It takes a bit of time, though soon enough you feel refreshed.

Ceil HP 10/10

Once you're done, your ten minutes is almost up, so you set up the candle and light it. Glancing out the window, you see the light is still shining from the next hatch. While you could jump there, it was a question of how many men were in that room. Your other option would be to jump to the deck of the next ship, though you'd need to avoid any sailors up there.

>Jump to the lit hatch directly
>Teleport to the deck of the ship and find somewhere to hide the candle.
>Other (specify)
>>
>>36672196
Almost forgot, roll 1d20.
>>
Rolled 14 (1d20)

>>36672196
>Jump to the lit hatch directly
we need to feed the blade after all
>>
Rolled 5 (1d20)

>>36672196
>Jump to the lit hatch directly
>>
>>36672196
>Teleport to the deck of the ship and find somewhere to hide the candle
BLOOD FOR THE BLOOD SWORD!
>>
Rolled 4 (1d20)

>>36672301
>>36672196
whoops
>>
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You decide to take the risk an jump to the hatch directly. If you were lucky, you'd be able to get away without drawing attention.

With a swift lunge, you find yourself standing in a hold, though this time there's a man with a candle in the room with you. Reacting quickly, you advance your lunge further, sliding the blade cleanly through his chest.

He slumps to the floor without a sound, and you don't feel yourself weakened at all. It seems that's what the sword meant by using life force. You also notice that there isn't much blood spilling out of him, though you're not sure if that's an ability of the sword or just a side effect. The blade itself isn't bloody either.

You spend a few minutes searching the room for a good place to hide the body. Eventually you find a half-empty crate, and hoist him up and into it. If all went well, they'd never find him.

Then you set up the candle, and look out the hatch. Unfortunately, you can only barely see the next ship which means you'll need to shimmy once more.

After lighting the candle, you head along the exterior until you're able to line up with the next hold, and you teleport towards it. Fortunately, this one is empty. After waiting a bit longer, you light the next candle, and you note that you're already halfway done.

Looking to your next target, you don't see an opening you could get through, and the angling is such that it'd be impossible to view the other side while still on this ship. That meant you'd be forced to go the the deck. However, the bigger question was how to proceed once you got there.

>Hide the candle somewhere on the main deck, it will save time, but might get noticed easily
>Try and sneak down to one of the lower levels, it might take a bit longer, but it's less likely someone will find it
>Sneak all the way down to the storage holds, it will eat up most of your time, but you doubt anyone will find it down there.
>Other (specify)
>>
>>36672462
>Try and sneak down to one of the lower levels, it might take a bit longer, but it's less likely someone will find it
>>
>>36672462
>Try and sneak down to one of the lower levels, it might take a bit longer, but it's less likely someone will find it
>>
>>36672462
>Sneak all the way down to the storage holds, it will eat up most of your time, but you doubt anyone will find it down there.
>>
Rolled 9 (1d20)

Also, can I get a d20 roll. Just need one this time.
>>
Rolled 13 (1d20)

>>36672582
rollin
>>
Rolled 28 (1d29)

>>36672582
>>
Rolled 9 (1d20)

>>36672462
>Sneak all the way down to the storage holds, it will eat up most of your time, but you doubt anyone will find it down there.
>>
Rolled 16 (1d20)

>>36672582
1+1free
>>
Rolled 17 (1d20)

>>36672619
>>36672579
damn
>>
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You decide to head down to the storage room once you sneak over. You point your sword towards the stern, where there was only the helmsman present. You didn't want to risk the front of the ship, though he might still be a problem.

>Ceil HP 9/10

You lunge, and find yourself a few feet behind him. You duck down a bit lower to avoid being seen, though he doesn't seem to have noticed you. Glancing up at the rigging and sails, you spot a handful of shapes roosting there, most likely the bird monsters this ship had.

The only problem now was getting past the helmsman without getting spotted or drawing the attention of the other sailors. You close your eyes and focus your aura vision to get a trace of where everyone is, noting the various sailors around the ship. You also spot Froakie moving out of your pouch and over towards the railing.

You stay calm as you wait, then you suddenly hear an audible thump from where Froakie just went off. The helmsman seems to have heard it too. He steps away from the wheel as he heads over to investigate the noise. In the meantime, you take the opportunity to move past him down onto the main deck, quickly slipping through a nearby trapdoor to get below. You don't hear an alarm, which either means Froakie wasn't spotted, or he wasn't considered a threat. Either way, you decide to head down to the storage room, where Froakie will hopefully meet up with you.

It's easy enough to avoid the patrols using your aura vision, though the going is still rather slow. At this rate you'll only have a minute or so to light the candle.

Once you enter the room, you find it in a similar state to the others, dark and empty. You quickly set up the candle in a corner as you glance out the hatch. The current facing of the ship meant you were looking almost directly at the stern of the next one. While there was an open hatch there, you weren't sure if it still lead to the storage room or not.

(cont)
>>
As you consider your next move, Froakie crawls into your vision from along the side of the ship. It seems he was able to get away after all.

With the tiny frog secure in your pouch, you prepare your next leap, considering where to go for the next ship.

>Lunge to the top deck, sneak past the next helmsman and down into the storage hold once again
>Teleport into the rear hatch, it was the easiest to access and might save you some time
>Jump onto the rear of the ship and shimmy your way around to an open hatch to the storage deck
>>
>>36672817
>Teleport into the rear hatch, it was the easiest to access and might save you some time
>>
>>36672817
>Teleport into the rear hatch, it was the easiest to access and might save you some time
>>
>>36672867
>Teleport into the rear hatch, it was the easiest to access and might save you some time
>>
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You take a deep breath before lunging forward, aiming at the rear hatch. While you had no way of telling what was in there, it was your best option.

>Ceil HP 8/10

You find yourself in a rather small dark room, though as you blink your eyes you start to make out some of the furniture. A desk, some chairs, a table, a bed with someone sleeping in it. You wince at the last one. You seem to have teleported into the room of someone who's important enough to have their own room.

You had two things to decide, how to handle the sleeping figure...

>Leave him be
>Try and wake him up and question him
>Kill him now, it'll cause confusion during the battle later
>Other (specify)

...and how to get out of this room

>Try and sneak out the door
>Exit the hatch and work your way around to another opening
>Other (specify)

Once again, roll 1d20.
>>
Rolled 15 (1d20)

>>36673024
>Other (specify)
Konk him on the head and bind him with some rope.

>Exit the hatch and work your way around to another opening
>>
Rolled 13 (1d20)

>>36673024
>Try and wake him up and question him
>Then kill him
>Bar the door so people can't get in to put out the fire

>Exit the hatch and work your way around to another opening
>>
Rolled 8 (1d20)

>>36673024
>Kill him now, it'll cause confusion during the battle later
>>Try and sneak out the door
>>
Rolled 11 (1d20)

>>36673024
>>Try and wake him up and question him

>>Exit the hatch and work your way around to another opening
>>
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You move over to the bed, placing one hand over his mouth and your sword at his throat. His eyes spring open as you do so.

"No noise or you're a dead man, understand?"

He gives a slight nod, and you move your hand away from his mouth. He doesn't scream immediately, which is a good sign.

You spend the next few minutes grilling information out of him. It seems he is indeed the captain, and these ships are from Lurande, part of a larger war effort. The blockade is to cut off your region's main source of trade, though they were supposed to get reinforcements to help claim the town itself soon. Fortunately, the date he gives you for those reinforcements is later than when the Kalos military was supposed to arrive, so you don't have to worry about that now.

You try asking him about some of the other operations you've seen progress. He doesn't know much about those, and is rather surprised you know more than him.

>Ask him something else in particular (specify)
>Knock him out and tie him up
>Kill him
>>
>>36673345
>Kill him
lacking leadership is lethal
>>
>>36673345
>Kill him
We are planning on burning these ships up and those who don't burn are quite likely to drown.
>>
>>36673345
>Kill him
Is there anything we can think to ask him? Cause I'll support it if you guys do
Also, chance to charge blood sword!
>>
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You finish him off where he lies. While you'd rather not do something so cruel, it wouldn't have made much difference in the long run.

With that done, you make sure his door is locked, then shove his furniture in front of it. Then, you place the candle in the corner of the room. This was one your really didn't need to worry about being found.

With that, you exit the hatch and move along the exterior of the ship, heading towards the next one.

Roll 1d20
>>
Rolled 12 (1d20)

>>36673461
teleportan
>>
Rolled 16 (1d20)

>>36673461
Honedge uses Teleport!
>>
Rolled 8 (1d20)

>>36673461
>>
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The final three ships go as smoothly as the first few, with easy access between the hatches. After the last ship, you finally move down to the shore, your task complete.

>Ceil HP 4/10

Once you do, you head to the rendezvous point, Once there, you spot Lisa and Riolu, who run over to you. Lisa giving you a hug and Riolu restoring your energy.

>Ceil HP 10/10
>Riolu HP 22/25

"Ceil!" Lisa says, "You made it!"

"Yeah, but it's not over yet," you reply.

The next step is to watch from the shore until the final ten minutes are up, it's a tense period of waiting, but once it's over, the results are thunderous. Arcs of lightning spring from all along the shoreline nearby from the various monsters hidden along it, and you can see similar flashes arcing towards the water on the other shore. The blitz hits the water and scatters through it, and you watch as the various monsters within it start to churn and angrily rush towards the shore. However, most are turned back by the onslaught, though Lisa helps turn away a few with well placed arrow shots.

You then spot a group of fiery orbs sailing through the sky, no doubt the siege weapons at work. One strikes the mast of a vessel, though the others fall short or bounce off of the ship's railings. It wasn't the best barrage, though considering you set it up in two days it was more than you could have ever hoped for.

It's now that the ships are starting to spring into action, with the various flying monsters dislodging themselves from their roosts. Some of them try and head for the groups of lightning monsters, but they're quickly zapped out of the sky or driven back. Unfortunately, it now seemed like some of the ships were moving. The one nearest to you was headed in your direction, and now it was time for the second part of your plan.

You just hoped you could take out an entire ship's worth of crew with just Froakie with you.

>Go in quietly
>Go in loud

In either case, roll 1d20
>>
Rolled 17 (1d20)

>>36673726
>Go in quietly
Surprise!
>>
>>36673726
>Go in loud
IT'S CLOBBERIN' TIME!
>>
Rolled 17 (1d20)

>>36673803
>>36673726
sigh
>>
Rolled 12 (1d20)

>>36673726
Go in Shy and Awkwardly!
>>
Rolled 1 (1d2)

>>36673767
>>36673803
>>36673824
>>36673841

I think that counts as a tie, so I'm just gonna roll it. 1 for silent, 2 for loud.
>>
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You jump back into the hatch you left the ship from, hoping to take out as many of the sailors below decks as you can before they catch on.

>Ceil HP 9/10

You notice that the fire is coming along nicely, but you don't stick around. You're off through the corridors, Froakie at your side. Most of the sailors are scrambling about, but you take all the opportunities to get rid of any stragglers. Froakie helps out as well, charging head first with his water pulse to take out a few.

Eventually, you reach the point where you think all the remaining sailors are on deck, and head up. None of them seem to notice you in the confusion, but you needed to take out as many as possible before you were spotted. There were about three dozen in all.

Froakie heads over the the side of the railing to get in a better position, while you begin your work. Whenever you spot a sailor alone, you lunge towards him, appearing right by him and saving you the energy as well. It's rather surprising you haven't been noticed, but you suppose that it's just due to all the confusion. You spot Froakie near the helm as he takes out the helmsman and the nearby sailors, then spins the wheel wildly. While you were prepared, several of the sailors weren't, and you watch as they tumble into the sea.

While the remaining few sailors seem to have noticed you, it's far too late. With Froakie's help, you quickly dispatch them, leaving the ship devoid of opposition.

>Jump to the next ship and continue your assault
>Turn the ship around and ram it into the next one.
>Other (specify)
>>
>>36674126
>>Turn the ship around and ram it into the next one.
Getting all Francis Drake up in here
>>
>>36674126
>Turn the ship around and ram it into the next one.
>>
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You head over to the helm and grab the wheel, spinning it around towards the nearest ship. You're not sure if they're aware of it or not, but they don't seem to be moving out of the way.

As you sail over, you watch as the fires on the ships start to spread and smoke billows out. While some of the crews seem to be working on it, you notice that the middle ships are currently preoccupied with the approaching attack force from your side, moving their ships to intercept.

However, as you're watching them, you see the mast of one splinter and fall and a large hole appear in the deck. You glance around for any sign of what happened and spot Pidgeotto above. The bird then dives down towards the water and plucks a small figure out of it. While you were expecting Bagon to be effective with that, you didn't quite expect him to sink a ship on his own.

As you're watching the chaos unfold, you remind yourself that you're busy steering a ship. After a few minor adjustments, you're on a direct collision course. While they seem to have figured it out by now, it's far to late. The bow of your vessel crashes into the side of theirs, pushing theirs over and crumpling the bow of yours. While each ship is still afloat, they won't be going anywhere.

(cont)
>>
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Then, you hear a loud roar echoing off the starboard bow as a huge form rises out of the sea, water spilling off of it's deep blue scales. It worms its way closer to the two sunken ships, surging through the waves and crashing against the side of the ship with abandon.

And it seems to have noticed you.

-----------------------------

And that's where I'm gonna call it for tonight. Thanks for participating. I'll be around for a while longer for any questions or comments.
>>
>>36674344
So is that a Gyarados or a Mega-Gyarados? How's the overall attack going? Also Bagon should get a massive Exp boost for the shit he just pulled. Shelgon when?
>>
>>36674344
Don't worry, it has a 4x Weakness to Electricity!
>>
>>36674371
Not if it's a Mega only 2x then. But then all we have to do is fall back to Riolu to have a chance since' it'd be 2 weak to fighting.
>>
>>36674365
>So is that a Gyarados or a Mega-Gyarados?

Regular gyarados

>How's the overall attack going?

Very well

>Also Bagon should get a massive Exp boost for the shit he just pulled. Shelgon when?

When you're in a scenario where he won't sink into the ocean as a result.
>>
>>36674407
Phew no mega means we just have to nope back to the lines.

Glad the attack goes well.

Was meaning how close was he to it? kinda figured it'd just give him a level or 7 not enough for a full evo on its own. Was asking how close was he.
>>
>>36674449
Fairly close. Bagon was already a higher level than the rest of your team.
>>
>>36674471
Huh how bout that. Any idea how'll he take it?
Also we taken any casualties yet?
>>
>>36674486
The main battle between your troops and the enemy hasn't started yet, and as far as you know none of the other ships have reached the shore.

So no casualties yet.

As for how he'll take it, it depends on the circumstance, but I'd lean towards not well. Bagon is usually rather grumpy.
>>
>>36674471
good, cause that grind from Shelgon to Salamence is brutal
>>
>>36674548
Speaking of evolutions how are our little froakie and Riolu doing?
>>
>>36674571
Froakie is fairly close. Riolu is friendship based, and therefore different.
>>
>>36674571
you forgot Honedge
>>
>>36674585
okay then how close are we friendship wise? scale of 1 to 5
how close is Lisa's Sentret? Furret a best
>>
>>36674588
Further than the other two.

>>36674621
About a 3. I'm running it a bit differently though.

As for Sentret, it's still pretty far.
>>
>>36674640
Ciel's gonna need to bulk up his health if he's gonna be duel wielding Doublade
>>
>>36674585
Ok so we need to bro it up with Riolu more gotcha.

>>36674588
Him evolving would make it a lot harder to use him anon.

>>36674640
How bad was the damage on the enemy line and how many ship are left?
>>
>>36674677
>Him evolving would make it a lot harder to use him anon.
maybe, at least we don't have to worry about him going Aegislash without a dusk stone
>>
>>36674669
>>36674677
>>36674712

Don't worry, I have plans for once Doublade happens.

As for the damage to the line, you just finished sinking two ships, Bagon wrecked a third, the siege weapons took out the sail of one, and the rest are still dealing with the fire.

So there's 8 of 12 ships that are capable of doing anything at all, and even then they're hurting.

As for the aquatic monsters, the lightning ones took out a good number near the shore, though there are still quite a few left
>>
>>36674677
>Him evolving would make it a lot harder to use him anon.
not sure how OP would do it, but based on how Honedge acts like a regular sword I'd assume it'd just become two blades
>>
>>36674732
>As for the aquatic monsters, the lightning ones took out a good number near the shore, though there are still quite a few left
we shoulda found some voltorb and electode to use as depth charges
>>
>>36674732
How much damage are we going to have to do to convince them to nope the hell out of here? (assuming they can escape after this) I imagine suffering 33% casualties before you hit land would be disheartening as hell.
>>
>>36674760
They don't exist yet.

>>36674761
This fleet wasn't really planning on landing at all. They were just there to stop any trade until reinforcements arrived to take the town. That said, they'll probably start retreating once it becomes apparent that they'll definitely lose, which might be soon.
>>
>>36674809
>They don't exist yet.
Lame. Dropped.
Kidding.
>>
>>36674809
Well I mean morale has to be in the shitter right now. 4 ships gone in 15-20 minutes your mons getting scythed down by lightning and So manic kid with a ghost blade massacring your men. They don't get out soon their going to get TPKed.
>>
Wow! Well that was a great thread Medi! Thanks for running!
>>
>>36674824
Since you brought up the topic, I'll also go ahead and clarify a few other monsters that you guys won't come across.

The magnemite line, the porygon line, mewtwo, castform, the klink line, genesect, and any and all fossil pokemon. There may be a few I'm forgetting but I'm pretty sure that's all the ones made possible by modern technology.

>>36674854
So far the biggest reason is that they don't have many details on why their ships are going down. There are a few other reasons as well, but they do still think they can win.
>>
>>36674906
They all of sudden seem far less threatening if taking these losses and not dealing any in return is winnable. Power may give you a short strategic lead but idiocy will take that lead and throw it away. I'd love to see the look on the fleet leaders face When his ship gets Bagon'd.
>>
>>36674906
>The magnemite line
sad but okay
>the porygon line
yeah that would be kinda weird
>mewtwo
so mew is a thing, good
>castform
alright
>the klink line
fine
>genesect
obviously
>and any and all fossil pokemon
bull shit, Tyrantrum and Aurorus a best
>>
>>36674971
Can't resurrect them without tech sadly. You'll have to settle for other mons like Tyranitar or Salamence.
>>
>>36674996
>Tyranitar
I fucking love tyranitar
>>
>>36674906
Thanks for running Medi have a good one.
>>
>>36674996
You never know, you might find one of those weird off places where the fossil pokemon never went extinct. It happened a few times in the animu, I remember one episode where Ash broke into a deep ass cave on an island that was covered in hibernating Kabuto.

It's be up to OP, and probably rare as all shit, but you never know.

Also, it's kind of odd that Deoxys is possible. Neat though, I'd totally love to run into one.



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