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File: Under Steam.jpg (44 KB, 780x511)
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A cold morning in London, 1870. The mist curled around soaked wood and stones, and the clatter of the morning markets was just beginning. You stand facing a large, red-brick structure, with large iron letters proclaiming it as the "Royal Charter House for Expeditions". It has been a long, hard journey for you to reach this chance. From where do you hail?

>London, the center of the world.
>Paris, the capital of culture and refinement.
>Berlin, that industrious Prussian city quickly growing.
>Vienna, the baroque capital of the Austro-Hungarian Empire.
>Moscow, the great bear of the East.
>write-in (Colonies, smaller countries)

We will be rolling d100, equal or under, Bo3
>>
Rolled 2 (1d100)

> India, the trade hub of asia
>>
Rolled 88 (1d100)

>>3714703
>London, the center of the world
>>
Rolled 75 (1d100)

>>3714703

>London, the center of the world.
>>
Rolled 48 (1d100)

>(write-in) Glasgow, the prosperous Jewel of the North

(one of the biggest and richest cities in the world at the time)
>>
>>3714769
>>3714775
>London, the center of the world.
>88 (A upper-middle class background)

You grew up in London, amidst the snarl of winding streets, the River Thames, and the heart of a mighty nation.
You enter the building, eager for the coming adventure. Inside, you find a long desk of oak, behind which sits an elderly gentleman. His moustache is grey and long, and his hat surmounted with a set of spectacles that dangle in front of his watery eyes. Still, his hand moves quickly and surely across the book in front of him, tabulating some mysterious score. He glances up as the door opens, and says "Good morning, [ ]. How may I assist you?"

>Sir
>Miss
>>
Rolled 1 (1d2)

>>3714799
1 for Sir, 2 for Miss
>>
>>3714799

>Sir
>>
>>3714799
>Sir
>>
>>3714821
>>3714817
>>3714804
>Sir

You step up, sure of not only your coin, but your purpose. After all, you father had been able to afford you tutors during your childhood, and your mother had been careful to ensure a proper upbringing. "I wish to join the Royal Expeditionary Force," you state as you sit in front of the gentleman. He responds, "Ah, jolly good. Let me get the forms."
He disappears into his office, set to the side, and returns bearing a series of forms for you. The first asks you to list, in order, your official phrenological and physical attributes.

>You have four stats. Brawn, Agility, Intellect, and Charisma.
>Roll 3d10+25 for each.
>Because of your upbringing, Intellect OR Charisma will receive a +10 bonus.
>>
Rolled 2, 7, 1 + 25 = 35 (3d10 + 25)

>>3714839
Rolling brawl

Vote bonus to cha
>>
Rolled 1, 5, 2 + 25 = 33 (3d10 + 25)

>>3714839
Rolling Agility
+10 to int
>>
Rolled 5, 5, 4 + 25 = 39 (3d10 + 25)

>>3714839
Rolling Intellect
+10 to int
>>
Rolled 9, 9, 6 + 25 = 49 (3d10 + 25)

>>3714839
Rolling cha

bonus to cha
>>
>>3714847
>>3714854
>>3714861
>>3714867

>Brawn: 35
>Agility: 33
>Intellect: 39
>Charisma: 49

Need a final tiebreaking vote for the +10. Someone roll 1d2 (1 for Intellect, 2 for Charisma)
>>
>>3714917
I vote for intellect.
>>
Rolled 2 (1d2)

>>3714917
Time to cast the die
>>
>>3714923
>Charisma +10
>Final stats are as follows
>Brawn: 35
>Agility: 33
>Intellect: 39
>Charisma: 59

Filling out the form, you reflect on how well your mother had raised you in etiquette, and how your father had made sure to acquaint you with society and its pressures. The next form asks you a series of questions about your education. What did your tutors impress on you?

>Science. A solid foundation in Mathematics, Geography, Medicine, and Physics were covered, tedious at times, but necessary
>Classics. You studied the languages, History, and the great works of old. Your mind sings with the glory of civilization.
>Gymnasium. Your tutors sought to train a new man, with work towards Gymnastics, Boxing, Fencing, and Shooting forming a great deal of your education.
>>
>Classics. You studied the languages, History, and the great works of old. Your mind sings with the glory of civilization.
>>
>>3714942
>Classics. You studied the languages, History, and the great works of old. Your mind sings with the glory of civilization.
We /homeric/ nao
>>
>>3714942
>>Gymnasium. Your tutors sought to train a new man, with work towards Gymnastics, Boxing, Fencing, and Shooting forming a great deal of your education.
>>
>Gymnasium. Your tutors sought to train a new man, with work towards Gymnastics, Boxing, Fencing, and Shooting forming a great deal of your education.
>>
>>3714942
>Classics. You studied the languages, History, and the great works of old. Your mind sings with the glory of civilization.

I presume non-specialisation does not imply incompetence, however?
>>
>>3714967
Yes. This is just to determine specific specialization. Going to eat for a bit. Back in a couple hours.
>>
>>3714942

>Classics. You studied the languages, History, and the great works of old. Your mind sings with the glory of civilization.

We are "The Professor" for this expedition.
>>
>>3714942
>>Classics. You studied the languages, History, and the great works of old. Your mind sings with the glory of civilization.
>>
>>3715153
>>3714967
>>3714955
>>3714950
>Classics. You studied the languages, History, and the great works of old. Your mind sings with the glory of civilization.

You studied the Classics, along with writing, oratory skills, and poetry. You spent many days deep in old tomes, and peering at the etchings and daguerrotypes, showing far off-lands and locales. Perhaps this is where your love for the great unknown began.

>Gained History 20
>Gained Poetry 20
>Gained Speech 20
>Gained Languages 20
>Gained Language: Latin OR Ancient Greek
>Choose TWO other languages you speak, besides English.

The third form lies before you. It asks you of prior experience. What did you do for your formative years?

>Worked for my father, a noted merchant. I was privy to many dealings.
>Sought work at the Royal Museum, as a scribe and research assistant.
>Joined the Royal Cadets, a branch designed to teach young men martial skills and officer training.
>Inquired as an cogman at the Royal Arsenal, learning the secrets and struggles of steam.
>>
>>3715345
>>Joined the Royal Cadets, a branch designed to teach young men martial skills and officer training.

let's have at least some way of defending ourselves

I choose ancient greek

French and German
>>
>>3715345
>Joined the Royal Cadets, a branch designed to teach young men martial skills and officer training

I hear the voices of Gilbert and Sullivan speaking to me
>>
>>3715345
>Sought work at the Royal Museum, as a scribe and research assistant
Let's go with Latin, French and German.
>>
>>3715345
>Latin
>Germman and french
>>
>>3715345
>Gained Language: Latin OR Ancient Greek
Latin
>Choose TWO other languages you speak, besides English.
French and German
>Joined the Royal Cadets, a branch designed to teach young men martial skills and officer training.
>>
>>3715417
>>3715416
>>3715411
>>3715397
Combining
>Joined the Royal Cadets, a branch designed to teach young men martial skills and officer training.
>Languages: English, French, German, Latin

The time with the cadets was most enlightening. Your body was toned, and you learned the discipline and care required when on parade. Lessons taught you the basics of tactics and strategy, and when time permitted, you were given leave to spar and practice fighting. Drilling, shooting, and drilling again became second nature to you. With the final form done, all that was left was to sign your name.

>+5 Brawn, +5 Agility
>Gained Shooting 10
>Gained Fencing 10
>Gained Tactics 10

At the bottom, you sign your name

>Alistair
>James
>John
>Henry
>write-in

and last name

>Dubois. Your family came from France following the Revolution of 1789.
>FitzWilliam. Your family can trace its line back to the time of William the Conqueror.
>McDermond. Your family came to London during the 16th century from Scotland.
>write-in
>>
>>3715473
>First Name
William
>Fitzwilliam Your family can trace its line back to the time of William the Conqueror.
William Fitzwilliam
>>
>>3715473
>Henry
>McDermond
>>
>>3715473
>Alistair
>Dubois
>>
>>3715473
>>Henry
>McDermond. Your family came to London during the 16th century from Scotland.
>>
>>3715525
>>3715511
>Henry McDermond.

Your forefathers had come to London, to find a better life. Through hard work and perseverance, they had succeeded. Now it was your turn. You knew the Expeditionary Force would provide you with plenty of opportunity. The elderly gentleman smiles as you sign, and whisks away the papers to return with a signed document. A few moments later, you are on your feet, and moving towards the Lists, and in possession of an Explorer's Permit. The Lists are posted to the left of the desk, and detail the ships that are need of Explorers. You find several promising ventures

>The HMS Narcissus, bound for the South Americas. There have been reports of villages disappearing deep with the Amazonian jungle. Leaving in four days.
>The HMS Chiron, bound for the Antarctic. A French merchant ship reported a massive whirlpool. Leaving in three days.
>The HMS Guardian. bound for Africa. More and more, there are stories from the dark heart of that continent which speak of untold riches. Leaving in two days.
>>
>>3715629
>The HMS Guardian. bound for Africa. More and more, there are stories from the dark heart of that continent which speak of untold riches. Leaving in two days
South Americas sound tempting too, but French and German won't do us any good there
>>
>>3715629
>The HMS Chiron, bound for the Antarctic.
It can't just be a big, mundane whirlpool because that would make for a boring quest. I'd bet my biscuit that this Charybdis leads either somewhere or directly to further adventures. And it sounds cool.
>>
>>3715629
between amazonian tribes of pygmies using poison darts, African apex predators and jungle disease in both I'll take my chances with HMS Terror... er Chiron

>>3715629
>The HMS Chiron, bound for the Antarctic. A French merchant ship reported a massive whirlpool. Leaving in three days
>>
>>3715629
>>The HMS Chiron, bound for the Antarctic. A French merchant ship reported a massive whirlpool. Leaving in three days.
Are we /MountainsofMadness/ now
>>
>>3715629
>>The HMS Guardian. bound for Africa. More and more, there are stories from the dark heart of that continent which speak of untold riches. Leaving in two days.
>>
>>3715664
>>3715670
>The HMS Chiron, bound for the Antarctic. A French merchant ship reported a massive whirlpool. Leaving in three days.

The HMS Chiron, captained by one Mr. Jan Nordvik. You like the looks of that. During your youth, you had read many stirring tales of those brave explorers of the Arctics.

It was bound to leave in three days, giving you some time to prepare for the journey. With a final farewell to the gentleman at the Charter House, you stalked into the streets of London, ready for your new adventure.

Choose three of the following
>Visit the HMS Chiron, at the docks. Get the size of her.
>Purchase supplies for the coming journey.
>Visit your home, and bid the family farewell.
>Spend a night with your cadet friends, and see if any want to go along as well.
>Go to the British Museum, and research more on the Antarctic.
>Try and dig up more information about what the Frenchmen had seen.
>>
>>3715726
>Go to the British Museum, and research more on the Antarctic.
>Try and dig up more information about what the Frenchmen had seen.
>Purchase supplies for the coming journey.

info and preparedness
>>
>>3715726
>Visit the HMS Chiron, at the docks. Get the size of her.
>Spend a night with your cadet friends, and see if any want to go along as well.
>Try and dig up more information about what the Frenchmen had seen.
>>
>>3715726
>>Try and dig up more information about what the Frenchmen had seen.
>>Spend a night with your cadet friends, and see if any want to go along as well.
>>Buy Supplies
>>
>>3715726
>Visit your home, and bid the family farewell.

>Purchase supplies for the coming journey.

>Go to the British Museum, and research more on the Antarctic
>>
Locking in choices.
>>3715735
>>3715775
>>3715780
>Purchase supplies for the coming journey.

>>3715735
>>3715761
>>3715775
>Try and dig up more information about what the Frenchmen had seen.

>>3715780
>>3715775
>>3715761
>>3715735
Need a roll for this one, 1d2
>Go to the British Museum, and research more on the Antarctic.
>Spend a night with your cadet friends, and see if any want to go along as well.
>>
Rolled 2 (1d2)

>>3715852
>>
Rolled 2 (1d2)

>>3715852
>>
>>3715867
>>3715852
it seems it's cadet friends
>>
Confirmed.
>Purchase supplies for the coming journey.
>Try and dig up more information about what the Frenchmen had seen.
>Spend a night with your cadet friends, and see if any want to go along as well.
>>
You first decide to purchase some supplies. The Antarctic is a fearfully cold place, and you are sure to encounter other dangers. A short jaunt by steam-carriage leaves you in a well-appointed shop, specifically noted for being a purveyor of Expeditionary Force gear.

>You have 2 pounds with which to spend. 12 pennys to a shilling, 20 shillings to a pound

>Equatorial clothing (3 shillings)
>Cold-weather clothing (3 shillings)
>Climbing gear (4 shillings)
>Maritime flare (1 shilling)
>Matheson repeating rifle (1 pound 6 shillings)
>Colt Navy, with two boxes of ammunition (10 shillings)
>The Collected Volumes of Natural History ( 10 shillings)
>Pocketwatch (6 shillings)
>write in
>>
>>3714703
>Vienna, the baroque capital of the Austro-Hungarian Empire
>>
>>3715966
>Cold-weather clothing
>Maritime flare
>colt Navy, with two boxes of ammunition
>Equatorial clothing
>Pocketwatch
>>
>>3715966

>Equatorial Clothing (3 shillings)
>Cold-Weather Clothing (3 shillings)
>Climbing Gear (4 shillings)
>Colt Navy, with two boxes of ammunition (10 shillings)
>Colt Navy, with two boxes of ammunition (10 shillings)
>Maritime flare (1 shilling)
>Pocketwatch (6 shillings)
>Survival Knife (3 shillings)
>>
>>3715996
>>3715966

I'm assuming we can purchase two pistols and 4 boxes of ammo
>>
>>3715996
+1
>>
>>3715996
Supporting
>>
>>3715996
>>3716027
The knife, an endearingly American invention known as the Bowie Knife, only costs 2 shillings.

>Purchases 1 pound, 11 shillings.
>Equatorial Clothing (3 shillings)
>Cold-Weather Clothing (3 shillings)
>Climbing Gear (4 shillings)
>Colt Navy, with two boxes of ammunition (10 shillings)
>Colt Navy, with two boxes of ammunition (10 shillings)
>Maritime flare (1 shilling)
>Pocketwatch (6 shillings)
>Bowie Knife (2 shillings)

You find yourself going on a bit of a spending craze. Your Scottish ancestors would have shook their heads to see you. Still, you accounted yourself well, and gave the man at the store the name of your ship, so that some of the more dangerous pieces could be stored aboard it.

>Try and dig up more information about what the Frenchmen had seen.

Following your shopping, which took the better part of a day, you put your mind to the task of finding out more about your expedition. The merchantmen had spotted a whirlpool last April, and it was much commented on in the papers. You try your luck at the news agencies, and the wharves, hoping to find out more of what was said.

>Charisma roll, d100, Bo3
>>
Rolled 79 (1d100)

>>3716072
Nat100 God tier browsing happening below
>>
Rolled 20 (1d100)

>>3716072
hello ladies
>>
Rolled 33 (1d100)

>>3716072
Let's do this
>>
Rolled 14 (1d100)

>>3716072
is this based on le demon des glaces?
>>
>>3716085
>20 vs 59 (Success)

With your social standing, the newsmen are quick to give what they know. The French ship, by the name of the Argonaut, had seen a large pool or basin of water, with many spouts and geysers as they had rounded the Horn of Africa. The pool had seemed to move, and then disappeared over the horizon. Taking the name of the ship, you venture to the docks, and engage several French sailors in a light conversation. While considerably more earthy in tone than the news, they provided additional details. The pool of water was massive, and made a roaring sound like a dying whale. Furthermore, it waxed and waned in power, and during the night would glow with a fearsome, baleful light. Satisfied that you have learned what you need to, you retire, looking forward to the meeting with your chums from Cadets.
>>
Your friends from the Cadets are eager to hear of your plans, and you meet at the Boar's Head, a popular inn in the West End. There, the conversation is lively, and you smile as you gaze at the men you befriended during those trying times at the school. Archibald sits in the corner, deep in his cups. He fancies himself a playwright, but is an absolute devil at the sword as well. John, as steadfast and bullheaded as a blacksmith, is engaged in a bit of horseplay with William, a Welshmen with a wicked sense of humour. Finally there is Edward, not smiling or drinking, but his eyes bespeak a warmness within.

>Try and convince one of them to join you.
>Go for them all. After all, that's what friends are for.
>>
>>3716166
>>Go for them all. After all, that's what friends are for.
come you louts!
>>
>>3716123
Not specifically. Just a random grab-bag of 19th century stuff.
>>
>>3716166
>>>Go for them all. After all, that's what friends are for.
"Think Chaps, this could be the defining adventure of our lives! Why when we are old and bent we can tell our grandchildren how their pappies dared the Ice as brave as any man!"
>>
>>3716195
wicked, convincing olde time younguns with the promise of adventure
>>
>>3716195
>>3716180
>Go for them all. After all, that's what friends are for.
"Think Chaps, this could be the defining adventure of our lives! Why when we are old and bent we can tell our grandchildren how their pappies dared the Ice as brave as any man!"
>Charisma + Speech roll (79), d100, Bo3
>>
>>3716166
>>Go for them all. After all, that's what friends are for.
we seem to have good charisma
>>3716185
all of that sweet juicy vernes steampunk, late 19th century is best century, but the underwater lights do suggest it isn't just a monster because that would be able to see underwater without the lights
>>
Rolled 56 (1d100)

>>3716206
>>
Rolled 79 (1d100)

>>3716206
"What could possibly go wrong?"
>>
Rolled 57 (1d100)

>>3716206
>>
>>3716213
>56 vs 79 (Success)

You have always had a way with words, and in the cups, you are even better. Your friends listen as you paint pictures of ice and snow, of desolation and hardship, of discovery and adventure. Finally, as you reach the end, they give a great cheer! Archibald pipes up a rousing Rule Britannia, and you are swept off in the song. It seems like they all want to join. Even dour Edward, often the voice of reason, seems carried to tears. At the trembling end, you sit back and laugh loudly with your friends. This is rudely cut off by a sneering voice from across the inn. "Putain! Tais-toi! You dogs.! The matter is for le Francais, not l'Anglais." Glancing over to the table in question, you see a dark counterpoint to your merry group. Frenchmen, by the looks, and well-dressed at that. They stare directly, and the speaker stands. You stand and

>try to be diplomatic. After all, the more the merrier to the party!
>return the insult. They dare impugn on this happy moment?
>leave. Why sully the moment?
>write in
>>
>>3716257
>>try to be diplomatic. After all, the more the merrier to the party!

we are charismatic
>>
>>3716257
>>try to be diplomatic. After all, the more the merrier to the party!
those are probably the officers on the expeditionary ship, let's get along
>>
>>3716257
>>try to be diplomatic. After all, the more the merrier to the party!
>>
>>3716288
>>3716285
>>3716267
>Charisma roll (59) with French (10) (69)-nice, d100, Bo3
>>
Rolled 37 (1d100)

>>3716294
>>
Rolled 5 (1d100)

>>3716294
>>
>>3716314
>5 vs 69 (Critical success!)
>Roll d10 for benefits!
>>
Rolled 4 (1d100)

>>3716294
the 100 year war ended long ago frog friends
>>
>>3716338
Oh shit! Double crits! Roll an additional d10
>>
Rolled 7 (1d10)

>>3716337
double crits!
>>
Rolled 2 (1d10)

>>3716337
>>
>>3716343
the face when frenchies are best buds now
>>
>>3716314
>>3716338
>you pretend to like eating frog legs and say a few words in french
>+100 opinion
>>
>>3716348
>>3716337
What have we unleashed upon the world
>>
>>3716372
Anglo-frankish Union ACHIEVED
>>
>>3716345
>>3716344
You stand, swaying, and in your best French, bellow "Allons enfants de la Patrie, le jour de gloire est arrivé!" A stunned silence continues, before the Frenchmen bellow back, and you join in along. Your friends are stunned, but soon your two groups make a happy table, shouting for ale, attempting to communicate, and all around having a great time. Over the course of the evening, you learn from the lead Frenchmen, a fellow by the name of Richarde, that they are also heading south to this mysterious whirlpool. They will be aboard the La Gloire, a supposedly revolutionary steamship. Richarde also demands a friendly wager of 1 pound for the first sighting, which you and your chums gladly accept. As the night winds down, and your happy group staggers to the streets, you find yourself walking and talking happily with Richarde. He is a fine fellow, although his English could use some work.

>Gained companions!
>Archibald – The poet. Hotheaded and wild, with deep moods
>John – The strongman. Solid and dependable, but slow on the uptake.
>William – The trickster. A Welshman, with quickfingers and quicker wit.
>Edward – The priest. A vicar’s son, dour in personality, but talented with the needle.
>Richarde – The Frenchman. Passionate, intelligent and personable. He is driven to succeed.
>>
File: 1518018457133.jpg (77 KB, 720x720)
77 KB
77 KB JPG
>>3716381
Are we the next Flashman??
>>
The next day finds you standing in front of the HMS Chiron. A new ship, purpose built, and with a powerful Benzine-Steam engine. Painted white, and with sailors march with purpose atop the deck, it paints a stirring sight. Beside you, freshly signed, are your friends. Archibald, John, William, and Edward are eager to go, as are you. As you march up the gangplank, making sure to show your papers to the inspector, you make your way to the cabins. Your group, as novices, are bunked together, near the engine room. You are happy to see that your purchases arrived safely. The ship plans to leave soon, and you

>Spend time with a companion (nominate one)
>Find the captain of the ship, Mr. Jan Nordvik
>Find the sponsor of the expedition
>Spend some time exploring the ship
>write-in
>>
Also, updated character sheet
Name: Henry McDermond

Age: 18

Upbringing: Upper-middle class
Education: Classics
Formative years: The Royal Cadets

Brawn: 40
Agility: 38
Intellect: 39
Charisma: 59

Skills:
History 20
Poetry 20
Speech 20
Languages 20
Shooting 10
Fencing 10
Tactics 10

Languages: English, French, German, Latin

Ship: HMS Chiron, bound for the Antarctic.

Equipment:
Equatorial Clothing (+20 to Survival checks in hot weather)
Cold-Weather Clothing (+20 to Survival checks in cold weather)
Climbing Gear (+20 to Climbing checks)
Four boxes of ammunition (24 rounds)
Maritime flare (Signals at a distant, lights dark environments)
Pocketwatch (+10 to Navigation)
Bowie Knife
Colt Navy 1861 x2

Money: 1 Shilling

Lore: The whirlpool of the Antarctic moves, glows at night, and was spotted off the Horn of Africa.

Companions:
Archibald – The poet, the duellist, the bastard noble. Hotheaded and wild, with deep moods.
John – The strongman. Solid and dependable, but slow on the uptake.
William – The trickster. A Welshman, with quickfingers and quicker wit.
Edward – The priest. A vicar’s son, dour in personality, but talented with the needle.
Richarde – The Frenchman. Passionate, intelligent and personable. He is driven to succeed.
>>
>>3716407
>Find the sponsor of the expedition
>>
>>3716407
>Find the captain of the ship, Mr. Jan Nordvik
>>
>>3716407
>Find the captain of the ship, Mr. Jan Nordvik
>>
File: index.jpg (7 KB, 188x268)
7 KB
7 KB JPG
>Find the captain of the ship, Mr. Jan Nordvik

You head to the helm of the ship, and find Mr. Nordvik deep in conversation with another stout looking fellow. Mr. Nordvik is tall, with pale blonde hair. He turns to you as you approach the table where he stands. "Well, what is it," he says in short, clipped tones. This is clearly a man of great drive. You decide to

>inquire to the nature of your and friends duties aboard the Chiron
>ask about the first port-of-call
>ask about some of the more technical details of his ship
>offer your information about La Gloire to him
>write-in
>>
>>3716458
>>ask about some of the more technical details of his ship
>>
>>3716458
>>ask about some of the more technical details of his ship
>>
>>3716471
>>3716476
>ask about some of the more technical details of his ship

"Might I inquire about the nature of this vessel, Mr. Nordvik? I have not seen it's like?"

A pause, and then a grunt. "You are that new hire, along with the other four. Very well. The Chiron is my invention. Steelhulled, for greater strength. A Benzine engine, better burning, and longer lasting. She is slower than some, sure, but tough for it. Now, leave me." His tone took you as curt, but professional. You spend the rest of the day walking its length, getting acquainted with its length and size. Some 75 men crewed it, including your group. Well-provisioned, and clearly crewed with seasoned sailors. With the tide, the ship set off, its screws driving a terrible froth behind you as you travel down the Thames. It will take you two days to travel to the next port-of-call, Brest, to take on enough fuel for the next stop, Morocco.
You decide to

>Spend time with a companion (nominate one)
>Find the sponsor of the expedition
>Spend some time exploring the ship
>Practice one of your skills
>write-in
>>
>>3716508
>Find the sponsor of the expedition
>>
>>3716508
>>Spend some time exploring the ship
>>
>>3716508
>Spend some time exploring the ship
Better to know the layout
>>
>>3716508
>>Find the sponsor of the expedition
>>
>>3716508
>Find the sponsor of the expedition
Plenty of time to study the ship on the way to Morocco once we're done with Brest.
>>
>>3716812
>>3716718
>>3716519
>Find the sponsor of the expedition

All expeditions have a benefactor, someone who held the purse strings and interests of the Crown at heart. Yours was no exception, and you found the benefactor at the prow of the vessel, excitedly gesticulating. He is a portly gentleman, with a pair of mutton-chops. His head, however, is totally devoid of hair, and perspiring despite the cool morning air. He is halfway through his speech, to your friends, when he spots you. "Ah, capital, the redoubtable Mr. McDermond. Jolly good, jolly good! Tell me sir, are you a relation to the McDermond Mercantile endeavour?"
You respond "I am, sir."
A fat palm fills yours, and squeezes tightly, "I knew it at once! You're the spitting image of your father. Hiram Hughes, at your service. I knew your father as of young, though I doubt he would remember me. Still, glad to see his progeny daring the waves! Now, as I was saying..." Mr. Hughes continues to expound on the nature of the vessel, his purpose, his goals, and various other sundry details in such a ribald manner that you soon find that the ship has slipped into the Channel without your notice. Later, you retire for the night, dreaming of the adventures to come.
>>
The next morning finds you cruising across the Channel, along the picturesque coastline, and into the port of Brest. Despite claims that the Chiron is slow, you seem to fairly glide across the waters. These new Benzine engines really are a treat. You and your friends line the deck as the ship maneouvers into the port. Williams cries out, "Look, there's those Frenchies ship!" Already docked, you can see a strange cigarillo shaped hull, and the stenciled letters of La Gloire. Most revolutionary indeed.
The refueling process will take the better part of the day, giving you a chance to explore Brest, pick up supplies, or otherwise divert your time

>Spend time with a companion (nominate one)
>Spend some time exploring the ship
>Practice one of your skills
>Visit Brest and purchase supplies
>Try to get closer to La Gloire
>Try to find Richarde, your French comrade from London
>write-in
>>
>>3716846
>Visit Brest and purchase supplies
A few crates of wine would make the trip go much faster
>>
>>3716846
>Visit Brest and purchase supplies
>>
>>3716846
>>Practice one of your skills
>>
>>3716865
>>3716858

You decide to enter the town proper, and find a small mercantile district. Inside, you find several items that catch your eye.

>Pocket Difference Engine (5 pounds)
>Regional cheese (6 pennies)
>1862 Bourdeaux (10 pennies)
>French Letters (1/2 penny)
>write-in
>>
>>3716881
Uh, how many d in an s? No wonder we ditched this abomination in '71.
>>
>>3716891
12 pennies to a shilling, 20 shillings to a pound
>>
>>3716881
>1862 Bourdeaux
>>
>>3716902
That leaves us with two pennies.
>>
>>3716881
>1862 Bourdeaux
>>3716922
Let's go gambling
>>
>>3716903

Exactly... I don't even know why we went shopping in the first place. We gotta make the money first!

>>3716881

>Write-In: Look for an odd job to make some extra money on the side. There surely is work available in the marketplace
>>
>>3716926
>>3716924
>Look for an odd job to make some extra money on the side. There surely is work available in the marketplace.

You head down to the dockside, abandoning the idea of shopping, considering your funds. By the docks, you spy that William has got a game of dice going with some local sailors. Trust him to find one. Edward watches over his shoulder, a disapproving look on his face.

>Join the game. Perhaps there could be some coin to be made
>Place a side-bet on your friend's talent
>Just watch, and keep an eye out for trouble
>write-in
>>
>>3716955
>>Just watch, and keep an eye out for trouble
>>
>>3716955
>Just watch, and keep an eye out for trouble
Gambling will lead to decadence and degeneracy.
>>
>>3716955
>>Just watch, and keep an eye out for trouble
>>
>>3716955
>Place a side-bet on your friend's talent
>>
Rolled 93 (1d100)

>>3716961
>>3716959
>>3716957
>Just watch, and keep an eye out for trouble
>>
Rolled 5 (1d10)

>>3716991
Oof, crit fail for William. Rolling d10 for consequences.
>>
As you watch, you begin to here muttering from the French contingent sitting opposite of Will. The French seem perturbed by something, and glancing down, you can see why. Will is trouncing them. However, just as you begin to smile, you see that Will is switching the dice in between throws. The French dockworkers realize this at the same time, and with a snarl, one of them unleashes a mighty left hook into your companion. Will drops to the floor, bleeding profusely from his nose. The four dockworkers across the low table stand up, and one throws the makeshift table into the sea! You

>Leap into action, attacking these brutes (Brawn)
>Try to disengage, and drag Will to safety (Agility)
>Attempt to reason with the fellows (Charisma + Language: French - 30 for circumstances)
>write-in
>>
>>3717003
>>Try to disengage, and drag Will to safety (Agility)
>>
>>3717003
>>Leap into action, attacking these brutes (Brawn)
>>
>>3717003
>write-in
Run off to find a guard or a copper who can break it up better than we can. In the meantime that fool can reap what he sows.
>>
>>3717003
>Try to disengage, and drag Will to safety
>>
>>3717003
>Try to disengage, and drag Will to safety (Agility)
We're going to have a long talk with him.
>>
>>3717041
>>3717013
>>3717009
>Agility roll (38), d100, Bo3
>>
Rolled 45 (1d100)

>>3717060
>>
Rolled 9 (1d100)

>>3717060
>>
Rolled 42 (1d100)

>>3717060
>>
>>3717063
Crit success! Roll d10 for consequences!
>>
Rolled 2 (1d10)

>>3717105
>>
>>3717105
Low rolls = good here?

and 1-10 is crit success, 91-100 is crit fail?
>>
Rolled 9 (1d10)

>>3717105
>>
Rolled 6 (1d10)

>>3717116
Forgot to roll
>>
Thinking fast, you grab your stricken comrade, and kick backwards. The four dockworkers advance, but then you hear a ribald voice shouting out in French. Hurtling past you, his hair flying in wild abandon, comes Richarde, followed closely by Edward. They lay about with their fists, driving the workers back. With that, the matter seemed finished. Richarde and Edward return, all smiles and rustled clothes. Richarde recommends a nearby salon for respite. Inside, you decide to

>Thank Richarde for his timely arrival, and inquire about his journey
>Harangue William for his tomfoolery
>Settle on drinking away any troubles
>write-in
>>
>>3717116
Correct. The d10 is for the severity of success, with higher being better or worse
>>
>>3717130
>Thank Richarde for his timely arrival, and inquire about his journey
>>
>>3717137
>The d10 is for the severity of success
Bo1?
>>
>>3717130
>Thank Richarde for his timely arrival.....
>Harangue William for his tomfoolery
>Settle on drinking away any troubles.....and inquire about his journey
Why not all? In order.
>>
>>3717130
>>Thank Richarde for his timely arrival, and inquire about his journey
>>
>>3717130
+1 to >>3717144.
>>
>>3717137
You might want to consider reducing the crit margins, because if any of the three rolls can be a crit, almost half of our rounds will produce a crit of some sort (1-0.8^3), and one in twenty will produce both. Of course I can't tell you how to do it, but I think it would be better off without constant crits.
>>
>>3717146
>>3717144
Sure
>Thank Richarde for his timely arrival
>Harangue William for his tomfoolery
>Settle on drinking away any troubles.....and inquire about his journey

"Richarde, I owe you a debt. My thanks."
"Aye, me as well. Those pinheads called me a cheat," ventured Will. "You are a cheat," mutters Edward. "Oh, a vicar with a sense of humour. That's a first," retorts Will. You lean over towards Will and say, "William, that was foolish of you. They weren't drunk enough." He smiles at this, and motions for the wench to bring beer. A few more, and the group is feeling more relaxed following that little venture.
"Tell me, Richarde, how fares your journey?"
A cat-like smile, and then a chuckle, "Well enough, Henri. La Gloire, it travels like a fish. This bet of ours is a good as won." It seems that Richarde is very confident.

By the afternoon, the Chiron is ready to depart. As you say your farewells, you realight the ship, and prepare for the next leg of the journey. Morocco!

You decide to spend the week (Choose 2)
>Spend time with a companion (nominate one)
>Spend some time exploring the ship
>Practice one of your skills
>Learn about seafaring from some of the more experienced sailors
>Use the library onboard to research more about your potential port of calls
>write-in
>>
>>3717165
>Learn about seafaring from some of the more experienced sailors
>Use the library onboard to research more about your potential port of calls
>>
>>3717165
>Spend some time exploring the ship
>Use the library onboard to research more about your potential port of calls
>>
Seems reasonable enough. Say 96+, and 5-.
>>
>>3717165
>Spend some time exploring the ship
>Use the library onboard to research more about your potential ports of call
>>3717173
That brings the odds down to just over a quarter, which is much more reasonable.
>>
>>3717168
>>3717171
>>3717187
>Spend some time exploring the ship
>Use the library onboard to research more about your potential port of calls

You spend some of the time learning about the ship you travel aboard. The HMS Chiron does indeed sport two engines of the newest design, powerful things indeed. Furthermore, there is a library, salon for drinking and relaxation, a manufactorium, a bathysphere, and most surprisingly, an ornithopter. This you found tucked away in the hold, under a large tarpaulin.

You, ever the scholar, find yourself in the library. Given your talents, you are assigned to research and translate, as the intended stops for the Chiron will be Morocco and its city of Casablanca, and Cape Town. You decide to

>Dig up what you can on Casablanca
>Research more on the troubled British holdings in South Africa
>Focus on Antarctica
>Roll Intellect + History, d100, Bo3
>>
Rolled 7 (1d100)

>>3717214
>>Research more on the troubled British holdings in South Africa
>>
>>3717232
+1, since that's where the whirlpool is and we'll see if we can dig up any weird goings-on.
>>
Rolled 45 (1d100)

>>3717258
Gah, I keep screwing up the roller.
>>
Rolled 13 (1d100)

>>3717214
>>
>>3717232
>>3717258
>7 vs 59 (Success)

Much of your time is spent reading on Cape Town. Acquired by the British following the Napoleonic Wars, it seems to be a lively place. It recently acquired its own parliament, and cries for independence seem to be getting stronger and stronger. Furthermore, the recent discovery of diamonds in nearby territories has created tension between the Dutch Boer's, and the Anglo settlers. Cape Town is also known for its predominant use of mechanized trawlers for sea fishing, seeing a large increase in yield. Piracy is rarely a problem, and the only thing that truly is of note is the whirlpool, which was spotted someways south of the Horn.

While you spent your time in the library, your companions found other ways to be of use. John has got in good with the mechanics, and spends much of his days helping the machinery. Archibald proves to be a dab hand at fishing and shooting, and seems to know Mr. Hughes in some capacity, and so does nothing at all. Will is up to his old tricks, but does help the salts climbing the masts, and other quick-fingered work needed around. Edward somehow managed to find himself in the company of Mr. Nordvik, and they are often spotted deep in conversation.
>>
Casablanca finally appears over the hazy horizon, as the temperature has slowly increased over the past few days. You have heard much of this foreign locale. Casablanca itself provides much of the cotton for Britain. As you are guided into port, you notice immediately that La Gloire, Richarde's ship, is nowhere to be seen. Has something befallen them, or are they simply that much faster? Mr. Nordvik says that the stay will be some two days. You decide to

>Spend time with a companion (nominate one)
>Spend some time exploring Casablanca
>Practice one of your skills
>Try to find out more about where La Gloire is
>Shop
>Try to find some work
>write-in
>>
>>3717312
>Spend time with a companion (Edward)
I wonder what he and the Captain are discussing.
>>
>>3717312
Supporting >>3717321
>>
>>3717334
>>3717321
>Spend time with a companion (Edward)

Changing into your equatorial clothes, a fine mixture of cotton, complete with a pith helmet, you decide to find Edward. You soon spot the man visiting one of the locals house.
"Edward, how are you?"
"Well, Henry. I find this journey to be most eye-opening," his cool tones would suggest otherwise, but you know Edward has a habit of understatement.
"I saw you with Mr. Nordvik, more often then not. Any great secrets from our taciturn captain?"
"None, save a crises of faith. He heard of my father and faith, and so turned to me, being none other on the ship. Think nothing of it."
Having settled that question, you decide to

>Spend time with a companion (nominate one)
>Press the matter further with Edward
>Spend some time exploring Casablanca
>Practice one of your skills
>Try to find out more about where La Gloire is
>Shop
>Try to find some work
>write-in
>>
>>3717395
>Try to find out more about where La Gloire is
>>
>>3717395
>Try to find out more about where La Gloire is
>>
>>3717414
>>3717424
>Roll charisma. d100. Bo3
>>
Rolled 19 (1d100)

>>3717493
That should be simple
>>
Rolled 89 (1d100)

>>3717493
>>
Rolled 59 (1d100)

>>3717493
>>
>>3717507
>19 vs 59 (Success)

Spending the afternoon, talking with locals in a patois of broken English and French, you discover that La Gloire has already came and went. It seems like it is ahead of you by a least a day. Dejected, you head to return to the HMS Chiron.
However, as you pass through the streets, you feel a sudden chill go over you. Suddenly, the crowd around you vanishes. The hot sun and dirt mixes in the air freely. Four men surround you, holding vicious looking curved daggers. The closest one says, "Englishman, today you die!" What do you do

>Attempt to fight them (Brawn)
>Run away! (Agility)
>Hide amidst the alleyways (Intellect)
>write-in
>>
>>3717599
>Attempt to fight them (Brawn)
Do we have our colts?
>>
>>3717599
>>Hide amidst the alleyways (Intellect)
>>
>>3717599
>Run away! (Agility)
>>
>>3717606
You would not. Most civilized areas frown on openly carrying guns. However, you do have your Bowie knife.
>>
>>3717599
>>Hide amidst the alleyways (Intellect)
>>
>>3717610
>>3717641
Not a smart move desu
If we knew the city yeah, head for the alleys, but this is unfamiliar territory we're likely to get herded away from actual safety or cornered
>>
>>3717638
>>3717599
A pity. Let us make like brave Sir Robin then.

>Run away! (Agility)
>>
>>3717693
running blind seems dumber to me
>>
>>3717734
Because running blind into an alley is so much better. At least on the street we're not as likely to be surrounded.
>>
Rolled 2 (1d2)

>>3717610
>>3717623
>>3717641
>>3717713
Rolling to split the tie.
1 (Run)
2 (Hide)
>>
>>3717780
>Intellect (39), d100, Bo3
>>
Rolled 8 (1d100)

>>3717784
Big brain time
>>
Rolled 92 (1d100)

>>3717784
>>
Rolled 72 (1d100)

>>3717784
>>
>>3717788
>8 vs 39 (Success)

You run to the side, dashing into the winding streets that make up Casablanca. Moving this way and that, you dive into a small shop, and hide amidst coils of hempen rope. You can hear your pursuers cursing as they try and find you. Restless heartbeats follow, and then they disappear.
Just as you are about to step out of hiding, you hear a low, melodic voice speak, "Well, whoever runs from the Scarab must be of interest." The speaker is a veiled women, standing at the entrance of the door. She cuts a fine figure, and her eyes seem to laugh. Still, mother did not raise a fool. "Henry McDermond, at your service. Sorry for the intrusion," you say, careful to keep your eyes on hers. "None taken. Listen, Englishman. I would hurry back to your ship. The Scarab and his men are sure to be causing mischief there too. They do not want anyone else to find out the secrets of the Pool." With that statement, she turns on her heel, and disappears. Where she stood, a scrap of paper, upon which is written the words "Look for me in Cape Town." Well, even more curious.
Still, her warning had some smack of truth about it. You rush off towards the Chiron.
>>
Down towards the docks you run, barely hearing the shouts and cries of annoyance around you. As you emerge, you can hear panicked shouts and gunfire. The Chiron is still docked, but you can see a swarm of turbaned fellows, similar to the ones that accosted you, firing long muskets and waving swords as they make their way down towards the gangplank. You can see crewmen aboard returning sporadic fire. Worse still, you see no sign of any militia. You

>Sneak behind the nearest group, and try to take one of the blackguards out (Agility)
>Take a wide path around, and try to swim to the other side of the Chiron (Agility)
>Run for the nearby Expeditionary Forces quarters (Intellect)
>Attempt to get some local aid (Charisma)
>write-in
>>
>>3718100
>Run for the nearby Expeditionary Forces quarters (Intellect)
>>
>>3718100
>Run for the nearby Expeditionary Forces quarters (Intellect)
We have a lot of charisma, but I wouldn't really trust the locals
>>
>>3718100
>>Run for the nearby Expeditionary Forces quarters (Intellect)
>>
>>3718100
>>Attempt to get some local aid (Charisma)
>>
>>3718085
>>Attempt to get some local aid (Charisma)
>>
>>3718100
>>>Attempt to get some local aid (Charisma)
>>
>>3718100
Ooh, I loves me a tiebreaker
>Attempt to get some local aid (Charisma)
We have more CHA than INT.
>>
>>3718764
>>3718574
>>3718533
>>3718329
>Attempt to get some local aid (Charisma)
>Charisma + French (+10) - Language barrier (-15) - Danger (-10) = (44), d100, Bo3

Alright gents, I'm going to on a road trip tomorrow. I aim to update later tomorrow evening.
>>
Rolled 12 (1d100)

>>3719436
>>
Rolled 1 (1d100)

>>3719436
>>
>>3719544
Wtf
>>
Rolled 41 (1d100)

>>3719544
Is this the rising? Are we a proto Lawrence of Arabia? Final roll btw.
>>
>>3719544
I joined just in time to witness us conscript a bunch of natives into an ad hoc militia, this should be fun.
>>
>>3720029
First our Flashman mended Franco-Anglo tensions and now crafted a rebellion out of nowhere
Based and Albion pilled
>>
Rolled 3 (1d10)

>>3719544
Might as well roll this I guess.
>>
Rolled 10 (1d10)

>>3720395
gay and lowpilled
>>
>>3720395
>>3720524
"Should we tell 'em it's a d100?"
"Nah."
>>
>>3720612
"Hey, look at those two talking about d100, should we tell them that after a crit we have to roll a d10 to measure the intensity?"
"Nah"
>>
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77 KB
77 KB PNG
>>3720613
Donk. Now I look stupid.
>>
So we rolled a crit and also got an intensity of of 10 did we just restart the French rebellion?
>>
>>3721335
I think we unironically might have caused an actual Revolution to break out
>>
>>3721335
sadly some cunt rolled before me so its a 3 on successlevel.
>>
File: 264van.jpg (74 KB, 1159x989)
74 KB
74 KB JPG
>>3723684
>>3721342
>>3720524
>>3719544
>mfw I leave and come back to this

I'm going to take the 1 and the 10, because it amuses me.
>>
>>3723881
Special skill for rousing Francophones when?
>>
>>3723881
Based QM
>>
>>3723881
>He took my 10
”Henry Mcdermond, daring explorer, gentleman extraordinaire, and three time instigator of geopolitical upheaval at your service!”
>>
>>3719544
>>3720524
>1 vs 44 (Critical success) 10 for consequences

The smell of black-powder. The glint of the sea. The brisk wind flowing over the swirling crowds of chaos. The hot-white intensity of the afternoon sun. These are thrown into sharp relief as you survey the scene. A group of some 40 men assail your brave vessel. Locals and colonials alike flee, and the militia is nowhere to be found. Something must be done. In a feverish moment, you cast your gaze from person to person.
You spy a small group of Englishmen, clearly on holiday. The dock-master and his assistant. A Prussian piloting a small walker. All of them, in a panic. In a flash of inspiration, you leap up to the walker, and clamber alongside the pilot. In a bright, clarion-like voice you call for calm! The crowd stops, in wonder, and turns their faces to you.

"People of Casablanca! There lies the Chiron. A vessel of Her Royal Majesty's Fleet! Are we to stand idle, and watch as the sacred bonds of fellowship are cast aside?" A shout bursts out from the English tourists.

"No! The world turns upon moments such as these! Those vile men, callous of the sacred union between the Empire and Morocco, would seek to ruin us!" A cry from the dockworkers and their master leaps from their mouths.

"Now, while they still stand, let us show them that no one shall trample the rights of free men! With me, together!"

With a final, exuberant yell, the crowd as one surges towards the stricken vessel. The men of the Scarab swarm around the gangplank, and you can see the Chiron is in desperate peril. You, still standing on the side of the walker, and shouting in German to the worker driving the automata, move in with your crowd. The Scarab's lackies are unprepared and swarmed. You see several dive into the sea in mortal fear of their lives. Some bound and gagged by of stout workers. You see the Englishmen trouncing one with walking canes. The Prussian walker uses a great claw to grasp one, and crush him into a fine meal. From the Chiron, you can hear whoops and cheers as the rescue is carried out in full force. In a short matter of moments, you command the pier. The crowd lets out a great cry, and carries you from the walker on their shoulders! You can see your friends laughing from the side of the vessel.

Suddenly, the sound of trumpets. From beyond the snarl of streets, you can see a man, greatly turbaned in silk, riding down, closely followed by a group of soldiers bedecked in finery. The local Casablancans drop to the ground, and gesture for you to do the same. Clearly, this is some notable. He approaches the scene, and calls out in quite good English.
"Peace be upon you! I heard from my estate some disturbance. What happens in my city?"
You

>Tell him the truth
>Hide the purpose of your journey, but tell him the events of the day
>Feign ignorance
>write in
>>
>>3724136
>Hide the purpose of your journey, but tell him the events of the day
>>
>>3724136
>Tell him the truth
>>
>>3724136
>Tell him the truth
>>
>>3724136
>Tell him the truth
>>
>>3724136
>Tell him the truth
>>
>>3724136
>lie by omission about the purpose of your journey, but tell him the events of the day
>>
>>3724161
>>3724163
>>3724192
>>3724230
>Tell him the truth

This man is clearly a sheikh, given the deference show to him. You tell him everything as you can recall, leaving no detail out. By now, your friends have descended, and stand beside you. At the end of the story, the man claps his hands together and says, "Praise be to Allah! You have truly delivered me from an evil long-standing. The Scarab and his men were like rats in this town, infesting every corner. They even had the audacity to steal from my stores. Please, sup with me tonight. We must celebrate this joyous occasion."

And so, later that night, you found yourself sitting to the left of Sheik Saad ben Abdallah. He, surprisingly, was Oxford educated, and a gifted conversationalist. Over the course of the evening, and with the help of Mr. Hughes, you were able to establish a trade deal to be presented to the British embassy. It, in short, promised the establishment of a British quarter, and preferential trade deals. A marvelous achievement, and one to be proud of.
>Gained companion: Sheik Saad ben Abdallah
>Gained fame: Secured a trade partnership with the city of Casablanca for the British Empire

As the night went on, you learned from your new friend that the Scarab has been seen in these parts before, a shadowy figure who often leaves bodies in the wake of those who cross him. He seems intent to prevent foreign powers from gaining an edge in cities along the North African coast, and is almost impossible to catch.

The party reaches its penultimate moment. You stand with your friends, flush with triumph. Archibald dawdles a dancing girl on his knee, Will is juggling knifes to the entertainment of another, and all our merry. The Sheik claps his hands, and four servants emerge from a recessed alcove. They all hold something in their arms. Abdallah says, "Choose one of these gifts, as a token of my respect and gratitude." You take

>A highly decorated and engraved Jezail. An Afghani weapon of peerless design and range.
>A clasp, studded with a ruby. Easily worth 25 pounds or more.
>A small, wirespring automate. Shaped like an owl, and with a quartz mind, capable of following simple commands.
>A Damascus blade, no doubt of peerless historical quality.
>write-in
>>
>>3724762
>A highly decorated and engraved Jezail. An Afghani weapon of peerless design and range.
Yes. Maybe not the most economical pick, but the coolest by far.
>>
>>3724762
>A small, wirespring automate. Shaped like an owl, and with a quartz mind, capable of following simple commands.
>>3724775
Gun cooler than flying automaton?
>>
>>3724762
>A Damascus blade, no doubt of peerless historical quality.
>>
>>3724787
Jezails have intricate details and engrazings which make them beautiful, and yet remain functional weapons. We're never going to have a chance to get a good one ever again most likely, whereas clockwork marvels are probably a dime a dozen in the heart of the British Empire.
>>
>>3724794
>engrazings
Ah, excellent.
>>
>>3724762

>A Damascus blade, no doubt of peerless historical quality

High-quality steel over a rifle that we may not be able to obtain ammunition for or a owl automaton of dubious utility
>>
>>3724762
>A Damascus blade, no doubt of peerless historical quality.

>>3724809
Mhm, I did overlook the ammunition issue. Switching >>3724775
>>
>>3724762
>A Damascus blade, no doubt of peerless historical quality.
Agreeing largely with >>3724809 here, though the Jezail would've been pretty neat.
>>
>>3724762
>A highly decorated and engraved Jezail. An Afghani weapon of peerless design and range.
>>
>>3724809
this
damascus steel is not produced since the middle ages it's far rarer than a jezail
>>
>>3724762
>>A Damascus blade, no doubt of peerless historical quality.
The rifle is nice i guess but we do have pistols already and the sword doesn't need ammo
>>
>>3725004
>>3724851
>>3724814
>>3724809
>>3724790
>A Damascus blade, no doubt of peerless historical quality

With the due respect required for the situation, you accept the sword. It curves slightly, like a scimitar, and comes with a plain scabbard. The steel holds the unique pattern of Damascus, fabled for its sharpness and durability. You and your friends retired for the night, heartened by the warm hospitality shown to you.

The next day dawns, and the HMS Chiron departs. Due to the attack and resulting party, you are now two days behind La Gloire. You learned many things during your stay in Casablanca. Now, it is a straight journey to Cape Town, your last stop. You decide to

>Spend time with a companion (nominate one)
>Urge the captain to travel faster
>Practice one of your skills
>Learn about seafaring from some of the more experienced sailors
>Use the library onboard to research topics of interest
>write-in
>>
>Updated character sheet
>As you guys will be facing more danger, you will need to specify which items you want as default equipped. Due to your training, you can carry the Bowie Knife, the Scimitar, and one gun, but not both guns. That would require modifications to the holsters.

Name: Henry McDermond

Age: 18

Upbringing: Upper-middle class in London, to a merchant family of McDermond. Your forefathers came to London from Scotland during the 16th century.
Education: The Classics. Languages, history, and the great works of old. Your mind sings with the glory of civilization.
Formative years: The Royal Cadets. The branch of the military designed to teach young men the martial skills and training necessary to become an officer.

Statistics:
Brawn 40
Agility 38
Intellect 39
Charisma 59

Skills:
History 20
Poetry 20
Speech 20
Languages 20
Shooting 10
Fencing 10
Tactics 10

Languages: English, French, German, Latin

Equipped items:
Equatorial Clothing
Bowie Knife
Pocketwatch

Inventory:
Colt Navy 1861 x2 (4 damage)
Four boxes of ammunition (24 rounds of paper catridges)
Bowie Knife (2 damage)
Damascus scimitar (3 damage, increased crit range)
Pocketwatch (+10 to Navigation)
Maritime flare (Signals at a distant, lights dark environments)
Climbing gear (+20 to Climbing checks)
Equatorial Clothing (+20 to Survival checks in hot weather)
Cold-Weather Clothing (+20 to Survival checks in cold weather)

Fame:
1. Secured a trade partnership with the city of Casablanca for the British Empire

Money: 1 Shilling

Information:
1. The whirlpool of the Antarctic moves, glows at night, and was spotted off the Horn of Africa. It roars with a strange noise, and seems to wax and wan in power.
2. A French Expedition heads south as well, in La Gloire (a revolutionary steamship). You have a 1 pound wager for first sighting with Richarde.
3. You met a strange woman in Casablanca, who asked you to meet with her in Cape Town.
4. A man known as the Scarab is trying to hinder your progress to the Whirlpool

Ship: The HMS Chiron, bound for the Antarctic. Captained by Mr. Jan Nordvik, and sponsored by
Mr. Hiram Hughes. (75 crew members, Icebreaker hull, Benzine engines, Ornithopter, Bathysphere)

Companions:
Archibald – The poet. Hotheaded and wild, with deep moods.
John – The strongman. Solid and dependable, but slow on the uptake.
William – The trickster. A Welshman, with quick fingers and quicker wit.
Edward – The priest. A vicar’s son, dour in personality, but talented with the needle.
Richarde – The Frenchman. Passionate, intelligent and personable. He travels aboard La Gloire.
Sheik Saad ben Abdallah – The ruler of Casablanca, and a trade partner to the British Empire.

People of interest:
Mr. Jan Nordvik – The captain of the HMS Chiron.
Mr. Hiram Hughes – The expedition’s sponsor.
Mysterious woman – A woman you met in Casablanca, who gave you information about the Scarab.
The Scarab – A shadowy figure, intent on stopping your expedition.
>>
>>3725167
>Inquire as to whether or not there are any leatherworkers or tailors aboard the ship who could modify our HOLSTER
>>
>>3725200
>>3725167
backing
>>
Gah, also fucked up. Should be two choices
>>3725167

Also, be camping for the next two days. Will try to update when I can. I am definitely keeping this going though.
>>
>>3725200
>>3725167
Make it happen, we gotta dual wield for maximum style points.

>Learn about seafaring from some of the more experienced sailors
As choice 2
>>
>>3725171
>Practice one of your skills
fencing
>Learn about seafaring from some of the more experienced sailors
we gun have our own ship one of these days
>>
>>3725200
+1, and learn sailing from the experienced sailors.
>>
>>3725612
Supporting
>>
>>3725200
This plus
>>Learn about seafaring from some of the more experienced sailors
>>
Rolled 73 (1d100)

>>3726556
>>3725442
>>3725309
>>3725200

As the ship heads further south along the East African coastline, you consider the various weapons of war you have collected over the past week. The Colts lie oiled and clean, with their blued steel indicating dark purpose. The Bowie Knife, rustic and American, but strong and durable. Finally, the Damascus blade. A relic from the past, and a sign of friendship. All prepared for battle. Only one problem remained. How to hold all of them on your person.

Asking around the ship, you found a likely salt who claims some skill at stitching and leather-working. You describe what you'd like, and he ask for penny, for labour. You part with it willingly, and wait to see the fruits of his labour.
>>
>>3730992
>73 vs 50 (Failure)

Sadly, even as talented as the man seemed, his attempts came for not. He simply could not find a way to make the pistols fit comfortably alongside the length of the sword at your side. Thankfully, nothing was damaged, but you did lose a penny in the process.

>Roll Intellect for seafaring, d100, Bo3
>>
Rolled 74 (1d100)

>>3731072
>>
Rolled 85 (1d100)

>>3731072
>>
Rolled 95 (1d100)

>>3731072
>>
Rolled 68 (1d100)

>>3731076
>>3731109
>>3731160
fantastic rolls lads. In any other quest that is. Seems wasted here if you ask me.
>>
>>3731076
>74 vs 39 (Failure)

During the trip down to Cape Town, when you were not busy bartering with French merchants at small Congo-land outposts, or trying to decipher some old text, you decide to help around the ship. While the sailors and crew were certainly willing to have me, you found the talk of ropes and stays, star sightings and other nautical terms all a little of your head. You helped, to be sure, given their smiles, but didn't learn anything.
>>
Are you there, QM? If you have to put the quest on hold for a couple of days, could you tell us so we don't think you've bunked out on us?
>>
>>3736982
Yea, I will be out of commission until the 12th. My bad
>>
>>3731952
>I will wrap up this thread, give out experience, and come back with a new one on the night of the 12th. Flashman lives!

The week passed. The balmy weather and coastline soon gave way to the dry heat of the Namib desert, and within a day, you found yourself sighting Cape Town. Built into a natural port, this town supports many Expeditions to the Antarctic. As you retire that night, and think about the last week, you cannot but feel like you have accomplished many things. It is with great content when yoW finally slip into the arms of Morpheus.

>Gained Trait: Gallic Charm (+5 when dealing with Frenchmen, women)
>Gained Trait: Rabble Rouser (+5 when speaking to large crowds)
>Gained 10 attribute points. 5 of them must be in Charisma.

>Well done lads, really enjoying this. Thanks for sticking around and playing.
>>
>Back, let's do this

>Divide your 10 points to attributes of your choice. 5 must go to Charisma, due to your success in that particular field.
>>
>>3743885

>5 into Charisma, 5 into Agility
>>
>>3744417
>5 into Charisma, 5 into Agility

As the sun rises on Cape Town, you are on the deck, staring at the glory of the morning. The rock and sway of the ship is as natural to you as it is to walk on dry ground. Your companions find you, and as five you stand as the Chiron comes into the dock.
The streets of Cape Town are already bustling with activity. Steam walkers move heavy cargo to and fro, and you even see an ornithopter in the distance.
"Clearly civilization has come to even these far climes," drawls Archie, nursing his head from the whiskey of last night.
"The power of steam is universal. Look there, a deep-sea bathysphere," John says, pointing out a brass and steel box with many strange attachments, currently pulled onto a dry dock.
"Plenty of money here then. A man could make a fortune," chuckles William.
"Or find a way to lose his life," counters Edward. Still, you are all smiles as the gangplank is lowered, and you descend down onto dry land once again.

Joining you is many of the crew, and surprisingly, the sponsor and the captain. Mr. Nordvik pushes past you, heading deeper into the town, and moving with a surprising haste.
Meanwhile, Mr. Hughes seems to have engaged a Dutchmen in conversation, and is walking off, gesticulating wildly.

Your companions, too, have different mind of what to do. John wants to inspect the deep sea bathysphere, and inquire about town for a diving suit. William is looking for a way into the Governor's house. Edward wants to follow Mr. Nordvik, and Archie is keen to inquire about town for some boxing and "entertainment". Furthermore, there is your own appointment with the mysterious woman from Casablanca. Plus there is the many sundry chores and activities you need to do around town for the following days.

>Choose five options. The order matters.
>Spend time with a companion (nominate one)
>Spend some time exploring Cape Town
>Practice one of your skills
>Try to inquire about La Gloire and its position
>Shop
>Follow Mr. Nordvik with Edward
>Join William to the Governor's house
>Stay with John and inspect the deep-sea bathysphere
>Follow Mr. Hughes, and see if he needs help with his business
>Archie and his "entertainment" sound interesting
>Meet with the woman of Casablanca
>>
>>3744663
>Meet with the woman of Casablanca
>>
>>3744663
>>Follow Mr. Nordvik with Edward
The most time sensitive one judging by his haste.

>Join William to the Governor's house
Yeah I have zero faith in your abilities after that 93, we need to make sure he isn't arrested.

>Meet with the woman of Casablanca

>Follow Mr. Hughes, and see if he needs help with his business

>Try to inquire about La Gloire and its position
>>
>>3744882
Supporting
>>
>>3744663
>Meet with the woman of Casablanca
It's silly to choose 5 in order. Lets pick one at the time QM
>>
>>3744882
>>
>>3744925
>>3744882
+1
>>
>>3744917
It's mostly just for certain rolls I may need to do. Expedience really, but I see your point
>>
Rolled 61, 49 = 110 (2d100)

>>3744882
>>3744895
>>3744925
>>3744950

>Follow Mr. Nordvik with Edward

>Join William to the Governor's house

>Meet with the woman of Casablanca

>Follow Mr. Hughes, and see if he needs help with his business

>Try to inquire about La Gloire and its position
>>
>Follow Mr. Nordvik with Edward

While your companions disperse to their various errands, you stick besides Edward. Mr. Nordvik and him seem to share some bond, and he nods at you as you follow him into the streets.

"Henry, I must trust you to keep your word, and do not tell the others of what you might see today. It is for their own protection. Mr. Nordvik is an endeavour of a most perilous nature."
While Edward is a serious man, the pallor of his face and grave manner conveys the seriousness of the matter.

Mr. Nordvik travels a crooked path through the town, and you can barely keep up. Finally, he comes to a seedy pub, and enters with haste. You and Edward are just behind, in the street, when suddenly shots ring out from within. There is a pained scream from inside! Edward rushes inside and you

>Wait outside, looking for any further trouble
>Rush after Edward
>write-in
>>
Oh fuck, I forgot to ask. What do you have equipped?

Equipped items:
Equatorial Clothing
Bowie Knife
Pocketwatch

Inventory:
Colt Navy 1861 x2 (4 damage)
Four boxes of ammunition (24 rounds of paper catridges)
Bowie Knife (2 damage)
Damascus scimitar (3 damage, increased crit range)
Pocketwatch (+10 to Navigation)
Maritime flare (Signals at a distant, lights dark environments)
Climbing gear (+20 to Climbing checks)
Equatorial Clothing (+20 to Survival checks in hot weather)
Cold-Weather Clothing (+20 to Survival checks in cold weather)
>>
>>3744986
>Rush after Edward

Also might as well add one colt and its ammunition to our equipped items.
>>
>Rush after Edward
>Updated equipment - Loaded Colt Navy 1861, with six extra cartridges

Inside, all is chaos. Mr. Nordvik stands like a man possessed, wielding a pistol over a man, grasping his knee. Blood pours out at a steady pace. Edward is already moving to the injured man and pulling forth a swab of cotton for the injury. Mr. Nordvik does not wave him off.
The barkeep has disappeared, and the patrons, grizzled Boers, are pressed against the walls.

Mr. Nordvik is shouting something in Dutch to the fallen man, who is rapidly answering. You decide to

>Help Edward patch the knee
>Stand watch over the Boers
>Attempt to intervene between Mr. Nordvik and his target
>write-in
>>
>>3745073
>Stand watch over the Boers
Too bad we don't know Dutch. Might as well leave Edward to it and make sure no one pulls a fast one.
>>
>>3745235
Supporting
>>
>>3745354
>>3745235
>Stand watch over the Boers

You stand behind Mr. Nordvik, staring at the collection of Boers in front of you. All of them are armed, and unhappy at the current state of affairs. While Mr. Nordvik continues his conversation, punctuated at times by the moan of his opponent, you keep a wary eye on the Boers.

One of them, a red-haired man with a bristling moustache, is staring at you. He hand rests uneasily close to his sidearm, and seems to be twitching. You

>Draw your Colt and fire. Get the drop (Agility + Shooting, d100, Bo3)
>Threaten him with your weapon. Get him to understand the nature of the dealings
>Attempt to calm him
>Write-in
>>
>>3745566
>Draw your Colt and fire. Get the drop (Agility + Shooting, d100, Bo3)
>>
>>3745566
>>Attempt to calm him
We're CHR after all
>>
Rolled 2 (1d2)

>>3745690
>>3745571
>Seeing no others, taking these and rolling
>>
>>3745566
>>Attempt to calm him
>>
>>3745566
>Attempt to calm him
>>
>>3746942
>>3746820
>>3746524
>>3745690
>Attempt to calm him

You step forward, and the man moves his hand even closer. Alarmed, you raise your hands, and try to use German, a relative to Dutch, to calm him

>Roll Charisma + Language: German (10) - Circumstances (20) - Language Barrier (15) = 39, d100, Bo3
>>
Rolled 24 (1d100)

>>3747255
>>
Rolled 70 (1d100)

>>3747255
>>
Rolled 93 (1d100)

>>3747255
>>
>>3747452
>Attempt to calm him
>24 vs 39 (Success)

You clear your throat and say "Bewegen Sie sich nicht. Wir werden gehen." There is a pause as the man cocks his head, trying to understand. You repeat your sentence. He seems to understand, as his hand moves back to his side. Whatever conversation Mr. Nordvik was having is finished, and Edward pulls you back outside.

The three of you put some distance between the scene. There are some shouts behind you, but it seems to fade away. Mr. Nordvik scans his the crowd, still clearly very excited. Edward walks at his side, grim-faced. Suddenly, Mr. Nordvik stops in a small clearing, and collapses into tears. Edward rushes to his side, as you stand, somewhat embarrassed at the scene of seemingly implacable man reduced to such emotion. Mr. Nordvik looks at you, with reddened eyes, and says,
"Edward tells me you are a good man. Help me get my daughter back. She has been taken from me. She is in the hands of the Scarab."

Mr. Nordvik, in a teary confession, reveals he has encountered the mysterious Pool before. He was on an expedition with his daughter, and they sighted it near the coast of the Antarctic. As they approached, a strange ship appeared from the clouds, glowing green with a baleful fire. It tore his ship asunder, using some deadly manner of weapon. Mr. Nordvik's daughter was taken by some strange beam of energy from the burning deck of his ship. The last thing he saw was the strange vessel departing, with a golden Scarab emblazoned on its side. Now, according to the rumours, the Scarab is active again, and has been seen in the town. Mr. Nordvik is asking for aid in this. You

>Agree to help him
>Disagree. This could bring unwanted danger to the Expedition
>>
>>3747610
>Agree to help him
No true man could ignore his plight and leave a maiden in the hands of those blackguards!
>>
>>3747610
>>Agree to help him
>>
>>3747610
>Agree to help him
Sounds like the danger is coming either way
>>
>>3747641
>>3747757
>>3747764

With a firm handshake, you look the Captain in the eye, and promise your aid. Edward looks relieved, and claps you on the shoulder. Mr. Nordvik smiles as well, and says,
"It is good to hear that. I may need help from you later. I must continue my investigation. I won't shoot anyone." His clipped tones belie a warmth underneath them, and you can see that Mr. Nordvik is a determined man.

Edward gives you a final firm handshake, and walks off with his friend

>Gained Companion: Jan Nordvik
>Gained Quest: Help Mr. Nordvik find his daughter

Climbing the hill towards the Governor's house, you see it appear like a touch of home. White-clad walls, with a large verandah and green grass. Clearly, a little place away from home. More importantly, you see your Welsh friend, William, lounging against the main gate in the shade. He brightens when he sees you.
"Henry, up for a bit of a laugh? There's to be a bit of a tea-party afternoon planned. Thought it would be a lark to breeze in there. Maybe get the scuttlebutt on some info, maybe get some coin in a few games of whist." You

>Tag along. William's adventures usually turn out alright
>Decline, and head on with your day
>>
>>3747924
>Tag along. William's adventures usually turn out alright
What could go wrong!
>>
>>3748239
>Tag along. William's adventures usually turn out alright

You smile. William always had a way of finding something fun to do. Stepping through the gate, no guard here in the colony, you make your way towards the house. To the side, you can see several canvas tents with people milling around. Tables set with watercress sandwiches, small glasses of chilled white wine and water, and a game of croquet was being held in a verdant stretch.
William is already making his way towards a small group of middle-aged women, clearly part of the merchants in town. His dark hair and dashing smile often won some favour, and his quick fingers often relieved them of some small jeweled earring or what have you.

Glancing around, you can see a group of young men and women engaged in a discussion with an African gentleman, clad in some ceremonial clothes of sorts, a group of older men talking to the Governor, the middle-aged women now quite charmed by William, and the house itself. You decide to

>Approach the young people and the African. He seems a wild sort
>Head towards the Governor. Connections are important
>Stay with William, and maybe help whatever scheme he has devised.
>The house lies open. What sort of things could you find?
>write-in
>>
>>3749198
>Head towards the Governor. Connections are important
>>
>>3749198
>Head towards the Governor. Connections are important
>>
>>3749559
>>3749233
>Head towards the Governor. Connections are important

Your father didn't raise a fool. Men in power are one of the most useful people to meet. The Governor, clad in a cotton suit, is holding court over the merchant-men, and looks over as you approach. Over a hand, you shake it and say, "Henry McDermond, at your service. Royal Expeditionary Force, of the HMS Chiron."
His face beams, "Ah, the one in the harbour. Mr. Dewalt had informed me," gesturing to one of his comrades, "Tell me all about this little venture of yours. We are so starved for news in this town,"

You

>Tell him everything about your journey so far. Keep them on their toes
>Tell them, but keep several less savoury points out of the talk
>Tell them, but keep the nature and purpose of the voyage secret. Can't be sure of who is listening
>write-in
>>
>>3750104
>Tell them, but keep the nature and purpose of the voyage secret. Can't be sure of who is listening
>>
>>3750104
>Tell them, but keep the nature and purpose of the voyage secret. Can't be sure of who is listening
>>
>>3750104
>Tell them, but keep the nature and purpose of the voyage secret. Can't be sure of who is listening
>>
>>3750132
>>3750124
>>3750113

You spend the next ten minutes filling in the gentlemen of your voyage. With your skill, you are able to weave an engaging tale, without letting them know what the purpose of the expedition is. A small crowd surrounds, as many people are eager to hear something new. Conspicuously absent is your friend William, and one of the merchant's wife. Ah well, he has a way.

By the end, the Governor, one Mr. Wodehouse, is all smiles. He introduces you to a suite of people.
Mr. Dewalt, a wealthy Dutch merchant. Mr. Sclater, a zoologist and owner of an ornithological print, and Mr. Bruce, the burly Scotsman in charge of the mining and steam power of the town. You

>Talk to Mr. Dewalt. Money has its uses
>Talk to Mr. Sclater. Perhaps he could give some information about the surrounding areas
>Talk to Mr. Bruce. Imperial power comes from steam. Best find out more if we are in town
>Beg your pardon, and leave to find William.
>Beg your pardon, and leave the party. You want to meet the mysterious woman
>Write-in
>>
>>3750187
>Talk to Mr. Bruce. Imperial power comes from steam. Best find out more if we are in town
>>
>>3750187
>Beg your pardon, and leave the party. You want to meet the mysterious woman
>>
>>3750187
>Talk to Mr. Bruce. Imperial power comes from steam. Best find out more if we are in town
>>
>>3750187
>>Talk to Mr. Bruce. Imperial power comes from steam. Best find out more if we are in town
>>
>>3750200
>>3750190
>Talk to Mr. Bruce. Imperial power comes from steam. Best find out more if we are in town

Mr. Bruce is a stocky fellow, with scarred hands. His brogue is deep and rich, but thanks to your family history, you have little trouble following along with what he has to say. Your conversation is quickly brought to a question from him.
"Ah, McDermond. Highlander. Good clan. Now, cannae ye do me a favour? I need someone to test a new apparatus I've been working on. An experimental propellant, combined with a backpack. It's down in my workshop, but I've found no one brave enough."

You
>Agree to help Mr. Bruce with his "jet-pack" device
>Decline. A bit to dangerous for your blood
>>
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725 KB
725 KB PNG
>>3750323
>>Agree to help Mr. Bruce with his "jet-pack" device
>inb4 pic related
>>
>>3750323
>>Agree to help Mr. Bruce with his "jet-pack" device
>>
>>3750323
>Agree to help Mr. Bruce with his "jet-pack" device
>>
>>3750323
>>3750354
Actually
>Agree to meeting at later hour.
We have lady to meat and daughter to find
>>
File: A Lady in Waiting.jpg (150 KB, 1024x1258)
150 KB
150 KB JPG
>>3750367
>>3750356
>>3750354
>>3750338
>Agree to help Mr. Bruce with his "jet-pack" device

You shake his hand in response, and settle on an arranged time tomorrow for the test. His device sounds most innovative, and certainly something worth pursuing. But something else is on your mind. The woman from Casablanca asked you to meet in Cape Town, and left a note telling where. Excusing yourself from the party, and leaving William in whatever predicament he may be in, you make your way to the meeting point.

The address, as it turns out, is a small house, abandoned and laying in desolate ruin at the outskirts. It is now near sundown, with the red of the sun filling the sky. Carefully, you approach the day, and slide open the rickety door.

Inside the foyer, you see a figure turn from where they sat waiting and approach. The woman, now unveiled, is covered in a silk-white dress. Her hair is dark as coal, and her eyes flashing with a deep light. Pale skin, and a light smile on her face. With an accent you cannot quite place she say, "I am glad you could make it. We have much to discuss. Please, come with me." She leads you into the side room, and finds two chairs. "We can talk in confidence here."

You respond, "You have me at a disadvantage. You are Miss..."
"Kumari, no Miss. My people do not use honorifics," she responds in a gracious tone.

"Mis....Kumari,

>Why did you ask me here? What do you want?
>Who is the Scarab, and how do you know him?
>Where are you from? I cannot place the accent?

You respond
>>
>>3750443
>Why did you ask me here? What do you want?
>>
>>3750443
Heck, I didn't know this quest was continuing in this thread. I was waiting for a new one the last couple of days, good thing I randomly decided to check back.
>Why did you ask me here? What do you want?
Perhaps not so bluntly, though.
>>
>>3750513
My bad dude.
>>
>>3750513
>>3750450
>Why did you ask me here? What do you want?

Kumari smiles. "My people are being used by the Scarab for a most terrible purpose. I seek your aid. Thankfully, our paths intertwine. The Pool that you seek also is where I must go. I would ask that you help. I can promise nothing for your safety, but as reward, my homeland has many things to offer."

Just as you are about to respond, you here a harsh, mechanical voice from outside.
>>3744958
>61 vs 55 (Failure)

"Little mice in the house, surrender. We have you surrounded."
Rushing to the window, you look outside and see a figure clad all in metal, with an iron mask over their face. The mask is set with eyepieces that glow a baleful green. Its shuddering voice emerges again, "Surrender to the Scarab!"

Beside the figure, you spot dusty, hard-bitten men wielding weapons. Why, you even spot that red-haired Boer from the bar.

You turn to Kumari, her face drawn and pale.
"It is the Ibis, the lieutenant of the Scarab."

You
>Open fire. Surprise the bastards! (Agility + Shooting, d100, Bo3)
>Run to the back of the house and out
>Hide inside, and stay quiet
>Yell out towards the town, hoping to catch someone's ear
>Try and bargain with the Ibis
>write-in
>>
>>3750566
>Run to the back of the house and out
Check the back. If they really do have the place surrounded, being captured really doesn't sound attractive, so there's only one thing for it.....
>Open fire. Surprise the bastards!
Ignore the bigshot, he has literal and probably plot armour too. The most we could hope to do is take out enough mooks to make a getaway.
>>
>>3750566
>Open fire. Surprise the bastards! (Agility + Shooting, d100, Bo3)
Boom boom boom
>>
>>3750692
>>3750689
>Open fire. Surprise the bastards! (Agility 43 + Shooting 10 + Surprise Attack 15 (68), d100, Bo3)

As you pull out your Colt, you gesture to Kumari to check the back of the house.
>>
>>3750699
Do we roll yet?
>>
>>3750720
>Roll it up, cowboys
>>
Rolled 74 (1d100)

>>3750746
>>
Rolled 98 (1d100)

>>3750699
>>
Rolled 26 (1d100)

>>3750746
Why do we get le epic rolls in the one quest we don't want them?
>>
>>3750787
>26 vs 68 (Success) - 4 damage dealt

Giving the men outside no chance to set about whatever dastardly things they had planned. You draw your Colt, and fire! Aiming at the group, you see one of the men drop to the ground clutching his side. The rest scatter, including the Ibis. Kumari yells from the back, "There are two men out back,"

You decide to
>Stick it out in the room, and keep fighting it out with the ones in front (The Ibis + 3 Boers)
>Run deeper inside the house and lure them in
>Sprint for the back, but reveal yourself in the process

>Quick note on combat. By default, you will fire one round from your Colt, unless you want to try and fire multiple rounds, each one accruing a -5 penalty.
>>
>Character updated to include health. Armour can mitigate damage.

Name: Henry McDermond

Age: 18

Statistics:
Brawn 40
Agility 43
Intellect 39
Charisma 64

Health: 12

Skills:
History 20
Poetry 20
Speech 20
Languages 20
Shooting 10
Fencing 10
Tactics 10

Languages: English, French, German, Latin

Equipped items:
Equatorial Clothing
Bowie Knife
Pocketwatch

Inventory:
Colt Navy 1861 x2 (4 damage)
Four boxes of ammunition (24 rounds of paper cartridges)
Bowie Knife (2 damage)
Damascus scimitar (3 damage, increased crit range)
Pocketwatch (+10 to Navigation)
Maritime flare (Signals at a distant, lights dark environments)
Climbing gear (+20 to Climbing checks)
Equatorial Clothing (+20 to Survival checks in hot weather)
Cold-Weather Clothing (+20 to Survival checks in cold weather)

Traits:
Gallic Charm (+5 when dealing with Frenchmen, women)
Rabble Rouser (+5 when speaking to large crowds)
>>
>>3750827
>Sprint for the back, but reveal yourself in the process
The Ibis is likely bulletproof to handguns and we're outnumbered six to one, so our objective is to get out of here rather than fight a battle we can't win. Give the knife to Kumari in case anyone comes up behind us.
>>
>>3750883
Support
>>
>>3750883
yup
>>
Rolled 96 (1d100)

>>3751666
>>3750888
>>3750883

As you spring into action, and move towards the back, you hear a rifle shot snap behind you.
>>
Rolled 9 (1d10)

>>3751804
>MY MEN ARE USELESS!
>>
>>3751806

You hear a whistling noise, and then a sharp cry in Dutch, followed by a dull thump and screams. The door of the house is blown inwards, and you look back in panic. Two of the men, and most of the fence is missing. A bomb of some sort? Not stopping to think, you rush to Kumari's side, and pass her the Bowie Knife.

>Lost equipped item: Bowie Knife

The back of the house leads to the kitchen, and the back door. Peering outside, you see two men standing near the porch, moving with haste towards you.

You
>Fire and charge, placing Kumari behind you (5/6 rounds, Agility + Shooting, d100, Bo3)
>Stay put, and fire at the men (5/6 rounds, Agility + Shooting, d100, Bo3)
>write-in
>>
File: bangbang.gif (470 KB, 500x214)
470 KB
470 KB GIF
>>3751828
Did they just kill themselves through sheer incompetence?
>Stay put, and fire at the men (5/6 rounds, Agility + Shooting, d100, Bo3)
There's only one mook and the Ibis behind us, I think we can afford one round to shoot at them instead of charging 2v1.
>>
>>3751828
>Fire and charge, placing Kumari behind you (5/6 rounds, Agility + Shooting, d100, Bo3)
We have man charging from the front of the house we nead to move
>>
>>3751828
>Stay put, and fire at the men (5/6 rounds, Agility + Shooting, d100, Bo3)
>>
>>3752093
Agree. I'd rather charge into a 2v1 then get caught from behind.
>>
>>3751828
>Fire and charge, placing Kumari behind you (5/6 rounds, Agility + Shooting, d100, Bo3)
Getting caught by the metal clad right hand man of the alien leader might be game over. Better put as much distance between us and him as possible. If we can land a shot or two, we can at least make things be a 2v1 in our favor if not put the two other guys out of commission entirely. Then all we would have to do is flee back to Cape Town from where we are in the outskirts.
>>
>>3752238
All right, you make a case. I think the mooks are armed with single-shot bolt rifles, which are appalling for scoring a hit on a moving target at close range. We have enough HP to eat a bullet or two. I switch.
>>
>>3751828
>>Fire and charge, placing Kumari behind you (5/6 rounds, Agility + Shooting, d100, Bo3)
>>
>>3752268
>>3752254
>>3752238
>>3752152
>>3752093

>Fire and charge, placing Kumari behind you (5/6 rounds, Agility + Shooting, d100, Bo3)
>How many times you guys firing? Each shot after the first incurs a -5 penalty.
>>
>>3752422
4
>>
>>3752422
Is this a flat penalty or does it compound? So it is 0, -5, -5, -5 or 0, -5, -10, -15 etc.?
>>
>>3752488
>Compound, but this can be trained away with practice and time.
>>
>>3752422
>>3752488
Three shots then.
>>
>>3752532
Yes. One for each of them and another if we miss either.
>>
>>3752532
Supporting 3 shots
>>
>>3752599
>>3752590
>>3752532
>Locked in, Agility (43) + Shooting (10), 3d100, Bo3, -5 and -10 on the second and third shot respectively
>Roll away
>>
Rolled 21, 65, 85 = 171 (3d100)

>>3752618
>>
Rolled 80, 6, 70 = 156 (3d100)

>>3752618
ok
>>
Rolled 1 (1d10)

>>3752618
and the intensity of result dice too
>>
Rolled 79, 50, 64 = 193 (3d100)

>>3752618
>>
>>3752663
>>>3717173
>Critical
Crit ranges are sadly lower my friend 1-5, 96-100.
>>
Rolled 74 (1d100)

>>3752623
>>3752663
>>3752712
>First shot - 21 vs 53 (Success) - 4 damage
>Second shot 6 vs 48 (Success) - 4 damage
>Third shot 64 vs 43 (Failure)
>>
>>3752737
The Colt bucks in your hand as you kick the door open. As you emerge, one of the men raises a rifle and fire, cracking past you and smashing the wood frame of the house. Your first shot hits the man on the left high in the chest, pitching him backward. The second man turns and is clipped on the hip, causing him to stumble. He wears a duster of some sort, and is still standing. Your last shot goes wide, singing into the darkening sky.

You
>Keep running with Kumari. He may get a shot off
>Finish off the injured man. He may get a shot off
>Try and take him hostage
>Write-in
>>
>>3752879
>Charge him with our scimitar
>>
>>3752903
+1. AFFIX BAYONETS! Or scimitars, same thing.
>>
>>3752879
This >>3752903. I don't think Ibis values the lives of his mooks at all, so that's not an option. Better slice his throat to make sure he's done for before we run. Should not take more than a few brutal seconds.
>>
>>3752948
>>3752930
>>3752903
>Roll Brawn (40) + Fencing (10) + Injured Opponent (15), d100, Bo3, increased crit range for Damascus scimitar
>>
Rolled 100 (1d100)

>>3752956
>>
Rolled 13 (1d100)

>>3752956
>>
>>3752973
Welp. That's a critical fail at the worst possible time.
>>
>>3753031
>Bo3 helps out
>>
Rolled 1 (1d100)

>>3753043
What does that mean? Like a CS nullifies a CF?
>>
>>3753061
Whatever the outcome, the good-stupid balance is now restored in spectacular style
>>
>>3752973
>Alright, I just rule it. Bo3 only applies for non-crit rolls. I.E., you roll 34, 35, 100, I will take the 100.
>>3752973
>>3753061
>In this case, we have a trump of criticals, which I rule as a success and failure, because I like that
>>3752973
>d10 intensity roll for crit fail
>>3753061
>d10 intensity roll for crit success
>>
File: shithitthefan.png (383 KB, 816x526)
383 KB
383 KB PNG
Rolled 1 (1d10)

>>3753101
This could be highly interesting
>>
Rolled 6 (1d10)

>>3753101
>>
>>3753129
>>3753130
>1 for crit fail
>6 for crit success

You, switching the Colt to your off hand, draw the scimitar gifted to you by Sheik Saad ben Abdallah, and charge. As you slash forward, the unusual grip causes the weapon to slip from your grasp. It flies forward, curving a silver arc through the air, before lodging itself into the throat of the man in front of you. He falls back in a spray of arterial blood, staining the dust and dirt around him. Barely pausing, you scoop up the sword, and flee down the slope.

Behind you, you hear shouts of panic as the remaining thugs come to the back of the house and find their companions. You and Kumari run pell-mell towards the comforting bulk of Cape Town. You reach the safety of the streets, gaining a few strange looks from pedestrians. Looking back towards the outskirts, you can see a fire growing where the house once stood. The Ibis and his goons did not seem to follow you. Kumari is standing beside you, clasping your arm in concern.

You

>Head back to the HMS Chiron with Kumari. Safety in companionship
>Find an inn to stay for the night with Kumari
>Head towards the Governor's house for safety
>Write-in
>>
>>3753167
>Head back to the HMS Chiron with Kumari. Safety in companionship
>>
>>3753167
>>Head back to the HMS Chiron with Kumari. Safety in companionship
>>
>>3753167
>Head back to the HMS Chiron with Kumari. Safety in companionship
Cast off and anchor offshore in False Bay with someone on sentry. We are clearly at the top of the Scarab's shitlist and he had eyes and people everywhere. The mainland is not safe.
>>
>>3753214
>>3753185
>>3753181

>>3744958
>49 vs 55 (Success)

>Head back to the HMS Chiron with Kumari. Safety in companionship

You and Kumari make your way back to the ship. Its gleaming white hull is a reassuring presence as you head towards the gangplank. As you climb aboard, you are greeted by John and Edward, who both raise their eyebrows at your bedraggled appearance and Kumari. Gesturing for silence, you ask them to gather your friends and the Captain, and to meet in the study.

A short while later, with Kumari ensconced in a corner of the study, and you with a tumbler of whiskey in hand for the nerves, your friends arrive, along with Mr. Nordvik and Mr. Hughes.

Taking your time, you explain the events of the day, clarifying when questions are asked. As you complete your tale, Archie claps you on the back and says, "Capital business, lad! A bit of that English vim and vigour sorted out those devils." Mr Hughes speaks up at this point, "Yes, all well and good, but it is clear that the danger of this Expedition is mounting. Cape Town may yet be sealed to us, and we cannot afford to lose to those damn Frenchies. Mr. Nordvik, I have taken the liberty of procuring some armaments earlier in the day, foreseeing this eventuality. I believe there are plenty for the crew. John here has proven to be a valuable asset in setting up an armoury of sorts." John smiles at this compliment. Mr. Nordvik grunts, and then turns to the group, "I'd just as well sail, but we need more fuel and supplies. Besides, I still have business in Cape Town," A pointed look in your direction, but he continues, "The Chiron will stay docked, but everyone is to stay armed and travel in groups of three. The Scarab is clearly dangerous."

At this, Kumari stands, and asks for silence. "Gentleman, I am indebted to you. I can promise only what I have promised Henry, that I will give whatever I can from my home in its defense. You seem better men than the Scarab." Mr. Hughes asks gently, "And where is home, my dear?" Kumari smiles, and says, "Lemuria."

Lemuria! A gasp of wonder from everyone, but you can barely stand. In your studies of the Classics, this mythic continent was often conjectured by noted scholars. Kumari waits until it quiets and then explains,
"The entrance to Lemuria lies at the bottom of the Whirlpool, and the Scarab is using my people's technology to grow his own. I fear he plans something terrible for both our worlds. He captured me to force my people to provide him with what he needs." John now asks, "You must be important, if he can force a whole land to bend the knee at your capture." Again the smile, and then Kumari says,
"My full name is Kumari het Lemuria. I am what you would call a princess."
>>
>>3753439
A princess! More gasps, and some blushing from the more proprietary. Edward begins to slowly kneel, but Kumari pulls him back up. "Please, no need. It is I who should kneel to you." With these revelations, you can feel a surge of importance welling upon this group. You take this moment to say,
"Gentleman, something beyond chance binds us here. We must ensure that the Scarab does not use Lemuria for his foul purpose. Our goal is clear. We must travel to Lemuria, and save its people."
Nods all around, and with that the group disperses. Kumari is given a separate suite, and you are left deciding what you want to do this night.

>Head to bed. It has been a long day
>Check in with a companion (choose one)
>Organize a small party for you and your friends
>Write-in
>>
>>3753445
>Check in with a companion (Kumari)
My damn knife
>>
>>3753554
Hell, I'd forgotten about that. Also if she has any
insight into how the Scarab operates and how to evade him.
>>
>>3753554
+1
>>
>>3753583
>>3753554

>Check in with a companion (Kumari)

You head towards the cabin of Kumari. You stop outside the fine oak door, and knock. "Enter."

You open the door, and immediately blush crimson. Kumari is clad only is sheer gown, her womanly form clearly visible as she turns to face you. She laughs, "So it is true. The Scarab's men had the same reaction to me, but I thought it was just them. Are all men in this world like this? Afraid of women?"
You, now turned to face the door, respond stiffly, "Decorum is maintained in our society, yes. I came to see if you are well-settled."
"Yes, definitely more comfortable than the cell I was accustomed to. I'm wearing more now, if you want to turn around."

You turn, and Kumari is wearing a robe of thick cotton, and sitting on the edge of her bed. You continue, "Actually, I was hoping to hear more about the Scarab and how he operates. You have spent some time with him, so any information would be helpful."

She starts to braid her hair. "I was captured three years ago. The Scarab brought me to London. I managed to escape six months ago and was fleeing south when I saw that two ships were heading there as well. In all my time in his possession, I never saw his face. He mostly works through intermediaries, and seems to command a great deal of wealth. This person, called the Ibis, I do not know them."

Kumari is now reclining, and looking at you with large, luminous eyes. She starts to speak, and then hesitates.
The moment hangs, and then she says, "The Scarab is ruthless. I've seen him cut down children, old women and men. He will want me back, and now he knows your face. You must be prepared, Henry McDermond."

You assure her, "I will not falter. I promise you this,"
"Thank you. Now, I believe this is yours." From under her pillow, she hurls the Bowie knife into the door frame by your head, before you have time to blink. You pull it out, and she repeats, "You must be prepared,"

You reach your bed, and sink gratefully into a deep slumber.
>>
The next day arrives, with storm clouds threatening. You equip yourself as best you can, reloading the Colt, and step out onto the deck
>Let me know if you want to add anything to your current equipped items.

Name: Henry McDermond

Age: 18

Health: 12

Statistics:
Brawn 40
Agility 43
Intellect 39
Charisma 64

Skills:
History 20
Poetry 20
Speech 20
Languages 20
Shooting 10
Fencing 10
Tactics 10

Languages: English, French, German, Latin

Equipped items:
Equatorial Clothing
Bowie Knife
Damascus Scimitar
Colt Navy
Pocketwatch


Inventory:
Colt Navy 1861 x2 (4 damage)
Four boxes of ammunition (19 rounds of paper cartridges)
Bowie Knife (2 damage)
Damascus scimitar (3 damage, increased crit range)
Pocketwatch (+10 to Navigation)
Maritime flare (Signals at a distant, lights dark environments)
Climbing gear (+20 to Climbing checks)
Equatorial Clothing (+20 to Survival checks in hot weather)
Cold-Weather Clothing (+20 to Survival checks in cold weather)

Traits:
Gallic Charm (+5 when dealing with Frenchmen, women)
Rabble Rouser (+5 when speaking to large crowds)
>>
>If not I will just continue

The deck is alive with crew moving to and fro, shipping goods and fuel aboard. Mr. Nordvik estimates it will take one solid day, and maybe the night, to fully stock. The crew are carrying shotguns and Winchester repeaters, clearly the purchase Mr. Hughes alluded to earlier. You, taking the advice from last nights meeting, decide to travel with your two friends,
>Choose from your companions
You goal for today is to
>Head into town to meet Mr. Bruce, and help test his "jet-pack" device
>Go to ground, and try and learn where the Scarab is hiding
>Head to the Governor's, and try to get more information from the one in charge
>Shop
>Actually, you will stay aboard, and practice a skill
>Assist one of your companions in their goals
>>
>>3753909
>Head into town to meet Mr. Bruce, and help test his "jet-pack" device
Hopefully if we don't die we can get that holster done properly
>>
>>3753921
Can't leave a fellow Scot hanging. Bring a tough helmet from the boat if we have one around
>>
>>3753973
>>3753921
>Locked in.
>Pick two companions. Who shall come with on this venture?
>>
>>3753982
William and John. The former seems to be the intrigue guy, and the latter is the bulk.

Also bring some long, tough clothes so we don't come away minus all the skin on our joints
>>
>>3754022
Seconding this
>>
>>3754022
This
>>
>>3754022

You find William and John, and tell them what you plan. William laughs, and calls you mad. John is terribly interested in the device. You ask if John has anything that can help with blows to the head, and he grabs a Galvanic-arc mask, designed to protect workers from the welding necessary for steam power.

Before you set out, you double-check what they will be carrying. William has acquired a pair of derringers, along with wicked looking stiletto. John, being a bit of a tinkerer himself, has a hammer with a latch on the handle. When you ask about it, he reveals that it releases a blast of steam, allowing the hammer to move with a frightening speed and power.

Mr. Bruce's workshop lies to the west someways, and is filled with strange, rusting contraptions and the hiss of welding and steam.

"Alright, glad to see ye. These your friends? Well, this is it here." Mr. Bruce points towards a large back-pack, with three opening pointing towards the ground. It has a pair of leather wings folded to either side, along with leg-braces. John immediately engages in a long, technical conversation with Mr. Bruce. You can barely follow along, but from what you gather, the plan is to tether yourself to the ground, and test the acceleramotor, and test stability. The power comes from steam and pressure, and Mr. Bruce has a series of toughened leather clothes for your to wear while operating the device.
>Lost equipped item: Equatorial clothing
>Gain equipped item: Flying leathers

After suiting up, you strap yourself in, aided by John and Mr. Bruce. William watches, clearly curious despite himself. Finally, you are ready.

>Roll Agility (43), d100, Bo3
>>
Rolled 23 (1d100)

>>3754238
let's go boys
>>
Rolled 98 (1d100)

>>3754238
>>
Rolled 41 (1d100)

>>3754238
>>
>>3754332
>Roll intensity, d10
>With progress comes pain
>>
Rolled 7 (1d10)

>>3754352
INTENSITY
>>
>>3754363

You trigger the acceleramotor, and here an ominous whine behind you. Mr. Bruce yells in panic, but you barely have lifted your finger when you hear a terrible bang and rush behind you. A flash of green light pours over and flares into the sky. You topple forward, and slam into the ground. The helmet protects you as you hit. The jet-pack feels very light, and as you stagger to your feet, you turn to look at your friends running to your side. On the ground lies a stone, glowing with a green energy, and about the size of domino. Mr. Bruce rushes up and very carefully picks it up with a pair of tongs, before placing it in a small box from his pockets. John is looking at you in the eyes, and William is laughing, as usual. But even that seems strained.
"Henry, you don't mess around do you," says John, "I'm glad you're alright. Steam blow-off is no joke."

Mr. Bruce heads over, and says, "My deepest apologies there Mr. McDermond. I've just about had it with this fool endeavour, but my employer is most demanding. If you can wait, we can do another test in an hour or so. I can promise you 1 pound in compensation."

You
>Agree. Dust yourself off and start again
>Argue for more, but agree
>Apologise, and leave. A bit too much danger for your blood
>Write-in
>>
>>3754408
>Argue for more, but agree
Hazard pay
>>
>>3754408
>>Argue for more, but agree
>>
>>3754408
>Argue for more, but agree
A pound and ten shillings- no less!
>>
>>3754422
>>3754421
>>3754418
>Argue for more, but agree

>Charisma (64) + Desperation for Mr. Bruce (5), d100, Bo3
>>
Rolled 100 (1d100)

>>3754427
>>
Rolled 61 (1d100)

>>3754427
>>
Rolled 50 (1d100)

>>3754427
>>
>>3754433

No more rolling for you
>>
>>3754433
>d10 roll for intensity. Oh dear oh dear
>>
Rolled 4 (1d10)

>>3754476
Ach!
>>
>>3754487

As you mention hazard pay, Mr. Bruce's face hardens. "1 pound, and that's it. I've been bled dry enough as it is. I just need this to go through." You get the feeling that you shouldn't press your luck.

An hour passes. The clouds gather, and there is a scent of rain in the air. Finally, you are strapped in again. John, with much more concern than before, tethers you in. Even William seems tense. Again, you assume the position, and flick the switch

>Roll Agility (43), d100, Bo3
>>
Rolled 59 (1d100)

>>3754535
COME ON!
>>
Rolled 26 (1d100)

>>3754535
I reject the dice!
>>
Rolled 45 (1d100)

>>3754535
rolling to die
>>
>>3754585
>26 vs 43 (Success)

Again the ominous whine, but then a powerful blast rockets you up at an amazing speed. Higher and higher, your breath quite taken away, until at last the rope brings you to a yanking halt. You lower the power, and soon discover that you can hover quite comfortably. From this vantage, you peer down to the three figures staring upwards. Mr. Bruce is whooping with delight, as is John. William is staring awestruck. As you turn in place, you survey Cape Town. Its orderly streets head outwards like rays of the sun, and from this lofty vantage you can even see the ships far out at sea.

As you slowly begin to descend, something catches your eye. A cart, some 400 feet away, is heading towards the work yard. You count at least 6 men, along with a familiar figure clad in metal. It is the Ibis, walking straight towards the workyard. The green, flashing eyes stare up at you, and then gesture towards the cart to keep moving. You land next to your cheering friends, and Mr. Bruce hugs you, tears in his eyes. "My dear boy, you have saved me and my kin. Please, accept this." He presses the pound into your hand. You

>Tell your friends of the coming danger, and run
>Warn Mr. Bruce and your friends, and prepare to fight or run
>Take Mr. Bruce hostage. He is clearly in league with the enemy
>Write-in
>>
>>3754647
>Tell your friends of the coming danger, and run
Discreetly, of course.
>>
>>3754647
>>Tell your friends of the coming danger, and run
>>
>>3754746
>>3754713
>Tell your friends of the coming danger, and run

As Mr. Bruce helps you out of the jet-pack, you lean forward to John and William, and whisper of the coming danger. Both of them nod, and as soon as you have it off, you beg off from the yard. Such is your haste that you fail to put on your clothes and you leave with the flying leathers still on.

As you make your way back into the safety of the streets, you cannot help but feel disconcerted. Mr. Bruce was clearly being used by the Ibis, and now that man is in possession of the jet-pack

You decide to use the remaining time to
>Go to ground, and try and learn where the Scarab is hiding
>Head to the Governor's, and try to get more information from the one in charge
>Shop
>Actually, you will stay aboard, and practice a skill
>Assist one of your companions in their goals
>>
>>3754832
>>Head to the Governor's, and try to get more information from the one in charge
>>
>>3754832
>Go get that extra holster put in
We've funds now, lets get that other Colt Navy working
>>
>>3754832
see >>3754850
>>
Rolled 41 (1d100)

>>3754881
>>3754850

Given the amount of danger that you have faced over the past days, your need for the additional holster demands most of your attention. Finding a likely leather-worker is easy enough, and for the price of 2 pennies, you find yourself with a suitable arrangement. The one Colt will hang on your right side, while the other held crosswise on your left chest, leaving the sword to dangle free. You place the Bowie Knife next to the toughened boots. As you step out into the street, William hoots, "A real cowboy, boyo. All-American. Ladies will love that."
>>
That took little time, what do you next?
>Go to ground, and try and learn where the Scarab is hiding
>Head to the Governor's, and try to get more information from the one in charge
>Shop
>Actually, you will stay aboard, and practice a skill
>Assist one of your companions in their goals
>Write in
>>
>>3754912
>>Head to the Governor's, and try to get more information from the one in charge
>>
>>3755057
>Give another bit before I lock this choice
>>
>>3754912
>Head to the Governor's, and try to get more information from the one in charge
to move on
>>
>>3755694
>>3755057
>Head to the Governor's, and try to get more information from the one in charge

As you walk towards the Governor's house, John talks, "I liked Mr. Bruce, but I fear that he may be harmed. We should go back and check on him." William opines, "He reaped what he sowed, and we are richer for it. Besides, the Ibis is a tough geezer. Henry, that was quick of you."

The Governor's house is much the same as you remember from yesterday. You approach the front door, and knock. You are greeted by a African manservant, who ushers you into a side room. Several tense moments pass, especially when Mr. Dewalt, leaving from some appointment, walks past and spies William. "Ruffian," he mutters with a dark look. William just shrugs and says, "Your wife thought otherwise." With a haughty sniff a flustered Mr. Dewalt leaves.

Governor Wodehouse greets you in his study. "You are the young man from yesterday, the one with the Expeditionary Force? I'm glad you came. I have a message from London, for the eyes of Mr. Hughes only. I can trust you in this." He passes you a thickly bound manila envelope.
>Gained Manila Envelope
"Now then, with that out of the way, what can I do for you?"

>Ask the Governor about the Scarab and the Ibis. Their brazen approach seems strange for a British colony
>Ask about La Gloire and its whereabouts
>Ask for monetary aid and additional help. The colony is duty bound to help an Expeditionary Force
>Write-in
>>
>>3755711
>>Ask the Governor about the Scarab and the Ibis. Their brazen approach seems strange for a British colony
>>
>>3755711
>>Ask the Governor about the Scarab and the Ibis. Their brazen approach seems strange for a British colony
>>
>>3755711
>Ask the Governor about the Scarab and the Ibis. Their brazen approach seems strange for a British colony
>>
Rolled 17 (1d100)

>>3755774
>>3755741
>>3755726
>Ask the Governor about the Scarab and the Ibis. Their brazen approach seems strange for a British colony

You name the Scarab and the Ibis, and ask how such a devil can operate so freely in Cape Town. "Is there no Constabulary, Mr. Wodehouse?"
>>
Mr. Wodehouse smiles with a pained look, and leans back, "Not as such. We have a militia, and the army, stationed outside of town, of course. But the Ibis is a slippery fellow. I heard you had an encounter with him the other night. Shame he got away."

William suddenly draws his derringer, and points it at Mr. Wodehouse, shouting, "He's thumbing something under the desk, boyos. Sir, back away from it now!" You and John are stunned, and Governor Wodehouse looks shocked. You

>Rush to the other side of the desk, and grab the Governor
>Draw your weapon, unsure of what to make of this
>Trust William, but try and defuse the situation
>Point your gun at William. He is clearly deranged
>Write-in
>>
>>3755791
>Rush to the other side of the desk, and grab the Governor
We can trust William on this I'm sure.
>>
>>3755791
>Rush to the other side of the desk, and grab the Governor
>"I knew it! That's why nobody has stood up to stop them! The whole town is already in their hands!"
OH FUCK
>>
>>3755791
>Trust William, but try and defuse the situation
Suspect or not, you cannot just point your gun at the Governor of Cape Colony because you saw him move his hand under his desk!

I'm sorry for this sudden unpleasantness sir, but we seem to be very high on the Scarab's hit list, and he has men and informants everywhere. We are all ridiculously paranoid and on edge at all times as a result - lower your gun, William, but may we quickly check under the desk to allay these concerns?
>>
>>3755791
on second thought, disregard >>3755822 and I'm backing >>3755841
He's the fucking governor, I forgot about that
>>
>>3756071
>>3755841
>Roll Charisma (64) - Tense Situation (10), d100, Bo3
>>
Rolled 40 (1d100)

>>3756076
>>
Rolled 5 (1d100)

>>3756076
>>
Rolled 30 (1d100)

>>3756076
>>
>>3756258
>Rolll intensity, 1d10
>>
Rolled 1 (1d10)

>>3756314
>>
I should be chief diceroller for this quest by this point
>>
>>3756258

"I'm sorry for this sudden unpleasantness sir, but we seem to be very high on the Scarab's hit list, and he has men and informants everywhere. We are all ridiculously paranoid and on edge at all times as a result - lower your gun, William, but may we quickly check under the desk to allay these concerns?" As you round the corner of the desk, the Governor bursts into tears. "Oh damn it all, they will hang me. I am sorry my boys, I'm sorry." He collapses on to his desk.

Underneath, you can see a small box equipped with a buzzer, and a hidden shortened shotgun. "I didn't press it..." the Governor mumbles.

>Ask him how the Scarab came to control this town
>Take the shotgun, and flee
>Console him, and escort him out of here
>Write-in
>>
>>3756381
>Console him, and escort him out of here>>3756342
>>
>>3756381
this >>3756385
>>
>>3756426
>>3756385

You help Governor Wodehouse out of his chair, telling John to grab the shotgun and device.

Making your way downstairs, Mr. Wodehouse explains as much as he can. It turns out that six months ago, a zeppelin of strange design arrived. The Scarab was aboard, and when the Governor went to meet him, he captured Wodehouse's wife and son. Wodehouse was forced to tell the Scarab everything, and even divert funds to help him. Governor Wodehouse begs you to not to tell anyone, for fear of a panic.

You
>Leave the Governor here, but promise to save his family
>Take the Governor with you. Too dangerous to leave him here
>Make a deal with him. Ask if he knows where the Ibis or the Scarab are, in return for keeping your silence and help
>Write in
>>
>>3756457
Ask him what buzzer supposed to do?
>>
>>3756457
>Make a deal with him. Ask if he knows where the Ibis or the Scarab are, in return for keeping your silence and help
>>
>>3756621
"It was given to me. I was told to press it, and it would send a message to the Ibis. It seems like witchcraft to me. Wireless telegrams or somesuch."
>>
>>3756457
I've got one of two plans here.

Plan One is if his family is in a location where it would be completely impossible to rescue them. We offer to sit him back down in his chair and punch his lights out, and then after he wakes back up and a length of time enough for us to get a safe distance away has passed, he activates the buzzer to call the Scarab. This way, he can claim we noticed what he was doing, clocked him and escaped before he could call as a cover story. Hopefully they'll buy it.

Plan Two is if his family is possible to rescue. We launch a mission to get them out, and as soon as it's done he legs it out of Cape Town by boat and back to England, where he can contact the central colonial authorities about the threat. Make no mistake, the Empire will come down like a ton of bricks on such a threatening rot in one of its best colonies, and while it may take some time the Scarab's operations here will be crippled.
>>
>>3756721
Capital idea!
>>
>>3756721
>>3756677

"Mr. Wodehouse, you must understand we cannot simply walk around looking for your wife and son. Do you know where they are?" you ask. He shakes his head mournfully, "Sadly, I do not. He took them aboard his zeppelin. The Ibis delivers letters from them in their handwriting to let me know that they are safe, but I have no idea where they are. I am sorry."

You take a moment to confer with John and William. They agree that this is indeed important. John argues that you and the others should try and root out the Ibis from the town. He suggests that you lay an ambush for the Ibis, using the buzzer from the Governor's office.
William instead states that the Chiron and the crew should press on, as the Scarab is much more likely to be elsewhere. Go to cut the head off the snake and all that. You also have your own plan. You

>Agree with John, and set up the ambush.
>Agree with William, and leave immediately, leaving the Governor to cover for you
>Follow through with your original plan to rough him up, and leave.
>Write-in
>>
>>3756985
Is the Governor's shotgun loaded with slugs or buckshot?
>>
>>3757131
John opens it, and says, "Buckshot"
>>
>>3757172
Damn, I was hoping it would be a slug. Still, I imagine a buckshot round (or two if it's double-barrelled) at point blank range would be more than capable of punching through a certain someone's thin metal armour plate or at least giving them one hell of a headache. He'll likely bring more men this time after the last time he met us, but but there are 3-4 of us now too.

I'm 99% sure the Ibis will go to his grave refusing to talk, so we shouldn't waste time trying to capture him. We can't strike at the head just yet, but we can sure as hell cut off the right hand instead. I suspect we might either run into the G's family later, or they're already dead and the letters are faked.
>>
>>3757305
John was thinking more that you would take the buzzer, and press it once you had brought back up from the ship.
>>
>>3757801
Once we had done what now?
>>
>>3757936
Brought backup. Reinforcements. Me bad spell.



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