[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: Under Steam.jpg (44 KB, 780x511)
44 KB
44 KB JPG
You are Henry McDermond. As a young man growing up in London to a wealthy merchant family, you always dreamed of adventure. After your studies and a stint in the Cadets, you became a member of the Royal Expeditionary Force. You and your friends from the Cadet Branch are aboard the HMS Chiron, bound for the Antarctic.

Its mission is to discover the nature of a mysterious Whirlpool that was spotted off the Horn of Africa.

>Link to the Part 1: http://suptg.thisisnotatrueending.com/qstarchive/3714703/

>Use d100, Bo3 for rolls, Roll equal or under, with Bo3 being ignored for criticals. Crit range is 1-5, and 96+.

You and your friends, William and John, have just discovered that the Governor of Cape Town, one Mr. Wodehouse, is in league with the vile Scarab and his henchman, the Ibis. Mr. Wodehouse is being blackmailed, as the Scarab has captured his wife and son. John wants to lure the Ibis into a trap, after getting reinforcements from the Chiron. William wants to retreat, and head towards the Whirlpool. You have your own plan, involving roughing-up the Governor, and giving him an excuse when you leave the port.

>1/4
>>
>2/4

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:
Flying Leathers
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)
Flying Leathers (1 Armour)
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)
>>
>3/4

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.

Quests:
1. You have a 1 pound wager for first sighting with Richarde.
2. You must help Mr. Nordvik find his daughter.

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

Money: 1 pound, 9 pennies

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).
3. A man known as the Scarab is trying to hinder your progress to the Whirlpool
4. Mr. Nordvik’s daughter was stolen by the Scarab, and he searces for her.
5. The Ibis is in possession of a “jet-pack”, designed by Mr. Bruce of Cape Town.

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, Armoury)

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.
Mr. Jan Nordvik – The captain of the HMS Chiron. Taciturn and utterly driven to find his daughter.

People of interest:
Mr. Hiram Hughes – The expedition’s sponsor. Portly and effuvesant.
Kumari – A princess of Lemuria, and in need of your help. She was captured by the Scarab but escaped.
The Scarab – A shadowy figure, intent on stopping your expedition.
The Ibis – The Scarab’s right hand man, sinister in appearance.
>>
>4/4

"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
>>
>>3760846
>Agree with John, and set up the ambush.
Refer to comments made last thread, but if we're going to bring in some men for the ambush we'll need to go back to the boat, and every time we go somewhere in the town we have a (high!) chance to be intercepted. This means we'll have to go as incognito as possible while disguising ourselves, in pairs at most and not visibly armed. A group of men brandishing rifles and waltzing off the ship and through town will draw the Scarab's attention like a pile of fresh dung balls.
>>
>>3760846
>Agree with John, and set up the ambush.
>>
>>3760846
>Agree with John, and set up the ambush.
William did good catching the button. But John has the right of it. We must fight these villains now!
>>
>>3760954
>>3760925
>>3760898
>Agree with John, and set up the ambush.

You agree with John. "No more running. But we will need more help. We need men from the Chiron."
William says, "I can get there quick, you know that. Cat-like, am I."
"I'd feel better if we all went, as a group. Maybe slower, sure, but safer," rumbles John.
Mr. Wodehouse, from the corner, mumbles, "I have a steam carriage. You could take that, it is very quick."

You
>Send William. He has a way of slipping out of the way.
>Goes a as a group. Slower, and safer, but might draw attention.
>Take the steam carriage. Fast, but sure to draw attention.
>Write-in
>>
>>3760969
>Send William. He has a way of slipping out of the way.
If he thinks he can do it i say we let him. We might have to hold the line a bit harder at first, but getting the drop on the bad guys guys with extra troops will be worth it.
>>
>>3760969
>Send William. He has a way of slipping out of the way.
Stealth is paramount, if the Ibis catches wind of what's afoot it'll be for nothing. But give him the flare pistol, if he gets cornered can signal for help.
>>
>>3760980

>Sadly, the maritime flare was not equipped, and so is back in the cabin of the HMS Chiron.
>>
>>3760992
Which of the items in the inventory list do we have on us?
>>
> Just above Inventory

Equipped items:
Flying Leathers
Bowie Knife
Damascus Scimitar
Colt Navy
Pocketwatch
>>
>>3760980
>>3760977

>Roll d100, Bo3, for William
>>
Rolled 26 (1d100)

>>3761150
also derp
>>
Rolled 33 (1d100)

>>3761150
>>
Rolled 16 (1d100)

>>3761150
>>
Rolled 14 (1d100)

>>3761150
>>
>>3761280
>16 (Success)

You nod to William, and wish him well as he heads off into the town. For a moment, you see him at the gate, and then he disappears into the streets.

Turning to Mr. Wodehouse, you ask, "Sir, are there any guards or soldiers we could call on?"
"None, not with the Ibis in town. The fort is out of town, and I'm sure they are compromised as well," comes the tired reply.

"Well, do you have any men in the house who could help?" queries John.
"No, just the staff. They are blameless. The fault is mine." The Governor is clearly a broken man.
"But I can stand. I did not get this position through idle work. I fought in Crimea. I will help you."
Mr. Wodehouse asks for his shotgun back from John.

>Give it back to him, and accept his aid
>Say no, as the Governor must be kept safe from danger
>Write-in
>>
>>3761388
>Say no, as the Governor must be kept safe from danger
That and I'm not sure I fully trust him.
>>
>>3761388
>Say no, as the Governor must be kept safe from danger
Minimize casualties
>>
>>3761456
>>3761415

"I must respectfully decline. You are too important to the colony. Besides, you still have to kiss your wife," you say. He smiles at this. "The young do overtake the old. I will secure myself in the office. It has a deadbolt, and I don't anticipate any trouble. Please, tell my servants to take the rest of the day off."

You and John agree, and then take stock of what you have. In doing the rounds to dismiss the staff, who are more than happy to have relax, you are able to get a good feel for the landscape. The manor itself is two stories, and typical in its construction. A verandah surrounds it, and its has windows in nearly every room. The stables contain two horses, a cart, gardening supplies and the steam carriage. It's glistening dark bulk could seat three people comfortable. To the south of the manor is a garden, with a small fence. Behind lies a gentle slope of green grass some 300 feet long. It ends in a ditch and creek. The path up to the manor is dirt, and comes from a gate connecting to a street heading down towards the town itself. The whole property is on a slight rise, and so affords some view of the town and street.

Choose one task for you, and one for John
>Begin scouring the property for supplies
>Investigate the steam carriage
>Set up a watch, watching for any intrusion
>Start fortifying the manor
>Start fortifying the stable
>Write-in
>>
File: The Cape Town Manor.png (19 KB, 1005x1655)
19 KB
19 KB PNG
>Map of the manor for planning
>>
>>3761568
>Fug me am make big green. Completely intentional.
>>
>>3761570
>>3761568
>Fixed.
>>
File: mastaplon.png (23 KB, 997x595)
23 KB
23 KB PNG
>>3761556
John:
>Set up a watch, watching for any intrusion
Us:
>Start fortifying the stable

Pic related is my proposed battleplan. I don't know exactly how many men we will have, but the plan is to position most of them at 3 and 4 overlooking the courtyard. The Ibis and his mooks will likely arrive from the road (any other direction makes little sense), and their approach to the house will take them through the kill box, where they can be shot to pieces from two directions.

The men in the stable shall stay hidden initially to catch Ibis & Co off-guard with flanking fire, and in case of a firefight that goes beyond a swift ambush we should make the stable a bit more bulletproof with proper concealed firing positions while John's job is to silence anyone who may be attempting to discover our plans.

A handful of men shall be left at 1 and 2 to remove anyone foolish enough to advance over the lawns and prevent the manor being surrounded.
>>
>>3761727
Support
>>
>>3761727
Suppport
>>
Rolled 27 (1d100)

Turning to John, you explain the plan. He nods, and puts on the Galvanic-arc mask from earlier. This, combined with his hammer and overall physique, proves to be a terrifying sight. "They wont get past me, Henry." Having seen John in bar fights earlier, you pity the fool who stands to him.

The walk to the stable is quick, and you find hammer and nails. The most obvious point of entrance are the main bay doors. You set about the task with vigour

>Roll Brawn, d100, Bo3
>>
Rolled 55 (1d100)

>>3761819
>>
Rolled 77 (1d100)

>>3761819
>>
Rolled 59 (1d100)

>>3761819
HERE GOES!
>>
>>3761829
>55 vs 40 (Failure)

You start by reinforcing the doors, and covering the windows with slats of scrap wood you find around. While the construction is rude, and unrefined, over the course of an hour, you are able to definitely help. It seems like you barely started when you hear a shout from John. Stepping outside, you see William at the head of a group of men, along with a small cart.
>Stable armour: 1
>>
William walks up, and smiles, "I got some friends, Henry."

You see Archibald, incogruoesly wearing a fine suit and top hat, with a rapier and small sword. Then comes Mr. Nordvik. He is wearing a thickened parka of leather, and wields a hunting rifle. Edward, too, holding his medical bag, and a repeating rifle. In the cart lies crates of cartridges, more then enough for the group. A group of crewmen, grim in their manner, and numbering 8. They have an assortment of arms. Hatchets, shotguns, and the rifles ordered by Mr. Hughes. Finally, incongruously, is Kumari. She has found men's clothing, which she has wrapped with strapping from canvas to keep it tight to her body. In her hands, she holds a small cube, about the size of a snuff-box. William catches your concern and drawls, "She insisted. She was quite...persuasive." You see know that one of Will's eyes does seem a bit bruised." Seeing all your friends here to help brings tears to your eyes as you begin your final preparations.

Taking stock you have

>John - Armour (2), Steam Hammer (4 damage), Shotgun (5 damage, 2 damage beyond 30 feet). John is incredibly strong, but somewhat slow to move.
>William - Armour (0), Derringers x2 (2 damage, concealable, Knife (1 damage, 5 damage from sneak) William is slippery, but a bit fragile.
>Edward - Armour (0), Repeating rifle (4 damage), Medical bag. Edward is proficient and cool under pressure.
>Archibald - Armour (0), Rapier & Small sword (3 damage) Archibald may be one of the best swordsmen you have ever seen, but is a bit of a dandy.
>Mr. Nordvik - Armour (1), Hunting Rifle (5 damage), Pistol (4 damage)
>Kumari - Armour (0), Strange box (?) Kumari clearly survived on her own, so she must be able to hold her own.
>Crewmen x3 - Armour (0), Repeating rifle (4 damage)
>Crewmen x2 - Armour (1), Shotgun (5 damage, 2 damage beyond 30 feet)
>Crewmen x3 - Armour (1), Hatchets etc. (2 damage)

>Which people go where, according to your plan?
>>
>>3761984

I am not the anon, but if we are to follow >>3761727, I sense the breakdown would look something like this:

John and 2 Shotgun Crew should go in the stable (4) and hide until the crossfire from there is spring.

Mr Nordvik ought be our marksman at 1 (second level) watching for trouble in those direction. Edward should be doing likewise at 2, but close by if we need medical help.

The three repeating rifle Crew should be at 3 (second level) ready to pour fire on the approach. Archibald and ourselves can be at 3 (first level) ready if the enemy should try to force there way in. The three hatchet crew would likely be in cover here too until the enemy commits to attack.

William can be wherever he feels most comfortable. And Kumari is free to address anything she feels as a weakness, since we've not a clue what she can do.
>>
>>3761984
AT 4
>>John - Armour (2), Steam Hammer (4 damage), Shotgun (5 damage, 2 damage beyond 30 feet). John is incredibly strong, but somewhat slow to move.
>>Crewmen x2 - Armour (1), Shotgun (5 damage, 2 damage beyond 30 feet)
Have them be the flanking shock force basically
AT 3
>Ourselves on the lower level
>>Edward - Armour (0), Repeating rifle (4 damage), Medical bag. Edward is proficient and cool under pressure.
High to snipe smoothly on 2nd level
>>Crewmen x3 - Armour (0), Repeating rifle (4 damage)
Down with us
AT 2
>>Kumari - Armour (0), Strange box (?) Kumari clearly survived on her own, so she must be able to hold her own.
>>William - Armour (0), Derringers x2 (2 damage, concealable, Knife (1 damage, 5 damage from sneak) William is slippery, but a bit fragile.
AT 1
>Mr. Nordvik - Armour (1), Hunting Rifle (5 damage), Pistol (4 damage
>>Crewmen x3 - Armour (1), Hatchets etc. (2 damage)
Should be enough to repel climbers
>>
>>3761984
What I planned is in a similar thread to what's already been said
AT 1
>Mr. Nordvik (1st floor), for sniping
>1x melee crewman (ground floor), for CQC
Basic anti-flanking defence
AT 2
>1x rifle crewman (1F)
>Archibald (GF)
Anti-flanking, a bit more towards melee
AT 3
>Edward (1F)
>2x rifle crewmen (1F)
>Us (GF)
>1x rifle crewman (GF)
>William (GF), to stay concealed until within grabbing range
Wall of guns
AT 4:
>John
>2x melee crewman
>2x shotgun crewman
Close-range fireteam and melee force

Kumari can go wherever she wants, since only she knows what she is capable of doing. Given her stunt with the knife last night, I think she has more than a few tricks up her sleeve.

We need to make them think they've caught us unawares until as late as possible, so hold our fire until they enter the box. Shoot to wound the Ibis if possible - I think it's unlikely he'll spill the beans, but we should try anyway.
>>
>>3762760
>>3762111
>>3762101
>Seeing a general consensus, I will combine it to

You stand in front of the them. You say, "Friends, we have a perilous task in front of us today. The Ibis is a villain, and we must rid this town of their filth."

You sketch a quick diagram of the manor in the dirt, and label the positions relevant for the upcoming fight.

"At Position 1, we will place Mr. Nordvik, along with two able-bodied crewmen to prevent flanking
Mr. Nordvik nods. "Let's try and take this devil alive. We will need answers."
>Position 1 - Mr. Nordvik - First floor, Hatchet Crew (2)

Continuing, you say, "At Position 2, we place Archie, William, and Kumari, along with a rifleman. The garden could provide cover for an attack, and we might need to flank them ourselves."
"They won't get past us, Henry. Those blaggarts picked the wrong Englishmen," boasts Archie. Kumari and William shake their heads, smiling at Archibald's ribald manner.
>Position 2 - Archibald, William, Kumari, Rifle crewman

"At Position 3, it is our shield. I will stand here, along with Edward. Joining us will be two more rifles. Edward, you are to be on the first floor, while the crew and I stay on the ground," A solemn nod from your friend.
>Position 3 - Edward - First floor, You, Rifle crewmen (2)

"Finally, the stables. We will place John, along with the remainder of our men. You are to be the hammer, and we, the anvil," John chuckles, and hefts his hammer.
>Position 4 - John, Hatchet Crew, Shotgun crewmen (2)

"When the Ibis approaches we will

>Stay silent, until the very last moment.
>Try to engage in conversation with the Ibis, to lull them into a sense of safety
>Write-in
>>
>>3763105
>Try to engage in conversation with the Ibis, to lull them into a sense of safety
We have high CHR, what could go wrong. As an aside I'd prefer more voices on the subject since this isn't really my plan and I'd prefer not to fuck it up before it even starts.
>>
>>3763105
>Try to engage in conversation with the Ibis, to lull them into a sense of safety
If nobody goes to greet him he will sense a trap
>>
>>3763105
>Try to engage in conversation with the Ibis, to lull them into a sense of safety
Stand outside the house (just us) to meet him, but very close to the door so we can dive for cover when the lead flies. All we need to do is get him up close to the house and try talking to him if we can before we open fire. We won't be able to talk him down, but we might learn something in case he doesn't survive.
>>
>>3763190
>>3763156
>>3763126

"When the Ibis arrives, I will greet them," you say, "This will lull them into a sense of security, and allow our ambush to go off. I will signal. You will know it when you hear it," as you pat your Colt. "Now, is everyone ready?"
"Aye," comes back the hearty shout

>Roll Intelligence (39) + Tactics (10) + High Morale (5) for your plan and getting people into position properly.
>>
Rolled 59 (1d100)

>>3763212
>>
Rolled 84 (1d100)

>>3763212
>>
Rolled 80 (1d100)

>>3763212
>>
Rolled 26 (1d100)

>>3763212
COME ON
>>
>>3763257
>54 vs 59 (Failure)

The groups split apart, and you wait in position. In your hands, the buzzer, which you press firmly. There is a slight glow, green in colour, and then a tremor from the device. It is now the afternoon, and the clouds from the morning become lower and darker. A slow drizzle starts, hissing across the dust and dirt.

It could have only been 15 minutes, as you checked your pocketwatch, when you spot movement at the gate. The familiar figure of the Ibis comes into view amidst the rain. His eyes glow with that damnable green light, and his arms, a rifle with strange coils running its length. Behind them marches a column of men, surrounding a cart covered in canvas. The majority of them are Boers, hardened men with trench coats and variety of arms. Two of them near the cart look more like engineers, blue coats and all. Finally, there is another soldier with a large pack at the end, and a nozzle-like device. The total number is 19, three more your 16.

You stand, relaxed, leaning against the door. As the column comes to a halt, you step forward. "Welcome, we have been expecting you,"
The Ibis stops, and speaks. His voice is harsh, mechanical, like coming through wires, "The pest. You have caused far too much trouble for my master. What use is it to resist? We know your every move. We know you have the princess. Surrender her to me, and I will spare you."
"It is not in my nature to be a coward," you respond archly.

>Roll Charisma (64) to distract the Ibis
>>
Rolled 19 (1d100)

>>3763483
>>
Rolled 93 (1d100)

>>3763483
>>
Rolled 79 (1d100)

>>3763483
>>
>>3763497
>19 vs 64 (Success)

The Ibis takes a step forward. "The Scarab showed me the true path to power. Let me show you it, engelsk gutt." The last words spat, the Ibis turns to the sky, and fires. A thunder blooms from the cannon, and a vicious blue streak pierces the heavens from the coiled gun the Ibis holds. His men laugh in the rain, and the Ibis has his back quarter-turned to you.
You take your chance, "NOW!," you roar.

>Combat will be as follows. You roll for yourself. I will tell you what the other positions are doing, and what you need to roll for them

You
>Open fire and retreat inwards (Agility + Shooting, d100, Bo3, indicate number of shots fired)
>Advance and attack the Ibis head on (Brawn + Fencing, d100, Bo3
>Give an order to a group or person
>Write-in
>>
>soldier with a large pack at the end, and a nozzle-like device
that's a flamethrower, that's a flamethrower, THAT'S A FLAMETHROWER!

>>3763670
>Advance and attack the Ibis head on (Brawn + Fencing, d100, Bo3
While his back is turned, and a scimitar should be capable of finding a chink in the armour like a rapier. His mooks will likely hold fire for fear of hitting their boss.

Meanwhile everyone else shoots at the mooks and especially the flamethrower dude (if he fires, it's GG).
>>
Rolled 38 (1d100)

>>3763670
>Open fire and retreat inwards (Agility + Shooting, d100, Bo3, indicate number of shots fired)
>>
>>3764005
Supporting this. Getting up close and personal with a possible flamethrower doesn't seem like a great idea. I say fire off two shots, see if we can kill the flamer.
>>
Rolled 66 (1d100)

>>3763483
This >>3764005 >>3764411
Two shots are best for now.
>>
>>3764606
>>3764411
>>3763725
>I will take the 38 as the first of the rolls for the first shot

>First shot, d100, Bo2

>Second shot, d100, Bo3, -5
>>
Rolled 21 (1d100)

>>3764690
>>
Rolled 43 (1d100)

>>3764690
>>
Rolled 80 (1d100)

>>3764690
>>
Rolled 100 (1d100)

>>3764690
>>
Rolled 17 (1d100)

>>3765015
m8

>>3764690
>>
>>3764722
>21 vs 53 (Success)
>>3765015
>100 vs 48 (Critical failure)

>Ouch. Roll a d10 for intensity.
>>
Rolled 3 (1d10)

>>3765112
>>
>>3765112
So what a gun jam?
>>
>>3765773
What if both Henry and the Ibis have their guns jam at the same time, and they just silently share a look like "what, you too?" before the all-out fighting begins.
>>
>>3765484
>>3765112

You step backwards, the Colt rising in your hands. The first shot is good, the bullet slapping into the chest of the strange man carrying the nozzle. He stumbles backward, and you can see the Ibis slowly turning. You go to fire again, and only hear a dull tick of a misfire. All around you, the ambush roars into life.

>I will list who does what know, and roll for the enemy. Please tell me who you are rolling for. Bo1.

Edward leans out the window on the first floor and fires at the Ibis
>Roll d100, Bo1

The two crewmen who help you to cover as you dive inside lay on as well
>Roll 2d100, Bo1

From where you are, you can't see Position 1, 2, or 4, but you hear footsteps above and cursing in Norwegian above your head. Suddenly, there is a bark of shotguns from the stables
>Roll 3d100, Bo1
>>
Rolled 25, 47 = 72 (2d100)

>>3765905
>The two crewmen who help you to cover as you dive inside lay on as well
Rolling for this
>>
Rolled 9 (1d100)

>>3765905
>Edward leans out the window on the first floor and fires at the Ibis
rolling for this
>>
Rolled 64, 13, 49 = 126 (3d100)

>>3765905
>From where you are, you can't see Position 1, 2, or 4, but you hear footsteps above and cursing in Norwegian above your head. Suddenly, there is a bark of shotguns from the stables
rollan for this
>>
Rolled 82, 78, 31 = 191 (3d100)

>>3765955
>>3765918
>>3765908

Edward's shot is good, and you can see the Ibis stumble under its impact. You can't tell in the rain if it penetrated that steel armour. The two crewmen besides you pour on the fire, dropping two of the Boers who stand beside the cart. From the stables, you can see the powder and roar of the shotguns, and two more Boers on the ground, writhing in pain. The rain is pouring down, making mud of the drive. The Ibis points his device towards the front of the house, as the strange man with the nozzle at the back turns towards the stable. The Boers are scattering, or staying besides the cart, and the two engineers are struggle with the tarp on top of the cart.

>Rolling for the Ibis, the Boers, and the strange soldier

You
>Try to fix your Colt
>Dive deeper into the house, to avoid the Ibis
>Advance and attack the Ibis head on
>Give an order to a group or person
>Write-in
>>
>>3765990
>Try to fix your Colt
Gotta be able to return fire.
>>
>>3765990
>Give an order to a group or person
Yell at Edward and the riflemen to fire at the flamethrower dude. He had a good roll, and we're all literally toast if he isn't stopped NOW.
>Try to fix your Colt
I don't see why we can't do the former at the same time as the latter.
>>
>>3765990
this >>3766116
>>
>>3766573
>>3766116

As you scramble to pull out the defective cartridge from the cylinder, you yell to Edward, "Take out tha...," Your words are swept away as the coil gun of the Ibis discharges, lancing its way across the white walls and leaves a terrible scar. Thankfully no one is hit, but the thunder leaves you near deafened. The Boers, left to their own devices, begin firing at every available window, but people are keeping their head down.
You roll on your back, and yell again, "Take out that man with the device," Just then, a roar of a rushing flame, and screams. You scramble up and stare in horror, as the stable is engulfed in fire. John!

>Roll d100, Bo1 for Edward

>Roll Intellect (39) + Shooting (10) to unjam your gun, d100, Bo3
>>
Rolled 84 (1d100)

>>3767256
Edward sniping
>>
Rolled 84 (1d100)

>>3767256
>>
Rolled 82 (1d100)

>>3767256
>Roll Intellect (39) + Shooting (10) to unjam your gun, d100, Bo3
>>
Rolled 53 (1d100)

>>3767256
Rolling for gun unjam
>>
Rolled 51 (1d100)

Fucks sake lads, just draw the second revolver.
Rolling sharpshooter, Ed.
>>
>>3767858
Ed's already been rolled for, and he's a rotten shot. This has been a really crappy round for rolls.
>>
>>3767266
>84 (Failure)
>>3767858
>51 vs 49 (Failure)

Edward takes a position and fires again, but in the chaos of the rain and fire his shot misses. The gout of flame ends, but the screams inside the stable continue. The gun in your hand, still jammed. With a cry of rage, you throw it away, and go for the second. Everything seems quiet now, as if stunned by the sudden explosion of violence. Then, as if the sun broke out from the clouds, a flare of light from beside you. Above, a roar of a rifle, and then a scream of anger. Archibald, in his suit and top hat, comes flying out the front door, straight towards the Ibis.
At the same time, the door of the stable is blown outwards. Covered in flames, his mask pulled low, like a demon John charges the soldier.

>Roll Kumari, d100, Bo1
>Roll Mr. Nordvik, d100, Bo1
>Roll Archibald, d100, Bo1
>Roll John, d100, Bo1

>Fire at a target
>Shift position
>Advance and attack the Ibis head on
>Give an order to a group or person
>Write-in
>>
Rolled 62 (1d100)

>>3768071
>Roll Archibald, d100, Bo1
COME ON, LET'S TRY TO HAVE ONLY MINOR BURN WOUNDED AS THE ONLY CAUSALTIES
FUCK
>>
Rolled 2 (1d100)

>>3768071
>Roll John, d100, Bo1

And WE need to
>Fire at a target
The god damn flamer, two shots if we can
>>
>>3768111
>Gimme a d10 intensity roll for John
>>
Rolled 9 (1d10)

>>3768121
>>
Rolled 53 (1d100)

>>3768071
>Roll Kumari, d100, Bo1
>Advance and attack the Ibis head on
We will thrust our Scimitar into slit in his helmet
>>
>>3768123
Well, he's fucking dead
>>
>>3768167
Low rolls on the D100 are good, high rolls on the D10 are good. That's a 9/10 critical success.
>>
>Still need a roll for Mr. Nordvik, and a choice for your action.
>>3768123
>John is very angry. Fire makes him like that
>>
>>3768380
Wait a minute, I thought you were referring to John. You're probably talking about the flamethrower dude, in which case I hope I don't sound condescending heh.
>>
>>3768389
Wait a minute. Last I remember Mr Nordvik was still at the back of the house?
>>
Rolled 7 (1d100)

>>3768071
>Roll Mr. Nordvik, d100, Bo1
>>
>>3768398
>>3765905
>"From where you are, you can't see Position 1, 2, or 4, but you hear footsteps above and cursing in Norwegian above your head."
>>
>>3768451
I read that as "roll for companion and pick their action" rather than "roll for them and pick action for you".

In any case:
>Advance and attack the Ibis head on
They won't dare try and shoot us when we're in such close proximity to their boss. If we nail him, we can nick his coilgun too.
>>
>>3768151
>>3768488
>Advance and attack the Ibis head on
>Brawn (40) + Fencing (10) + Two against One (10), d100, Bo3
>>
>>3768488
>>3763670
>"Combat will be as follows. You roll for yourself. I will tell you what the other positions are doing, and what you need to roll for them"

>We can change it later, but for know, I will tell you what they are doing, and then you roll for their success.
>>
Rolled 96 (1d100)

>>3768495
get im
>>
Rolled 29 (1d100)

>>3768495
AAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
Rolled 43 (1d100)

>>3768495
>>
Rolled 9 (1d10)

>>3768510
This scimitar is cursed I tell you, CURSED. Both times we've tried to use it, we've crit failed.

also rolling for crit fail
>>
File: wellthen.png (174 KB, 436x356)
174 KB
174 KB PNG
>>3768524
hoo boy
>>
Rolled 65, 79, 5 = 149 (3d100)

>>3768102
>62 (Success)
>>3768111
>2 (Critical Success)
>>3768151
>53 (Success)
>>3768401
>7 (Success)
>>3768510
>96 (Critical Failure)

John, wreathed in flame, charges forward. His arc mask lowered, he swings his hammer. At the last second, he triggers the mechanism and it accelerates with deadly force. The impact propels the soldier through the air, tumbling, his head now sailing alongside. As the corpse lands, Mr. Nordvik fires at the pack. The area around is blasted with a column of fire, that torches three Boers instantly. Archibald leaps into the rain, rapier drawn and slashing away at the Ibis, who brings up their weapon in a desperate attempt to stop the hail of blows. The flash again, and as you exit the manor, you can see Kumari holding that small box-like device from earlier. From it emits beams of pure light, that, while you watch, pierces one of the engineers through the heart. With a brave yell, you join the chaos. Drawing the scimitar, you step to the side of Archie, and swing at the Ibis. The coil gun is brought up again, and your sword sticks into the coils. The Ibis stops, turns its hellish mask your way, and says, "God natt, elsker." The blue lightning sparks and tears across the sword before leaping onto your arm.

Pain and a flash. You are falling, tumbling, sliding in the mud. You come to rest at steps up to the manor.
>7 Damage, and right hand disabled

>Rolling for the Ibis, the Engineer, and the Boers (9/15 left)
>>
Rolled 8 (1d10)

>>3768803
>d10 intensity for the Boers.
>>
>>3768803
>>3768807

Through the haze and pain you see a grim tableau unfold before you.
The Ibis moves backward, but the unrelenting pressure from Archie keeps them really being able to do anything. On top of the cart, the engineer has managed to uncover the tarp, and is, in vain, trying to upright the jet-pack of Mr. Bruce. The Boers, however, are accounting themselves well. A hail of gunfire ripples out again from their position around, behind, or under the cart. You hear a cry of pain from Mr. Nordvik, a grunt from Edward. Kumari stumbles aside, clutching her arm. As you stagger upwards, you see that the crewmen at your position are dead, blood pooling around their forms. John takes a shot as well, but still stands. Finally, a Boer rushes over to the stable, and fires at someone still groaning inside. It is chaos. It is madness. You

>Fire with your off-hand (choose a target)
>Retreat into the house
>Give an order to a group or person
>Write-in
>>
>>3768831
>Fire with your off-hand (choose a target)
Get that Ibis, dammit! Three shots.

From my maths, we are down to ten enemies and fourteen of us (not accounting for wounded and those whose fates we can't see)
>>
>>3768869
Support
>>
>Two Boers down from the rifles
>Two Boers down from the shot
>Three Boers from the explosion
>One engineer from Kumari
>One flametrooper from John and Mr. Nordvik

>Enemy total left: The Ibis, the engineer, the Boers 8/15

>Your shotgun crewmen are down from the flames
>You lost a hatchet crew in the stable
>You lost your riflemen at your position to the Boers

>Allies: You, John, Edward, Archibald, William, Mr. Nordvik, Kumari, Hatchet crew (2), Rifle crewman
>>
>>3768869
>>3768873

>Fire with your off-hand at the Ibis
>Agility (43) + Shooting (10) - Offhand (5)
>Shooting three times (3 d100 rolls needed
>Roll d100, Bo3 for each shot
>>
Rolled 30 (1d100)

>>3768884
Been reading my first Flashman book. Got it for my birthday.
Glorious chad bastard.
>>
Rolled 94 (1d100)

>>3768884
>>
Rolled 19 (1d100)

>>3768884
second shot
>>
>>3768903
Well, third now
>>
>>3768903
>>3768900
>>3768899
>If it's alright with you guys, I can just take these rolls for each shot to keep the speed up. If not, it's all good, I can wait
>>
Rolled 4 (1d100)

>>3768884
rolling anyway
>>
>>3769096
>Well shit, good roll
>>
Rolled 35, 52 = 87 (2d100)

>>3769079
Ok, rolling twice more for shot #3
>>
>>3769096
>Gimme an intensity roll for that shot boss
>>
Rolled 1 (1d10)

>>3769139
>>
>>3769164
oh damn, so the crit shot hit the Ibis but pinged off his armor and blasted someone else on his side through the head? that'd be cool
>>
Rolled 33, 37 = 70 (2d100)

>>3769079
Since I sense we're about to move on, I'll take the liberty of rerolling twice for shot #2 as well to see if we get anything out of it (hope cgAD doesn't mind), I'll assume the crit shot as being for the first one.
>>
File: Annika.png (1.28 MB, 1280x1268)
1.28 MB
1.28 MB PNG
>>3768899
>30 vs 48 (Success)
>>3769096
>4 vs 43 (Critical Success)
>>3769115
>35 vs 38 (Success)

You raise your Colt in desperation. The fight seems to be swirling out of control. Wounded all around. The rain. The fire. The screaming. You concentrate at the Ibis. That damnable figure. The Colt bucks once, the shot ringing off an iron shoulder, staggering your foe. The second clips the helmet, and you can see a crack forming. One final desperate shot see the helmet spinning from the head of the Ibis. They stagger back, reeling, and then stand up straight.
Above you, a strangled gasp and then a shout from Mr. Nordvik, "ANNIKA!" A woman's face, with a large scar running the length of it. Her dark blonde hair falls to one side, cut mannishly short. Her eyes are a shocking blue, and they only hold hatred in them. The Ibis is Nordvik's missing daughter!
>>
The action rages on.
Archibald, heedless of this revelation, presses his attack on the Ibis
>Roll d100, Bo1

Gunfire rips out from the manor, as Edward and Kumari along with the crewman attack the Boers
>Roll Edward, d100, Bo1
>Roll Kumari, d100, Bo1
>Roll Crewman, d100, Bo1

John staggers forward, intent on another group of Boers, his hammer whining dangerously
>Roll John, d100, Bo1

From the side of the house, a sailor armed with a hatchet charges forward, and William appears alongside, rushing in with derringers drawn
>Roll Hatchet, d100, Bo1
>Roll William, d100, Bo1
>>
Rolled 9 (1d100)

>>3769248
>Archibald, heedless of this revelation, presses his attack on the Ibis
>>
Rolled 87 (1d100)

>>3769248
For Edward
>>
>>3769248
>Roll John, d100, Bo1
GO GO GO
>>
Rolled 17 (1d100)

>>3769248
FORGOT MY ROLL
>>
Rolled 14 (1d100)

>>3769248
>Roll Crewman, d100, Bo1
3 more
>Roll John, d100, Bo1
>Roll Hatchet, d100, Bo1
>Roll William, d100, Bo1
>>
>>3769224
>The Ibis is Nordvik's missing daughter!
The fuck?!
>>
Rolled 86 (1d100)

>>3769248
>Roll Kumari
>>
Rolled 80 (1d100)

>>3769224
>Roll John
To keep things moving
>>
Rolled 52 (1d100)

>>3769742
>>
Rolled 14 (1d100)

>>3769224
>And roll William
>>
Rolled 93, 31, 46 = 170 (3d100)

>>3769354
>9 (Success)
>>3769379
>87 (Failure)
>>3769502
>17 (Success)
>>3769742
>14 (Success)
>>3769747
>86 (Failure)
>>3769755
>52 (Success)
>>3769767
>14 (Success)

Archibald lashes out again and again, with the Ibis desperately trying to block. Her face is wild with anger, but she can't seem to get her gun into position. Edward fires again, the Boer he targeted scrambling to cover just in time. Kumari and her beam lances alongside, flash-frying the mud into a streak of hardened rock. Meanwhile, another Boer drops to the crewman on the first floor. John manages to stagger to one-side, and pulverizes a hapless man. Finally, a hatchet wielding crewmember charges in alongside William, who take down two more Boers. The fight seems to be going your way!
>>
The Boers, now numbering only five, and being menaced by William and John, drop their guns. Archibald lunges again, laughing, and you can see panic in the eyes of the Ibis. All of a sudden, Mr. Nordvik is there, tackling Archie to the ground. "Stop, you fool. That is my daughter!" The Ib...Annika takes this opportunity to rush to the cart, and clamber up onto the back, where the waiting engineer sits with the jet-pack. You drag yourself to your feet, and

>Fire with your off-hand (choose a target)
>Try and stop Annika, somehow
>Rush to the aid of some of your hurt companions
>Give an order to a group or person
>Write-in
>>
>>3770007
>Try and stop Annika, somehow
We know how the jet-pack controls from when we tested it! We can stop it working and thwart her escape, right?!
>>
>>3770004
>Try and stop Annika, somehow
jump on her and bash her with butt of revolver
>>
>>3770007
>Give an order to a group or person
Ask Kumari to shoot the jetpack with that laser weapon of hers, I feel it'll be more effective than our gun. Also someone else to grab the Governor, in case we need to follow Ann in the steam-carriage which none of us know how to drive.
>>
>>3770054
Seems like the most sound solution.
>>
>>3770113
>>3770054
>>3770017
>>3770010
>Somebody 1d2 to decide. Seems to be a split
>>
>>3770228
>>3770054
I will switch to that
>>
>>3770054
Supporting.
>>
Rolled 31 (1d100)

>>3770054

You yell to Edward to grab the governor, and point towards the jet-pack, "Kumari, hit it before they can get away, dammit!"
>>
Kumari points her deadly weapon towards the jet-pack
>Roll d100, Bo1

At the same time, you can see that Mr. Nordvik has managed to calm Archibald, and is turning towards Annika, pleading in Norwegian. The fight has seemed to slowed in pace, with John barely standing over the now-sitting Boers. It's a tense moment, with Annika standing on the cart, looking down on her father.
>>
Rolled 29 (1d100)

>>3770269
>>
Rolled 89 (1d100)

>>3770269
>>
>>3770280
>29 (Success)

The flare of white energy pulses again, lighting the dismal scene. It slashes into the jet-pack, and cuts in twain. The engineer reels back in surprise, rolls to one-side, and puts his hands up. Annika stares about in panic, and then pulls out a Beaumont–Adams revolver. She points it towards her father. "Stay back! I will shoot! The Scarab knows the truth!" Mr. Nordvik stops, and chokes out, "Anni..."

You
>Step in. Try to talk her down from the cart
>Shoot. She clearly is deranged and danger
>Move to the side, and try to sneak up on her
>Tell someone else to move around, and surround her
>Write-in
>>
>>3770379
>Step in. Try to talk her down from the cart
Time to charisma
>>
>>3770379
>Step in. Try to talk her down from the cart
>>
>>3770379
>Step in. Try to talk her down from the cart
Rev up that CHA stat
>>
>>3770405
>>3770393
>>3770389

>Roll Charisma (64) + Gallic Charm (5)
>>
>>3770415
>Oh, and Speech (20)
>I really hope you guys don't fail this one (89)
>>
Rolled 95 (1d100)

>>3770415
only with a crit fail, and the stakes are high

I should probably not even mention them
>>
>>3770426
Oh, oh dear god that was close. One measly point from ANOTHER CF.
>>
Rolled 80 (1d100)

>>3770415>>3770417
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
Rolled 40 (1d100)

>>3770415
>>3770417
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>3770451
Shh. Ssh. Don't worry. That wasn't a crit fail (96-100). We passed. It's all good now. Calm down.
>>
>>3770453
>40 vs 89 (Success)

You begin to walk towards the cart. Mr. Nordvik is still pleading with Annika, the gun still pointing straight at him.

You take a moment to steel your courage.
"Annika," you say. She turns instantly, the barrel of the gun are dark void where you can see your future. "Annika, we are your friends. Your father loves you." You can see her hand trembling. You continue, "It can end. You do not need to fear us." You can see her hand dip slightly, and then fall. She collapses on the cart, crying. Her father rushes forward, and clambers aboard, holding her and gently removing the pistol from her grip. You release the tension held inside, the breath of air you've been holding. Suddenly, unconsciousness comes rushing in. You collapse into a heap, senseless.
>>
Rolled 33 (1d100)

You awake to the cry of seagulls. Light dapples the white blankets, and you feel remarkably refreshed. The memories of yesterday begin to slowly return. Rain. Flashes of blood. Gunfire. Just as you are about to rise, the door opens. It is Edward, coming into the room bearing a tray of soup and bread. He sees you awake and gives a sound of joy! "Henry. You're awake! That's wonderful," You can't remember a time you've seen him this joyful.

You struggle to find words, then ask

>What happened to (Companion)? Are they well?
>Where am I right now?
>How long has it been?
>What happened to me?
>Write-in
>>
>>3770817
>How long has it been?
>>
>>3770817
>What happened to Archibald and John? Are they well?
>>
>>3770817
>What happened to Archibald and John? Are they well?
>>
>>3771558
>>3770880
>What happened to Archibald and John? Are they well?

"Archie is well. I gave him some laudanum. You know how worked up he can get. Afterwards, he was quite mortified," Edward says, with a slight smile. "But John," a sigh here, "John suffered extensive burns on his body. I did not have to amputate anything, God be praised, but he is suffering a great deal of pain. I've never seen a braver soul," he laments.
You find yourself tearing up as well. Your friends came along with you for this expedition, and here they are, in mortal danger.
You ask again
>Where am I right now?
>How long has it been?
>What happened to me?
>Write-in
>>
>>3771708
>How many did we lose?
>Dear God, I still can't believe we succeeded. That's one blow to the Scarab, but I fear how many more we need to thwart him for good...
>>
>>3771708
>>3771709
Might as well ask this and all the rest of the questions to speed things up a tad. I imagine we want all the information we can possibly glean.
>>
>>3771709
>How many did we lose?
>Dear God, I still can't believe we succeeded. That's one blow to the Scarab, but I fear how many more we need to thwart him for good...

"We lost five crewmen, and a sundry of other injuries as well. But John's, and yours, were the most serious," says Edward. "Mine?" you ask.
"Henry, the discharge of the coil gun caused immense damage on your right arm. I was able to save it, but there will be lasting damage and scarring. I'm...sorry,"

You take a moment to look at your right arm. It is swaddled in bandages, with your fingers barely peeking out. "I don't feel anything, Edward," you say, with concern. "I have you on milk-of-the-poppy, to ease pain, and there might be nerve damage. Still, it is good to see you awake. It's been two days, and we've left port."

The motion of the ship becomes apparent. You go to leave the bed, and Edward helps you up. Swaying slightly, you manage to find your feet again. Stepping outside, there is a bracing wind, and you can feel some energy returning to your limbs. You walk to the railing, and you are shocked to find tears coursing your cheeks. Edward places a consoling hand on your shoulder.
The moment passes, and from around the corner comes William and Archie.
"Henry!" they both exclaim, and come running to greet you. Their exuberance, and wild laughter brings a bit of joy back into the scene. They tell you that the Governor was most pleased with our triumph, but to stay in Cape Town was too dangerous. The Scarab would be hell-bent on revenge. "Boy, we bent his nose out of joint, lads," says William. With this party, you spend the rest of day, talking and relaxing. John is currently under a strict no-visitation policy, for fear of infection. By that night, you are of sounder mind, but the body still aches.
>>
>>3771773

But sleep does not come easy. Every time you close your eyes, scenes of blood and ruin come swirling back to your mind's eye. The rain. The roar and crackle of flame. You are just at the edge of despairing when you hear a noise at the door. "Who's there?" you ask, hoarsely.
"It's Kumari. May I come in?"
"Of course,"

Kumari enters. She is wearing a long sleeping gown, and her hair is unbound. She walks to the side of the bed, and sits in the small chair by the side. She doesn't say anything, looking at your arm. Finally, she sighs, "Such bravery. For something you only heard in my promises. Henry, why are you men this way? My people never act with such conviction?"

>Because to do otherwise would be to admit defeat in front of the unknowable
>Because of the glory. Men are nothing, their history is everything
>Because we need something to hope for, even if it is foolish
>Because it is our duty. Men are nothing without owning the truth of their words
>Write-in
>>
>>3771778
>Because it is our duty. Men are nothing without owning the truth of their words
>>
>>3771778
>Because it is our duty. Men are nothing without owning the truth of their words
>Because to do otherwise would be to admit defeat in front of the unknowable
Actions speak louder than words - we may say we are willing to help, but such proclamations are worthless until we demonstrate we are willing to up against these forces and win. While we can't fully verify your story, we can certainly smell when something major is afoot - after what we've seen there's little we could consider "far fetched" any more, and we are willing to trust you and your story is making more sense by the minute. If what you say has even a modicum of truth to it, there is no time for dithering and verifying, for our foe is powerful and time is of the essence - every hour and every advantage is worth fighting for, sometimes literally.
>>
>>3771778
THIS >>3771833
>>
>>3771859

"Actions speak louder than words - we may say we are willing to help, but such proclamations are worthless until we demonstrate we are willing to up against these forces and win. While we can't fully verify your story, we can certainly smell when something major is afoot - after what we've seen there's little we could consider "far fetched" any more, and we are willing to trust you and your story is making more sense by the minute. If what you say has even a modicum of truth to it, there is no time for dithering and verifying, for our foe is powerful and time is of the essence - every hour and every advantage is worth fighting for, sometimes literally." Your own conviction surprises you, but as you say the word, you can tell they are right. Kumari is looking at you, with a unknowable face. A moment passes, breathless. She then stands, leans over you, and gives you a kiss.

>Commit to the kiss. It has been a trying set of days, and you are need of animal comfort
>Pull back, gently. It is not in your nature to be so bold with a woman. Not yet, at least
>Write-in
>>
>>3771963
>Write-in
Give her a quick peck back, but we must remain reasonably professional at least for the time being, lest it cloud our judgement, be used against us or lead to.....complications later. Remember who she is.
>>
>>3771963
>Pull back gently
>>
>>3771963
this >>3771999
>>
>>3771963
>Pull back, gently. It is not in your nature to be so bold with a woman. Not yet, at least
>>
>>3771963
>Pull back, gently. It is not in your nature to be so bold with a woman. Not yet, at least
>>
>>3771963
this seems like a good idea >>3771999
>>
QM, again, if you're not going to be around for a bit could you please tell us for peace of mind? We'll start worrying where you've gone otherwise.
>>
>>3774617
>>3772645
>>3772039
>>3772030
>>3772022
>>3771999
>Combining these

You are half tempted by her, but your upbringing rears its head. You were not raised a fool, and only a fool gets involved in royalty. You push against her, but then pull away. You smile at her, and she blushes, "I forget myself. You are right, we are companions in this, not star-struck lovers." She stands up, and walks to the door. Opening it, she stands framed by a starry background. The sound of the sea drifts through the door. "Still, the offer is open," she says as she steps out into the night.
You sigh to yourself, your sleep not coming any easier.
>>
>Right Arm Disabled (-40 to rolls with that arm)
The next day dawns, bright with clarity. Pulling yourself out of bed, and into some clothes is a trying experience, with your swaddled arm being a particular nuisance. Still, it is with some relief that you step out into the cool air, and begin to walk the deck. Your limbs seem a bit stiff, but all settles after several moments.
You

>Find one of your companions
>Practice one of your skills
>Focus on resting for your health (5/12)
>Walk the ship, and see what's new
>>
>>3774984
>Admittedly, I am pretty garbage at that. My apologies. Thank you for sticking around!
>>
>>3775211
>Focus on resting for your health (5/12)
>Walk the ship, and see what's new
Occasionally step out and walk to get blood flowing and the fresh sea air in our lungs. Otherwise, BED REST
>>
>>3774984
>I'm moving around the province at the moment, and about to get settled in. I will be out of internet tomorrow, but should have it by Monday. Once I'm moved in, the schedule will be more solid.
>>
>>3775319
Sure, this.
>>
>>3775400
No problem, just keep us in the loop with that.
>>
>>3775319
+1
>>
Oh, by the way I'm actually somewhat surprised at the heavily unanimous outcome of the previous choice, I half expected everyone to want to mack on any woman they could (as 4chan is wont to do).
>>
>>3776702
We still have Antarctica and Lemuria to brave and the Scarab to defeat. No time for waifus when they can just die the next day.
>>
>>3776880
>>3776702
>Henry is not for lewd
>Phone-posting. Hopefully the internet will come tomorrow, and I can start solidly posting.
>>
>Update. Internet still not set up. Lets roll the healing
>d100, Bo3, I will use Edwards skill
>>
Rolled 62 (1d100)

>>3780761
>>
Rolled 60 (1d100)

>>3780761
>>
Rolled 49 (1d100)

>>3780761
>>
Bump while we wait for QM to get Internet.
>>
>>3780821
>>3780821
>I HAVE INTERNET. Fuck that took too long.
>49 (Success)

The healing process goes slowly, and your arm is painful as it knits together the tissue. Still, the air of the sea, and the increasing cold as you head to deepest southerly climes does your constitution wonders. Edward mothers you, constantly checking on the bandages, and expressing concern. Still, he is confident it will heal properly. "There will be scarring. I am sorry, Henry."
You respond, gaily, "Think nothing of it! A war wound to boast of." The healing is far from over, but you can move it about.
>9/12 Health
>Right Arm Scarred and Damaged (-20 to rolls using that arm)

The Chiron is a powerful vessel at full chap, and it seems Mr. Nordvik is hell-bent on finding the Whirlpool. In your short jaunts around the deck, you can see several changes. The crew are to a man armed, and carry a somber air. The ornithopter is unpacked, the bathysphere on the deck and gleaming of bronze. Most surprisingly for you is on the fo's'cle juts a cannon, with a breech-loading system. "Mr. Hughes insisted," says William when you ask him. Still, good to see the recent attacks prompted a change in attitude.

>Find one of your companions
>Practice one of your skills
>Focus on resting for your health (9/12)
>Learn about a particular aspect of the ship
>Inquire about Cape Town and what happened after your injury
>Write-in
>>
>the fo's'cle
The what now?

>>3784465
>Inquire about Cape Town and what happened after your injury
i'm interested to know Annika's status. Is she in the brig?
>Focus on resting for your health (9/12)
And we can't go around with a -20 debuff.
>>
>>3784465

>Inquire about Cape Town and what happened after your injury
>>
>>3784497
>fo's'cle
It's fo'c'sle, short for forecastle, the the upper deck of a sailing ship forward of the foremast, or the forward part of a ship with the sailors' living quarters.

>>3784465
>"There will be scarring. I am sorry, Henry."
>"Think nothing of it! A war wound to boast of."
Something to tell the kids if we survive this expedition, huh?
>all that arming
Good. Thinking that everything will be peaches and cream after the big bout we had recently and thankfully planned for beforehand would be idiocy. Seems everybody is well aware of what lies ahead...
>Inquire about Cape Town and what happened after your injury
>Focus on resting for your health (9/12)
HEAL ARM
GET INFO
>>
>>3784497
>>3784501
>>3784771
>Focus on resting for your health (9/12)
>Roll d100, Bo3, using Edward's skill

>Will follow with write-up for inquiring about Cape Town and the fallout
>>
>>3785393
>Forgot name, but it's me.
>>
Rolled 74 (1d100)

>>3785393
>>
Rolled 70 (1d100)

>>3785393
>>
Rolled 75 (1d100)

>>3785393
>>
>>3785501
>70 (Failure)

Another few days of rest, as the ship heads ever southward. The weather and cold is such that you have taken to wearing thick wool and caps during your walks. John, to your dismay, is still under strict quarantine. However, your friends William, Archie, and Edward when he has the time, are more than willing to walk and talk with you. One night, you find yourself in the lounge with Will, Archie and Edward, along with Mr. Hughes and Kumari. Mr. Nordvik rarely joined in dinner anymore, but you six had made a merry dinner despite it. After drinks and a lively game of cards, you settled back into a thick armchair.

You say, "You know, it's been over four days, and it just occurred to me ask about what happened in Cape Town. Curious, that, how the mind can forget things so quickly."
Mr. Hughes chuckles, "I think, in light of your current health, we can forgive your lack of curiosity. Cape Town was quite the venture for out little crew, was it not," as he looks around the room. Will pipes up, "Aye, and I am damned pleased to be gone. Fights and scrapes are all good fun, but that was downright diabolical."
Archie speaks, "While we left that quaint estate in shambles, the Governor was most pleased with our service. I believed I heard mention of knighthood, or at least medals. In any case, Mr. Wodehouse has sent letter to London, concerning the details of our little adventure."
"Knighthood?" you exclaim. A solemn nod from Mr. Hughes. "The Expedition was directly involved in removing vice and graft from a British colony. Definitely a matter worth mention to the Crown." You thump your thigh in excitement.
Kumari continues, "The men the Ibis had, the Boers, are being held in Cape Town to face justice. The man you call an engineer, his name is Pyotr Kuznetsov. He is being held in the brig, along with Annika,"
"Annika is being held in custody!" Another shock. William says, "Aye, but you haven't seen her in a mood, Henry. I like them feisty, but she damn near took me head off when I brought her food yesterday,"
"Ms. Nordvik seems to be still lingering under whatever dire spell the Scarab placed on her, no doubt of an obscene nature," mutters Archie, darkly. Clearly this topic made people uncomfortable, as Kumari looks away at this too.

Mr. Hughes continues, "I was able to procure arms, and when you lot returned to the ship in various states, we set sail immediately. After that, it's as you know already,"
The matter and conversation drifts on for the night, and you eventually retire. Edward takes one last look at your arm, and gives his pronouncement.
"The healing is going well, but the scarring will be more intense than I previously thought,"
"Now that you mention it, my arm is stiff," you say.
"I feared so. There are some exercises, but I am afraid it is as it is. Good night, Henry."
With these final words, Edward leaves, moving quickly so you do not see the tears upon his cheeks.
>>
>>3785654
>Right arm healed
>12/12 Health
>Heavy scarring (-5 to checks with right arm)

You sleep, and rise to frost on the windows, and grey clouds. The seas heave with motion, and you put on your cold-weather gear. As you step into the cold air, you feel a sense of purpose set upon you. The trials have been much, but you have grown. You can feel it.

>Updated Character Sheet

Name: Henry McDermond

Age: 18

Health: 12/12
Heavy Scarring on the Right Arm (-5 to checks using that arm)

Statistics:
Brawn 40
Agility 43
Intellect 39
Charisma 64

Skills:
History 20
Poetry 20
Speech 20
Languages 20
Shooting 15
Fencing 10
Tactics 10

Languages: English, French, German, Latin

Equipped Items:
Cold-Weather Clothing (+20 to Survival checks in cold weather)
Bowie Knife (2 damage)
Damascus Scimitar (3 damage, increased crit range)
Colt Navy x2 (6/6 rounds, 4 damage)
Pocketwatch (+10 to Navigation)

Inventory:
Colt Navy 1861 x2 (4 damage)
Four boxes of ammunition (16 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)
Flying Leathers (1 Armour)
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)

>INCREASED SKILLS - Shooting +5
>CHOOSE
>ADD +5 to either Tactics or Speech
>ADD +5 to either Agility or Intellect
>>
>>3785663
>+5 to Speech
We seem to be becoming quite the orator, and we should take that with both hands

>+5 to Agility
We have more points in INT-based skills than AGL so we need to bring AGL up more and we still need to compensate for that damn injury.
>>
>>3785663
THIS >>3785750
>>
>>3785750
This
>>
>>3786248
>>3785894
>>3785750

>>3786248
>>3785894
>>3785750

>Locked in
>Updated character sheet

Name: Henry McDermond

Age: 18

Health: 12/12
Heavy Scarring on the Right Arm (-5 to checks using that arm)

Statistics:
Brawn 40
Agility 48
Intellect 39
Charisma 64

Skills:
Speech 25
History 20
Poetry 20
Languages 20
Shooting 15
Fencing 10
Tactics 10

Languages: English, French, German, Latin

Equipped Items:
Cold-Weather Clothing (+20 to Survival checks in cold weather)
Bowie Knife (2 damage)
Damascus Scimitar (3 damage, increased crit range)
Colt Navy x2 (6/6 rounds, 4 damage)
Pocketwatch (+10 to Navigation)

Inventory:
Colt Navy 1861 x2 (4 damage)
Four boxes of ammunition (16 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)
Flying Leathers (1 Armour)
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)

The day is bright with promise. You enjoyed last night with your friends, and resolve to find someway to enjoy those moments further

>Choose three

>Practice one of your skills
>Learn about a particular aspect of the ship
>Find Mr. Hughes. He has money to spare, and seems to know more than he shows
>Find Mr. Nordvik. He must be troubled.
>Find Edward. He has helped much with your wound
>Find William. His quick thinking and feet helped summon allies
>Find Archie. He was daring and brave, and should be commended
>Find Kumari. Just to talk, nothing else
>Try and visit John. You must know how he is faring
>Talk to the Russian engineer. He may give you valuable intelligence
>Try to talk to Annika. She is deeply troubled
>Spend the day with the crew. They have performed admirably
>Write-in
>>
>>3786982
>Try to talk to Annika. She is deeply troubled
>>
>>3786982
these are priority
>Try to talk to Annika. She is deeply troubled
She used to be brainwashed or something, right? What's with her?
>Try and visit John. You must know how he is faring
He got hurt during that fight too. That flamethrower dude was a bitch and a half, and he roasted the guys John had on his end. We gotta give him some spirit after that - if it weren't for him we would've been worse off surviving.
>Find Mr. Nordvik. He must be troubled.
Guy literally find out his lost daughter was working for the bad guy, that's gotta hurt.
If we could do more, I would also go for "crew", "Hughes", and "learn about ship"

>>3786989
Choose three my dude
>>
>>3787235
Support. Perhaps we could position ourselves as a go-between if Annika and Nordvik won't see each other.
>>
>>3787238
>>3787235

You volunteer to take food down to Ms. Nordvik. The cook gives you a thankful grin, "Not many wanting that. Cheers, Henry."

Annika is being held in the brig, deep in the bowels of the ship. As you approach her steel door, you can hear the low mutter of Russian from the cell opposite. It seems the engineer is praying. Sliding the slot open, you gently place the tray at the opening. Several moments pass, and it is pulled inside. You hear a voice, quiet in the dark, "Engelskmann, if you came expecting answers, you find none here."

You say
>I'm not looking for answers, I just want to talk.
>How did you come to be captured by the Scarab?
>What do you want to talk about?
>Your father is worried. Do you not want to help him?
>Write-in
>>
>>3787723
>I'm not looking for answers, I just want to talk.
We have to soften her up a bit first if we want anything.
>>
>>3787723
this >>3788420
>>
>>3788548
>>3788420

"I'm not looking for answers, I just want to talk,"
"Talk about what, engelsk? The Scarab will end the world. The only hope is to join him, even if you damn yourself." The last part fades into a whisper. Annika is clearly in deep despair. True to your earlier words, you continue to talk, about nothing, just pleasantries. You talk bout the coastline of Africa. About London, and the Casablanca. You try to talk about anything but her and her capture, about her situation.

>Roll Charisma (64) + Speech (25) - Circumstances (15), d100, Bo3
>>
Rolled 72 (1d100)

>>3789623
>>
Rolled 46 (1d100)

>>3789623
>>
Rolled 77 (1d100)

>>3789623
>>
>>3789703
>46 vs 74 (Success)

You talk for maybe an hour, before you tire of options. You hear nothing on the other side. As you finish, Annika finally speaks. "Come back tomorrow, engelsk."

With that, the conversation, one-sided as it was, is over. You head topside, where the air is clear and cool compared to the dank interior of the hold. You feel like you have gained headway.

You take a small lunch with your friends, and ask Edward, "Is there any chance of seeing John? I do worry about his state."
Edward smiles, wanly, "I appreciate your concern. John, however, is much too injured to see anyone. He can barely move, let alone risk an infection." While Edward is talking, William catches your eye, and winks. He must know something more

You
>Try to convince Edward to let you in. Supervised, maybe in medical clothes, anything
>Speak to Will afterwards about whatever he has in mind
>Trust Edward. John needs his rest
>Write-in
>>
>>3790171
>Speak to Will afterwards about whatever he has in mind
Rogue buddy has never let us down once so far. Why not hear him out?
>>
>>3790220
Support
>>
>>3790787
>>3790220

After lunch, you pull Will aside. "What do you have in mind?"
Will grins, "Johnny has been cooped up in there for too long without a good beer. Now, I'm not saying we break him out, but what if we sneak him in a care package, along with ourselves. One of us has to find a way in, the other, get the beer from the storeroom."

You
>Go get the beer. Should be easy
>Find a way in to the room
>Decide against it, and move on with your day
>>
>>3792114
>Go get the beer. Should be easy.
We want to get our MVP a fucking drink, since he's in worse shape than we were. Who's gonna stop us?
>>
>>3792114
>Go get the beer. Should be easy
Not too much alcohol though, and scrub the bottle down with ethanol first to disinfect it.
>>
>>3792114
>Decide against it, and move on with your day
>>
>>3792166
This
>>
>>3792333
>>3792166
>>3792144

Heading to the galley, you quickly find a bottle of brown ale. It is nothing to take it, as members of the Expedition are allowed to have a set amount of alcohol per day.

You return to Will, finding him on the top of the main deck, next to a window. "Just on the otherside is John. I'll knock, and he'll know what to do, once he sees our face."

The knock is quiet, but you do hear movement on the otherside. Suddenly, a face looms, indistinct amidst gauze, peering outwards. It's hard to tell the facial features, but it seems to lighten when seeing your face and beer. A few moments later, and you are inside, let in by John.

He confesses to great pain, and can barely speak beyond a whisper. Will takes it in stride, but for you its hard to maintain composure. By the time the beer is finished, you can barely stand to look at John. This was all a horrible mistake!

Will, largely unaware of your inner strife, heads for the door. You

>Beg for John's forgiveness, on your knees. The poor man!
>Console yourself with a farewell. A quick one
>Offer your condolences, and depart
>Hide your feelings, and take a walk
>Write-in
>>
>>3792457
>Hide your feelings, and take a walk
Will has right idea
>>
>>3792457
>Hide your feelings, and take a walk
He knew what he was in for when he decided to step up and help us. The least we can do is honor his own dignity and not beg for forgiveness or offer condolences. We're not a condescending fuck like those Frenchmen can be.
>>
>>3792457
>Hide your feelings, and take a walk
Offer him another beer some other time
>>
>>3793710
>>3792679
>>3792462

You step out into the cool afternoon air, with the words "Another beer tomorrow?" You hear a grunt like laughter, and then the door closes. Will shakes his head. "Sad sight. Still, we did him a merry turn. Let's keep it moving! Round up the rest of 'em. Why so glum, chum?"

You
>Join William for a night of debauchery with your friends
>Excuse yourself, and retire with a good book
>Write-in
>>
>>3793962
>>Excuse yourself, and retire with a good book
>>
>>3793962
>Excuse yourself, and retire with a good book
Sorry Will, not tonight.
>>
>>3793962
>Excuse yourself, and retire with a good book
>>
>>3795675
>>3794003
>>3793977

"Another time, Will."
"Have it your way," as he lopes off into the night.
You head to bed, and try to focus on your book

You choose
>A tome of myth. Maybe you can learn something of Lemuria
>A book of poetry. The weave of words is a balm to the mind
>A book of science. Let's learn something new
>Write-in
>>
>>3795772
>A book of science. Let's learn something new
Maybe there's something we can use as an ace against that foul Scarab! Or we can understand his machinery or certain concepts that they rely on. Anything can help!
>>
>>3795777
Sure
>>
>>3795777
+1
>>
>>3796260
>>3796216
>>3795777

You select a tome on advances in steam and power, penned last year by the Royal Engineer's College. The Governor of Cape Colony gave some indication that the Scarab could have some strange zeppelin. He also clearly desired to create other weapons and devices, such as the jet-pack,lightning gun, and that devilish fire machine. You settle in

>Roll Intellect (39), d100, Bo3
>>
Rolled 52 (1d100)

>>3798040
oof we dumm

I wonder, how could we catastrophically fail reading a book, should it happen?
>>
Rolled 8 (1d100)

>>3798040
>>
Rolled 16 (1d100)

>>3798040
>>
>>3798280
>8 vs 38 (Success)

The book, although tedious, does render some secrets to you. None of the inventions you've seen pursued or demonstrated by the Scarab are seemingly possible, at least according to the book. However, something catches your eye. John, and his plight still fresh in your mind, catches on the steam-walker. Burned as he is, he could be encased in something. Perhaps, in a rather grim thought, like an Egyptian sarcophagus, but one that moves and protects. Edward was concerned for airborne infection. Maybe the suit could act as a barrier for both the microscopic dangers, and the more lead-borne ones. This is definitely something worth pursuing.

>Quick update guys. I will be going on a vacation for the weekend, so I will start a new thread and continue in about a weeks time. Thanks for sticking around, and let me know what you think so far, or any suggestions you have. Cheers!



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.