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  • File : 1326661872.jpg-(308 KB, 1920x1200, 1326265512139.jpg)
    308 KB Quest- The Formless: Part III Nowhereman !!axso+Og9by5 01/15/12(Sun)16:11 No.17554875  
    Continued from:

    You are Proteus:

    As a prisoner in a Polish concentration camp, you were subjected to torturous experiments under the watch of Dr. Von Braun, one of the brightest and cruelest minds of the Third Reich. The ordeal has stripped you of your humanity in more way than one as you discover that you now have the ability to control and morph your flesh in any way you desire.

    Using this new ability, you free yourself from your cell and try to make your escape. Shortly after leaving your cell, you brutally attack a Nazi soldier and devour his body to add its bulk to your emaciated frame. You take on his appearance to infiltrate the base.

    An alarm sounds when they find that you have vanished from your cell, and you quickly mutilate an officer and take his form so you can move more freely about the camp. You hear gunshots coming from the prison yard and Von Braun announces over the PA that a dozen prisoners will be executed every hour that you do not turn yourself over.

    You headed to the factory, looking for a means to escape. Using your inhuman powers, you gain the ability to shoot poisonous quills from your body that cause pain and paralysis.

    You get in a small firefight in the factory that comes to an abrupt end when you throw a grenade that rolls under a gasoline silo. The factory is demolished in a massive fireball that damages many nearby structures and rains flaming shrapnel over the entire camp.
    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)16:21 No.17554992
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    The prisoners take advantage of the mayhem to start a riot, picking up weapons from the dead Germans and fortifying themselves in the western cell block and attacking the barracks to the east. You grow yourself in a grisly suit of armor made from bone and lead the charge on the barracks tearing the Germans limb from limb.

    A stray grenade nearly blows you in two, and in a desperate move you absorb the bodies of fifteen dead Nazis into your own. After a brief digestion period you emerge as an unstoppable sixteen foot tall golem of writhing flesh and bone. In this form, you easily crush the German offensive and drive them back to the armory, the most fortified position in the entire camp.

    You have successfully claimed the south, east, and western borders of the camp, but the Germans still hold the heavily armed northern perimeter. The Nazis still occupy the the armory, the administration building, and the gate (which is guarded by two pillboxes).
    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)16:32 No.17555133
    Your abilities:

    You can control the flesh, bone, and chemicals in your body down to the cellular level.

    You can change the color of your skin to match your surroundings, becoming nearly invisible while immobile

    You can acquire more mass by eating the flesh of others.

    You can change your appearance to look like another person

    >Poison Darts
    You can shoot venomous quills from your body that cause death almost instantly.

    >Demon of Gdynia
    You can protect your body with a bony exoskeleton. It's effective against small arms and shrapnel, but cannot withstand heavy fire.

    >Fire Resistance
    You can survive in a fire for prolonged periods of time.

    After consuming large amounts of flesh you become a hulking, near-unstoppable monstrosity. In this form, you can easily shrug off direct fire from an MG42.

    >Bombardier Gas
    You have managed mimic the defense of a certain species of beetle. Though this attack does not possess much explosive power, the resulting toxin is extremely poisonous and can kill a man in less than a minute.

    Given enough time you can alter your body's chemistry to discover new abilities.
    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)16:41 No.17555218
    Your equipment:

    You have about 200 men with you to lead the charge on the armory, but only 88 firearms between them. You have two MG42s and 22 grenades. You also have one panzershreck and 5 rockets.

    Major characters:

    An old Polish man who is surprisingly effective on the battlefield. He is rallying the troops for the assault on the armory

    A young, short haired, Jewish woman and a very courageous fighter. She was injured while defending the the southernmost barracks

    >Dr. Von Braun
    The monster responsible for taking away your humanity and subjecting countless others to his cruel experiments.
    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)16:43 No.17555233
    Roll 1d100 for your next course of action.
    >> Anonymous 01/15/12(Sun)16:45 No.17555259
    You forgot the musclemass ability for additional speed.

    Are we regenerated yet?
    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)16:48 No.17555288
    Good call

    >Lightweight High-Carbon Skeleton

    You have increased the strength of your skeleton and increased your muscle-mass for faster movement.
    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)16:52 No.17555343

    You were struck by several panzershreck rounds while destroying the last barrack, but you have managed to heal from your grave injuries since then. You aren't completely healed up just yet, but you are not vulnerable.
    >> Anonymous 01/15/12(Sun)22:00 No.17555641
    You were also struck by Cloudflare, but have regenerated from that too.
    Bumping for gustafful, my lebien!
    >> Dr. Fluke Hawkins !NFbC/Kci56 01/15/12(Sun)22:02 No.17555646
    So this reads like Prototype in WWII.
    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)23:25 No.17556183
    4chan is back, and so am I.
    >> Anonymous 01/15/12(Sun)23:26 No.17556196

    welcome back.
    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)23:54 No.17556423
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    Those network problems really threw me off my groove. I'll give you guys shoggoth artwork as an apology.
    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)23:55 No.17556434
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    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)23:56 No.17556443
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    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)23:57 No.17556450
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    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)23:58 No.17556456
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    >> Nowhereman !!axso+Og9by5 01/15/12(Sun)23:59 No.17556464
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    >> Anonymous 01/16/12(Mon)00:57 No.17556585
    >Bombardier Gas
    >You have managed mimic the defense of a certain species of beetle. Though this attack does not possess much explosive power, the resulting toxin is extremely poisonous and can kill a man in less than a minute.

    into the nearest nazi infested opening, just to "check the tubes" so to speak.

    lets see what this shit can do.
    >> Anonymous 01/16/12(Mon)00:57 No.17556590
    rolled 32 = 32

    fucking roll...
    >> Anonymous 01/16/12(Mon)00:58 No.17556593
    rolled 24 = 24


    Through the windows is too obvious.

    I vote for finding a sewer pipe or something similar and pumping it in that way.
    >> Anonymous 01/16/12(Mon)01:00 No.17556606
    rolled 80 = 80

    that involves getting too close to the building
    >> Anonymous 01/16/12(Mon)01:04 No.17556634
    rolled 48 = 48


    How do you suggest getting it in through the windows without the nazis noticing then?

    And we can probably find a pipe or something that leads up into the building far enough away from it that we can punch into it and work safely.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)01:05 No.17556641
    Here's a bad mspaint drawing of the armory.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)01:05 No.17556645
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    Damn captch
    >> Anonymous 01/16/12(Mon)01:07 No.17556663
    rolled 35 = 35


    So 4 armed nazis guarding each window, two doors, and a loading bay door.

    Yeah, we're not getting close to that building or the windows without getting shredded by machine gun fire.
    >> Anonymous 01/16/12(Mon)01:08 No.17556670
    rolled 57 = 57

    I figure by spraying it.

    the spitting cobra does it and the bombardier beetle as well.
    >> Anonymous 01/16/12(Mon)01:10 No.17556685
    rolled 71 = 71


    Can we spray it far enough that they can't see us or hit us with guns? I don't think so, and we're using a gas so it'd disperse before it got into the building anyways.

    No, our best shot is to find a pipe and pump it through there. We'll have to be careful though so it doesn't get into other buildings where our comrades have control though.
    >> Anonymous 01/16/12(Mon)01:14 No.17556708
    rolled 71 = 71

    It says that our poison gas doesn't have much explosive power. What if we made a sac of poison gas and attached it to a grenade?
    >> Anonymous 01/16/12(Mon)01:17 No.17556730
    rolled 53 = 53


    I wasn't thinking...

    get the peons to blow the door off the building with our panzershrecks and grenades

    then they open up on the gunners in the windows while we charge the hole where the door used to be.

    then we produce gas however we do it and keep pumping the gas till we are assured that all the nazis are dead if we have to rip the masks off them all.

    I mean it's our own bio-substance so it shouldn't inconvenience us...
    >> Anonymous 01/16/12(Mon)01:18 No.17556740
    rolled 28 = 28


    That kind of defeats the purpose of gassing them out in the first place.

    Let's just see if we can find a pipe to use first, and if that doesn't pan out then we can try something more direct like this.
    >> Anonymous 01/16/12(Mon)06:38 No.17557876
    ...Guys, read the last thread.
    We can't gas them. The loading bay is open.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)13:15 No.17560519
    What the hell? Cloudflare has tried to kill my thread twice.


    You scan the armory for an opening. The windows and doors are guarded by soldiers armed with machine guns and panzershrecks. Your hide is thick, but you doubt you would be able to shrug off a barrage that severe.

    You notice something on the roof, a small chimney-stack that was put there to keep exhaust and hazardous vapors from building up inside of the armory.

    Roll 1d100 for your next course of action.
    >> monotreeme 01/16/12(Mon)14:23 No.17561147
    rolled 8 = 8

    query: outside temperature (approximate)?

    get covering fire from our 88 guns on the window gunners, sprint around the side of the armory and crawl or ooze up the side of the building to that pipe then latch on and fart that gas down the pipes

    I was there and the status of the loading bay was not stated by Nowhereman.

    the theoretical state of the bay door was discussed, because I was part of the group that brought it up
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)14:31 No.17561221
    Good to see you again, mono.

    >query: outside temperature (approximate)?

    58 degrees Fahrenheit
    >> Anonymous 01/16/12(Mon)14:34 No.17561245
    rolled 86 = 86


    Hmm, set up a distraction and then get on the roof quickly, we can camouflage ourselves and pump in the gas through there.

    Nice to see this is still going.
    >> Anonymous 01/16/12(Mon)14:45 No.17561359
    rolled 79 = 79

    Collect corpses. Find something heavy (a tank, maybe?) and throw it at the building.
    If we find canisters of explosive material or something that could be filled with our gas, it might be even better for throwing. If we create an autonomous "drone", latch it onto the canister and tell it to cause the explosive reaction after a certain amount of time, we should be able to do quite a bit of damage.

    Do cars explode in this world?
    >> Anonymous 01/16/12(Mon)14:46 No.17561372
    rolled 31 = 31

    >Collect corpses.
    For the purpose of eating them. Just to make this clear.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)14:46 No.17561373

    You turn to Oskar:

    "Get all of your men to open fire on the armory. While their heads are down, I'll get to the roof."

    Oskar snaps a magazine into his rifle.

    "Just leave some for us to kill this time, eh?"

    He turns to his men:

    "Our hideous friend needs a distraction! Take up positions in the rubble! Stay low and keep firing!"

    The prisoners let loose a terrifying battle cry and like shrieking skeletons they charge into battle. Fueled by their rage they open fire on the armory with total disregard for personal safety. For every inmate shot down, another is there to pick up his weapon and continue the fight.

    You have precious little time to act. With all of your strength you run along the perimeter wall, bullets ripping at your sides. You ignore the onslaught of hot lead, all that matters is that you get to the roof.

    Once you're within range you prepare yourself for a mighty leap.

    Roll 1d100

    If the sum of the first 3 rolls is greater than 100, you successfully land on the roof.
    >> Anonymous 01/16/12(Mon)14:47 No.17561388
    rolled 97 = 97


    >insert Six-Million Dollar Man sound effect here
    >> Anonymous 01/16/12(Mon)14:51 No.17561428
    rolled 98 = 98


    God DAMN.

    >> Anonymous 01/16/12(Mon)14:53 No.17561445
    rolled 31 = 31



    Steve Austin is the patron saint of this quest.
    >> Anonymous 01/16/12(Mon)14:54 No.17561465
    rolled 25 = 25


    If we get 250, can we kill someone by landing on them?

    That would be awesome.
    >> Anonymous 01/16/12(Mon)14:56 No.17561486

    dat noko
    >> Anonymous 01/16/12(Mon)14:59 No.17561508
    rolled 63 = 63

    Seems like we got more than needed...

    I suggest cleaning the pillboxes with my remote-controlled bomb concept. But only if there isn't anything more suitable available after cleaning the armory.
    >> Anonymous 01/16/12(Mon)15:00 No.17561514
    rolled 11 = 11


    You can't really cheat on rolling when higher numbers are better. Rolling a die greater than d100 will make it LESS likely for you to get a crit (and more likely to reveal the fact that you're cheating) and rolling a lower die makes it impossible.

    Noko-ing your rolls is only a problem when you're aiming for low numbers.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)15:02 No.17561536

    Rolled 226

    In a feat of herculean strength you hurl your monstrous frame nearly twenty yards, landing squarely on the roof of the armory. Without a moment to spare you seize the ventilation-stack with your hand, form an airtight seal and pump as much toxin into the building as you are able.

    A moment passes, then you begin to hear the screams. Nazis pour from the windows and loading bay, gurgling horribly and vomiting, their eyes and lungs on burning from the poisonous gas.

    Their suffering doesn't last long though, they are quickly gunned down by the inmates in their panicked attempt to evacuate the building.

    In a few short minutes, the armory is won.

    Only the front gate and the administration building remain.

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)15:03 No.17561550
    rolled 19 = 19


    Fuck yeah, open the loading bay doors to let the gas air out of the building first, the regroup and stack stock of what we have in the armory.
    >> Anonymous 01/16/12(Mon)15:05 No.17561564
    rolled 77 = 77


    Er, TAKE stock of the armory.
    >> Anonymous 01/16/12(Mon)15:05 No.17561567
    rolled 8 = 8

    Let out gas, look through the armory. Pack all explosive material into a meat package set to explode on a timer.
    Plant it at the administration building.

    ...Btw, would we be capable of using an autonomous unit that attaches to a ventilation system and pumps gas into it? Could we plant it from a range? Tell it to walk until it finds a ventilation shaft?
    >> Anonymous 01/16/12(Mon)15:06 No.17561585
    rolled 98 = 98


    Clear the gas out of the armory by opening doors and windows, and then send in the prisoners to arm and fortify.

    We should take the administration building next, using the same method if possible.
    >> Anonymous 01/16/12(Mon)15:09 No.17561605

    So gas out the administration building then storm the gate?

    Sounds like a plan.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)15:16 No.17561670
    mspaint update


    You squeeze through the armory door and take stock of your newly acquired munitions. There are dozens of MG42s and panzershrecks with several crates of ammunition. Hundreds of rifles, both automatic and bolt-action, with plenty of ammunition. Lugers, land mines, and grenades all in plentiful supply, and you even notice a couple flamethrowers lying in a corner. There are also several barrels of gasoline and oil, tools, and a motorcycle. The prisoners now have all the munitions they need.

    You wait a few minutes for the poison gas to clear out, then you call out to Oskar.

    "The armory is ours!"

    Roll 1d100 for your next course of action.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)15:17 No.17561676
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    >> Anonymous 01/16/12(Mon)15:19 No.17561699
    rolled 83 = 83


    Is the admin building set up in the same way so we can use the rooftop vents?
    >> Anonymous 01/16/12(Mon)15:20 No.17561714
    rolled 94 = 94

    We got a motorcycle. We got grenades. We are an abomination with limitless capabilities.
    How can we make use of that?

    ...I suggest latching weapons onto the motorcycle by using living mechanisms that are connected to us and fire on contact.
    Drive directly against the administration building (avoid pillboxes!), use surpressing fire of the weapons that we grafted onto the motorcycle and spam grenades through the windows.
    >> Anonymous 01/16/12(Mon)15:21 No.17561717
    rolled 34 = 34


    Walking straight over there will put us in line for the guards who have control of the gate though.

    We can double back and approach it from the cell blocks instead.
    >> Anonymous 01/16/12(Mon)15:21 No.17561718
    rolled 32 = 32

    >and fire on contact.
    fire on contact with the enemy
    >> Anonymous 01/16/12(Mon)15:23 No.17561740
    rolled 82 = 82


    We can spam grenades through the windows, but the rest of the deal with that motorcycle just sounds silly.

    Besides, we can most likely run faster on foot.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)15:24 No.17561756

    Administration is two stories tall and made of brick. Four machine guns guard the building, two on the ground floor, two on the second floor. Currently all of them are facing south to contain the uprising in the cell blocks. The western eastern to administration is being protected by the two heavily-armed pillboxes at the front gate.
    >> Anonymous 01/16/12(Mon)15:25 No.17561761
    rolled 78 = 78

    Yeah, I guess you are right.
    Still, we should keep the motorcycle. Maybe we can do a Hellrider cavalry charge one day.

    Anyway, store grenades in body, lob grenades into windows.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)15:26 No.17561777

    >western eastern

    Shorten that to eastern
    >> Anonymous 01/16/12(Mon)15:30 No.17561820
    rolled 52 = 52


    We're going to lose a lot of men and get pretty hurt ourselves if we attempt to just sweep through the building manually.

    On the other hand I'm not sure if we can get on the roof without them shooting at us again.
    >> Anonymous 01/16/12(Mon)15:31 No.17561839
    rolled 79 = 79

    Fuck this shit.
    Let's do it the manly way:
    Transform into a biological grenade launcher. Launch grenades into the building. Don't stop until everyone is dead.
    >> Anonymous 01/16/12(Mon)15:35 No.17561878
    rolled 68 = 68


    Shelling grenades isn't going to kill everyone in there.

    But it can give us enough of an opening to get inside and finish the job.

    We'll need some kind of cover though to avoid getting just slaughtered on our approach...

    Can we engineer up some smoke bombs?
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)15:36 No.17561900

    You come up with an alternate use for your dart throwing mechanism. You pick up a potato masher grenade and jam its handle into your arm. You create a pocket of air behind the grenade similar to the way you launch your poison darts and aim for the administration building on the other side of the camp.

    roll 1d100

    If the sum of the first three rolls is greater than 149, the grenade makes it through a window and causes hell inside.
    >> Anonymous 01/16/12(Mon)15:37 No.17561905
    rolled 14 = 14

    >> Anonymous 01/16/12(Mon)15:39 No.17561927
    I say we attempt to mutate a new, potentially useful power before anything else.
    >> Anonymous 01/16/12(Mon)15:40 No.17561939
    rolled 90 = 90

    >> Anonymous 01/16/12(Mon)15:40 No.17561945
    rolled 45 = 45


    A catastrophic failure would be loltastic, just saying.
    >> Anonymous 01/16/12(Mon)15:41 No.17561954
    rolled 98 = 98

    >> Anonymous 01/16/12(Mon)15:42 No.17561961
    rolled 34 = 34


    Holy christ, we JUST made it.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)15:45 No.17561995

    Rolled 149 (God is punishing you for noko rolls)

    The grenade sails in a graceful arc. It bounces off of the windowsill and falls harmlessly to the ground. You curse in disappointment.

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)15:46 No.17562007
    rolled 44 = 44

    That one was a warning shot.
    THIS one will be serious!
    >> Anonymous 01/16/12(Mon)15:50 No.17562053
    rolled 22 = 22

    We take a moment to experiment with ourselves, to find out new mutations and powers.
    >> Anonymous 01/16/12(Mon)15:57 No.17562128
    rolled 99 = 99


    Uh uh, no, that can wait until after we clear out the camp. The longer we wait the more entrenched the remaining Nazis will be and the harder it will be to root them out. Generate a smokescreen so we can move in closer and get a better shot at getting the grenades in through the windows.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)16:09 No.17562250

    You notice that a young man having trouble putting on the flamethrower. You pick up a nearby barrel of oil, punch a hole in the top and roll it several yards away from you. You call to the young man.

    "You, what is your name?"

    He is terrified of your towering form, but musters a response.

    "I... I am Peter."

    "Peter, do you think you can hit that barrel with flames?"

    "We shall see."

    Peter marches past you and takes cover by the loading bay door. He flicks on the pilot light with a shaky hand and peers around the corner. The young boy takes a deep breath and spring into action, dousing the oil drum in a jet of crimson flame.

    The oil goes up in flames and a dark column of smoke obscures the pillboxes.

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)16:17 No.17562312
    rolled 34 = 34

    Take out the guards on the gate first in the pillboxes, it'll give us a clearer shot at the building.

    Suppressing fire on them, and get closer with the smoke screen to lob grenades into the boxes.
    >> Anonymous 01/16/12(Mon)16:24 No.17562400
    rolled 79 = 79

    >> Anonymous 01/16/12(Mon)16:26 No.17562413
    rolled 2 = 2

    Pillboxes have quite big openings, don't they?
    I guess throwing a grenade would be quite easy for them.
    ...We could also slither across then ground, enter the pillbox that way and eat its inhabitants.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)16:31 No.17562486

    You grab a couple handfuls of grenades and decide to take advantage of your impromptu smoke-screen. You charge the eastern pillbox. As you emerge from the black smoke you can see the Nazi's faces become pale, their eyes bulging in horror. They see a demon from hell sent to punish them for their sins.

    Roll 1d100

    If the sum of the first three rolls is greater an 124, you successfully clear the pillbox of Germans
    >> Anonymous 01/16/12(Mon)16:33 No.17562504
    rolled 59 = 59

    elder gods guide our aim
    >> Anonymous 01/16/12(Mon)16:36 No.17562537
    rolled 60 = 60

    >> Anonymous 01/16/12(Mon)16:36 No.17562539
    rolled 62 = 62


    Don't fail us now!
    >> Anonymous 01/16/12(Mon)16:36 No.17562540
    rolled 94 = 94

    Kill the people doing their job!
    >> Anonymous 01/16/12(Mon)16:37 No.17562543
    rolled 77 = 77

    roll for glory
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)16:41 No.17562591

    Rolled 181

    You tear out the pins and throw them grenades as if you were Jupiter himself hurling thunderbolts from on high. The potato mashers find their way into the pillboxes, unleashing an explosive slaughter inside. You slither your way into the pillbox, quickly silencing the wounded.

    The eastern pillbox is yours. Only one more pillbox and the administration building remain.

    Roll 1d100 for your next course of action.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)16:42 No.17562603
    >throw them grenades

    I really need to take a second to pay attention to what I'm writing.
    >> Anonymous 01/16/12(Mon)16:42 No.17562608
         File1326750165.gif-(1.17 MB, 298x172, 1303844703976.gif)
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    >People doing their job

    And their job is to imprison and torture innocent people.

    Fuck no, we're not about to feel sorry for them. Let them reap the whirlwind they have sowed.
    >> Anonymous 01/16/12(Mon)16:43 No.17562620
    rolled 30 = 30

    have the prisoner/ ourselves fire panzershrecks at the next pillbox. charge in afterwards while occupants are stunned by explosions
    >> Anonymous 01/16/12(Mon)16:43 No.17562623

    How far does the smoke go? Can we do the same thing for the western pillbox?
    >> Anonymous 01/16/12(Mon)16:44 No.17562625
    rolled 17 = 17

    Only one or two soldiers (and most of the doctors) will be complete psychopaths.
    Believe it or not - These soldiers have families.

    ...But I don't want to derail the thread, so it's better to stop this right now.
    >> Anonymous 01/16/12(Mon)16:44 No.17562633
    rolled 93 = 93


    Seconding this.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)16:46 No.17562652
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    Updated map
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)16:52 No.17562722

    In a booming voice, you call out to Oskar and the other prisoners within the armory.

    "Unleash hell upon the final bunker! The gate is almost ours!"

    Hell is unleashed indeed, and the western pillbox is hammered by a barrage of every conceivable form of weaponry. A storm of angry lead and rocket fire pound its concrete walls without relent.

    Taking advantage of the covering fire, you charge the pillbox.

    Roll 1d100.

    If the sum of the first 3 rolls is greater than 99. The western pillbox is yours.
    >> Anonymous 01/16/12(Mon)16:53 No.17562735
    rolled 21 = 21

    Rollan for RIP AND TEAR
    >> Anonymous 01/16/12(Mon)16:54 No.17562738
    rolled 78 = 78


    >> Anonymous 01/16/12(Mon)16:55 No.17562752
    rolled 41 = 41

    with zealous fury and righteousness strike down upon our foes
    >> Anonymous 01/16/12(Mon)16:55 No.17562754
    rolled 65 = 65


    Rolling for carnage.
    >> Anonymous 01/16/12(Mon)16:55 No.17562755
    Hey guys, I can't participate now and will read the quest in archives later but I wanted to say that the priority you should be aiming for is to kill the nazi doctor who did this. He cannot be let to escape. I'm sure that he already put two and two together and know that his experiment worked, if he flees, he'll be able to turn loyal nazi soldier into super-minsters.
    I think they will try to hold us off for him to escape or something.

    Anyway, look for that doctor! I think the prisoners can handle themselves by now
    >> Anonymous 01/16/12(Mon)16:55 No.17562757
    rolled 53 = 53


    >> Anonymous 01/16/12(Mon)16:59 No.17562799

    That is a good point, that he may have escaped in the ensuing confusion caused by the riot and fighting.

    I think right now we're just getting vengeance on everyone else who was complicit in our creation, and then we can put our abilities to the task of tracking down Von Braun.
    >> Anonymous 01/16/12(Mon)17:02 No.17562830
    rolled 15 = 15

    We're securing the exit so he can't slip away easily. The admin building is probably where he's hiding, and that's next.
    >> Anonymous 01/16/12(Mon)17:04 No.17562843

    Archived for great justice.

    Vote it up.
    >> Anonymous 01/16/12(Mon)17:05 No.17562855
    rolled 91 = 91

    clearing the compound is the best way to find the doctor, or find out he has already fled. that being said its probably not a good idea to get stuck in and lose sight of the gate.
    have some prisoners hold back to make sure no one escapes.
    going to have to look for escape hatches in the admin building after we take it.
    we should keep up the push while we have the momentum
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)17:05 No.17562856

    Rolled 140

    When Oskar sees you approaching the bunker he orders his men to stop shooting. The Germans emerge from cover to return fire, but before a single bullet can be fired you impale them all with tentrils tipped with razor sharp bone coated in lethal venom.

    You unleash a terrible roar of victory.

    You can hear men shouting in celebration!

    "He's done it! He's done it! The golem has taken the gate!"

    Only the administration building remains. It is a simple masonry structure protected by four machine guns. The uprising in the west seems to be advancing on the structure, the Nazis within are fighting a losing battle.

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)17:07 No.17562877
    >admin building

    I bet you as soon as shit started blowing up he went to his lab and started packing up his records and documents to high-tail it outta there, if he didn't just destroy it to prevent it from being discovered.

    He might be holed up with the guards too, but if not, then we'll still have plenty of tools at our disposal to track him down.
    >> Anonymous 01/16/12(Mon)17:12 No.17562930
    rolled 5 = 5

    Give them some terms for surrender.

    Leave your weapons, come out with your hands on your head where we can see them, and line up.

    We're not really for taking prisoners, so the ones that come out we'll just boot out the front gates and tell them to keep walking. If they attempt to attack us, then we will kill them, without hesitation.
    >> Anonymous 01/16/12(Mon)17:15 No.17562948
    rolled 24 = 24


    Storm the building.

    If we do happen to come across Von Braun, I want some answers out of him as to what exactly he did to us.
    >> Anonymous 01/16/12(Mon)17:21 No.17563018
    rolled 4 = 4

    Or just leave it up to the other inmates what to do with them, we just need in the building to fine the Doctor.
    >> Anonymous 01/16/12(Mon)17:26 No.17563082
    rolled 10 = 10

    surrender is obviously not an option. direct any remaining panzers to fire on the machine gunners while we close in. maybe make a battering ram arm?
    >> Anonymous 01/16/12(Mon)17:26 No.17563087
    Just storm the building. Glad to see this thread, NWM!
    >> Anonymous 01/16/12(Mon)17:28 No.17563114
    rolled 88 = 88


    Yeah, that's a good idea, ask our little impromptu warband what they want to do.
    >> Anonymous 01/16/12(Mon)17:29 No.17563127

    Erm, rolling.
    >> Anonymous 01/16/12(Mon)17:31 No.17563148
    Do we have anything that belongs to the doctor? If so sniff it and try to track him using scent.
    >> Anonymous 01/16/12(Mon)17:31 No.17563152
    rolled 70 = 70


    And maybe I should put this in the email box, and not the subject box.
    >> Anonymous 01/16/12(Mon)17:31 No.17563153
    rolled 94 = 94


    Good, they're disheartened. It'll make our job of sweeping through the building easier.
    >> Anonymous 01/16/12(Mon)17:38 No.17563229
    rolled 80 = 80

    Offer the remaining nazis the chance to surrender. If they don't take it, then...
    Well, we should be creative.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)17:56 No.17563451

    You stand in in full view of the administration building. The bullets of their machine guns sting you like wasps, but you mask your pain. You can see the absolute terror in the eyes of the remaining Germans. You call to Oskar, him to rally the prisoners for a final charge. But before the order can be given, you hear a woman's voice over a megaphone. It is Masha.

    "I sincerely hope that a few of you can speak Polish, as we have become tired of hearing your foul language."

    The voice is coming from the western cell blocks.

    "We have captured your armory, and the gate. If you think you can fight us off until reinforcements arrive, you are mistaken. If you do not surrender immediately, we will have our golem eat you. The battle has made him very hungry, and there is room in his stomach for all of you."

    There is a pause in the gunfire, the first cease-fire since the beginning of the riot. After a tense pause, white bed sheets are unfurled from the windows of the armory. Nazi soldiers slowly exit the building in single file, their arms held high and their heads turned low in defeat.

    The battle is won.

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)17:56 No.17563458
    >> Anonymous 01/16/12(Mon)18:01 No.17563489
    rolled 64 = 64


    Well we have the camp, we don't have the doctor yet.

    Have the other former prisoners do what they want with the now-captured Nazis, but we need some information from them on where Von Braun is.
    >> Anonymous 01/16/12(Mon)18:03 No.17563516
    rolled 50 = 50


    Nyet. We must treat prisoners ethically, particularly now that we have promised it. Otherwise, what separates us from Von Braun.

    They can give us the body of a monster, but they CANNOT MAKE US A MONSTER!
    >> Anonymous 01/16/12(Mon)18:04 No.17563532
    rolled 58 = 58


    Approach the Nazis looking as menacing as possible, but allow them to surrender.

    We need to interrogate them about Von Braun's whereabouts, and his science staff.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)18:20 No.17563692

    The remaining Nazis are forced into a line. The once proud Germans are forced to their knees at gunpoint by a grisly mob of gaunts. They cower at your approach, some of them begin to weep. There are thirty four prisoners total, all but eight of them are military personnel. You recognize some of them. You see a young man who you once saw beat a young girl almost to death, another shot a man in front of his own brother. The rest of them are probably guilty of equally horrendous crimes, and it takes you all of your strength to resist slaughtering them on the spot. But Masha promised them that they would be spared, and you are a man of honor.

    The eight non-combatants include: five scientists you recognize from the infirmary the warden; Otto Vanderfaust, the assistant warden, Warner Rimmer; and two young men in crisp Nazi uniforms.

    You tower above the Nazis, and they all turn their gaze downward. All except the Warden, he alone stares at you in rage and disbelief. He has given up the camp, but his dignity is still intact.

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)18:25 No.17563741
    rolled 17 = 17


    Ask them; WHERE IS VON BRAUN?

    Also ask the scientists where all the data on Von Braun's sick experiments has gone, it must be destroyed. Finally, we should consume the scientests. The knowledge to create you is too dangerous for humankind, let alone the Nazis.

    We must be Humanity's Golem, not just protecting the Jews.
    >> Anonymous 01/16/12(Mon)18:44 No.17563962
    rolled 49 = 49


    Have any wounded prisoners tended to, but give caution to security (In addition, have the militants secure the perimeter for the time being, and plan to leave soon).

    Question the remaining prisoners about everything that has transpired, and as to Von Braun's whereabouts.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)18:48 No.17564019

    Oskar sees to it that the gate is secured and that the camp is searched for any remaining Nazis. Wounded prisoners are gathered and sent to the cell blocks for treatment. Masha emerges from the cell blocks, her right arm heavily bandaged, clutching a luger in her left hand.

    You grab the warden and pull him off the ground so that you can speak to him face to face. He remains as composed as one could be while being held aloft by an inhuman monstrosity, but his eyes betray the terror behind his cool composure. You bring him in close so he can get a good look at your teeth.

    "Where is Von Braun?" You ask him in a bone crushing growl.

    Vanderfaust looks you deep in the eyes. You can snap his neck like a toothpick at any moment and he speaks to you as if you were still the prisoner.

    "Von Braun is waiting for you in my office. It is up the stairs, the first door on the right." He says in unwavering Polish.

    Roll 1d100 for your first course of action.
    >> Anonymous 01/16/12(Mon)18:58 No.17564142
    rolled 96 = 96


    Is there any evidence that he's lying? Either way, enter his office in the most counterintuitive way possible (preferably through somewhere that could not be used as an entrance by a typical person.
    >> Anonymous 01/16/12(Mon)19:12 No.17564335
    rolled 42 = 42

    like the floor.
    >> Anonymous 01/16/12(Mon)19:14 No.17564362
    rolled 58 = 58


    Fuck. Yes. I change my vote (the 96) to account for this.
    >> Anonymous 01/16/12(Mon)20:00 No.17564933
    rolled 75 = 75


    I'm guessing that this thread is dead, at this point. Archiving.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)20:13 No.17565058

    You drop the warden and head toward the administration building. You rearrange your mass to fit through the front door and enter. The stairs are right in front of you, but fearing a trap you bypass them and occupy an empty office on the right hand side.

    You punch a hole through the ceiling into the office above. Curiously, you hear a ballad by Tchaikovsky pouring through the hole. You cautiously extend an eyeballed tendril into the room above.

    It is the warden's office for sure. The desk was overturned during the battle and a machine gun is propped against the window. The file cabinets are perforated with bullet holes and a dead German lies slumped over an overturned chair.

    The source of the music is a two-way radio in the corner of the room.

    You pull the rest of your bulk into the warden's office and pick up the radio's earpiece and speak into the mic.

    "Is anyone there?"

    The music is switched off, and after a short pause a man's voice comes over the radio. Polish, with a German accent. Cold and deliberate.

    "17509751? Am I speaking to you?"

    It's Dr. Von Braun.

    "My name is Proteus." You reply.

    You hear him laugh. You've never heard him laugh before. It's an ugly sound.

    "Well, 'Proteus', you should be ashamed of what you've done. You destroyed my lab before I could make more supermen like you. A good deal of my research was lost in the fire, you know."

    "Too bad you did not suffer the same fate."

    "Too bad, indeed. But not all of my work perished in the fire. And I have an exceptional memory. In good time, I shall have more brothers and sisters for you to play with. Respectable siblings, with loyalties to the Reich."

    "When your superiors realize that your 'experiment' escaped and killed dozens of your countrymen, you'll be lucky if you're executed before I get to you."
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)20:14 No.17565067

    "Perhaps, but you would be amazed how much people will forgive to have power like you possess. I'm sure amnesty will not be a problem for me. You, on the other hand, I'm not so sure my people will be so quick to forgive you."

    "You will pay dearly for what you have done."

    "This conversation bores me, I will leave now. My interest in you lies only within your flesh. I will reclaim what belongs to me."

    The radio goes dead.

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)20:25 No.17565213
    rolled 62 = 62


    Get back to the freedom fighters. Tell them that it's probably a good idea to evacuate, but not before gathering a decent amount of supplies.
    If evacuation is impossible due to an overload of unfit former prisoners, discuss what to do next.

    In the meantime, practice augmenting our cochlear/ocular abilities to see what we can do.
    >> Anonymous 01/16/12(Mon)20:38 No.17565358
    rolled 46 = 46

    all bets are off now

    scream in anger to put the fear of god into them. interrogate the new germans in the crisp uniforms. they were probably there to see you go through your transformation and your capabilities
    >> Anonymous 01/16/12(Mon)20:40 No.17565399
    I kinda want to show that bitch up that assumes we are Property.

    We aren't a golem, we aren't the "Protector of the Jews" we are just a man. She and her people have no claim to us.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)21:06 No.17565713

    You exit the administration building in a rage. Masha and Oskar are waiting for you at the entrace.


    "Please, call me Proteus," you reply.

    "Proteus, we must decide what to do next. Reinforcements are sure to be on their way, and we are in no shape to repel a German assault."

    "How many of us are there?"

    "About ten to twelve thousand," Oskar chimes in, "All starved and about a third of us need medical attention. We'll be lucky if more than a fifteen-hundred of us can hold a weapon straight."

    "We must get away from this place," Masha speaks, "The Germans will destroy what they cannot possess. They will come with their tanks and their bombers, we cannot defend against that."

    Oskar laughs a humorless laugh, "We either die defending this place, or the Germans run us down like dogs. If we try marching, we'd leave a behind a trail of corpses for the Nazis to follow."

    Masha spits at Oskar's feet, "Then what do you suggest we do, old man? Just turn ourselves over?"

    Oskar eyes flare with anger and looks as if he is about to yell, but instead he stokes his beard in thought. He casts an eye in your direction.

    "We stand at the gates of hell. Let the demon decide."

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)21:14 No.17565796
    rolled 93 = 93


    10 to 12 THOUSAND? Holy shit that's a lot of people. Like small city sized. There's no way that we're going to be capable of taking care of that many people, much less get them to safety.

    But we need to explain to them that we have another mission and can't protect everyone along the way, so this is where we part ways. They seem capable, leave command up to Oskar and Masha and tell them to hide out as best they can. We're going to be headed into enemy territory.
    >> Anonymous 01/16/12(Mon)21:18 No.17565834
    rolled 99 = 99


    See how quickly and how efficiently a de facto Infantry Regiment can be created.
    >> Anonymous 01/16/12(Mon)21:24 No.17565928
    rolled 64 = 64


    Oskar said that a lot of them are weak and need medical attention. We can get some fighters out of it but right now I think we need to focus on getting people organized to help take care of the sick and frail.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)21:34 No.17566053

    You think for a while. When you have made your decision you turn to Oskar and Masha.

    "Dr. Von Braun must be stopped at all costs. I do not know which way he went or where he is running to, but if he isn't killed, the freedom we have won today will mean nothing.

    "I cannot possibly protect ten thousand people. But I can buy you time. The German reinforcements are almost certainly coming from Czoska in the east. I will take a group of men with me and meet ambush them before they reach this place. Perhaps it will be enough to let you escape.

    "Ask around the camp to see if anyone will join me. Make sure they know that their survival is not guaranteed."

    Oskar grins, "Count me in. I'll see if anyone else is mad enough to follow you."

    "I'm leaving in an hour, with or without you."

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)21:38 No.17566099
    rolled 67 = 67

    if there are any corpses nearby, absorb them. if not, repair any wounds and see if we can get an echolocation radar or something
    >> Anonymous 01/16/12(Mon)21:39 No.17566107
         File1326767968.jpg-(37 KB, 400x533, comeatmebro.jpg)
    37 KB
    rolled 29 = 29


    We're going to need guns.

    Lots of guns.

    And use the downtime to focus on some more mutations. I'm thinking enhancing our sensory abilities or regeneration.
    >> Anonymous 01/16/12(Mon)21:42 No.17566153
    rolled 76 = 76


    Wouldn't we work faster on our own? Taking on a fortified bunker head-on is one thing, but we could hide amongst the terrain and attack with bony whips, acid sacs and other horrifying things.

    If we could augment our physical abilities to make us better at standard combat, we could also do things like snipe a whole bunch of officers, etc.
    >> Anonymous 01/16/12(Mon)21:44 No.17566177
    rolled 93 = 93


    There's only so much we can do on our own.

    Remember when we nearly got blown up and had to spend time regenerating while Oskar and everyone covered for us? If there's other people who want to fight with us, I say let them come.
    >> Anonymous 01/16/12(Mon)21:49 No.17566254
    rolled 81 = 81

    Since we have an hour, now is a good time to experiment. See if we can extrude an autonomous creature.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)21:53 No.17566306

    You take advantage of the momentary peace and turn your attention to your own body. First, to the terror of the German Prisoners, you grab the bodies of five of their deceased comrades and gruesomely add their mass to your own. You feel a bit sluggish while their flesh becomes your own.

    While you are digesting, you begin to alter your sensory organs. Sight, hearing, smell, reflexes, all need to be improved if you are to survive the battle ahead.

    Roll 1d100

    The sum of the first 3 rolls dictates the effectiveness of the mutation.
    >> Anonymous 01/16/12(Mon)21:55 No.17566322
    rolled 83 = 83


    Dammit we used up all the good rolls earlier in the thread.

    at least our life isn't on the line with this one.
    >> Anonymous 01/16/12(Mon)21:56 No.17566346
    rolled 63 = 63


    >> Anonymous 01/16/12(Mon)21:57 No.17566353
    rolled 5 = 5


    >> Anonymous 01/16/12(Mon)21:57 No.17566355
    rolled 31 = 31

    >> Anonymous 01/16/12(Mon)21:57 No.17566356
    rolled 23 = 23


    C'mon dice gods!
    >> Anonymous 01/16/12(Mon)21:58 No.17566368

    Never roll again.
    >> Anonymous 01/16/12(Mon)22:01 No.17566414

    Just barely over 150, not bad.
    >> Anonymous 01/16/12(Mon)22:02 No.17566433

    Hey, like the guy above me said, at least we didn't roll that in combat today.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)22:03 No.17566448

    Rolled 151

    The sights, sounds and smells of the camp assault your newly augmented senses. You can pick out a fly landing on the nose of a German corpse two hundred yards away. You can smell sausage on the breath of your Nazi captives. You can even feel the heartbeats of the prisoners near to yo, and the ticks crawling across their skin have become as obvious as the noses on their faces.

    Augmenting your senses went by faster than you anticipated. You have time for another new mutation.

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)22:06 No.17566487
    rolled 36 = 36


    >> Anonymous 01/16/12(Mon)22:06 No.17566489
    rolled 46 = 46


    Up our ability to camouflage ourselves or copy appearances, so we can do it faster and more easily.
    >> Anonymous 01/16/12(Mon)22:07 No.17566504
    rolled 51 = 51


    Mutate digging claws.
    >> Anonymous 01/16/12(Mon)22:07 No.17566505
    rolled 99 = 99


    Oh hell yes, seconding this.

    Let's get some aerial movement up in here.
    >> Anonymous 01/16/12(Mon)22:08 No.17566515


    >> Anonymous 01/16/12(Mon)22:09 No.17566545

    AA will be a bitch considering our size.
    >> Anonymous 01/16/12(Mon)22:10 No.17566554
         File1326769818.jpg-(65 KB, 647x610, Nightgaunt.jpg)
    65 KB
    In our "real" form, Not-golem / Not-disguise.

    I imagine that we are gunna look something akin to pic related.

    Because WHY THE FUCK NOT? Also I really like the idea of not having a true face anymore.
    >> Anonymous 01/16/12(Mon)22:21 No.17566730
    rolled 51 = 51


    I don't think we even remember (or much care) what our face was before this.
    >> Anonymous 01/16/12(Mon)22:22 No.17566748
    rolled 49 = 49


    we only were that giant-ass juggernaut for a bit, I believe we shrunk back down to regular-human sized after wrecking up the barracks.
    >> Anonymous 01/16/12(Mon)22:24 No.17566773
    We can change our appearance at whim, right?

    So the wings don't even have to be permanent, they can just be something that we whip out when needed, and absorb back in when we're done.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)22:33 No.17566867

    Your next mutation will be a bit more complicated. You start by strengthening your muscles and hollowing out your bones. Next you begin to elongate your arms and extend a sturdy membrane between your digits.

    Roll 1d100 for the effectiveness of this new mutation.


    Also, you are still in golem form, which is why you were so immune to machine gun fire. You lost some mass in the fight, but you are still a sixteen foot behemoth. (Also, you just ingested the corpses of five more Germans)
    >> Anonymous 01/16/12(Mon)22:35 No.17566907
    rolled 41 = 41

    >> Anonymous 01/16/12(Mon)22:37 No.17566920
    rolled 91 = 91


    >> Anonymous 01/16/12(Mon)22:38 No.17566928

    Our glorious wings...gone by a single post...
    >> Anonymous 01/16/12(Mon)22:38 No.17566930
    rolled 99 = 99

    >> Anonymous 01/16/12(Mon)22:38 No.17566934
    rolled 66 = 66

    >> Anonymous 01/16/12(Mon)22:39 No.17566942
    First three die total is over 200.

    Please god give us amazing wings.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)22:47 No.17567030

    Rolled 231

    A pair of mighty wings emerge from your back. They are strong and durable, but in order to fly you must greatly reduce your weight. (you currently weigh about 3000 pounds, you must lose about a third of that to fly, and lose about 500 more to fly gracefully).

    In your flight form, your bones are hollow and brittle and you cannot armor yourself too heavily or you will plummet from the sky.

    "Very impressive."

    Oskar tugs curiously at one of your wings.

    "I have gathered seventy-seven men, myself included who have grown tired of living and wish to join you. We have all the weapons we need from the armory, you need only tell us when to march."

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)22:48 No.17567049
    rolled 18 = 18

    >16 foot tall golem

    Damn we need to shrink down a bit, we'll attract way too much attention to ourselves marching through the countryside like that. If we want to track down Von Braun, we need to be a bit better at stealth and focus less on the smashing things.
    >> Anonymous 01/16/12(Mon)22:51 No.17567088
    rolled 74 = 74


    We need a way to shed that weight, not just so we can fly, but also just to be able to pass as human.
    >> Anonymous 01/16/12(Mon)22:52 No.17567100
    rolled 92 = 92


    Assume the form of


    Ask if any of the volunteers would mind dragging a cart with dead germans in it so that we may feast, to do battle against our enemies while we scout ahead in the air.
    >> Anonymous 01/16/12(Mon)22:52 No.17567102
    rolled 6 = 6

    >fuck you I'm a dragon
    >> Anonymous 01/16/12(Mon)22:54 No.17567128
    rolled 74 = 74


    Awww yer, Nightgaunt mode is GO.
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)22:55 No.17567146
    Additional Information:

    It is about 4:00 pm

    The sun will set around 6:00

    The nearest town is Czoska, about eleven miles to the east. German reinforcements will likely come from this direction.

    The route to Czoska is a long, country road that passes through a forest not far from the camp, a train track runs alongside the road.
    >> Anonymous 01/16/12(Mon)22:55 No.17567148
    rolled 99 = 99


    Backing this up, if we need to explain away the sudden decrease in mass, force our Metabolism to go retard fast until we are ready for it to stop.
    >> Anonymous 01/16/12(Mon)22:56 No.17567159

    I'm sorry but I just HAVE to say it.

    >Gotta go Fats
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)23:12 No.17567361

    You become very still. To the alarm of the prisoners, the golem becomes rigid and then becomes a chitinous statue, which suddenly starts to crumble. When the cocoon of superfluous bone and muscle falls away, you emerge.

    You are considerably smaller than you were before, standing just about seven feet tall and weighing about 500 pounds. Your thick, bony armor is no more, but a pair of batlike wings extend several feet from your body. Your eyes are wide, like a bird of prey's and your hands and feet end in razor sharp talons.

    You turn to Oskar.

    "I will scout the road ahead, take your men and follow behind me. Try to stay out of sight."

    You speak to Masha next, "Travel north and hide yourself in the woods. Do whatever you can to survive. There is a Polish resistance against the Germans, contact them and they will help you."
    >> Nowhereman !!axso+Og9by5 01/16/12(Mon)23:19 No.17567476

    You beat your mighty wings and take to the sky. The camp grows smaller with each flap of your wings. You turn your gaze eastward and scan the horizon, and your heart skips a beat. Miles away, you can see dust coming off the road, and with your augmented eyes you can make out a convoy of German vehicles, spearheaded by no fewer than four Panzer tanks and two tiger tanks. There are eight transport trucks, no doubt filled with Nazi soldiers.

    Fortunately they are still miles away, but the gap is closing. You will have to hurry if you want to stall them long enough to make escape possible for Masha and the other prisoners.

    Roll 1d100 for your next course of action.
    >> Anonymous 01/16/12(Mon)23:21 No.17567501
    rolled 7 = 7


    Toxin bomb those assholes. Keep moving, just, keep bombarding them with poisonous gas.
    >> Anonymous 01/16/12(Mon)23:42 No.17567781
    rolled 71 = 71


    Seconding this.
    >> Anonymous 01/16/12(Mon)23:55 No.17567957
    rolled 78 = 78

    try to find a way to fuse our quills and the panzershreck like we tried berfore, but not fail this time. flying around for rear armor shots all day err day.
    also, go back down to ground to tell oskar enemy contigent size.
    >> Anonymous 01/16/12(Mon)23:57 No.17568002
    rolled 52 = 52

    plan of attack
    >setup an ambush to hit reinforcements before they arrive at the camp
    >fall back and set up another ambush
    >have people man the camp defences as bait
    >when germans charge in, flank from both sides

    A winged demon firing panzershrecks into rear armor will seriously mess with moral.
    >> monotreeme 01/17/12(Tue)00:04 No.17568114
    rolled 97 = 97

    land, give oskar the lowdown gather some grenades (mutate a means of holding them in the ribcage) circle up and fly up paralell to the road and off by 20meters then swerve over the road and drop grenades

    I figure a few cases of grenades later and the Germans will think hard about what their doing

    a panzerscheck into the lead vehicle will force them off-road and slow them up.

    those are some strategies I have thought of
    >> monotreeme 01/17/12(Tue)00:07 No.17568173
    rolled 11 = 11

    and if we cannot bomb them perhaps crop dusting them in toxin will be effective.
    >> Nowhereman !!axso+Og9by5 01/17/12(Tue)00:13 No.17568265

    You dive back down to the camp and call out the old man.

    "Oskar, there's a Nazi convoy headed our way. Four Panzer tanks and two tigers, accompanying eight transport trucks! Set up an ambush five hundred yards to the east. Conceal yourselves as best you can. You'll need to leave a few men here as bait. When the first tank runs into our landmines, shoot get them from the sides with rockets and grenades."

    Oskar has his men throw you two panzershrecks and as may rockets as you can carry (ten rounds which you store in your body). He yells up to you:

    "We'll need some time to set up a perimeter, give them some trouble why don't you?"

    You take to the sky again and head eastward to meet your enemies. You can hear Oskar yelling after you as you fly away.

    "Try not to get hit, I don't think live rockets mix with bullets very well."

    Roll 1d100 for your next course of action.
    >> Anonymous 01/17/12(Tue)00:18 No.17568351
    rolled 96 = 96


    We can adjust our coloration to make it harder to see us, and use our aerial mobility to just keep on the move as we fire off rockets. It's getting darker, and while we can see find with out enhanced senses, the soldiers likely can't and won't be able to track us easily if we just fire then move.
    >> monotreeme 01/17/12(Tue)00:23 No.17568407
    rolled 45 = 45

    circle around behind them as low as we can fly.

    come up behind them slow and take our time with our first shot.

    then swoop away sideways (west)

    then come 'out of the sun' at them for the second round.

    lets see what goes...
    >> Anonymous 01/17/12(Tue)00:25 No.17568444
    rolled 45 = 45

    >out of the sun

    While that would look awesome, it also makes us a really obvious target.
    >> monotreeme 01/17/12(Tue)00:28 No.17568478
    rolled 17 = 17

    obvious and still hard to see

    >query: is there any cloud-cover?
    >> Nowhereman !!axso+Og9by5 01/17/12(Tue)00:41 No.17568662

    You fly low to the ground, out of sight of the oncoming German convoy. You decide to make a wide berth around the convoy and attack them from the rear. As you race around them, you slide two rockets into the panzershrecks.

    The convoy is aligned as follows: The panzers lead the charge, while the tigers guard the rear. The transport trucks are protected in the center. They are unaware of your approach and will not be expecting an aerial attack, let alone from the rear.

    Roll 1d100 to choose your target(s)

    First roll chooses the target(s) and the sum of the first three rolls determines your success.
    >> Nowhereman !!axso+Og9by5 01/17/12(Tue)00:42 No.17568676

    Sorry, no cloud cover.
    >> monotreeme 01/17/12(Tue)00:44 No.17568700
    rolled 9 = 9

    go for the transports slow the assault to infantry march

    >> Anonymous 01/17/12(Tue)00:50 No.17568775
    rolled 60 = 60


    Transport trucks, clearly. The panzers won't last long until sustained rocket fire and the trucks will block the road and prevent the tigers from advancing.
    >> monotreeme 01/17/12(Tue)01:06 No.17568990
    rolled 29 = 29

    rolling again to bump the thread
    >> Nowhereman !!axso+Og9by5 01/17/12(Tue)01:12 No.17569059
    Sorry mono, I appreciate the bump, but I cannot accept two rolls from the same guy.

    Fortunately for the rest of y'all, maybe you can do better than a 29.
    >> Anonymous 01/17/12(Tue)01:17 No.17569123
    rolled 83 = 83

    >> Nowhereman !!axso+Og9by5 01/17/12(Tue)01:21 No.17569187

    Rolled 152

    You attack from the rear of the German formation. You let a rocket fly, and it finds its mark. A German transport truck goes up in smoke, showering the rest of the convoy in shrapnel and the bits and pieces of their comrades. Before they can retaliate you vanish into the sun and ready another attack.

    Roll 1d100

    The sum of the first 3 rolls will determine the effectiveness of your attack. Be aware that they are looking for you now, expect armed resistance.
    >> Nowhereman !!axso+Og9by5 01/17/12(Tue)01:25 No.17569222
    Also, there are seven trucks, and six tanks left in the convoy.

    You have 9 rockets left.
    >> Anonymous 01/17/12(Tue)01:35 No.17569365
    rolled 31 = 31

    >> Nowhereman !!axso+Og9by5 01/17/12(Tue)02:03 No.17569803
    The time really flies by when I make one of these threads, but I'm gonna take advantage of the low traffic to call it a night (apologies: I seem to have a bad habit of leaving you guys on killer cliffhangers).

    Thanks for participating and keeping this thread alive while 4chan was on the fritz. Also, I tip my hat to whoever is archiving these threads.

    That's it for now, and fear not, me droogs. The carnage will continue in another thread.
    >> monotreeme 01/17/12(Tue)02:16 No.17569969
    rolled 22 = 22

    goodnight then

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