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File: Title Card.jpg (44 KB, 780x511)
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Deep within the Earth, there lies a hollow cavern. Immense in size, it houses the fabled continent of Lemuria. Long since lost, the brave Henry McDermond has ventured here with his companions, including the princess of Lemuria, Kumari. Their aim, to defeat the vile villain known only as the Scarab. This Prussian seeks new weapons of war, and with tensions at an all-time high among the nations of Europe, Henry is determined to stop this possibility. We join our hero while in discussion with his bosom friend, Richarde, over questions of love and fidelity.

>http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Expedition%20Quest
>Use d100, Bo3 for rolls, roll equal or under. Crit range is 1-5, and 96+, on the first roll.
>Character sheet: https://pastebin.com/GFae5V1j
>Lore & Companions: https://pastebin.com/1sytCiXe

Your find your friend, Richarde, stretching his fencing arms. He completes a series of flourishes, before turning towards you.
"Richarde, how are you?" you say, in French.
He responds, "Never better, my friend. I find this sort of stuff invigorating," gesturing in an off-hand way to all of Lemuria.
You chuckle to yourself. Only a Frenchman could reduce the wonder of a long-lost land, buried under the sea, to a mere folly for pleasure.

"Still, it will be such a tale to tell when we return to Paris. Henry, you must be there when we return. You'll be a hero, saving us from the depths like that," he says earnestly. "Oh come now. I merely did what was needed," you reply, modestly.
He looks at you askance. "If that is what regard as a duty, I hate to see you when you are angry."

By now, you have completed a full circuit of the camp, and now wander amidst the green grass of the fields. "In truth, Henry, I fear for France. The Scarab seems intent on war, and with his connections to those damned Prussians, it is only a matter of time. Our Emperor is not one to forgive slights. We must not let the Scarab succeed, for it would mean death, on a scale unimaginable. I will see him fail, or die trying." His speech, which started quiet, hardened to steel near the end.

"And what of our little crew?," you venture, "How do you find us?"
Richarde replies, "Well, your friends are mine. Edward is a dab hand at whist, and Will reminds me of my younger brother. John, I haven't seen much of him, but understandably so. That inventor of yours, mad as a lark. Mr. Nordvik is typically Scandanavian, which means no fun. Annika is pleasant, but a bit too cold for the likes of me. As for our Lemurian rose, Kumari, you are aware of my feelings. To be honest, I was surprised you backed off. I was worried I'd have to duel you."

You reply
>Well, don't count me out yet.
>You won't have to worry about me. I have other prospects in mind. Indeed, your mind drifts back to the slender, pale form of Annika.
>write-in
>>
>>4089683

>You won't have to worry about me. I have other prospects in mind. Indeed, your mind drifts back to the slender, pale form of Annika.

Nice to see you back around!
>>
>>4089732

Glad to be back. Missed this a lot.
>>
>>4089683
>>Well, don't count me out yet.
>>
>>4089683
>Well, don't count me out yet.
>>
>>4089683
>You won't have to worry about me. I have other prospects in mind. Indeed, your mind drifts back to the slender, pale form of Annika.
Wouldn't want to have to shoot at a friend over something so cliche now, would we?
>>
>>4090341
>>4089883
>>4089757
>>4089732

>Tie. Can I get a roll, 1d2, to resolve

>1. A friendly rivalry, or just keeping your options open?
>2. Annika is best battle-waifu
>>
Rolled 1 (1d2)

>>4091080

>I will roll, to keep it moving
>>
>>4092327

"Well, don't count me out yet," you respond, slyly. Richarde starts, and then grins, "Mon Dieu! You're French, or I'm an Englishman. May the best man win the heart they desire the most!"

With that, Richarde returns to his practice, and you to your goals. You decide to scout out the nearby land, and get a better picture of Lemuria in your head. The camp itself is located firmly at the base of the ziggurat, and seems defensible enough. The field and plains around it appear safe enough, but you can never be sure.

>Using your Intellect (39), you endeavour to assess the surrounding area for threats and clues.
>Roll 1d100, Bo3, DC 39
>>
Rolled 60 (1d100)

>>4092341
>>
Rolled 30 (1d100)

>>4092341
>>
Rolled 56 (1d100)

>>4092341
>>
File: Lemuria - Updated.png (46 KB, 958x648)
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>>4092434
>30 vs 39. Success!

Taking your time, you begin your search. Mindful to keep the camp in sight, you walk the perimeter, slowly and quietly. Nothing seems amiss, until you see a path. Mud and branches cover the most of it, but it is clear that it has seen recent use. It leads deeper into the jungle. Trusting your skills, you edge deeper into the green mire. A scant ten minutes later, and you stop, hearing voices. A small clearing emerges, and in it, a group of the Scarab's men sit, clearly miserable in the heat. This is the perfect chance to gain some intel.

Over the course of the next hour, you overhear the following. One, that a nearby ziggurat serves as an outpost for the Scarab's headquarters at the Palace. Two, that there are some 15 combatants at the outpost. And finally, that the Primordials in the Scarab's service have suddenly run off, prompting the harsh ire of the Scarab. All well and good. It seems your dealings with the Primordials have had some effect!

With that, you pull back to the camp. Given the martial nature of the coming times, it only seems fitting that you work out how to best use the Lemurian Battlestaff to best effect.

The camp hails you as your return, and you quickly relay your intel before turning to the matter of practice. The Battlestaff is some eight feet in length, with a small stud on the shaft. Rather heavy for its size, the metal is some strange bronze-like alloy. You head out to a clear area, where a small crowd of curious onlookers gather. Seeing nothing for it, you straighten, and press the stud, pointing the end towards the ground 30 feet away. A sudden flash! A wave of heat, and a luminescent orb lances down with a hiss, throwing up plumes of dirt! Gasps come from the crowd, and you shiver. The Lemurians weapons are clearly dangerous and powerful.

A few more hours pass, and soon you are very comfortable with the staff, which operates much as a rifle. It requires the sun to recharge, and has a capacity for 20 shots. Leaving it to one side, you turn in to the night, resting under the strange 'night' of Lemuria.

In the morning, over a plate of hashed potatoes, and a dark cup of coffee, along with the reassuring news from the surface that all is well, you and the group turn to your plans.

>14 crew, 7 French, and 7 English, mill around the camp
>Richarde, Will, John, Edward, Archibald, Kumari, Mr. Nordvik, and Annika stand around a table, looking over a map

You suggest

>That the bulk of the forces attack, straight down the gullet. The Scarab is weak, and we must press the advantage.
>Split the group, and send several prongs around the outpost. Best to attempt stealth.
>Send half at the outpost, and half to the Temple of the Stars, to create a stronger link through the caves to the surface with the Primordials.
>write-in
>>
>>4092887
>Split the group, and send several prongs around the outpost. Best to attempt stealth.
15 people can still throw out a lot of dakka, so we've got to be as asymmetric as we can. If we surround the camp and catch them unawares, they will be at a huge disadvantage. As confusing an opening as possible would also be of great help, and if we have any explosives we could repurpose as shrapnel bombs now's the time and a number of petrol bombs should be easy to make (hell, by packing a petrol bomb with gunpowder you might even be able to combine the two for what amounts to an incendiary bomb) for as flashy and terrorising opening strike as possible with people opening fire when they are stunned or otherwise trying to extinguish themselves.
>>
Poke poke, people. Surely I can't be the only one in here with an opinion on this.
>>
>>4092941
+1
>>
>>4092941
>>4093808

"Divide et impera, as the Romans once said. We shall split into two parties, and surround the outpost. Maximize our advantage, and hit them hard. We can't allow any to run or escape and warn the Scarab."
Nods all around, and Will says, "Haven't led us wrong yet, Henry. Let's get crackin'"

With that, the group prepares for the assault. You decide to hit the outpost at...

>Immediately. Why waste the day?
>Noon. The hottest and brightest time, but they won't expect that!
>Dusk. A few hours, and they will be settling in for supper.
>Midnight. The witching hour. Let it be night for their doom

You also decide to split the parties

>Let me know who goes with you. The other group will be made of the rest.
>Your companions include
>Edward. He carries a long rifle, and is a dab hand at medicine
>John. Restored, and wielding his steam hammer
>Archie. He is currently practicing with Richarde
>Richarde. A friendly-ish duel with Archie occupies him
>Mr. Nordvik. He carries his familiar hunting rifle
>Kumari. She has put on the Lemurian battle gauntlets
>Annika. She has equipped herself with Kumari's old weapon, the laser box.
>14 crew members
>>
>>4093869
>Dusk. A few hours, and they will be settling in for supper.
Jungles come alive at dusk, the noise and movement will also make it easier to move around undetected to boot.

>John
>Archie
>Richarde
>Kumari
>Annika
Close Quarters Special Delivery. Others and the crew can stay at range and suppress.
>>
>>4094769
Support.
>>
>>4095899
>>4094769

The matter of groups is decided, but you yourself must dress for the occasion. Taking a look at your equipment, you gird yourself for war.

>Select your equipped items from the list below

>Inventory:
Colt Navy 1861 x2 (4 damage)
Holsters for Colts (Allows you to carry two handguns)
Lemurian Battlestaff - Two handed (20/20 rounds, 5 damage)
Four boxes of ammunition (16 rounds of paper cartridges)
Damascus scimitar (3 damage, increased crit range, cursed???)
Pocket-watch (+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)
Pocket-watch of the Order of the Lion
>>
>>4096045
>Colt Navy 1861 x2 (4 damage)
>Holsters for Colts (Allows you to carry two handguns)
>Lemurian Battlestaff - Two handed (20/20 rounds, 5 damage)
>Four boxes of ammunition (16 rounds of paper cartridges)
>Maritime flare (Signals at a distant, lights dark environments)
>Climbing gear (+20 to Climbing checks)
>Flying Leathers (1 Armour)
If this is too much to carry, then drop off the Climbing Gear. Then, the Maritime Flare if that is still too much.
>>
>>4096530
Do we need both types of weapon? I doubt we'd get to use both, and we have no melee weapon (cursed or not) like that short of trying to pistol-whip someone.
>>
>>4096810
I agree, the pistols aren't as useful now, as the Battlestaff has a ranged attack. Figured the pistols would be a good move, due to the increased familiarity with them, the Battlestaff becoming a fallback for melee, or for when the pistols inevitably misfire, and require a roll to fix.
The staff is both ranged, and melee. I assumed leaving the Scimitar would be a better idea.
>>
>>4097007
We should have given the scimitar to the Primordials and shared some popcorn with the Scarab as we watched everything go wrong for them from a distance. Would have been some good kicks.
>>
>>4096530

You gird yourself for war. First, the tough leathers from Mr. Bruce of Cape Town, over top of which you attach the harness of the climbing gear. The front pocket hold the maritime flare, while additional pouches on the back hold additional ammo. The holsters of the Colts line up with the harness of the climbing gear, and you finish it off by picking up the Battlestaff. You place the scimitar, a gift from the Sheikh of Morocco, safely into a secure lock-box. It is beautiful, but you cannot help but think of all the times it slipped from your grip or other such nonsense. Best to leave this wild weapon away.

The party divides itself, one into a large group of crew, led by Edward and Mr. Nordvik, and yours, much smaller and geared for close-combat. As the sun on the ceiling dims, you plunge into the jungle. Hours pass, with little in communication. Everyone understands the trials to come. Finally, you reach the outpost. With the lose of the Primordials, the men of the Scarab have retreated from much of their patrols. This outpost consists of a large, stepped pyramid, and several tents placed the bottom, much like your own. The red suited thugs mill about, getting dinner from small pots, or peering suspiciously into the woods. Happily, the two groups, or at least yours, has made it into position. Now, it is the time to strike!

>With your roll, tell me if you want to use the Maritime Flare to signal the attack
>Intellect (39) + Tactics (10) + Optional: Signal with Maritime Flare (15)
>1d100, Bo3, DC 49 OR DC 64
>>
Rolled 79 (1d100)

>>4097946
>>
Rolled 40 (1d100)

>>4097946
Darn, didn't even notice we had to roll
>>
Rolled 69 (1d100)

>>4097946
No on the flare.
>>
File: Outpast Battle.png (19 KB, 1152x648)
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Rolled 60, 42, 33, 58, 53, 15, 42, 46, 70, 29 = 448 (10d100)

>>4098364
>40 vs 49. Success!

Hiding in the brush, peering out at the camp, you ready yourself. Every muscle tense, every fibre of your being straining to concentrate. It must be time! You yell, ferociously, and a ripple of gunfire goes out! In a heartbeat, you

>Open fire with your Lemurian Battlestaff
>Draw the Colts, and begin firing
>Rush forwards, and close the gap
>write-in
>>
>>4100495
Do we get any DC modifiers from range at the moment? Also, who are those dice for (or is that too telling)?
>>
>>4100511
>The dice are for Mr. Nordvik and co. Speeding up the combat, but you guys will roll for your companions
>>
>>4100511
>The closest target is about 20 feet away, so with the Colts, and target past the second tent are subject to range penalties.
>>
>>4100495
>>Open fire with your Lemurian Battlestaff
Due to the range penalties, best to open up with the Battlestaff.
Colts can remain a fallback.
>>
>>4100495
>Open fire with your Lemurian Battlestaff
They're all bunched up, time for AoE
>>
>>4100557
>>4100545

>Agility (48) + Shooting (15) + Surprise (10)
>1d100, Bo3, DC 73
>>
Rolled 30 (1d100)

>>4100903
>>
Rolled 3 (1d100)

>>4100903
Boop
>>
>>4100903
Darn, that 3 would have been nice ten mins earlier
>>
Rolled 84 (1d100)

>>4101033
And I didn't even manage to roll properly like a fool
>>
>>4100919
>Success!

>Few more rolls, then the write-up

>1d100 for Annika
>1d100 for Kumari
>>
Rolled 95, 64 = 159 (2d100)

>>4101194
>>
>>4101206

Alright, give me a 1d10 for that crit fail.
>>
Rolled 7 (1d10)

>>4101278
>>
>>4101278
That's not a crit fail, crit fails are 96+
>>
>>4101293
>Oh yea, my bad.
>>
Rolled 17, 17, 18, 90, 68, 88 = 298 (6d100)

You raise the staff, and the flare of heat is following by a bright ball slamming into the back of one of the Prussians, setting him alight. A hideous scream emerges as fire consumes him entirely! Annika fires as well, her white-lance beam tearing up dirt. Kumari's blast is equally off-target, blasting away a tent. The Scarab's men scramble in confusion, some darting towards Mr. Nordvik and opening fire, while three others turn towards you. Archie, Richarde and John have already broken cover, and are rushing forwards.

You
>Fire on the group attacking Mr. Nordvik
>Provide cover for your companions advancing
>Leave cover, and get closer into the action
>write-in
>>
>>4101316
>>Provide cover for your companions advancing
>>
>>4101316
>Leave cover, and get closer into the action
They are in a mess, once they get their shit together it'll be much harder to advance
>>
>>4101316
>>Provide cover for your companions advancing
>>
>>4101939
>>4101318

>Agility (48) + Shooting (15)
>1d100, Bo3, DC 63
>>
Rolled 18 (1d100)

>>4103137
>>
Rolled 28 (1d100)

>>4103137
Perfunctory roll
>>
>>4103141

The Colts bark, forcing the three soldiers into position in front of your friends to keep their heads low. Meanwhile, you hear grunts of pain and cries coming from the otherside of the clearing. The Scarab's men have managed to get into firing positions, and are returning shot for shot on Mr. Nordvik and the crew.

>Roll 1d100 for. Declare who you are rolling for please.
>Annika
>Kumari
>John
>Richarde
>Archie
>>
Rolled 5 (1d100)

>>4103238
>Annika
>>
Rolled 48, 70 = 118 (2d100)

>>4103238
>Kumari
>John
Good job Annika too
>>
Rolled 67, 97 = 164 (2d100)

>>4103238
>>Richarde
>>Archie
>>
>>4103266
>>4103298

>I will need intensity rolls for both the crit-success and crit-fail
>>
Rolled 10 (1d10)

>>4103302
for the success
>>
Rolled 9 (1d10)

>>4103302
>>
Rolled 11, 61, 39, 30, 63 = 204 (5d100)

Annika fires again, this time her aim is true. The beams dances across two of the Scarab's men firing on her father, neatly bisecting them at the waist. Their sudden screams make the men around them turn and cry out in horror. Kumari gauntlets flare again, and one more falls. Meanwhile, John roars in, spinning up his hammer for a mighty blow. His opponent barely scrambles out of the way in time. Richarde is pressing hard on his foe, a swearing Russian who is barely blocking the rapier's blows with his gun. Archie, somewhat wild in his approach, swings with zeal. There is a sudden bang, and he falls, clutching his side!

You
>Rush to his aid. Best to get in close now!
>Keep firing to provide cover for your friends!
>Bring out the staff again, and pick someone off at range. The fight is almost over
>write-in
>>
>>4103530
>Rush to his aid. Best to get in close now!
>>
>>4103530
>Rush to his aid. Best to get in close now!
Never Another John
>>
>>4103530
>>Rush to his aid. Best to get in close now!
>>
Rolled 78 (1d100)

>>4104210
>>4103641
>>4103535

>Locked in.
>>
>>4104941
>Fug, forgot name

You leap forward, memories of John and his painful injuries at the forefront. Not another friend fallen on this damnable quest! Another rippling fire from Mr. Nordvik, and you see three Prussians more fall as you scramble forward. The rest of the Scarabs men quickly through their hands up, surrendering. But all this is a blur. Rushing to Archie's side, to where John is already kneeling in concern, you see a bullet wound in his abdomen. He is grimacing in pain, but smiles up at you when you come into view
"'Tis but a scratch," he says.

You can hardly think, and the amount of blood is considerable.

You
>Call for Edward, and apply pressure on the wound.
>Call for Edward, and remove Archie's shirt to better see the wound.
>Call for Edward, and any others to help.
>write-in
>>
>>4105022
>Call for Edward, and apply pressure on the wound.
>>
>>4105022
>Call for Edward, and apply pressure on the wound.
You are not the Black Knight, Archie.

First Aid 101 is to minimise blood loss and let somebody who knows what they're doing take over. Then the usual stuff, keep it clean and don't dig around for the bullet.
>>
>>4105117
>>4105073

"Edward! Come quick!" you cry, as you press hard down on the wound, slowing the flow of blood. Archie looks pale and wan, and a small crowd has formed around.
"Out of the way, damn you, out of the way!" you hear Edward say, his oath drawing more than a few chuckles or gasps, given for temperament.

He bends down next to you, sweating from exertion.
"Let me look," his soft tone offsetting the severe expression. You raise your hand, exposing a ragged wound near the hip of Archie.
"We will need some time, I think. Something hot, sutures, water. Quickly, quickly."

Turning Archie over, with a soft groan elicited, Edward mutters a small prayer. There is a larger exit wound, also bleeding. "Time is of the essence!" His calm but pressing commands are quickly relayed. You decide to

>Help him. You'll not let another friend suffer!
>Organise the prisoners, and begin interrogations. Better you do something else, than distract Edward.
>Leave the outpost, and scout out the Palace. Make sure no alarm has been raised!
>write-in
>>
>>4105204
>Help him. You'll not let another friend suffer!
A bullet not being stuck in the body does make this easier.

Only as requested by Ed, and stay out of the way when not needed. We've got plenty of people to do other stuff.

Perhaps Kumari knows a trick or two about Lemurian medicine?
>>
>>4105223

>Locked in.

>Intellect(39) + Just Helping (10)
>Roll 1d100, Bo3, DC 49
>>
Rolled 74 (1d100)

>>4106463
>>
Rolled 14 (1d100)

>>4106463
>>
>>4106468
savior
>>
>>4106468

You operate in cool calm, despite your inner turmoil. The crowd backs off, either by choice, or by threat of John's hammer, which he easily hefted in one hand. Edward murmurs now and then for tools or help, and the operation goes smoothly. The artificial night descends. Archie lies stoic and unmoving, muttering occasionally. Finally, Edward is finished. The wounds bound, and you wipe the sweat from your brow. Some crew come over to take Archie away, and rest under a small tent.

Looking up, you see that the rest of the group is camped around the outpost. The Scarab's men have all been hog-tied, and are being worked over by a victorious looking Nordvik. Several fires burn, and you see one has your companions sitting around, eating some stew. As you and Edward approach, John beckons you over.
"Henry, Edward. Eat up! That was good work," John rumbles.
"Yes, Archie will be fine. A bit sore, and no more daring antics, but well enough," Edward says. A palpable sense of relief settles across the group. Taking a plate, you gratefully sit down. People and crew talk idly, and there is a sense of calm.

You talk to... (Choose two for this night)
>John. Big and reliable, and seemingly unflinching despite his injuries
>Edward. His work was excellent today. He saved Archie!
>Richarde. His bravery on the attack was laudable
>Will. Although he went unnoticed, he took out a runner from the outpost
>Kumari. Her knowledge of Lemuria was crucial
>Annika. She is very brave, to strike back against those who wronged her
>>
>>4107984
>John
>Kumari
>>
>>4107984
>John
He brought a hammer to a gunfight, and won
>Kumari
Talking strategy for the next move
>>
>>4107984
>Will
>Annika
>>
>>4107990
>>4108045
Support
>>
>>4107990
>>4108045
These.
>>
Minutes pass in friendly silence, the only sound from a few murmurs or the chewing of food. To your left sits John. In the light of the fireplace, the big man almost looks like an ancient god. His face, on the right side, is heavily scarred and still pink with healing, but his eyes remain bright. His hair is a shock of blonde, cut short and practical.

"John, how are you feeling?" you venture.
"Glad to be off that bleedin' ship." he says, with an easy smile. Whatever hardship he faced in his recovery, he has clearly not taken to heart.

You continue the conversation in line with
>Lemuria and its wonders. Tell him your adventures!
>The idea you had about an iron suit for him, along with the armour you found at the Wharf in Lemuria
>His plans after the success of this expedition
>About one of your mutual friends or companions
>write-in
>>
>>4108398
>The idea you had about an iron suit for him, along with the armour you found at the Wharf in Lemuria
>>
>>4108398
>>The idea you had about an iron suit for him, along with the armour you found at the Wharf in Lemuria
>>
>>4108614
>>4108520

"John, I had an idea," you begin. John perks up as you lay out your plan. He nods along as you express your desire to help him, and a full grin breaks out when you reveal that the Lemurians have already worked on something similar. An hour passes or so, with John concluding that before you leave Lemuria, a complete suit must be extracted for further testing and repairs

>Gained Quest: Retrieve a Lemurian Battlearmour for John

With that, you stand and stretch. Kumari stands some distance away, staring into the jungle. You come up beside, and she favours you with a small grin,
"Henry. So, we are here. Still hard to believe."
"Yes. You know, when you first told me of your home, I don't think I believed you," you respond.
A tinkling laugh, and then Kumari turns to face you. "So, what is on your mind?"

>Strategy. We need a plan for tomorrow
>Idle talk. Plans for the future, and the like
>Romance. Kumari has certainly shown her interest in you, and Richarde is on patrol
>write-in
>>
>>4112649
>Strategy. We need a plan for tomorrow
Kumari is uniquely placed to give us the edge in anything we do here.
>>
>>4112649
>>Strategy. We need a plan for tomorrow
>>
>>4112649
>>Strategy. We need a plan for tomorrow
>>
>>4116181
>>4113674
>>4113136

"What do you remember of the palace? We need every advantage," you say.
A soft sigh, "The palace is his headquarter here. My home has been taken from me, in more ways than one. The palace is where the royal sleepers lie, waiting to awaken. He has planted bombs on their pods, and warned me if I tried anything, he would destroy my lineage."

You pause, shuddering at the callous nature of your foe, "Most cruel indeed."
She smiles, and says, "Yes, it is so. But I have good friends at my side. The palace is well-guarded by two watchtowers, and only one main entrance. But the Scarab does not know of my secret. There are tunnels that connect the kitchens to a small creek. If a small group was able to get in there, quietly, and emerge on the inside, we could rescue my kin, or perhaps trap the Scarab."

You agree, and with this new piece of information, return to the main fire. The rest of companions agree that this seems the most solid plan. However, there is a small matter of who will do what?

>Who leads the...(You can choose someone other than yourself)

>Infiltration. This team is be quick, mobile, and quiet. They need to get into the palace.
>Assault. This is the heavy hitter, the main force to attack the watchtowers and palace grounds.
>>
>>4118996
>Infiltration
K leads for the simple fact she knows the place, we don't
Us, Annika and Richarde. A small team best placed for infiltration, and Annika will want her pound of flesh. Still, we must be aware that the Scarab may still have influence on her.

>Assault
Nordvik and John lead. N is an experienced leader (though not a warrior) and can direct the men, while J will lead the ground assault. Seeing a huge, armoured, hammer-swinging man-mountain charging at them tends to damage enemy morale.
Everyone else who can hold a gun or sword goes with them

The plan is for us to enter the castle via the back door and deal with the bombs as first action. Then we signal the main attack with the flare and in the chaos attempt to find the Scarab or, failing that, targets of opportunity.
>>
>>4119192
+1
>>
>>4119192
Support.
>>
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>>4121609
>>4121558
>>4119192

The decision settled, it only lies in the execution. Resting for the night is easy, given the depths of your exhaustion. The next day dawns, with the respective groups dividing up after a quick breakfast. After a few goodbyes, you slide into the depths of the jungle, following Kumari, with Annika and Richarde behind you. Conversations, if any, are terse and quiet. Annika seems quite eager, often badgering you to hurry up, but the pace remains set by Kumari. An hour passes, and then all of a sudden, you arrive. At the edge of the forest, you see a vast stone edifice, covered in growth. Kumari pulls you all aside.
"To get inside, it is but a short walk. But sometimes there are guards."

As if punctuating her comment, a red-coated Prussian emerges from around the palace, on patrol. A tense moment passes until he moves on. Time to make your move.

>Agility(48) + Knowledgeable Guide(15)
>Roll 1d100, Bo3, DC 63
>>
Rolled 16 (1d100)

>>4126684
bonez
>>
Rolled 60 (1d100)

>>4126684
>>
Rolled 43 (1d100)

>>4126684
>>
>>4126695
>16 vs 63. Success!

A sliding, muddy scramble, and then you reach the gates. No one saw you! Kumari uses her gauntlets to cut the bars, and then you are inside. The acrid stench of metal soon gives way to murky water and sewage. Hardly pleasant, but you press on, for the need is most dire. Reaching a ladder, the four of you clamber up into a small room, and listen. No sounds of alarm, so you've not been found. The main assault has not started either. You

>Focus on finding and defusing the bombs
>Scout and hunt for opportunities of sabotage. Best to get the Scarab disoriented
>Hunt for the Scarab. Cut off the head, and the body dies
>write-in
>>
>>4133222
>Focus on finding and defusing the bombs
Stick to the plan



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