[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
/tg/ - Traditional Games


File: war.jpg (35 KB, 485x266)
35 KB
35 KB JPG
Previously on Medieval Pokemon Quest

A 14 year old boy is sent on his pokemon journey with his trusty Turtwig, Teddy. Hunting in the the forest and checking out a lake nets him Carla, the Clauncher. We travel to Bluerock city and join up with a trading ship. Bunking with the wealthy Jesse, Barry learns to sail and trains his pokemon. Barry escorts Jessie to her ultra-rich uncle and learns of the civil war taking place in Hoenn. After a night at a mansion, the pair explores the jungle and gain new partners, a Bagon and Croagunk. They then walk through the botanical garden and return to the ship.

On the trip home against the currents, a pirate ship is spotted and board the Painted Wailord. The pirate captain attacks your room with his Greninja. Luckily, we fight off the scum and watch Teddy evolve. Resting against the wall, you have a highpoint in every boy's life, your first kiss. You are informed that as the slayer of the pirate captain, you are now the owner of his ship. You rename the Grim Greninja the Garrulous Grotle. You and Jessie get kitted out in poke-armor, then you meet her parents. An awkward dinner later, you leave and wake in the morning to see Jessie and her father.
1/?
>>
File: ring.jpg (28 KB, 504x504)
28 KB
28 KB JPG
Going off to Hoenn, you learn to read and are banned from Jessie's cabin. You go to a captain's meeting, where you here some interesting tidbits. Locked out of her cabin, the two of you go off into the markets of Lilycove city. Ending up on the beach, you fall asleep and wake to the sunset. Walking back to the ship after escorting Jessie to her cabin, you are robbed by a red headed thief. Learning her story, you offer her a job on the ship, as she turns out to know some carpentry. You go on an expedition for new pokemon, making friends with a Mankey and naming him Jack. Jessie finds a Ralts, while Alyssa befriends a Luxio. On the last day in Hoenn, you go out with the girls to find books for the journey home. The markets seemed extra crowded that day.

A wild storm drives you off course, when you spot a small boat on the horizon. Held within the boat is the twins, Emma and James. Telling their story by switching speakers mid-sentence, you learn of their town that was taken over by pirates. You sneak through the swamps surrounding the town to do some reconnaissance. On your way out, you are stopped by a group of men. Luckily, their leader recognizes Emma and doesn't stab you. A few days are spent with the group, which is composed of all the people who escaped the pirates, in which you plan your attack on the town. Creeping up at night, you are able to take out a large number of pirates before the alarm is raised. Commanding your army of fighters, you destroy the pirate's battle lines. The pirate captain challenges you to a duel, which you accept. A few bruises and a broken rib later, you defeat the pirate. Blacking out, you wake to see the ceiling of an infirmary.

As you wait for your ribs to heal, you explore the town you saved. You meet up with the twins Emma and James, and get aquatinted with their grandfather. He lets you in on the town's secret, an emerald mine hidden behind the town.
2/?
>>
File: 250px-167Spinarak.png (47 KB, 250x250)
47 KB
47 KB PNG
You buy a strange bracer with red crystal and a white flute at a rare item shop, then go on an expedition into the swamps around the town. Off answering nature, a spinarark jumps out. Using your White Flute, you stop the angry pokemon from biting off your Caterpie. The giant bug folows you home, and creeps you out for a few hours. Philip gives a speech and announces a marriage between himself and Emma. The twins and their grandfather decide not to go along with that, and you take on the twins into your services. Sailing to Kalos, you earn to fly with a Sky Suit and catch a Fletchling. Leaving the region to their silly accents, you sail on to Blurock City.

>wall of text over

Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Prof.%20Sequoia
>>
Your team
>Teddy the Grotle(Grass)
>Carla the Clauncher(Water)
>Brandt the Bagon(Dragon)
>Jack the Mankey(Fighting)
>Unnamed Spinarak(Bug/Poison)
>Unnamed Fletchling(Normal/Flying)
Your inventory
>Aggron Steel Grosse Messer Sword
>Bisharp Steel Parrying Dagger
>Gogoat Horn Recurve Bow(loaned to Alyssa)
>Aegislash Hoplon
>Aron Steel Helmet
>Empoleon Steel/ Tyrunt Leather Armor
>Mespirit Runic Bracer
>White Flute
>The Garrulous Grotle
>Unnamed Pirate ship
>10 muzzle loading cannon
Jessie's team
>Joltik(Bug/Electric)
>Croagunk(Poison/Fighting)
>Ralts(Psychic)
Alyssa's team
>Luxio(Electric)
Emma's Team
>Female Nidoran(Poison)
James' Team
>Male Nidoran(Poison)
>>
>>34999482
Suggesting Silk and Felix as names for Spinarak and Fletchling
The Covetous Clauncher for the ship
>>
Nothing better than a nice day on the sea. The salt spray crashes against the hull, droplets of water landing on your cheeks. The winds are blowing perfectly, straight from behind you. The crew lounges around, playing cards, telling stories, or just sleeping. With no real need to be at the wheel house, you can go talk to your friends. Who to talk to...
>Jessie
>Alyssa
>Emma
>James
>The crew

The pirate ship has had support through the threads as the Staunch Clauncher. Sound good?
>>
>>34999625
>Jessie
Ask how she feels about getting back to Bluerock and what she plans to do after she lets her father know she's alive.
>>
>>34999625
>Alyssa
"How do you take to life on the sea? Quite different from life in the city, innit?"
>>
>>34999625
>Jessie
>>
>>34999625
>Jessie
>>
>>34999812
>>34999774
>>34999710
>>34999657
Dialog ideas are welcome, helps to know what the players want to say. Looks like we are talking to Jessie.
>>
>>34999864
I've already given something to ask her. >>34999657
>>
>>34999913
using that, just wanted to make sure other players are getting what they want.
>>
>>34999941
I'd just recommend that she brings up a few things on her own mind. Give the npcs some agency, yanno?
>>
File: flatsea.jpg (145 KB, 949x534)
145 KB
145 KB JPG
Walking to the carpentry shop, you see Alyssa whittling a small piece of wood.


Climbing up the ladder to the top of the Forecastle, you sit down on the wooded planks between your sunbathing friend Teddy and Jessie. Jessie looks up from her book, a large tome with a painted leather cover. She puts a black ribbon on her page, then closes the book.

"So what are you planning to do once we get back to Bluerock? After showing your father that your not dead and all." you ask, to which Jessie replies with a short burst of giggling.
"I didn't really think about it, maybe go to Formalide city for a pilgrimage. After that, I don't know. Nothing really comes to mind after that. I'm sure I'll think of something." Jessie answers, looking out across the water with a slight smile.
>Wat say?
>>
>>35000065
"Oh... You know... you could keep travelling with me. If your father approves, of course."
>>
>>35000065
ignore the top part, started writing for Alyssa and Jessie while waiting for replies
>>
"Oh...you know...you could keep traveling with me. If your father approves, of course." you say, red rising up though the dark tan on your face. Jessie looks over, another smile on her lips.
"And just why do you want to keep traveling with me?" Jessie questions, the smile growing larger. She's enjoying this.
>Wat say?
>>
>>35000277
"Well, I guess we make a good team, you know? Like when we took down the former captain of this ship."
>>
>>35000277
"You can't just abandon your student while he is still just learning how to read can you?"
>>
File: book.jpg (78 KB, 392x500)
78 KB
78 KB JPG
"Well, I guess we make a good team, you know? Like when we took down the former captain of this ship."
"Yeah, killing someone is always a good way to cement a relationship" Jessie giggles again, raising her slender hands up to her mouth. This of course makings you laugh, and the two of you sit there, leaning against the sleeping Teddy.
"Anyway, you can't just abandon your student when he's learning to read, can you?" looking over at the giant book Jessie can read with ease.
"We don't have to study on this ship. You could come with me to Formalide city.
>Agree
>Disagree
>>
>>35000631
>Agree
>>
>>35000631
"Why can't I just sail you there?"
>>
>>35000679
its landlocked
>>
>>35000631
"I want to, but I'd have to talk it over with the crew first."
>>
"That sounds good. And I'm sure your father won't mind you having a bodyguard on the trip. I'll talk with the crew, Copher can take over for a while." you agree to the pilgrimage. Jessie opens her book from her side, holding it between the two of you. You spend a little while reading with her, then stand to see to the ship. Is there anyone else you want to talk to?
>Alyssa
>Emma
>James
>The crew
>>
>>35000905
>Alyssa
>Emma
>James
Mention our plans for the pilgrimage
>>
>>35000939
This
>>
File: turtleship.jpg (107 KB, 800x600)
107 KB
107 KB JPG
Walking back to the wheelhouse, you take back the wheel and keep the ship on course. The tiller got shifted while you were away, forcing you to adjust course slightly. Three hours later, dinner comes around. Everyone, excluding the boy that took over your job as lookout, comes together to eat at the main mast. A meal of Sharpedo and fresh bread is provided by the cook and one of the crew, who threw a line over the railing.
"So, me and Jessie are gonna take a while for shore leave." you speak out to the assembled crew. Colpher grins and winks at you when hearing you. "You have the time off, or if Colpher wants to, another voyage will take place." The crew shouts out praise, seems like they like the idea of time off.

"I'm coming too." Emma speaks up from her place on the trestle table. "Actually getting to do something, instead of just sitting around in a cabin, is why I'm here."
"I'll going if Emma is." James echos his twin, cutting into the white flaky flesh of the Sharpedo.

The last member of your group chimes in "My mother went to Formalide as a girl. She said that the crystal tower is the most amazing thing she ever saw. Can I come?"
"Sure, the more the merrier" you reply, smiling across the table.

The next day, you wake and walk to the wheelhouse once more. At noon a sail is spotted, along with a black flag. Pirates.
>More incoming, need to type up rules for ship combat
>>
>>35001577
We're pretty much a pirate magnet
>>
File: grid.jpg (25 KB, 743x557)
25 KB
25 KB JPG
Rules:
1.You cannot sail against the wind, however you can tack in a zig-zag pattern against the wind.
2.You can move one square per turn.
3.Ships with rowers can move one square a turn against the wind, and two with the wind. Rowing tires out the crew, however, and can't be used two turns in a row.
4.Cannon have a base range of one square, and base damage of 2hp. Massed cannon fire(Broadsides) do 1.5x damage
5.Ship health starts at 100hp, this can be upgraded later. If it reaches 0, the ship sinks
6.Crew health is the number of spare crew members. If it reaches 0, all crew members are dead
7.Special shot, detailed later, does different damage. ie grape kills crew but is ineffective to the ship.
8.Some ships have beamers, which can produce status effects on other ships. ie Frozen, Burned, etc
9.Some ships have rams, which do 20hp and 3hp per turn until the hole is closed.
10.During battle, you control all of the ships in your fleet.
11.Creative ideas and strategies are always rewarded
>>
>>35001834
Does both our ships have guns?
How many beamers does each ship have?
>>
>>35001871
The SC has two forward facing cannon and five cannon on the sides. The GG has two beamers, a Pyroar and a Feraligatr
>>
>>35001982
on each side, not total
>>
>>35001982
Are we getting any more info dumps?
>>
>>35002111
one more on different ammo for the cannon. post the plan for this turn if you want
>>
>>35002151
What direction is the wind blowing?
>>
Ammo Types
>Grape Shot
A package of small metal balls, this ammo does well against crew but is weak against the wood of a ship
>Chain Shot
Two or three balls with chains between them, this ammo is aimed at the rigging of a ship. A solid hit with this disables the ship's movement for a turn. Repeated shots can render it immobile for the whole battle
>Flame Shot
Cannon balls with a hollow in the center filled with pitch and a small wick that will light a ship on fire, slowing down the cannon crew and doing damage to the ship.

>>35002242
The lower left corner
>>
>>35002311
>>35002242
*From the lower left corner
>>
>>35002311
The Clauncher fires Chain Shots at the pirates with it's fore cannons, before turning hard to the left and giving them another salvo of Chain Shots, hopeing to completely immobilze them.

The Grotle tries to stay clear of the pirate's cannons while letting loose a salvo of Grape Shots.
>>
>>35002468
This
>>
the order in which things happen are as follows
>Move one square or fire cannon
>Opponent does their move
>Repeat

Also, only the SC is outfitted with cannon, the GG can be outfitted later in the quest
>>
File: turtleship.jpg (43 KB, 500x340)
43 KB
43 KB JPG
also, the pirate ship is pic, a turtle ship. The top is covered in metal plating, making grapeshot ineffective
>>
Rolled 43, 71 = 114 (2d100)

pay no attention to me
>>
File: grid2.jpg (27 KB, 772x579)
27 KB
27 KB JPG
The Claunchler crew scurry on deck, forcing the ship forward. As they hurry, the pirate ship moves forward as well, the dragon head staring at crew. Crew members load the cannons for their first battle under new ownership. Two deep booms sound, then a pair of chain shot rush forward into the pirate ship's rigging. One shot goes wide, a ball hitting one of the ship's oar. The other chain slams home, cracking into the foremast and it's rigging. A massive hole appears in the sail, and a crack slides across the water. The sail on the side of the mast hit with the chain shot collapse, falling to rest on top of the metal roof of the ship.

The pirate ship releases two cannon as well, the balls crashing into the deck. Splinters fly in the air, finding homes in the flesh of the Clauncher's crew
>SC Crew HP: 168/171

The Garrulous Grotle moves across the water, staying out of range for the pirate cannon.
>Next move
>>
>>35003266
Clauncher hard turn and Chain Shot from starboard cannons
Grotle try to get close enough for Pyroar to flame them
>>
roll 5d100 for me
>>
Rolled 45, 9, 15, 62, 86 = 217 (5d100)

>>35003795
>>
Rolled 46, 23, 99, 6, 77 = 251 (5d100)

>>35003795
>>
Rolled 38, 4, 52, 60, 45 = 199 (5d100)

>>35003795
Rip and tear!
>>
Dive overboard on clauncher, solo boarding yolo lyfe
>>
>>35003996
>Not just flying suiting your way from the crowsnest to their deck
>>
>>35004029
Fuck, I forgot we could do that. Take Carla, fly onto their crow's nest, and bombard them from above.
>>
File: grid3.jpg (27 KB, 772x579)
27 KB
27 KB JPG
The Staunch Claunchler turns, alining it's starboard side with front of the pirate ship. The five cannon on the starboard side fire together. A massed volley of steel balls and chains flies through the air, each set of chain spinning like a Hitmontop. The Steel crashes against the steel plates and masts, denting and bending the metal. The wood is less lucky, giving way to the flying pieces of metal. Sharp cracks, then a deep groaning echos as the foremast breaks. Slowly falling back, the wood catches on the sail of the aft mast. Ripping through cloth and breaking wood, the mast continues it's trail of destruction, ending on top of the ship. Men swarm up from below the roof,avoiding the barbed spikes on the roof, to push the great log off the ship. Hatchets rise and fall, chopping through the downed rigging. With a final push, the mast falls to the water and floats away.

The Garrulous Grotle moves northeast, getting the beamers in range for battle.With men still on the metal-shinged roof, Pyroar jumps up and releases it's flames. A wave of fire sweeps across the men and roof. The figures fall back, onto the heated metals. Numerous men fall back onto the wicked spikes, which jut through their leather armor. The unlucky that miss the spikes burn, their screams unable to escape their throats.
>Pirate Crew HP: 157/168
>Pirate ship rendered immobile, except for rowing
>Next move?

>>35004185
the top is covered in hexagonal metal shingles with spikes coming out. See pic from before to see the pirate ship
>>
>>35004458
Soften them up with a salvo of Flame Shots and more Pyroar fire
>>
Stab Jessie through the fucking heart and scream "YOU EXPECTED BARRY, BUT IT WAS I, DIO!"
>>
We should really try to get our hands on some sort of submarine craft.
>>
>>35004635
Yeah, this. Are we aiming to capture this ship and if so, how much can we bombard it and still have anything worth salvaging?
>>
Burn them out. The metal shell will gor ce them all out or roast them alive, not to mention the fires, so do whatever we can to keep them in a constant stream of flame.
>>
>>35004701
We've already got our crew spread over two ships, getting a third one doesn't seem like a good idea, especially after we blew off its masts
>>
>>35004701
Bruh, that's all captain's call and judgment. Follow yo heart.
>>
>>35004746
Well that's what I meant, but if it's still seaworthy we may as well take with us and sell or give to Jessie's Dad's fleet or whatever
>>35004748
Fair point. It's just it's been rendered immobile and they're in a terrible state with us flaming them and all, yet they still got 157/168hp
Kinda dunno if they've already lost or not
>>
>>35004816
Yeah, haul it to port and sell it
>>
>>35004826
Either way, trawling through their cargo and looting whatever shines seems like a good idea
>>
Flame Shots and Pyroar. Writing
flame shots make looting a lot harder, hope you roll well
>>
Rolled 93, 66, 82, 49, 68 = 358 (5d100)

>>35004954
>>
Rolled 77, 16, 94, 36, 31 = 254 (5d100)

>>35004954

>>35005015
Nice rollan, hope I can match
>>
File: Titanic-Sinking.jpg (166 KB, 1322x838)
166 KB
166 KB JPG
The Staunch Clauncher reloads the cannon, this time with flame shot. The wicks are lit, then the gunpowder lit as well. Booms and puffs of white smoke erupt from the ship, and steel balls shoot out, trailing burning pitch. The canisters break through the light wood of the pirate ship's hull, leaving holes with burning edges. No visible damage is done beyond that, until dark smoke begins to trickle between gun ports and the roofing slats. Through the open hatches, the pirates can be seen running with bails of water and leather to smother the flames. Unluckily for them, the fire spreads, helped along by the Flamethrower of Pyroar.

BOOM!

The powder kegs go off, blasting a gaping hole in the ship's roof and siding. With a portal to the crew opened, the archers on the Garrulous Grotle pour shaft after shaft in, taking out the men trying to salvage the ship. Ankle high water and splashes when the bodies hit the floor, show the damage done by the balls. Boarding now could net us some loot, or we could fire another broadside of normal balls to finish them off
>Wat do?

Pic is not the position the pirate ship is in
>>
>>35005517
Bring Carla and Felix with us when we board
>>
Rolled 15, 91, 9, 81, 70 = 266 (5d100)

>>35005517
Hold cannon fire, grapeshot at most, feraligatr puts out fires with, presumably, a hydro pump.

Are captive pirates worth anything? Is slavery a thing, or can we get a bounty for them? If not, continue the archer fire and cautiously move in to try and grab as much valuables before they sink to the bottom of the ocean
>>
>>35005599
pirates if captured are often put to death or used as forced labor. Sinking a pirate ship is rewarded, the nobles don't really care what happens to the pirates. Slavery is looked down on(purely because I don't want to get into that).
>>
>>35005599
Excuse the dice roll, left it on by accident, unless it is relevant in which case go for it

>>35005660
Makes sense. How does everyone else feel if we offer the remaining living pirates a chance to redeem themselves on our ship, making sure they know in no uncertain terms that we will personally kill them for any transgressions? We could do with more crew members afterall
>>
Board the ship, put out the fires, steal the loot. writing
>>
roll 1d100 for me
>>
Rolled 5 (1d100)

>>35005998
>>
Rolled 63 (1d100)

>>35005998
roll
>>
>>35005998
>>
Rolled 65 (1d100)

>>35006050
Oops
>>
Rolled 89 (1d100)

>>35005998
>>
>>35005998
>>
Rolled 97 (1d100)

>>35005998
>
>>
>>35006041
>>35006043
>>35006071
>>35006111
>>35006209
They just keep getting better...
CAN WE EXCEED 100?!
>>
>Barry View Restored
Having a crew member take the wheel, you climb onto the railing separating you and the pirates. The archers continue to launch arrows, taking down any massed amount of pirates in view. The boarding party stands at ready, outfitted in the captured steel from the pirate ship's armory. A plank is lowered between the railing and the hole, steel hooks biting into the wood of the pirate ship.

Slipping the shield onto your arm, the crystals on the bracer glow a dark red then fade back to their normal color. The armor and weapons you carry are suddenly lighter, and the colors of the world shift to a redder hue. Shaking off the strange occurrence, you rush across the oak. The arrow storm stops as the boarding party assembles on the pirate ship. Metal cannon barrels lie scattered by the explosion, their wooden carriages burning in the dark ship. Bodies lie festooned with shafts and wooden splinters, a red tide seeping into the calf deep water. With shields locked together into a solid wall of wood and steel, you advance, the grosse messer light in you hand. Any pirate left alive get chopped down, your silver blade slicing through leather armor and crumpling steel helms. The water continues to rise, with bright red blood from your opponents helping it along. Reaching the end of the ship, a wooden door bars your way.
>>
A swift punch by a Machoke sends the wood door slamming into the opposite wall. First into the gap, you catch a blow from a strange weapon on your shield. The weapon, a hook attached to a strange club, catches on the edge of your shield. The wielder pulls back, pulling you off balance and opening you to a blow from the strange weapon. The weapon turns, showing you a metal tube with a spike below it.

Boom.

The weapon, some form of smaller cannon, releases a cloud of white smoke that fils the room. The smoke clears, the man looking surprised that you are still standing. Ignoring his surprise, you rush forward, slamming the shield into the man. Driving the Aggron steel through the man's breastplate, the red tinge flares up. Withdrawing the weapon, you look around the cabin. The wooden door floats in knee deep water and the top of a chest rises from the water like an island. Sheathing the steel, you stomp down on the padlock on the chest. Water splashes up as the steel gives way. Throwing it open, you command the men to grab the loot and get out.

Once back on your non-sinking ship, you begin to sort out the loot.
>>
Oh okay so I advocated picking up a goddamn beserker bracer.
>>
>>35006627
No complaints here though that Kyogre amulet was somewhat useful looking...
>>
>>35006627
>>35006646
I'm about to fall alseep here, keep us alive
>>
>>35006762
I will dance merrily in this thread until the dawn
>>
File: treasure.jpg (348 KB, 928x1024)
348 KB
348 KB JPG
Within the chest was contained the following items, which will have to be distributed throughout the crew.
>10000ish gold
>Bag of Gems
>Silver plates and bars
>Gold jewelry with assorted precious stones and plain
>Fancy dagger with inlaid ruby and electrum
>Assorted Spices

How would you like to split the loot? There are 273 men in the two of your ships, 11 of which are wounded from the battle
>>
>>35006803
sort the goods by the rank of the crew, then add the loot by their actions in battle.
>>
>>35006762
where do you live that it is late? Its only 5 where i am. Good night though
>>
>>35006803
Assuming the men have to pay for their own medical attention, give the 11 wounded enough to buy their treatment, then evenly split the rest of the gold.
The rest of the loot can probably be sold for more through careful trading as we are a merchant fleet so should be kept for the time being, maybe offer Jessie first dibs on that dagger if it looks more than ornamental to her
>>
>>35006853
wait we don't have a doctor on the ship? We need to remedy this.
>>
>>35006919
I don't know, hence I said assuming. I'd have thought we'd have some form of shipdoctor though it's also possible he does patchjobs before everyone gets back to shore
>>
>>35006939
its pretty much this. The doctor is also the butcher and helps in the kitchens. If someone breaks a bone, the two different types of doctors can do different things. The ship doctor can keep you alive, but you might lose a leg. The doctors on shore can set the shattered bone, help it heal with minimum scarring, and have you be fine in a few weeks. That is one of the reasons you remained at port with your wounds.
>>
>>35007031
can we kidnap one of these so called "land doctors" so we don't have to worry about our cook cutting our leg off and using it in the stew?
>>
>>35007031
So I guess we go with a mix of these >>35006837
>>35006853
then

>>35007075
And yeah, if we get the opportunity to hire a permanent shoredoc we should. I suppose part of the issue is the logistics of doing more major medical work on a ship at sea?
>>
Taking off your armor, you strip off the steel and leather, then the cotton tunic. As you take off the tunic, something clatters to the ground. A squashed metal mushroom rests on the floor. Looking back at the armor and tunic, you can see where a hole lines up through the layers. Even the tunic bears this wound, yet no hole or bruise can be seen where it seemed to impact.
"Funny, I thought he missed"

Pulling the two ships you own together, you enter into the infirmaries of the ships. Each man injured in the battle is given the cost of his treatment twice over, then the rest of the crew paid in shares of the loot. Each man gets what they deserve, while you get 280 gold coins of various countries. The higher ranking men, and the men with good poker faces, begin to wear rings and earrings from the loot. Jessie looks over the dagger, saying that it is remarkable sharp and seems to have been made for a very high ranking Kantonese officer. Some of the spices go into the larder, as no man enjoys living on hardtack and salted meat.
>Would you like to talk to someone(Who) or time skip to Bluerock
>>
>>35007328
Talk with the crew, get a feel with em, be the captain who cares for his men, they shall care for you.
>>
>>35007349
Yup, sounds good, take the extra effort to offer empathy for those injured although I guess it's more sympathy since we DID get shot...

Obvs give Jessie dagger.
>>
Checking in on the men in the infirmary, you talk with the injured. One man has a wife and three kids, along with a three inch long piece of wood sticking through his side. Doc says that its safer to leave it there until we reach Bluerock. Another lost a hand when the canister that holds grapeshot hit it. Luckily, the grape never left and many lives were saved. You place a ruby the size of a robin's egg in the man's remaining hand. Other men have small lacerations from flying splinters that will need the work of shore doctors to remove all of them. Doc was able to get the big ones, but with the movement of the wave, doesn't want to attempt the ones near vital organs or eyes.

Sitting down with some of the crew members who are playing blackjack, you throw in a small earring into the pot. The dealer, a sail handler with hands stained black from tar, slides two cards across the decking. Flipping them up, you see a red ace and a seven of clubs.
>Blackjack minigame, include any topics to talk about and dialog if you want
>Hit
>Stay
>Bluff
>>
>>35007665
May I breifly ask if this is the same rules as 21/pontoon?
>>
>>35007665
>>Bluff
"So lads do you have any thoughts about what we should do after we hit Bluerock?"
>>
>>35007698
yeah, never heard of pontoon, but 21 and blackjack are the same rules
>>
>>35007763
Thanks for clarifying, only I recently played a game of blackjack with my friends are learned that it was supposedly played like Uno all along, haha.

Also, I'm unfamiliar with the betting rules, since presumably there's no banker? Is it simply highest score wins pot?

Either way, 18 seems decent enough not to mess about, so Stay and if we're staying we may as well bluff?
>>
I say stay.
>>
>>35007843
can we stay and bluff at the same time?
>>
>>35007853
Surely bluffing involves not getting another card? I guess we're trying to convince everyone else that we have a very high combination and that if they want a chance at the pot, they'd need to be riskier to beat us?
>>
>>35007881
Thats how I figured we were doing it. psych them out and show em that the captain isn't a crawdady or whatever.
>>
When the dealer asks if you want a hit, you turn him down, content with a 18. "So lads, do you have any thoughts on what we should do after we hit Bluerock?" you ask, keeping your voice neutral. The first to answer in the dealer, his green visor shading his eyes from the noon sun
"Was thinking 'bout going back home while your away Cap't. My sister needed help with her farm sense her husband died."
"Sounds good, helped at a farm for a year when I was twelve. If you need help, I can drop in."
"Thanks Cap't, but I've got it handled. If ya want to stop by, we'll make feast for ya, better than what Doc forces us to eat."

You throw in a matching earring, raising the pot up. One of the men folds and tosses his cards over to the dealer. The other man flicks his gaze between your hand and the pot, before pulling a ring off and putting it in the pile of coins, gold, and jewelry. The man speaks up, happy to cover any tells he might have.
"After you get back, Cap't, we could head back to that pirate town. One of the locals was very thankful for my help. She rewarded me very well, if you know what I mean. I bet that blond has been doing the same for you.

Ignoring that remark, as it doesn't make sense, you decide to...
>Hold
>Stay
>Bluff
>>
>>35008235
Difference between hold and stay?
Anyway, don't bet any more, bluff maybe
>>
>>35008235
Bluff
"So lads any thoughts on how to make this ol girl (ship) better, more grape shot, food, entertainment, give me something to work with here."
>>
>>35008354
This can only be answered with dancing wenches
>>
>>35008342
sorry, meant hit, not hold.
>>
>>35008415
Thanks for clarifying
>>
"So boys, what can we have to name this ship better?"
"Danc-"
"And anyone who says dancing wenches gets thrown overboard"
The men burst out laughing, the man about to suggest wenches the loudest of all.
"Some of the men got fucked up by splinters. If we could find a way to stop them, things would be a lot safer." now that you think about it, you remember he was on the cannon crews. One of his friends must have gotten hurt during the battle.
"Our cannonballs went right through the pirate's ship. If we could get a metal plate or something like rubber to put on the front, that wouldn't happen to us."

Both you and your opponent hold, prompting you to show your cards. You place your seven and ace down, smiling. That is, until your opponent places a ten and a jack down. Damn.

He leans forward, dragging his winnings towards him with a massive smile. You keep playing for a few more rounds, breaking roughly even when you leave the circe. You join other circles of men and talk with them.

>Two weeks later
Once you reach the docks, you tie up and walk down the gangplank with your friends behind you. Where do you want to go?
>Market
>Castle(get the reward for pirates)
>Jessie's House
>Wander around
>>
Jessie, then castle. Rather not have her father send a hit squad before we reach the castle, so might as well visit first.
>>
>>35008981
this
>>
>>35008981
Sounds good
>>
>>35008981
sure, we can hit the markets later/tomorrow
>>
"Jessie, we should probably tell your father that you're here." You say, turning to your left.
"Okay, sounds good. I'll lead, make sure no one gets lost"

Jessie grabs you, and you grab Emma, who grabs James, who grabs Alyssa. Jessie leads the way, pulling on your hand. The streets seem full today, which makes your chain very helpful. Ending up in the street facing Jessie's house. The red shingle roof is still shows the tracks that Jessie often takes, a darker shade from dirt tracked onto the roof. Walking up to the manor, you talk with the doorman, and are admitted into the house.

Plush carpets and marble statues line the hall, which splits into three corridors.
"The dining room is straight ahead, to the left is my room, and on the right is my father's study. Where do you want to go?" Jessie points down the corridor as she lists off the different places. Where do you want to go?
>Left
>Center
>Right
>>
>>35009298
>>Right
go the old man directly, don't dilly dally
>>
>>35009298
>>Left
can't help myself
>>
>>35009347
This, we've got important business to attend to - namely the notification of a worried/greiving father that he had no cause to
>>
>>35009298
>>Right
then ditch the rest of the gang and head left with JessieKiddingNot Really
>>
>>35009298
>Right
Going left ends in him attempting to murder us to keep us away from his baby.
>>
>>35009693
And stalling does what,make him madder thats what it does.
>>
Deciding that going right is the option least likely to get you killed by Jessie's father, you start walking down the hallway with Jessie. Passing more marble statues(really, how many does a person need?) and silk tapestries, you reach the end of the hall. Through the oak door, you can make out a few words.

"Have the sculptor take a painting of her, the statue should at least look something like her. And have the mausoleum prepped for the ceremony." You can make out Jessie's father, his voice a quiet, sad monotone. Knocking on the door, the voices stop, then Jessie's father opens the door.

Dear Arceus, he looks bad. All the color has leeched from his skin, and his face is long and boney. His eyes are sunken into deep wells of puffy dark skin. A dusting of grey stubble covers his cheeks, his dark black hair now shot through with grey streaks. The emaciated face looks down, deep set eyes looking at you for a moment before recognition sparks in his eyes. Sweeping over your group, he drinks in the sight of your friends, before coming to rest on the face framed by short black hair. A beat passes, in which no one does anything. The dams break, as tears roll down the pale cheeks into grey hair and he falls to his knees.

The man hugs his dead daughter, weeping softly into her shoulder. His bare arms, pale and gaunt, curl around her, holding tight as if to stop Death from whisking her away. Time passes, enough to make everyone but the pair awkward. Finally, the man looks up from Jessie's shoulder, tears still in his eyes.

"How?" The one word, loaded with all the emotions from thee past two months.
>How do you respond?
>>
>>35009980
I pulled her out of the water during that big storm.
>>
>>35010013
>Anonymous 09/20/14(Sat)19:48:23 No.35010
This
>>
>>35010013
Sounds good
>>
"I pulled her out of the water during the big storm" You respond, the man looking up at you.
"Thank you Barry. Anything that you need, I will do. You have to tell me everything that happened while Jessie was away." The man stands up, still clinging to his daughter. He leads you into the wood paneled study, sitting in the plush chair behind the desk. You talk with Jessie's father, telling about the town takeover by pirates, then the other adventures in Kalos and on the way back to Bluerock. The man leans forward during any mention of battle, worried of danger for his daughter. Ending with the fight with the pirates, the man stands up and embraces you.

"Thank you Barry. My daughter meeting you was a godsend. I want to give you something for your work." Jessie's father stands, then walks over into a small closet. He exits, holding onto a small hardwood case with a symbol on the top. Opening the box, a enameled green and gold armband with black lines outlining parts of the enamel. The man lifts the metal up from it's velvet pad.

"Here. My father gave it to me, when I first captained a ship. It always brought me good luck, until the storm. Now I want you to have it, I hope it will be more lucky for you." The man lifts up your arm, then slides the the cool metal up your forearm, coming to rest on your bicep.
>What do?
>>
>>35010792
Accept it graciously and ask what it is and what it does.
>>
>>35010863
>>35010792
this
>>
>>35010863
>What it does
It brings good luck, doesn't it?

Anyways, thank him, and ask that Jessie continues to travel with us.
>>
>>35010863
>>35010792
"Thank you, I don't know what to say. Umm, what exactly does it do if you don't mind me asking?"
mention Jessie's idea to pilgrimage, though it may take a day or so before he'll let go of her
>>
File: armband.png (143 KB, 475x475)
143 KB
143 KB PNG
"Thank you sir. If I can ask, where is this from? You ask, looking at the green and gold shining against your arm.
"My father carried it with him always, for it was supposed to bring good luck. He was a fervent believer in the Weather Trio. On one of his pilgrimages to Hoenn, he befriended an old man on the road. The two of them went on to the temple, despite the old man slowing my father down. Once there, the old man was taken into the temple. My father didn't see the man for the rest of his time at the temple, then was called to the high priest. Surprisingly, the old man was there, standing in silken robes and with the tri-horned hat of the high priest. The man thanked him for accompanying him, then handed him that armband." the man replied, his eyes looking back as he retells the story.

"Thank you sir, I will keep it safe for you." You reach up feeling the hard metal of the armband. "Jessie was thinking about going on a pilgrimage, and we were planning to join her. If you were willing to let here go. I can understand if you want her to stay"

"Of course she can go. Though I would prefer to have her stay with me for a few days." The man, already looking better, looks over at his daughter as he speaks.
"I'm going to stay here Dad, it's not like I would just leave right away" Jessie replies, a soft smile gracing her lips.

You are treated to a massive dinner feast, then leave Jessie to her home, returning to your ship. Waking the next day, you stretch, scratch and put on a freshly mended tunic. Looking over the waterfront, you decide to...
>Go to the Market
>Go to the Castle(Pirate Reward)
>Other
>>
>>35011630
>>Go to the Castle(Pirate Reward)
Do what we came here to do, as soon as we can
>>
>>35011630
>>Go to the Castle(Pirate Reward)
then hit the stalls!
>>
>>35011630
>Go to the Castle(Pirate Reward)
We need money to go shopping, after all.
>>
>>35011630
>Rayquaza, nice
>>35011630
>Go to the Castle(Pirate Reward)
then
>Go to the Market
gotta find some gear for our team, like a sword for Jack and replacement armor for Teddy. Also a new helmet since ours kinda melted
>>
>>35011918
Won't we need replacement armor, too? I mean, I think ours currently has a hole in it from that handcannon.
>>
>>35011940
hmm, good point. we should get it patched since its perfect sailing armor, maybe find something for the trip since its nowhere near water
>>
>>35011970
I'd say that rubber shielding would also help.

And it'd show that we actually listen to our crew, which can only be a good thing.

More cannons couldn't hurt, either.
>>
File: myshekels.jpg (46 KB, 490x358)
46 KB
46 KB JPG
Walking up the cobblestone streets, you pass through the higher income residential areas, then into the city castle. Massive granite walls, it's slight blue color giving the castle it's name. You stand in the line awaiting audience with the baron, signing your name in a large ledger. Standing in line you pass time with your Fletchling(Felix is the preferred name?), he hops from your finger, to shoulder, to head, then back again. Growing tired, he lands on your shoulder and inclines his head. Reaching up, you rub behind his neck, pale dust comes off his neck. Once done with his grooming, Fletchling hops up onto your hair. Pulling one leg into his feathers, the pokemon falls asleep on your head.

Taking care not to wake him, you reach the front of the line and prepare to meet with the baron. Gently waking your Fletchling, you put him on your shoulder, where he sits looking around the cavernous building.
"NEXT" The cry rings out, and Fletchling ruffles his feathers at the noise. You walk out in front of the baron, who looks over a small page.

"It says here that you sunk a pirate ship. Again. This would be your third pirate killed, correct? It seems that you are a magnet for pirates, perhaps we shouldn't let you in town" The man smiles at that, then snaps towards his servant. The man brings forward two bags of gold, which he hands to you. The servant ushers you out, into the sunny day. Going to your ship, you put the gold in the lockbox and decide to go to ... the next day.
>Market(What kind of store?)
>Outside the town
>Taverns
>Write in
>>
>>35012166
Check the markets or the dockyard for anything we need to help patch up the ship/upgrade her. Maybe hire a shoredoc for our boys.
>>
>>35012166
>>Market(What kind of store?)
>Arms and Armour
preferably with both human and pokemon equipment
>Ship Upgrades
we owe it to the crew to at least check out options
>Mysterious Shop of Mysterious Mysteries
there's gotta be at least one weird little back ally shop with all sorts of magic dod dads for sale
Top choices
>>
>>35012166
>Market
Arms and Armor shop first, then we should hit the shipyard.

>>35012252
Pretty much what this guy said.
>>
>>35012252
this in a nutshell
>>35012246
a shore doc wouldn't hurt
>>
File: what?.jpg (129 KB, 844x1396)
129 KB
129 KB JPG
Going first to the Arms&Armor shops, you enter the first room of the shop. Lines of weapons and armor stand on displays and stands. Showing the shop keeper your damaged body armor, he says that their blacksmith and leatherworker can repair the armor. Handing it to him, he informs you that such a small hole can be repaired in a day. Leaving the armor to the man, you wander up and down the rows of metal and wood. One rack of weapons catches your eye, as it holds the weapon that almost killed you.

Each weapon stands from almost two feet to almost two yards in length. On pegs near the weapons hang metal and natural horns with nozzles on one end. Some of the smaller ones have blades on them, straight or hooking. The long ones have short sword blades attached to the end. The shopkeeper calls them "Flintlocks" and says they work like a cannon. Interesting, that could be useful.

In the other room of the chop, Poke-armor sits on wooden models of pokemon. The same shopclerk says that each piece is custom made to the specific pokemon. If the pokemon can be measured, they can make armor for it. There also is a few pieces of human armor that look attractive to you.
>WHat do you want to buy? You have 3000 gold coins, I will price any choices
>Poke-armor(What pokemon?)
>Flintlocks(What kind and quantity?)
>Human Armor(What kind?)
>Melee Weapons(What kind?)

Pic is weapon that shot at you
>>
>>35012738
we need some replacement human armor for ourselves and maybe get a flintlock pistol. I don't know if we use our pokemon in battle enough to get them armor.
>>
>>35012738
>Poke-armor(What pokemon?)
>>
>>35012738
>Poke-armor
see what he has for Teddy, Jack, and Fletchling. Carla and Spinark stick with us and Brandt is tough as is
>Human Armor
really all we need is a new helmet and maybe something better suited to land travel than our Empoleon/Tyrunt armour
>>
>>35012843
giving a flying type armor seems counterproductive. Jack we definitely need in armor and holding a cutlass
>>
>>35012738
>>35012843
>Teddy, Jack, and Fletchling
Replacement armor for Teddy since he outgrew his old set, Jack was pretty helpful with a blade so maybe a short blade for him and a pirate hat, Fletchling can't take much armor without effecting flight but something like a talon guard with spikes blades could work
>new helmet
only if they have good ones, not that cheap crap
>Empoleon/Tyrunt armor replacement
again, only if its something good. if not stick with what we got
>>
>>35012924
meant something like>>35012929 said
>something like a talon guard with spikes blades could work
light leather chest guard couldn't hurt if it was built for flying type
>>
Sounds like you guys want the following:
>Armor for Teddy, Fletchling, and Jack
>Flintlock(Rifle or Pistol?)
>Replacement Armor

List of armor for you
>Armor
Helms
>Aron Helmet
>Cranidos Helmet
>Steelix Helmet
Torso
>Aggron Chest Plate
>Bronzor Chest Piece
>Empoleon Crest Breastplate
>Tyrunt Leather Armor
>Tyrunt and Aron Leather/Steel Armor

And the effects a pokemon component has(Copy and pasted from previous thread, some are for weapon, just ignore them)
>Steelix: Dense steel that can cut through cheap iron
>Skarmany: Lighter than it should be, yet still as strong as good steel
>Bisharp: Great for cutting and stabbing weapons, they hold a edge for life. Also well known for penetrating very well
>Durant: Cheapest of the Poke-metals, is slightly better than steel
>Aggron: Rock solid steel, can break and bend lesser metals. Equal to Steelix
>Rhydon: Stone, slightly harder than even Aggron
>Geodude: Made from Geo-cores, super dense stone. Wrapped in metal and you have a good beating stick
>Gogoat: All arrows seem to fly farther, and faster, imbued with the speed of the pokemon
>Trevenant: Arrows shot from this wood seem to twist slightly in the air, seeking weak points. Still needs to be aimed, a headshot might turn into an eyeshot.
>Scrafty: Leather lasts unusually long, and holds true. Projectiles often fall on cheap spots, like the groin or joints
>Aegislash: floats on the wearer's arm, letting them move it more quickly than normal
>Shield/Bastiodon: Nearly unbreakable shield, stop arrows and blows dead
>Cranidos: Rock helmet, stops large amounts of force that his the head. Complete with fancy spikes
>Bronzor: much like Aegislash, floats on the wearer.
>Empoleon: Strangely light in water, floats in fact. Wearers seem to slice through the water
>Tyrunt: Scaley leather, some of the best skin armor, second to it's evolved form
>>
>>35013203
I guess
>>
>>35013203
new Aron Helm
and the Tyrunt/Aron armor is pretty much the armor we're using just Steel based and doesn't float riight?
>>
>>35013203
don't really want a gun, but if we're gonna get it go Pistol
>Aron Helmet
Any way to get a Tyrunt/Skarmany armor set? Figure its about the same as the one we have, but protects us while being lighter than others
>>
>>35013561
Yeah, for extra you can upgrade to Aggron.

ATTENTION! IMPORTANT INFORMATION INCOMING
The armor bonuses stack and multiple with others of their own kind. All Empoleon steel basically traps a pocket of air underwater, making it so you can stay under for over an hour and swim at 25mph. Other effects can stack as well, causing some interesting effects or combinations of armor
>>
File: Spoiler Image (109 KB, 365x422)
109 KB
109 KB PNG
>>35013633
Fine then, go for the combo of Messier, Helmet, and Armor
>Aron Helmet
>Tyrunt/Aron Armor
How much extra we talking for Aggron?
as much as i like spinarak, its a shame we couldn't get one of these
>>
>>35013686
Aron is 100, Lairon is150, Aggron is 200. Basically double for Aggron, but there is a huge difference in performance. Tyrunt/Aggron Armor would be 500gp alone
>>
>>35013596
>>35013633
>Other effects can stack as well, causing some interesting effects or combinations of armor
damn, wonder what a tyrunt/skarmany/aron combo would do
>>
>>35013728
sooo
>200 for helmet
>500 for armor
>hopefully300 or so for the poke armor
for a solid grand or something?
>don't really want the flintlock, Carla is our gun and has unlimited ammo
>>
>>35013203
Our messer wont do much to armoured opponents, so getting a warhammer sidearm wouldn't be a bad idea.
>>
>>35013850
>Our messer wont do much to armoured opponents
our sword bends and breaks what it hits, its pretty much a war hammer. plus we got the Bisharp Parrying Dagger last time, thing cuts thru armor like butter
>>
>>35013875
didn't we kill a pirate captain by stabbing him in the chest with it in like one hit before? i know we used it at one point and it did the job
>>
Final vote for armor, only votes replying to this post will be counted.
>Tyrunt/Aron Armor
>Tyrunt/Aggron Armor
>Tyrunt/Skarmany Armor
>Aron Armor
>Aggron Armor
>Skarmany Armor
>Aron Helm
>Aggron helm
>>
>>35014120
voting to replace whatever was damaged in the fighting, whatever that may be.
>>
>>35014120
>Full Skarmory set
Can we fly? We should fly.
>>35014160
We're already getting that repaired, I think.
>>
>>35014120
>Tyrunt/Aggron Armor
>>
>>35014167
Skarmany armor is pretty much the only armor you can wear and still use the Sky Suits
>>
>>35014191
Eh, if that's really all, then I want to change my vote.

>>35014120
>Full Aggron set
Oh, and if we don't yet have it,
>Full Empoleon set.
>>
>>35014120
>Aggron Armor
>Aggron helm
>>
>>35014120
Full empoleon armor, that sounds too useful
>>
>>35014120
>>Tyrunt/Aggron Armor
>>Aggron helm
>>
>>35014393
Not when we're going to be on land for a while
>>
>>35014120
>>Tyrunt/Aggron Armor
or
>>Aggron Armor

>>Aggron helm
>>
The shopclerk calls over the blacksmith and a leather worker. Describing the needed armor, the men pull rulers, tape measures, and leather backed notebooks. The men focus first on Teddy, measuring his shell and scribbling some quick calculations in the size of the needed armor. They take measurements of each leg, width of his head, and the size of his shrubs. With all the measurements written in the notebooks, they move on to Jack. The blacksmith circles Jack's arm in string every inch, jotting down each number as he goes. The leather worker pulls back Jack's lips, staring at his canines and molars. Talking to himself, the leather worker mumbles something about keeping the jaw free. Finally done with Jack, they move on to Fletchling. The blacksmith goes back to the smithy, while the leather worker measures Fletchling for his armor. Abandoning steel, the leather worker recommends a light vest made of chitin scales for this armor. Finished with the first steps, the leatherworker leaves to his workshop.

"They should be done in a day if they work fast. If you come late tomorrow, it should be done." The shop keeper tells you, "was there anything else you wanted?"
"Yeah, can you get me an Aggron helm and breastplate? And a full set of Empoleon steel, if you can." you ask, looking over at the display stand.
"Ah, the thundering steel option. A favorite for knights and mercenaries. I'll have one modified to your measurements right away. The Water fighter package is also popular, with the navy seels" The man rings a small iron bell, then waits for a few moments.
The blacksmith walks out off his shop, already pulling his tools from a belt. An hour later, you walk out of the shop with your pokemon. 1770 gold has left your possession, and in it's place will come armor for you and your pokemon. Returning to your ship, you fall into your hammock and sleep through the night.

End of thread.
Next thread next Saturday
Questions, Comments, and Criticism wanted
>>
>>35014474
Thanks for running
>>
>>35014474
Aww, muh magic shop option
>>
File: 1397094505083.jpg (46 KB, 512x512)
46 KB
46 KB JPG
>>35014474
>Ah, the thundering steel option. A favorite for knights and mercenaries.
Nice.
Pretty good, buying stuff always takes a while. Did we get weapons for Jack and Fletchling or just armor? I suppose we could just give jack a blade from the cargo we got off Hunter, maybe fashion some kinda claw thing for Fletchling....
Also names on Spinarak and Fletchling? Silk/Rachne and Felix/Ares seemed popular
Go Stauncher Clauncher!
>>
>>35014596
there are a few left over weapons from Hunter's ship, including a Poke-steel cutlass for Jack. The claw thing might be unneeded, as something is gonna happen to our Fletchling. Plus, he is just a songbird at the moment.
I'm basing all his actions off my cockatiel
>>35014537
next thread buddy, need to think up some new items
>>35014518
Thanks for playing
>>
>>35014596
Ares doesn't really make sense in this world
>>
>>35014676
>The claw thing might be unneeded, as something is gonna happen to our Fletchling.
ohgodhesgonnadie
>>
>>35014689
maybe, but I kinda like it. He'll be a giant flaming missile hurtling from the sky once he evolves, fits pretty well to me
>>
>>35014676
>The claw thing might be unneeded, as something is gonna happen to our Fletchling
Metal Claw?
>>
>>35014846
sure, thats what I mean.
>>
>>35014820
But only from a player-perspective, in-universe it doesn't make any sense.
Though I guess Ares isn't a worse name than Teddy or Carla, and the alliterative name chain was already broken with Jack.
>>
>>35014930
>the alliterative name chain was already broken with Jack.
>not calling your monkey jack
>if he was an apom he could high five us
i guess so, honestly I could see us naming him Ares and its a girl same with assuming spinarak isn't a boy
>>
>>35015008
thanks, now I have to have this picture be relevant to the quest. New BBEG, working on the backstory already.
>>
>>35015008
Didn't OP say last thread Spinarak was female and Fletchling male?
Also:
>Using shitty pop-culture references as pokemon names
>ISHIGGYDIGGY
>>
File: manly machoke spirt.jpg (30 KB, 576x432)
30 KB
30 KB JPG
>>35015073
I completely understand



[Advertise on 4chan]

Delete Post: [File Only] Style:
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
[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.