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File: Capture.jpg (50 KB, 1187x919)
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Welcome back to Where The Sun Reaches!

Your name is Sgt. James Vargas, a tough marine son-of-a-bitch getting revenge on the Japanese for capturing your brother at Corregidor in '42. Currently you're sitting by a camp-fire underground in a Japanese-held tunnel on some piece of shit island in the middle of no-where. Suffice to say, things could be better.

"Alright, we'll hit the factory and I assume you guys know where exactly that is. What do we do after we get inside, exactly?" You ask of the stalwart man, bearded man in front of you.

"Once we gain access to the interior, we must find a key that belongs to the quarter-master, a decidedly unpleasant and zealous individual. We are not completely sure about the contents of the armory, but based on the amount of guards and general manpower dedicated to it, they must be quite valuable."

"Right, so when should we leave?"

"Up to you, my friend. But, from one soldier to another, you look rather dreadful. I would recommend that you rest here for....I suppose what would seem like a night? Understanding time has become quite difficult without being able to see the sun, as you could perhaps guess."

Julius reaches over to his left, by the stash of looted Japanese equipment, and tosses you a sturdy but incredibly stiff sleeping bag. You thank him and set it down on your side of the camp-fire, unloading your equipment and slipping inside the rock-hard covers and laying your head down. You soon fall asleep, the three survivors remaining quiet until you had truly lost yourself to your exhaustion. Bless their hearts.

In your sleep, you are transported quickly to a dream. Well, technically nightmare. You always get more nightmares than dreams nowadays.

You and your new, green squad were holding position along this tree-line in some un-named jungle with no standing orders. The last few you'd gotten were garbled and nonsensical, did the guys at the top even know what was going on down here?!

Suddenly, out from the green expanse of rotting plants and bugs, a wave of Japanese soldiers burst out with their bayonets fixed and the name of the Emperor on their tongues. You and your men turn and try to fire, but it's far, far too late by then. Japanese bayonets run through and ravage American flesh, and you yourself are stabbed and dragged down by three hate-filled Japs before you can even shoot. As your head drops to the ground and you lay bleeding out on the filthy jungle floor, you see another marine fighting his hardest against a pack of Japs in front of you. He does his best to fight them off, but one of them manages to spear him through the ribs and he goes down. They use their bayonets and tear him to pieces, jabbing and slicing anywhere they can. You stare at the poor bastard, before his head turns to you and you roar in horror. It's your brother.

(1/2)
>>
>>327050
You wake up shaking, and the soldiers near you look at you with pity in their eyes. They know the exact experience, and soon look away as you wipe your eyes with your hand and sit there panting. You can't fight in your dreams. It's an unspoken understanding all battle-hardened soldiers have.

After a quick breakfast(?) and other menial chores, like cleaning out guns and organizing equipment, the four of you are ready to head out.

Julius (Point man) - Type 100
Edward (Grenadier/Fire Support) - Arisaka with Type 2 GL attachment
Celia (Marksman) - Scoped Arisaka

You (Hero / Crazy American) - Nambu MG + Garand + Richard the Katana

>Rush the armory head-on
>Engage in infiltration
>Talk about something first(write in)

(2/2)
>>
>>327052
Let's sneak in and fight our way out
>>
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>>327085
All of you decide to infiltrate the place first, and you follow the three to the upper tunnels with one of the stolen Jap lanterns for light. After returning to the higher levels, you start to feel out the difference between the upper and lower sections as they contain different volumes of light. That is to say, the upper levels are the normal kind of dark that you can still kind of see with your adjusted vision while the lower levels contain essentially zero light at all.

The four of you stick to the shadows for what seems like hours, until you find slim rays of light appear in the distance and the armory appears in your vision. The sudden light seems jarring compared to the blackness that you've had to traverse for so long. You can spy movement from the walls, the whole place seems animated and you can even hear slight echoes of Japanese dialogue from somewhere inside.

Celia moves up ahead and kneels, looking down her sights and bracing the rifle with her other arm for stability. Julius turns to you and asks, "We could take out a few guards to make this infiltration easier but if anything went wrong they'd have an army after us. Keeping the guards alive would make it harder to get in, but would be the safer option. Your call, friend."

>Have Celia take out a few guards (1d20)
>Keep the guards alive, try to sneak inside (1d20)
>>
Rolled 4 (1d20)

Try to sneak inside, but if we have a chance to take a guard quietly, do it
>>
>>327255
Sneak inside
>>
Rolled 3 (1d20)

>>327791
>>
>>327645
>>327797
You opt to sneak into the armory without killing any of the guards. The four of you sneak carefully, shadow by shadow, around the western edge of the armory while avoiding searchlights and guards. You make it around forty yards from the armory entrance, when a Japanese searchlight unluckily washes itself all around your crew. The searchlight man screams out an alarm, and the jig is up. Bullets fly from the ramparts by the hundreds at the four of you, forcing out a dead run to avoid being hit. All of you sprint as fast as you can into the entrance, Julius having to burst into the knob and kicking in the door, but it doesn't all go your way. Being the last man to go out, you feel a bullet strike you in the upper arm as you jump inside.

"Fucking goddamnit that hurts!" You scream in frustration, and try to find some kind of bandage to stem the bleeding. Edward takes point and secures the small lobby you find yourselves hiding in, while Julius helps you wrap up your arm. Celia pushes up ahead, and before long you hear the starting and stopping of gunfire. She comes back, eyes frosty, with a little extra ammo and some cloth to help tide over your bleeding.

"Looks like we'll have to fight our way out of this mess.." Edward mumbles to himself as he levels his Arisaka at the door to the lobby exit.

"James, we need to find that key before we get overwhelmed!" Julius says to you, as you get up from the floor, upper arm hurting but still functional for now.

>Hit the upper level first
>Hit the lower level first
>Wait in ambush to wipe out the first wave of guards (will buy you extra time)
>>
>>327870
Fuck forgot to mention completely that the newest project being worked on in the armory needs the quartermasters key. I need to focus more goddamnit.
>>
>>327870
Let's ambush the guards
>>
>>328081
You know, this lobby actually looks like a very nice staging ground.....

"We'll ambush them here, then we should go check out the floors as they call in a new wave." You say with confidence. Julius looks at you carefully, then smiles as he sees the wisdom in your plan. In minutes, the four of you set up behind a carefully placed table, with the lobby entrance having no cover and your position having all the furniture placed strategically. You plop down your Nambu on the table, then set up the bipod and just wait. Julius sits next to you with his Type 100, focusing down his sights. Edward does the same, but he sets up a grenade on his Type 2 and Celia goes to the back of the lobby and braces against a table.

Lucky that you guys set up so fast, because within moments, the doors to the lobby are blown open by an explosive and the air fills with dust and smoke. You can hear the stamping of boots and the rustling of rifles packed together from the entrance, and you decide to open fire.

>Roll 1d20 for ambush results (easy DC)
>>
>>328222
>>
Rolled 13 (1d20)

>>328222
>>
Rolled 5 (1d20)

>>328222
>>
>>328373
SUCCESS
You burst into the smoke with your '99 and are rewarded with the sounds of tearing flesh and screams of pain. Julius opens up with his '100 and Edward launches his grenade straight in the center, mushrooming another cloud of smoke by the entrance of the lobby. A few Japs dart out of the smoke, but you and Celia make rather short work of the dazed stragglers. When the smoke clears, you can count around twenty dead Japs by eye alone. Looks like they won't be sending in another wave for a little bit.

"Let's go, let's go!" You pack up your '99 and go right back to mobile, while the others do the same and in a minute everybody is ready to keep moving. You opt to hit the higher floor, the most important things are generally stored at the top after all. The four of you rush through a side door from the lobby that leads to a flight of stairs, which you take to the second floor of the buiilding. Everywhere you go, you find cabinets and tables full of blueprints and other presumably important documents strewn about in a hellishly organized office-space. As the four of you kick in the door to the Quartermaster's room, a burst of gunfire blasts open the walls nearby and the everybody ducks. The sound of an enemy '99 setup somewhere on the second floor accompanies the thunderous destruction flying above your heads, as all four of you crawl slowly through the room.

Thankfully the interior is much more organized than the other areas of the floor, by virtue of being rather spartan. The only outstanding thing about this office, is the safe lying in the corner which you guess must what you want. But you need to deal with that damn machine-gunner first before you can deal with the safe.

>Sneak up on him
>Have Edward try to grenade him
>Get Julius or Celia to sneak up on him
>Charge the guy with Richard
>>
>>329023
Let's try to do the sneaks on him
>>
>>329023
>Have Edward try to grenade him

But be ready to magdump if he runs from it
>>
Rolled 2 (1d2)

>>329577
>>329625
>>
>>329625
Edward nods, and raises his Arisaka upwards and waits. The storm of bullets ceases, and he puts his other hand to his mouth and makes the "Quiet" signal as he creeps slowly to the outside of the room. Looking through the blasted walls, he eyes the machine gunner at the far end of the room but is noticed in return and he scrambles back. Another hail of high-caliber death sweeps across the floor, and the sounds of twisted metal and shredding paper and walls almost deafens you all outright. Edward aligns his rifle to where he calculates the gunner to be from the doorway of the room while crouching, and raises his rifle high before firing off the grenade with a FWHOMP.

>Roll 1d20 for damage
>>
Rolled 9 (1d20)

>>329721
>>
Rolled 19 (1d20)

>>329721
>>
>>329747
The grenade flies true, well from what you can tell at least. You hear an ear-shattering explosion, and dust and papers fly everywhere like so much debris above your heads. The gun seems silenced, and that is good enough for your squad who busy themselves trying to get the safe open. No matter where you look, nobody can find the damn key, probably from the explosions and such that tore the floor apart. Suddenly you hear a voice call to you in your head. "Pssszt James, take me out I can cut through it."

You turn around from the squad and slide Richard from his sheath, pull the blade close to your mouth, and whisper back, "How the fuck are you going to cut through solid steel?"
"Just trust me, James."
Well he hasn't dicked you over yet.

You tell everyone to get back and they obey even if rather surprised that you have your sword drawn. You raise Richard high above your head and swing down, slashing through the steel front of the safe as if it were paper. Everybody stands shocked at what you've just done, but you recover quickest and instead pry open the split doors of the safe and find a shiny brass key. No doubt this one opens up whatever it is the Japs are working on at the lower levels. You tell everyone to hit the lower levels quick, but you don't put Richard back in your sheath and instead carry him around with you which you guess makes YOU look like a Jap. All good though, they don't have talking swords that cut through steel like nothing.

Step by step, you storm the lower levels of the armory. There is little to no organized resistance left at this point, it seems the Japs have melted away before your superior firepower. As you walk into what looks like a dark garage, you feel something very, very wrong about the whole thing.

>Roll 1d20 for detection
>>
Rolled 1 (1d20)

>>332344
>>
Rolled 19 (1d20)

Rolling for amazing detection skills
>>
You can feel it in the air, that kind of concentrated death you know from your time on the battlefield that you associate with machines or other tools of war. And it's right in front of you.

"Back up, back up!" You wave to your team and they follow you as you retreat backwards, and a second later, massive machine-gun fire splatters the area your squad had just occupied. Out of the shadows, some kind of gigantic, metallic monster stomps it's way onto the ground in front of you.

It's like if a tank grew legs, and then decided that it would be a Jap tank that wasn't made of Origami paper, what you have standing in front of you decidedly scares the shit out of you. A sealed cockpit like the one you'd see on a plane holds a mean-eyed Jap, with a devious smile on his face and a strange metallic suit underneath it. Two arms bristle with machine-guns and you even see some artillery guns shoved into the thing, making it one big mother- and mean as all hell. You don't doubt that fucking thing could shred your whole squad up with little to no effort, you also don't doubt that it could just as easily bring down the building if this stupid fucking Jap wasn't careful with his weapons too.

How were you going to take care of that thing? Your thoughts go back to Richard and the safe.....could he cut through that thing?

The pilot gloats at the four of you in Japanese, but you take the time to put Richard close to your face and ask him the only thing that could possibly win you this fight.

"Mate, think you can cut through that thing?"

"James, there isn't anything in this world that I can't. Just get me close enough."

Reassured, you drop your machine-gun and draw Richard, earning the ire and full attention of the pilot. Whirring and whizzing, the mech turns to you and looks like it's about to fire. Oh shit.

>Tell your squad to distract it so you can get in close
>Dodge and weave, have your team open fire on it with everything they got
>>
>>335927
>Tell your squad to distract it so you can get in close
>>
>>335927
>Dodge and weave, have your team open fire on it with everything they got
>>
Rolled 16 (1d20)

>>335927
Dodge and weave, have your team open fire on it with everything they got

Rolling just in case
>>
>>340888
>>340664
>>340005
Making new thread because of the autosage. Will still take your replies for next thread though.



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