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File 161213822880.png - (4.12KB , 800x600 , 0.png )
986696 No. 986696 ID: 15a025

An intermission thread for The Herd

Previous Threads & Wiki:
https://questden.org/wiki/The_Herd

Discussion Thread: https://questden.org/kusaba/questdis/res/115339.html
45 posts omitted. Last 50 shown. Expand all images
>>
No. 1002353 ID: 96c896

>>1002352
yeah!
>>
No. 1004662 ID: 15a025
File 162517260166.png - (5.08KB , 800x600 , 15.png )
1004662

>Spike-ify that puddle underneath them!
I quickly turn around while charging up to cast the enchantment.

Marsh: "You're not too sharp, are you? Let's fix that. Spikes!"

Captain: "Huh? Ah shi-"

He howls in pain as the spikes go up and pierce his paws. He quickly hops back off the froze puddle of spikes, dripping a bit of blood.

The spikes must have hit pretty deep on one paw, his stance looks like he's putting more weight on his left side now.
>>
No. 1004663 ID: 15a025
File 162517266020.png - (5.74KB , 800x600 , 16.png )
1004663

He looks at me dead in the eye as his sword flares up. He lets out a howl and makes a hard swing-
>>
No. 1004664 ID: 15a025
File 162517276808.png - (4.87KB , 800x600 , 17.png )
1004664

Yipe! He's about to blast me, not slash me! No sooner than I start moving out of the way, I see the flaming projectile fly by. The shot looked like it was curved pretty hard though. Is his foot injury bad enough that it's messing with his aim?

Enchantments ready
>>
No. 1004665 ID: c2dc82

>>1004664
Charge him and geyser him simultaneously, he's already wrong footed. If you get him square in the chest he'll probably topple, then you can finish this with the blade, the old fashioned way.
>>
No. 1004667 ID: 96c896

>>1004664
Could be a boomerang projectile. Watch out for the return trip.
Keeping that in mind, you can continue to attack with the intent of driving him into more puddles to spike him again. He'll have to choose to either fight with awkward footing or retreat away from the puddles, and in the latter case you could potentially force him against the railing to defeat him.
>>
No. 1004694 ID: 6c85e8

Doesn't that put him on cooldown? If that's the case, going full-on aggressive might be the best play here. He's on the back foot and he just spent the rest of his offense. Sure, boomerang projectile could be bad on the return trip, but this is a great chance to inflict some hurt very quickly and possibly finish the fight.
>>
No. 1005961 ID: 15a025
File 162666204956.png - (5.16KB , 800x600 , 18.png )
1005961

>Charge him and geyser him simultaneously-
I can't move and cast a spell at the same time, takes too much concentration for me.
>Could be a boomerang projectile. Watch out for the return trip.
Noted.

>continue to attack with the intent of driving him into more puddles to spike him again. He'll have to choose to either fight with awkward footing or retreat away from the puddles, and in the latter case you could potentially force him against the railing to defeat him.
>Doesn't that put him on cooldown? If that's the case, going full-on aggressive
I make my charge towards him with my sword. Starting to really feel that burn from earlier but I'm not letting that slow me down yet. As I get closer it looks like he's going to try and hold his ground, with bad footing? That thing has to boomerang or he's got something planned. Stalling for time to till he can use another enchantment maybe?

I keep my ears perked as I make a swing towards his right side. He blocks it, and I can see the pain in his face from having to put pressure on his left paw. I gotta think quick here on what to do next. His sword is melting mine a bit, but I'm also putting out his sword a little as well.

If I wanted to go all in on pressuring his paw, I'm not sure how long or well I can do that seeing how his sword in more curved than mine. That'll make it easier for him to slide out and counter than it'd be for me. I could use this as a distraction to try and stomp his bad paw or kick his leg? Then I got to figure out how to take care of that boomerang, if it is coming back. How do you tactical geniuses think I should go about this here? Lots going on and I ain't got much time to think about it all.
>>
No. 1005963 ID: 96c896

You could try a grapple, turn him around to make his own boomerange hit him.
>>
No. 1005964 ID: 894419

>>1005961
Stomp his foot then slip under his guard on his non-dominant side to put yourself on the opposite side of him.
>>
No. 1006020 ID: 2de4fd

Put out his sword. Full geyser at point-blank range, soak him to the bone. When that's done, swivel around to the injured side away from any boomerangs and hold your sword to him. Checkmate.
>>
No. 1008763 ID: 0a6559

>>1005964
Yeah, simple but effective, I like this one.
>>
No. 1008955 ID: 15a025
File 163020682724.png - (5.07KB , 800x600 , 19.png )
1008955

>Stomp his foot then slip under his guard on his non-dominant side to put yourself on the opposite side of him.
While he's distracted with eyes on my sword, I lean and push even more onto his sword.

Captain: "You're swords going to break before my guard will at this rate!"

Then I smash my foot into his, claws first. He cusses in pain as I try to dig into his injured foot a little while his guard slowly starts losing force. Once I get the chance I slide my sword away and slip behind him. I get my sword up to his neck now, ready to end it.

>Put out his sword. Full geyser at point-blank range, soak him to the bone. When that's done, swivel around to the injured side away from any boomerangs and hold your sword to him. Checkmate.
I can see the fire projectile coming in hot, but it looks pretty off course now.

Captain: "Heh, checkmate here isn't it?"

Marsh: "Now go mop the deck."

I blast him right in the face and start dousing out his sword, I'm interrupted when suddenly the ship starts moving and the two of us trip over.
>>
No. 1008956 ID: 15a025
File 163020692907.png - (5.53KB , 800x600 , 20.png )
1008956

Captain: "Oi oi! I didn't give no one permission to un-dock! Who's the filthy flob that thinks they can run this ship without captain's orders!"

Marsh: "Probably the same ones that put up more of a fight than their captain did."

Captain: "Sure, kick an ol guy while he's down."

Marsh: "I'm going to be doing more than that if you don't get up there behind the wheel and get this thing back on the docks. I did your little dance and number for the month-"

I hear a door squeal open and someone limps out onto the deck.

???: "Captain, we've got mutiny! Half the crew is either locked up in the brig or severally injured!"

Captain: "What!"

Half tempted to jump ship right now, I don't have time for whatever petty crap this is about.

Captain: "What bub thinks they can take over my ship and run it?"

???: "I don't know captain! Everyone got ambushed by the morning crew while we were resting up."

Captain: "How many we talking here? What fire power we up against?"

???: "Some are armed with knives and swords. Someone said the guys up by the control room are packing enchanted items."

Captain: "Tis not looking good. Both of us have injured legs from our duel tonight. Getting around won't be easy."

Marsh: "Speak for yourself. My leg's burned, not broken."

Being burned though, that ice cold ocean water might end up making it worse instead of better. How am I going to tackle this mess?
>>
No. 1008984 ID: e7c7d3

I say jump ship anyways
>>
No. 1008999 ID: 2f6ee3

>>1008956
You're in a good position to help your dueling buddy. Stock up on water, then prepare to use it. You should follow the captain's orders though.
>>
No. 1009048 ID: 83d8ae

>>1008999
aye, this.
>>
No. 1009928 ID: 15a025
File 163115454474.png - (3.78KB , 800x600 , 21.png )
1009928

>You're in a good position to help your dueling buddy.
Better position he is to help anyway. As much as I'd love to jump ship, I guess I can't really leave him behind.

>Stock up on water, then prepare to use it.
Right. Once inside, it's going to be a lot harder to get a refill for my sword.

Marsh: "Don't think jumping ship and swimming to shore is going to be an option, so it looks like I'm stuck cleaning up your own mess Captain."

Captain: "Not like you've got much choice anyway land legs."

Marsh: "Yeah don't remind me. So tell me pipsqueak, what's the opposition's goal here? What are they after?"

Pipsqueak: "They're part of Valteste. They're hijacking and looting the ship in the name of Prince Halmen. I believe I heard they're also out for you Marsh?"

Probably after this sword more than me.

Captain: "To think I've been housing that flea-bag's troops."

Marsh: "Swallow your pride and cry about it later, if they're looting this ship we need to act fast then. Since someone deals in magic items and guns here, these royal jerks are going to take the only advantage we have over them. They'll outnumber and over power us if they get into your stock."

I talk with the captain and make a quick mental map of what's around us on this floor.

Points one are just restrooms. Only noteworthy as possible water refill areas.

Point two is a utility closest. Being a ship, there's more than just cleaning supplies hiding in there. Flare guns, matches, survival stuff kept in there.

Point three is a machining and repair shop.

Point four is an infirmary-medbay kinda area.

Point five is their dining hall and kitchen area. No door away in the main area, but the kitchen and pantry is all held behind heavier doors.

Ladder looking things on the east end of the ship go up to the second floor of the ship. That's where the higher up members in the crew stay and the captain's office is at. Ladder going down leads to the lower crew's quarters and 'the birg', probably a ladder going deeper in too.

Marsh: "Where on the ship do you hold the hotter stock captain?"

Captain: "Locked up in the high storage. It's a room close by the ship's control room. Only I 'ave the key though."

Marsh: "That might be true, but if they're up there with enchanted weapons already. How long is that door holding?"

Captain: "Probably awhile, she be military grade. I keep some smaller artillery and ammo locked up in the lower floor of the ship as well."

Should be enough to start making a plan. Where should we head first?
>>
No. 1010048 ID: e7c7d3

Pont 2: raid the closet
>>
No. 1010201 ID: 15a025
File 163133810968.png - (6.05KB , 800x600 , 22.png )
1010201

>raid the closet
Marsh: "Utility closest should be our first stop. We might get a variety of gear in there, from fire power to first aid in there."

Captain: "They're probably expecting us to head to the infirmary after our fight, so they might have their eyes focused on the other entrance too."

Marsh: "Exactly."

Heading into ship, seems I'm right. I can smell others here, but I don't see anyone on this side.
Marsh: "Safe, move."

We quickly make our way into the utility closet and start taking inventory of useful items
Flare Gun x2
Flares x4
Box of matches x5 (20 matches per box)
Lavender Air Freshener can x2
Pocket knife
Radio x2 (batteries included!)
First aid kits x5 x4-ish
Sword absorbable liquid cleaning supplies.
Box of Shop Wipes.

There's also other cleaning stuff and tools in here but nothing I can think of being weaponized or useful. Just ask if there's something else you think we might need. The pipsqueak here is working on patching up the Captain's paw with some bandage wraps and disinfecting it with some of the alcohol wipe things that were in the kit. Nothing much inside for my burn though.

What all are we hauling with us? I don't have pockets on me, so I can only hold one other thing. Captain can probably haul more since his jacket has pockets. No idea if the lil fella is going to fight with us or not though, so that's something else to decide on.
>>
No. 1010202 ID: 894419

>>1010201
You should take a radio, so should cap. Cap should take the flare gun and flares. They're not much but getting someone in the head with a blinding red hot flare could give you the split second you need to decide a fight.

Lil guy takes pocketknife so he's not unarmed, and air freshner to smell nice.

Absorb the liquid into your sword if you're not already full.
>>
No. 1010203 ID: 894419

>>1010202
oh uh, also take as many first aid kits as you can distribute.
>>
No. 1011042 ID: 15a025
File 163208677190.png - (5.99KB , 800x600 , 23.png )
1011042

>You should take a radio, so should cap.
I grab the radios and hand one over to Captain.
Marsh: "Probably be smart in case we need to split up."

Captain: "Aye."

>Cap should take the flare gun and flares. They're not much but getting someone in the head with a blinding red hot flare could give you the split second you need to decide a fight.
Marsh: "Go take the flare gun too. We're going to need some good ranged options for combat."

He goes over and loads up.

>Lil guy takes pocketknife so he's not unarmed, and air freshner to smell nice.
I hand pipsqueak the pocket knife and some air freshener, along with some matches

Pipsqueak: "Matches and an air freshener?"

Marsh: "Not the safest of options for defense, but if things get really bad we'll need whatever we can get. Can you carry a first aid kit as well?"

Pipsqueak: "Sure can!"

Now it's time to decide what our plan of attack is going to be. We could make our way upstairs to the ship's controls and try to regain control of the ship. We don't know what we're really up against though, so we might get overpowered and outnumbered if we make a rush. There's freeing the captured crew in the brig down below to increase our numbers, but that'll be giving the enemy more time to break in and get the Captain's stock of guns and enchanted items. Or if you've got other approaches we could make, I'm all ears.
>>
No. 1011321 ID: 894419

>>1011042
You don't have enough people to take the bridge. Marsh; you'll be the spearhead with tiny right behind you. Cap is in the worst shape so he should take up the rear. If the brig is near the engines you can sabotage them to make sure the rebels don't link up with any allies at sea on the way.
>>
No. 1015184 ID: 15a025
File 163694965251.png - (5.87KB , 800x600 , 24.png )
1015184

>Marsh; you'll be the spearhead with tiny right behind you. Cap is in the worst shape so he should take up the rear. If the brig is near the engines you can sabotage them to make sure the rebels don't link up with any allies at sea on the way.
Checking with the captain on that,

Marsh: "Thinking we should take the brig first and get our numbers back up. If we do, how close to the engines would we be from there?"

Captain: "Aye, not far off. We head for the brig, that's two levels down from us now. Engine room is just a level below the brig, er 'tree levels down from aur current position. Why, what'cha scheming?"

Marsh: "We can't exactly take out the bridge with our current numbers probably, and we need to stop or delay them from getting where ever they're going."

Captain: "I'm okay with that as long as we don't damage anything beyond repair. Not just cause this my pride and joy here, but I don't think anyone cares to swim back in ice water, do yas?"

With that settled, we all get into position and set out.
>>
No. 1015185 ID: 15a025
File 163694967057.png - (4.60KB , 800x600 , 25.png )
1015185

I take the front and make my way for the passageway between the two sides of the ship. Peering through the entryway, the only guard I see around is this Hyena by the stairway. I can smell someone over the other way by the infirmary as well though. Taking a closer look at the guard, it seems he's carrying some kind of crude looking mace?

How should we proceed?
>>
No. 1016450 ID: 894419

>>1015185
Rushing this guy down shouldn't be a problem, leave cap and pipsqueak here and go right at him swinging. When his buddy in the infirmary comes out to see what all the noise is, then pipsqueak and cap can jump him from behind.
>>
No. 1016617 ID: 2de4fd

To be honest you're not going to be getting much from this guy. You could steam up the room so he doesn't know what to do and then go for the legs while he's swinging, but you'd better be able to retrieve the water after because you've got a lot more fighting you gotta do after this...
>>
No. 1017528 ID: 15a025
File 163963011295.png - (4.47KB , 800x600 , 26.png )
1017528

>You could steam up the room so he doesn't know what to do and then go for the legs while he's swinging, but you'd better be able to retrieve the water after because you've got a lot more fighting you gotta do after this...
It's a good idea and would help conceal our numbers a bit, I could maybe even use this as cover to slip out for an easy refill.

>Rushing this guy down shouldn't be a problem, leave cap and pipsqueak here and go right at him swinging. When his buddy in the infirmary comes out to see what all the noise is, then pipsqueak and cap can jump him from behind.

I relay the plan to the others and start spraying water on the captain's sword.

Hyena Guard: "Huh? what's that noise? Man don't tell me there's a busted pipe or something?"

I kick it up a bit and start blasting water at a faster pace, the halls are getting pretty thick with steam now. I've probably got about half a gallon of water left after all that.

Hyena: "Oh that can't be too good..."

It's a little hard to see now, but I can hear his boots clacking around.
>>
No. 1017529 ID: 15a025
File 163963018544.png - (7.14KB , 800x600 , 27B.png )
1017529

I rush in towards their general direction and-

>A: Attempt a direct stab to their chest.
>B: Swing the blunt side of the sword in an attempt to knock them out.
>C: Attempt to trip and disarm the guard.
>D: Suggest other action.
>>
No. 1017541 ID: 2de4fd

Knock them out. If you stab them it could get ugly. If you try to trip and disarm they still might end up posing a problem, you want to try to get a handle on this quick.
>>
No. 1017863 ID: 894419

>>1017529
He's completely blind, go for directly for his chest out of the fog and end this as fast as possible
>>
No. 1018158 ID: 96a9a8

I feel like if you have the advantage, going for nonlethal is reasonable. Knock out with blunt edge.
Also we don't know if the captain wants to kill the mutineers... we should probably ask!
>>
No. 1018251 ID: 15a025
File 164032379087.png - (5.44KB , 800x600 , 28.png )
1018251

>Knock them out. If you stab them it could get ugly. If you try to trip and disarm they still might end up posing a problem, you want to try to get a handle on this quick.
>Knock out with blunt edge. Also we don't know if the captain wants to kill the mutineers... we should probably ask!

-and clobber'em on the back side of their head. They hit the deck, out cold. I motion for Captain and shorty to proceed over.

Marsh: "What's your stance on mutiny captain? You locking these traitors up or is the sea turning red?"

Captain: "Honored ye give me the respect to deal with my own crew. Ideally, we toss'em in the brig till I hear their side and motives. Anyone seen outta uniform though, looses that mercy."
Marsh: "I'll keep that in mind then."

Captain: "Do what needs to be done though."

Shorty: "Speaking of uh, doing. What are we doing with this guy? We can't exactly leave him out in the open, can we?
>>
No. 1018341 ID: 894419

>>1018251
gag him with his cap and shoelaces and tie him up to the bottom of that ladder, then move on to the infirmary.
>>
No. 1018408 ID: 2de4fd

>>1018341
Can't think of anything better than this, go for it.
>>
No. 1020262 ID: 15a025
File 164196210035.png - (5.37KB , 800x600 , 29.png )
1020262

>gag him with his cap and shoelaces and tie him up to the bottom of that ladder, then move on to the infirmary.
Marsh: "Let's tie him at the bottom of the ladder for now."

Captain: "Better take a peep down there first, might be more guards down there watching the brig."

Shorty: "I can scout it out real quick?"

Marsh: "We'll keep watch up here in the mean time."

Short guy heads down for a moment, and then comes back up.

Shorty: "Coasts clear."
>>
No. 1020263 ID: 15a025
File 164196212142.png - (4.91KB , 800x600 , 30.png )
1020263

I haul the knock'ed out guard down on my own and tie him with his boot laces, then gag him with his hat. Not the best restraint job, but should hopefully keep him in place till we retake the lower levels.
>>
No. 1020264 ID: 15a025
File 164196218046.png - (4.72KB , 800x600 , 31.png )
1020264

Heading back up and over towards the infirmary, I can still smell someone around. I get up on the edge of my paws and try to take a peek inside. Looks like there's a crew member handcuffed to a bed frame? Something really off about this, why would they leave someone tied up in the open? Especially in a spot that would have been a good ambush on us. How should we proceed and try to enter, and should I try to charge up any enchantment with the remaining half gallon of water in my sword?
>>
No. 1020265 ID: 894419

>>1020264
Yeah, absolutley charge it up
>>
No. 1020269 ID: 96c896

>>1020264
Sweep the room. You take the left, captain takes the right.
>>
No. 1020342 ID: 15a025
File 164204191174.png - (4.88KB , 800x600 , 32.png )
1020342

>Yeah, absolutley charge it up
>Sweep the room. You take the left, captain takes the right.

I motion to the captain that we're going in to sweep the room. I signal I'll take the left, and him and shorty take the right. It'll be harder to move while holding a charge, but I charge up and get ready to cast a Shatter Shot, should there be hostiles lurking around. I'll be stuck in place for a moment though, once I fire off the shot.
>>
No. 1020343 ID: 15a025
File 164204193793.png - (5.56KB , 800x600 , 33.png )
1020343

Entering the sick bay, Shorty takes point as he and the captain check the right side. I make my way over to the left where the handcuffed wolf is. Now that I can see them better, I notice they've got a muzzle keeping their mouth shut.

As I approach, I hear the cuffs and bed frame rattle a bit. They're trying to vocalize with me, but it's too muffled from the muzzle. Should I try to free them, or should I start opening cabinets and looking more?
>>
No. 1020344 ID: 894419

>>1020343
Put the sword close to their throat, incase they've been muzzled for biting. Then release the muzzle and hear what they've got to say
>>
No. 1020346 ID: 96c896

>>1020343
Clear the room before you take off the muzzle. Like you said this is a good ambush location.
Check behind the bed, in any person-sized cabinets, etc.
>>
No. 1020927 ID: 15a025
File 164282704786.png - (5.45KB , 800x600 , 34.png )
1020927

>Clear the room before you take off the muzzle. Like you said this is a good ambush location.
Right,
>Check behind the bed, in any person-sized cabinets, etc.
Checking behind the bed, all I find is some loose change. Which I quietly pocket.
I approach the bottom cabinets and the tied up crew mate keeps trying muffle something out to me, but I can't understand them. I decide it's best to open from the side, using my sword.

A needle fires out from the cabinet!

...

That can't seriously be the ambush, can it?
>>
No. 1020950 ID: aba9fd

As much as I’d like to pat us on the back for uhh, overcoming… that… we probably still shouldn’t let our guard down. Like come on, that couldn’t have been it right? What was plan B?

Anyways go un-muzzle the damn dog, but shush em first.
>>
No. 1020967 ID: e7c7d3

Free dog
>>
No. 1020974 ID: 15a025
File 164287942004.png - (5.40KB , 800x600 , 35.png )
1020974

>we probably still shouldn’t let our guard down. Like come on, that couldn’t have been it right? What was plan B?
Yeah I'm more on the edge than before now.

Marsh: "Hey, careful opening anything, seems like they've rigged up traps in the cabinets."

>Anyways go un-muzzle the damn dog, but shush em first.
>Free dog
>Put the sword close to their throat, incase they've been muzzled for biting.
I set the radio down on the bed and put the sword up to his throat.

Marsh: "I'm un-doing the muzzle now, speak quietly or..."
I lightly rub the sword across his neck. They nod slowly as I undo there muzzle. They don't say much other than moan in pain.

Marsh: "Why are you in here muzzled like that?"

Wolf: "Got stabbed fightin the mutineers and they just locked me in here instead of the brig. Argh... Said I was bellyaching too much to be with the others, so they just threw me in here. You know how to stitch up a stab wound? If not, where's the Captain?
>>
No. 1021192 ID: e7c7d3

Anything in here to at least bandage or disinfect the wound?
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