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File: Flooded City.jpg (98 KB, 640x453)
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>It has been at least a dozen generations since the great flood, the oceans and seas rising high and smothering out the simple lives of the simple people who lived back then. No one is quite sure why or how it happened, and most don’t really care. Nowadays humanity survives- as it always does- but where once they were a people of the land, steady-footed and strong, they now exist as a people of the sea surviving between the blue aboard ships and boats-cities and on what few patches of terra firma still remains. You are one such person, who has just recently left their home to travel the waves with a dear friend.

Last time on Rise of Tides, you and Stephy had a heart to heart regarding certain night time activities of her’s, and the two of you are hopefully better for it. In other news, you told her about the strange business card the Sergeant had given you and she decided the best course of action would be to follow the lead to Glasport. The course set, gas bought and bacon (done extra crispy) devoured, the two of you set sail towards new horizons.

Votes are decided by majority rule within 15 minutes. Ties are broken via roll off. Skill checks are 2d10 best of 3, rolling under your skill level, the lower you roll the better.

Link to previous chapters:
Chapter 1 https://archive.foolz.us/tg/thread/32601968
Chapter 2 http://suptg.thisisnotatrueending.com/archive/32620549/
>>
Your name is Jacob Henderson and you have been at sea for 2 days now, and so far the only things to catch your eye have been packs of whales and a particularly mean looking shark. As you sit at the wheel, listening to the motor churn away, you spy Stephany approach out of the corner of your eye. Stretching her long, tanned limbs a long yawn escapes her. “Finally up?” You ask, turn your head towards her. She’s dressed in a pair of plain blue swim trunks and a white tank top, the cut of it betraying her tan lines. “What is this, your second today? You sleep like a cat y’know.”

Rolling her eyes, she takes a seat next to you, looking out ahead at the water. “And what’s wrong with that? Cats know how to live, just spend the day relaxing and killing rats.” She absentmindedly draws her machete, an understated but brutal tool with a forward curving blade and a knuckle-guard her father had added. “I have to say though, cats lack a certain… wanderlust. No one talks about little kitties roaming the lands looking for danger and adventure.” As she speaks, she lets her weapon fall almost completely out of her grip before twirling it with a flick of her wrist back into position.

I watch her do this as I reply; she never could let her hands stay idle could she. “I feel you have something more on your mind than pussies, though after the fiasco the other night I may be wrong.” You do your best not to smile and just stay straight faced, though you have to admit it was harder than you thought it would be.

Stephy just glared, raising her long-knife in a threatening manner before speaking, “As a matter of fact I did; though, if you’re just going to be a dick-fillet maybe I won’t tell you.” She crossed her arms and turned her head to the side, nose up in a snobbish manner; though I knew she’d tell me regardless.

Checks are 2d10; best of 3.
>Apologize and ask [Charm Check: 12]
>Try and guess [Inquiry Check: 12]
>Wait for her to tell you
>[Write in]
>>
Rolled 8, 10 = 18

>>32701832
>>Apologize and ask [Charm Check: 12]
>>
>>32701832
>Wait for her to tell you
No need to force the matter anyway. She can tell us when she is good and ready.
>>
>>32702008
>>32702025

I'll switch my roll+vote to this to keep the thread moving.
>>
You decide it’s best to let her pout a while, no need to give up your victory yet. You didn’t always win when you and her verbally sparred, so when you did you grabbed on tight to it. Eventually her eyes began to flick towards you, her glare deepening until she finally sighed and turned back to you. “Fine,” she huffs, knowing she lost, “I was just going to say that maybe we could divert our course a bit. Everyone takes the straight route from the Sea-Hub to Glasport, and if we veer south a couple miles we may hit a fresh find.”

Her advice made sense you supposed, it would give the two of you a chance to do some diving, maybe find a flooded town or sunken ship to loot. But there was a reason folks stayed to the trade routes, it was easy to lose your way and end up stranded at sea, at the mercies of the waves. That and since very few military bodies patrolled out those ways, it was prime territory for pirates and radicals.

Thirdly, it would put the pair of your almost a day off schedule, which would cut into your gas and your food supplies. Still, even if you didn’t score and things went well, you’d have plenty to make it to port.

During some checks, a party member can assist you, providing a bonus if they are skilled at it.
>Try for unknown waters, riches don’t find you themselves. [Navigation Check: 11+1]
>Have Steph take over, you could use the rest.
>Stay on course, better safe than dead.
>[Write in]
>>
Rolled 10, 7 = 17

>>32702371
>>Try for unknown waters, riches don’t find you themselves. [Navigation Check: 11+1]

I know it's a stupid thing to do, but adventure calls.
>>
>>32702371
>>Have Steph take over, you could use the rest.
>>
Rolled 10, 1 = 11

>>32702371
>Try for unknown waters
Off to sea go we!
>>
>>32702752

Hope this is enough!
>>
You take a good time deciding before you answer. On one hand, you ran several risks out off of the “beaten track”, but then you consider than Glasport and the meeting with Ayn Scheller may be a fool’s trap to begin with and what would a bit more risk be. Nodding, you decide that the danger doesn’t exceed the demand. Turning towards your companion you comment, “Good call Steph, I’m surprised.”

She sticks her tongue out and stands, crossing towards the front of the ship, machete still in hand. She had an eye for dive spots, and you trusted her instincts. She wasn’t always right, but her hits generally outweighed her misses. Plus, it gave you a rather splendid view of her round backside while you drove. Turning slightly southward you check your compass and make a few marks on the chart to your left, adjusting your notes so you can find your way back on course later.

After a few hours, Stephanie points out on the horizon, bouncing slightly with excitement which only succeeds in keeping your eyes pin to her ‘donk. Prying your eyes away, you stand, grabbing a pair of binoculars to see what she’s pointing at. Out in the middle of the blue is the unmistakable shape of a rooftop jutting from the water.

Turning to face you, your friend shoots you a grin that says: Told you it’d be worth it. She shouts over, “Do you want to go down, or shall I have the honors?” You know she’s a capable diver, but you’re better in the water, both a stronger swimmer and more aware of your immediate surroundings. Of course, you’d also be a better shot in case pirates or rebels attempted to ambush mid-dive. There could be a strong case for both.

>Make a cheeky comment and offer to dive
>Make a cheeky comment and have her dive
>Have her dive, you’d be a better lookout
>Dive yourself, you’d be better at searching
>Dive together, double the area cover and get done faster
>[Write in]
>>
>>32703143
>>Make a cheeky comment and offer to dive
>>
>>32703143
>>Dive yourself, you’d be better at searching
>>
You grin, the joke was so easy you almost felt bad for making it. Almost, “What kind of man would I be if I didn’t go down when a lady asked?” You are rewarded with a bright blush and a glare, but you can tell the corner of her mouth is trying it’s best to peak up into a smirk. The score today was Jacob: 2; Steph: 1. “Seriously though,” you continue, “I’m much better in the water, we can be in a done before anyone has a chance to crash our party, and more importantly, our heads.”

Nodding, you can tell she was considering that as well, Steph may have a hair trigger sometimes, but she knew her strengths and weaknesses. “Sounds fair, okay, get suited up. I’ll stay topside and keep an eye out.”

Heading below decks, you gather your dive gear: One sturdy dive knife, an air tank and harness, a wet suit and goggles and a short-range waterproof headset. It would be good enough to let Steph warn you if trouble arose, but you wouldn’t be able to contact her if you were having personal troubles.

Checking the airtank, you make sure it’s full before heading back up. Steph has managed to bring the boat alongside and you can barely make out the tower submerged below. A large chunk is missing as if a boat had crashed into it, and you figure it could be a good place to search, if you wanted to take the extra time. Stephy bids you good luck as you dive into the water. You take a second to get your bearings and flush your rebreather. There is definitely a ship down there, a good two or three times the size of yours, probably a passenger ship or cargo hauler. The building seems to have been a church or something like that, probably full of candlesticks and other small treasures.

If a test would call on two skills used together; the average of the two is used, rounding down.
>Search the boat [Swim+Search Check: 13]
>Search the building [Swim+Search Check: 13]
>Search both, you have time [Swim+Search Check: 13]
>[Write in]
>>
>>32703143
>Dive yourself, you’d be better at searching
But also switch weapons so she gets the gun and and we get the machete
>>
Rolled 7, 6 = 13

>>32703649
>>Search both, you have time [Swim+Search Check: 13]

Maximum Loot
>>
Rolled 1, 3 = 4

>>32703649
>Search both, you have time [Swim+Search Check: 13]
Go big or go fuck yourself.
>>
Rolled 2, 3 = 5

>>32704004

Welp, go big it is.
>>
>Swim+Search Check: 4 (9 Successes)

You consider your options, finally deciding it would be better to hit both to ensure your time is well spent. Starting with the church, you find it has not weathered the water as well as you would have liked, algae and various rots clear on the walls and much of the metal rusted or covered in barnacles. Still, making your way through the old building, it seems god is on your side. Along with several candlesticks of various sizes and shapes, you find that the chapel is free of any dangerous wildlife. Swimming up stairs and through doorways with a well-honed finesse, your trained eye manages to pick out other valuables such as collection plates and even a small safe, though only time will tell if it’s empty or waterlogged. Stuffing these in your bag, you squeeze through an opening in the tower and make your way down to the boat.

>Cont
>>
>>32704309
You were right about it being a cargo ship, though unfortunately most of the cargo seems to have been food or other perishables. Hold after hold after cabin proves fruitless, and you begin to consider the entire ordeal a waste of effort and time. Until you hit the captain’s quarters.

Inside is a veritable treasure trove of goodies: Watches and jewelry in sealed cases, pre-flood leather wallets that haven’t corroded away, even a pistol or two that doesn’t seem too far gone to be fixed. The boat much have gone down recently, you decide. No skeletons or anything of that macabre nature, which is a good sign. Just as you finish sweeping the room, you hear your companion’s voice in your ear. A dread rises in your belly as you hear her speak “Topside, now. We have company.” There’s an unmistakable edge in her voice.

Shouldering your bad you make your way topside, Steph is kneeling behind the edge of the ship with a rifle and as you place your bounty on the deck she hands you one. “Looks like one ship, ‘bout our size.”

>Shoot first, questions later [Firearms Check: 12]
>Try and scope them out [Scrutiny Check: 12]
>Wait until they get closer.
>[Write in]
>>
Rolled 1, 4 = 5

>>32704336
>>
Rolled 4, 5 = 9

>>32704336
>Try and scope them out
>>
Rolled 5, 7 = 12

>>32704336
>>Try and scope them out [Scrutiny Check: 12]
>>
Rolled 8, 3 = 11

>>32704380

This was meant to be a scope check.
>>
>Scrutiny Check: 9 (3 Successes)

You decide that caution would be more of an ally to you than a pre-emptive strike. Still, always good to have a back-up plan. “Steph, stay ready. On my mark or if they fire first.” Slinging the rifle- a post-flood model, bolt action and decently accurate- you duck-run back towards the helm, bracing against the doorframe you snag the binoculars off the table. Peering through them you see 3 men, 2 armed with what looks like either rifles or shotguns and one with a large machete, and a woman with a long-mag’d machine pistol. They didn’t seem to have any optics on them, for which you thanked your luck stars.

Still, you didn’t fancy your odds. If it came to blows you stood a decent chance of losing. A thought you really didn’t cotton to. You best chance would be either a pre-emptive strike, or trying to barter with them in hopes they wouldn’t just shoot you to shit.

Quickly making your way back to Steph, you explain the situation, and her face turns uncharacteristically grim. “We may be fucked big bro.” She works the pump on her own post-flood rifle. Combined the two of you have about 10 shots in your rifles, and your pistol has 7 and a spare magazine.

>Pre-emptive strike [Firearms Check: 12}
>Wait and focus fire [Chose a target; Firearms Check: 12+1]
>Wait and try to parley
>[Write in]
>>
Rolled 4, 10 = 14

>>32704811
>>Pre-emptive strike [Firearms Check: 12}
>>
Rolled 10, 1 = 11

>>32704811
>>Pre-emptive strike [Firearms Check: 12}
>>
Rolled 3, 8 = 11

>>32704811
>Pre-emptive strike
Its our treasure damn it. hopefully those aren't rifles though
>>
>Firearms Check: 11 (One success)

Settling in, you brace your weapon on the edge of the railing, looking over and through the sight towards the closest target. Stephanie mimics your actions, likely targeting her own quarry. A loud cracking noise splits the quiet air and you watch one of the gun-wielding men react, dropping out of view behind the railing of the ship. This is followed a split second later by a similar crack for your partner’s weapon, though there’s no discernable effect from it.

After that, all hell breaks loose. You can hear the staccato pops from the woman’s machine pistol as the water in front of your boat explode and spray droplets to and fro. You’re lucky, she must have misestimated her weapon’s range. Racking your weapon you are too slow to get off a second shot before the inhabitants of the enemy boat finds cover. From there it devolves into a stalemate, both sides alternating between firing and ducking for cover as their ship closes. Thankfully it seems the other gunman has a shotgun, and is not yet in effective range, but the girl is getting more controlled with her bursts.

>Lay down suppressive fire and hope for a lucky hit [Firearms Check: 12]
>Wait and focus on one target [Chose a target; Firearms Check: 12+1]
>Offer surrender
>[Write in]
>>
Rolled 10, 6 = 16

>>32705149
>>Lay down suppressive fire and hope for a lucky hit [Firearms Check: 12]
>>
Rolled 4, 7 = 11

>>32705149
>>Wait and focus on one target [Chose a target; Firearms Check: 12+1]
Focus on the machine gun broad, gank her and demand their surrender
>>
Rolled 7, 8 = 15

>>32705149
>>Wait and focus on one target [Chose a target; Firearms Check: 12+1]

Machine gunner
>>
Rolled 10, 2 = 12

>>32705149
>Wait and focus on one target [Chose a target; Firearms Check: 12+1]
The girl (not Stephy)
>>
Rolled 8, 9 = 17

>>32705149
>[Write in]
can we try and hit the enemy boat's pilot?
>>
>Firearms Check: 11 (2 Successes)

Realizing the futility of the back and forth, you take a deep breath and look at Stephy; you’re supposed to take care of her and right now that means taking a pretty big risk. Popping up, you take aim over the railing, holding your breath as you line up on the woman with the machine-pistol. Bullets have begun smashing into the hull of the boat and a couple shotgun pellets rip past you. Regardless, you do your best to stay focused, waiting for her to pop her head up one more time.

Twisting as she rises, she stands sideways , arm extended as you squeeze the trigger. Watching in slow motion as the round rips through her right hand, travelling inside her arm before exiting through her right shoulder. Say what you will for the craftsmanship of the weapon, the round it fired was fast and brutal. The weapon in her hand fractured in two as she jerked backwards, suddenly limp and the man with the shotgun could only look in horror as her shoulder burst into bloody chunks. The momentary shock left him vulnerable and exposed.

>Kill them all [Firearms Check: 12]
>Demand Surrender [Intimidate Check: 10+2]
>[Write in]
>>
Rolled 6, 6 = 12

>>32705558
>>Kill them all [Firearms Check: 12]

More to loot if they are dead.
>>
Rolled 8, 6 = 14

>>32705558
>Demand Surrender [Intimidate Check: 10+2]
I feel we aren't above mercy. We did shoot first.
>>
Rolled 9, 3 = 12

>>32705558
>>Demand Surrender [Intimidate Check: 10+2]
>>
Rolled 1, 8 = 9

>>32705558
>[Write in]

Take out the guy with shotgun and then demand surrender from any survivors.

I'd feel more comfortable if they don't have a ranged threat.
>>
Rolled 2, 7 = 9

>>32705659
>>32705621
That's actually a pretty good idea, changing my vote.
>>
Rolled 10, 2 = 12

>>32705659
this
>>
>Firearms Check: 9 (3 successes + 1 bonus success for two of the same roll)

Giving a whistle to Steph to signal her to stop shooting you rock the bolt on your rifle back and forth, one last time. The man is utterly dumbfounded by the corpse on the ground, and with a slow squeeze of the trigger you manage to tag him in the back, right around his shoulder. You don’t know if it was a kill shot, but it dropped him. You and Stephanie stay crouched behind the railing for a few moments before you finally shout: “If any of you want to walk away from this, I suggest you lay down your arms and surrender!”

You don’t consider yourself a particularly imposing person; in fact you think you are rather likable, regardless, a deck covered in corpses and two rifles trained on you tends to make a person seem much more frightening. The enemy boat hums to a stop and you watch as a spindly looking driver walks out from the cabin, arms high. The remaining fighter drops his machete and stands as well, arms out wide.

You enemies are clearly at your mercy now.
>Kill them, they’re exposed.
>Let them go, but tell them to head south, and fast
>Board them and loot them.
>>
Rolled 4, 10 = 14

>>32705973
>>Board them and loot them.

Instruct them to turn around and keep their hands up if they want to live.

Check the "corpses" first carefully.
>>
>>32705973
>>Let them go, but tell them to head south, and fast
>>
>>32705973
>>Board them and loot them.
carefully
>>
>>32705973
>Board them and loot them.
Stephy will search their cargo hold and we'll keep an eye on the capptives
>>
Flicking your rifle between the two, you tell Steph to drive towards them. Nodding, she smiles, apparently this whole order went much better than she expected. As she scurries back, you watch as the first man you shot stands, albeit on leaning heavily on one leg, the other covered in blood. Perhaps your initial shot wasn’t as good as you thought it was; regardless it had led to victory, and that’s all that matters.

Bring your boat alongside theirs; you keep your gun aimed at at least one at all times. Tying the two together, Stephanie boards first, machete in hands as she gathers the weapons from the deck. Your head stays on a swivel, looking over the entirety of the ship in case any more are hiding somewhere. “Stephy,” you say, moving onto the ship and directing the captives into one group at the bow and switching to your pistol, “Check the hold, carefully, grab anything of value or use.”

As you watch your helpless captives, you double check the dead. The girl seems to have bled out since you shot her and appeared to have been in a lot of pain, you hadn’t intended that, and her weapon is completely scrapped. The dumbfounded one is alive but injured, his shoulder may never recover, but he won’t bleed out anytime soon. From below you hear Steph holler up, “Hey Jake, minor complication.”

>Go down and investigate, this lot couldn’t fight back now if they wanted to
>Tell her to bring it up if she can
>[Write in]
>>
>>32706210
>>Tell her to bring it up if she can
>[Write In]

Tell her that you are kind of occupied and to yell out what she found.
>>
>>32706210
>>Tell her to bring it up if she can
>>
“I’m kind of busy presently, bring it up, or at least tell me what it is.” Backing towards the door to the hold, you consider her tone. She didn’t seem imperiled, which was a good sign. Finally, that oh-so familiar auburn pony-stub appears in your peripheral, followed by someone you’ve never seen before, stepping away, you turn towards them, weapon lowered but ready.

“It’s uh… it’s a person.” Standing behind her, hands bound, is a young girl, probably no older than 17 or 18. Her hair is long and a dirty blonde and she’s dressed in capri pants and a billowy green button-up. She looks tired, but not injured or anything of that sort.

You can only think of one thing to say, “That is a complication…”
Pick any combination and order
>Ask if she’s okay [Charm Check: 12]
>Set her free
>Ask her name
>Demand the pirates tell you what happened. [Inquiry Check: 12]
>Ask Steph what else was down there
>Shoot the pirates in the face.
>>
Rolled 1, 10 = 11

>>32706478
>>Ask if she’s okay [Charm Check: 12]
>Ask her name
>Demand the pirates tell you what happened. [Inquiry Check: 12]
>>
>>32706478
>>Ask Steph what else was down there
>>
Rolled 8, 10 = 18

>>32706478
>>Ask if she’s okay [Charm Check: 12]
>Ask Steph what else was down there
>>
Rolled 10, 8 = 18

>>32706537
Seconding
>>
Rolled 10, 8 = 18

>>32706500
Seems logical. See to the captive first.
>>
Rolled 8, 1, 5, 9 = 23

>>32706500
Do I roll for both?
>>
>>32706693
im assuming it would be the same rules as rolling for asomething that required 2 different skills at once
>>
>Charm Check: 11 (1 Success)
>Inquiry Check: 14 (No successes)

Holstering your gun for a moment, you double check her over, “Hey, are you okay miss? You got a name?” Steph keeps a close eye on her, careful in case she tries something fishy. You appreciate her caution for once, as this wouldn’t have been the first time someone faked being a hostage to get an advantage over the two of you, in fact is was a common PSAW tactic.

The girl looks nervous at first, before answering taking a deep breath and answering, her voice soft and scared. “I-I’m okay. T-they attacked our ship during the night and took me captive. My name is Anise Fabry.”

Turing towards the pirates you draw you gun again, “What’s she doing here.” You demand, watching each of their faces in turn.

Finally the one with the injured leg pipes up, a bulky man of Hispanic orgin, “Captain grabbed her during a night raid, said she’d sell well. S’all I know man.” not very helpful to say the least.

>Ask Steph what she thinks in private
>Set the girl go, give her the pirate’s ship
>Set the girl go, ask if we wants to come with
>[Write in]
>>
Rolled 9, 3 = 12

>>32706871
>>Ask Steph what she thinks in private
>>
>>32706867
I should have explained, two skill check for two different things are rolled seperately, as they do not rely on each other. You can roll for inquiry again if you'd like.
>>
Rolled 9, 9 = 18

>>32706882

Hell, I'll roll again. We get two more tries right?
>>
Rolled 6, 7 = 13

>>32706882
rolling
>>
>>32706889
Well one of you already rolled twice, so you have one more shot if you'd like.
>>
>Charm Check: 11 (1 Success)
>Inquiry Check: 13 (No successes)

Holstering your gun for a moment, you double check her over, “Hey, are you okay miss? You got a name?” Steph keeps a close eye on her, careful in case she tries something fishy. You appreciate her caution for once, as this wouldn’t have been the first time someone faked being a hostage to get an advantage over the two of you, in fact is was a common PSAW tactic.

The girl looks nervous at first, before answering taking a deep breath and answering, her voice soft and scared. “I-I’m okay. T-they attacked our ship during the night and took me captive. My name is Anise Fabry.”

Turing towards the pirates you draw you gun again, “What’s she doing here.” You demand, watching each of their faces in turn.

Finally the one with the injured leg pipes up, a bulky man of Hispanic orgin, “Captain grabbed her during a night raid, said she’d sell well. S’all I know man.” not very helpful to say the least.

>Ask Steph what she thinks in private
>Set the girl go, give her the pirate’s ship
>Set the girl go, ask if we wants to come with
>[Write in]
>>
>>32707019
>Ask Steph what she thinks in private
>>
>>32707019
>Ask Steph what she thinks in private
>>
Pulling Steph aside, you ask her in a hushed tone what she thinks. “Honestly?” She replies, “I think we should kick the boys, give her the boat and go our separate ways. If she’s trouble I don’t want to deal with her, and this way we both make out better for it.” She sighs, looking back at the scared young girl, “But I don’t know if she’d be able to make it anywhere on her own. Plus, what’s stopping another group of assholes from taking her? It seems like a bad situation overall.” She shakes her head, “It’s your call Jakey-boy.”

You have to agree with her, it’s a tough situation. It’s still another 2 days to Glasport and a lot could go ass-up in that time; especially with an unknown element. You’d have to tread lightly.

>Ask Anise what she wants
>Let her go and give her the boat
>Let her go and have her tag along
>Keep her tied up til you can trust her, and bring her along.
>Shoot the lot of them, loot it and head on
>[Write in]
>>
>>32707156
>>Keep her tied up til you can trust her, and bring her along.
>>
>>32707156
>>Ask Anise what she wants
>>
>>32707156
>>Ask Anise what she wants

Question

>>Shoot the lot of them, loot it and head on

Does this refer to shooting Anise as well?
>>
>>32707156
>[Write in]

Have her pilot the second boat and follow us.
>>
>>32707265
Yes.
>>
>>32707156
>Keep her tied up til you can trust her, and bring her along.
it might be the murderhobo in me but i want to take the ship and sell it at the nearest settlement where we give her the option to stay at the settlement or to come with us
>>
It might not be the sweetest thing, but in your head it makes sense. “Okay, we leave her tied up until we know we can trust her. We bring her along and see how things go.” It seemed the only logical thing to do, it would both prevent her from fucking you over if she was a plant, and would still allow you to rescue her if she wasn’t.
Turning to her, you do your best to sound reasonable. “Hey, look: We’re going to get you out of here, okay? But we need to leave you tied up, just until we know we can trust you.” You give her an apologetic look, but she simply looks down and nods.

“I understand.” She says, “I can’t say I blame you.” You nod and thank her for being so understanding before turning to Steph and asking her to help you get the pirates in a raft. Leading them off the boat at gunpoint, they kick away slightly, with only enough food and water to last them a few days. They were at the whims of the sea now. Afterwards you reconvene wit Stephanie.

“Now, what do we do about the boat?” She asks, finally putting away her machete, “They have a couple cases of ammo, a few guns and some money. Mostly it’s all just food and water, they barely have anything.

>Loot it and hit the waves, to Glasport we go
>You pilot the other boat and follow me
>You pilot our boat and I’ll follow you
>[Write in]
>>
>>32707609
>>You pilot our boat and I’ll follow you
>>
>>32707609
>You pilot the other boat and follow me
>>
>>32707609
>>You pilot our boat and I’ll follow you
>>
File: Jacob.png (29 KB, 577x600)
29 KB
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“Okay,” you say, looking around the deck of the ship, it seemed to still be in reasonable shape, save for a few bullet holes, “You take Anise and our boat, and I’ll drive this one.”

At first she seems to miss the implication, before finally it hits her, and she can’t help but smirk and chuckle, “You cheeky bugger. Good idea, then we have the loot, the boat and we get to call ourselves heroes. Told you Glasport would be worth it. Am I on point this week or what?” She’s beaming with smug satisfaction, but it’s obvious she understands just how much of a role your shooting took in winning the battle. Still, she can’t help but be a little proud.

“Good,” you laugh, clapping her on the shoulder with one hand and offering your other, which she proudly takes. “I’m counting on you Stephy. And you haven’t let me down yet.” She smug looks shifts slightly, into one of much more genuine pride. It hasn’t really occurred to you until now just how much Stephanie respects you, but at times like this it’s the little things that show it.

>End of Chapter 3
>You gained 1 Skill point, decide where to distribute it
>You can now give Stephanie Grey direct orders in combat
>>
>>32707835

>Bartering or Firearm

I guess I'll go with Firearm since it would be thematically appropriate.

Without spoiling anything, how did we do today?
>>
>>32707862
I'd say you all did well. You got the booty and saved the dame. No one who wasn't supposed to get shot got shot and you came up with a unique method of handling the boat situation.

Any comments or critiques?
>>
>>32707835
I guess firearms
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>>32707910

It was a fun ride, the action sequences were good and it was a nice change of pace from the first two threads.

Hope to see you continue.
>>
>+1 Firearms

>>32707949
Glad to hear it, I wanted to shake things up a bit after the last two sessions.

Feel free to leave any more comments or critiques.

Follow this quest at https://twitter.com/StragglerRoTQ

Chapter 4 will probably be some time Thursday, around 7PM PST



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