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Previous Thread: >>115629
Recap: You punched some dudes, then helped your sister (Kick Lee) attend the semi-finals match of the martial arts tournament because Susan used her PTA shenanigans to restrain her in hopes of letting her daughter (Sophie) win by default.

>Highest of 1d10 of the first 3-5 replies
>If two or more replies share the same result, the one with the higher last post digit wins.

You are now at a bar (The Arm Bar), having a mild drink since you don't want alcohol tamper with your Iron Fist. You hope your sister is doing fine in the finals match.
>>
Rolled 9 (1d10)

>>133650
Check the menu. I hear they have a special Limited Edition drink!
>>
Rolled 7 (1d10)

>>133650
Oh shit it's a grey dude! better hide your face just in case he's friends with those grey people you beat up last time.
>>
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>>133657
You ask the bartender for the menu listing, if they have any.

Aside from the usual stuff and the item you ordered earlier, in the corner is listed "Stranglehold (Limited Edition)".

According to the fine print, it's expensive and you need to sign a waiver.
>>
Rolled 7 (1d10)

>>133670
Fuck that shit then let's talk to that purple person over there.
>>
Rolled 3 (1d10)

>>133670
Fuck it, we've gone through worse. It's not like we're gonna die. Sign the waiver!
>>
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>>133672
With a name like that, and the waiver requirement, you imagine it has actually killed people in the past.

Instead you bother the purple lady standing over there. She doesn't seem to thrilled to talk to you, or to anyone at all.
>>
Rolled 9 (1d10)

>>133693
Say Hello to her. If she responds aggressively, book it.
>>
Rolled 3 (1d10)

>>133693
We roll for a charisma check to see if we can turn this thing around or not.
>>
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>>133695
>"Ugh. Whaddya want?"
>>
Rolled 6 (1d10)

>>133699
Ask her about that Stranglehold thing. Why is it so... Famous?
>>
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>>133701
>"Are you new here? I don't really know nor do I care. Maybe people just want a strong drink for a contest."
>>
Rolled 3 (1d10)

>>133709
Ask her what she knows about Susan, IF she knows about her.
>>
Rolled 4 (1d10)

>>133709
Ask if she knows of any big muscular purple dude who carries a big paintbrush on his back.
>>
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>>133713
>"Oh that guy! I think you're mistaken! He's actually a really old guy who's super strong and carries a big pillar on his back!"

You can tell she's sarcastic.

>"No, but I did see some otaku slob on his way to the tournament. He's carrying some anime pillow but it looks rigid for a pillow."

And now she's not.
>>
Rolled 8 (1d10)

>>133735
Tell her a corny joke! She looks a bit depressed, and we have to at least TRY to make her smile!
>>
Rolled 3 (1d10)

buy her a drink
>>
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>>133740
You ask her one more question, this time a setup to a punchline but she stops you.

>"Look, I'm currently on a mission and I don't have time to spare for idiots like you. Right now I'm just waiting for someone to arrive so how about you buzz off, okay?"
>>
Rolled 4 (1d10)

>>133758
Apologise, but ask if you can help in any way.
>>
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>>133762
>"...hmmm, that depends. You think you can do something useful? Can you keep a secret?"
>>
Rolled 10 (1d10)

>>133791
Say yes.
>>
Rolled 8 (1d10)

>>133791
Tell her that you are great at keeping secrets.
>>
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>>133795
You say yes and before anything else happens, your sister suddenly crashes through the ceiling.

With swift reflexes, you break the conversation and immediately catch her. Hopefully this display should impress the purple lady. To lighten the mood a bit, you comment how Kick Lee is still getting carried by her older brother.

>"Well, big brothers are supposed to care for their siblings, right?"
>>
Rolled 7 (1d10)

>>133820
Introduce Kick Lee to the Purple Girl really quick. Then freak out.
>>
Rolled 6 (1d10)

>>133820
Ask her what happened.
>>
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>>133826
You tell the purple lady that this is Kick Lee, your sister, and she can help but not right now. Then you quickly inform your sister that this woman is going to need our help with something. Then you let out a sigh of worry while maintaining an anxious smile.

Obviously, your sister is worse for wear while the purple lady just raises an eyebrow.

>"Really? Fine."
>>
Rolled 10 (1d10)

>>133846
Ask Kick Lee what happened.
>>
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>>133849
>"My finals match was against some weirdo named 'Chubbs' and the first thing he did was mention that he wanted to fight Sophie today. Then he wen HAM on me and broke my armcuffs with his otaku pillow before launching me through the sky with the second swing. He's fast for his size and I think that pillow is filled with cement."
>>
Rolled 10 (1d10)

>>133889
>"Wait isn't it illegal or something to bring weapons to a martial arts tournament? Thought this was a bare handed type of deal."
>>
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>>133896
>"I thought so too, but to be fair I wasn't immediately disqualified when I swung my armcuffs around. Then again, his pillow and my cuffs aren't exactly 'weapons' in their own right. Then AGAIN I did fight people who brought weapons, probably to look cool, and I didn't spectate other matches so I can't tell if they too used theirs or not."

You tell her that this tournament has some weird rulings and she agrees with you.

You just realized that Sophie held her own with no visible weapon until the semi-finals and she might've won against other possible weapon-users.

You also realized that getting your sister disqualified for bringing a weapon might've been Susan's backup plan.
>>
Rolled 8 (1d10)

>>133972
Offer her some cash to get rested up and get back to your business with the purple lady.
>>
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>>133989
You offer her some cash but Kick Lee says that she has her own budget. She departs and you turn to the purple lady again.

>"Done? You better be, my partner's gonna arrive soon. Unless of course, there's ANOTHER delay."
>>
Rolled 2 (1d10)

>>134016
"Yes. Please continue."
>>
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>>134058
Another person arrives and the purple lady introduces you to him as a martial artist who's willing to help.

>"I see. You then, got a name for yourself? Even a codename could count, as long as I can address you."

You pause for a moment to come up with something.
>>
Rolled 10 (1d10)

>>134085
Ironfist.
Your real name is actually Fist Lee but don't tell them that.
>>
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>>134116
>"Right, my name's Theo and the lady next to me is Alodi."

A short trip later, you arrive at the local water facility. The three of you hide behind a concrete barrier while Alodi explains the objective.

>"These thugs are attempting to poison the water supply with some kind of black sludge. We've managed to cut off the facility's connection to the city and replace it with a diverted flow from the next city over."

Wow, they're really serious about this mission thing.
>>
Rolled 9 (1d10)

>>134159
Ask them what your objectives are.
>>
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>>134193
The two pause now that they think about it. Theo answers first.

>"Alright, you're going to be our pointman. 'sides, we could use some strong muscle here. How about you strut your stuff out there and take out the sentries?"

--
OP here, will sleep now. See ya'll in 10 hours.
>>
Rolled 7 (1d10)

>>134233
Do that.
>>
>>134233
Punch time.
>>
>>133650
Is this thread dead?
>>
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>>136037
No, I just fell asleep.

>>134256
You start off by uppercutting one slacking off his duties. He is knocked out swiftly. Another sentry wielding a nightstick sees you and calls for help from a gunman.

You hope Theo and Alodi's doing fine.
>>
>>136203
Punch everyone.
>>
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>>136252
(Reminder: Roll 1d10, especially for decisions like this)

You take out two more guards with your swift movements. More arrive to the scene but you see Theo and Alodi calling you.

Do you stay and continue fighting or break off and venture into the facility.
>>
Rolled 7 (1d10)

>>136404
stick to the plan
>>
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>>136548
You tell Theo and Alodi that you're fine, and suggest that they continue while you clean up the rest of the sentries. After all, if one of them is still okay enough, they would send an alert of intruders. Better draw all the attention to yourself while the two do their espionage.

Suddenly, one of them preemptively clocks you in the face, ruining your momentum. Oh no they didn't.

You tell them that you're going to wipe them the fuck out with one of your "speshul moovs".
>>
Rolled 5 (1d10)

>>136699
You pull out a gun and start firing.
>>
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>>137061
You brandish the pistol from the earlier sentry and turn them into swiss cheese. The one female certainly didn't expect that.

That should be all the sentries so far. You discard the now-empty pistol and attempt to move into the facility. Are you going after Theo and Alodi or visit some other area of the water facility?
>>
Rolled 9 (1d10)

>>137123
Follow Alodi and Theo.
>>
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>>137146
HAH! With a nine my option will surely be chosen!!!

Oh wait, I'm alone.
>>
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>>137146
(At least thanks for keepin' this alive)

You wander around the large first area and see two possible exits. The one near an unconscious body is probably their trail of carnage.

As you enter the open hallway, Theo flies through the air. Your martial reflexes swiftly dodged him. Looks like you caught up to them.

Holy shit, who could this douche be?
>>
Rolled 2 (1d10)

>>137207
Be a chump. Try to hide and strike him unawares.
>>
Rolled 4 (1d10)

>>137207
Stare at him dramatically as he fights someone (probably Alodi) and shows off his killa moves.

The better to beat him with later.
>>
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>>137327
You lock eyes with your upcoming opponent. He appears to be an experienced man wielding a sword. A moment passes before Alodi tries to snap you out of it.

>"Ironfist! What are you doing! Get him or some-"
>>
Rolled 1 (1d10)

>>137478
The sword bypasses the vital arteries and Alodi survives. You kick the guy's ass.
>>
>>137507
Well, RIP Alodi
>>
Rolled 4 (1d10)

>>137478
She dramatically collapses to the ground (not dead; she needs to be alive to foreshadow the future), and you and your opponent start fighting.

Start circling him while looking for something to counter that sword with.
>>
Rolled 6 (1d10)

>>137478
It was a set up! they're with susan and alodi's in on it
>>
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>>137570
As Alodi drops to the floor, bleeding, the swordsman crouches down to say something.

>"You played your part well for someone who never read the script."

He stands up to face you, sword at the ready.

>"So you...Susan sends her regards."
>>
Rolled 1 (1d10)

>>137674
Kick him in the nuts
>>
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>>137684
>You try to get close to him but he's quick enough to assume a defensive position.
>>
>>137884
use your twin telepathy and contact kick Lee for sick 2v2
>>
>>137884
Messed up the formatting, that wasn't supposed to be greentext. Oh well.
>>
Rolled 1 (1d10)

>>137884
Kick his head
>>
>>137507
>>137684
>>137917
Literally 1 in 1000 chance of this happening
>>
Rolled 6 (1d10)

>>137901
>>137884
forgot the roll
>>
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>>137924
Today is not your day it seems.

>>137941
You use your attuned martial arts connection to contact Kick Lee, who's currently resting.

>"Don't worry brother, I'll be right over. Just give me a few minutes."

You're gonna have to stall this man for a while.
>>
Rolled 7 (1d10)

>>137995
I swear if I get a 1 I´m going to leave

Ask him who he is, try to get some small talk going
>>
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>>138015
He doesn't appear to be interested.

>"Really? Are you seriously trying to waste my time?"
>>
Rolled 2 (1d10)

>>138117
"Not at all, I just like my duels friendly. Mind if I look for a weapon now?"

Look for something you can use to ward off that sword.
>>
Rolled 2 (1d10)

>>138117
"It's working isn't it?"
>>
Rolled 6 (1d10)

>>138117
"No, I just wanted to know you better before you die."
>>
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>>138244
The swordsman smiles.

>"You won't get anything out of me."

As you maintain your distance, you take the opportunity to wield Alodi's knife. You then hear Theo's voice.

>"Alodi!"

You turn your head and see him sitting beside a lying Alodi, holding hands. You would spend a few more moments taking the sight in but your reflexes kicked in as you managed to parry a possibly-fatal strike from the swordsman.

Damn his focus.
>>
>>138303
End him rightly!

unscrew you pommel and throw it at him. Then attack while he's distracted.
>>
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>>138497
You go for it and notice that he blocks in a particular manner. Seizing the opportunity, you grab his wrists and stop him from counterattacking.

Both of you are now wrestling for control over the sword.
>>
>>138663
Ball kick! The same one your sister uses on you in sibling fights.
>>
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>>138699
Oh, THAT move. Man, you'd rather get a roundhouse kick to the head than get a groinshot.

You're a bit too far to do that so instead you opt for a knee to the crotch, which does the job as well.
>>
>>138783
Quickly knock him out and then go to see if you can help Alodi.
>>
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>>138829
With a nice blow to the head, you knock out the swordsman and kick his sword away from his reach.

You turn to Alodi and see your sister standing nearby.

>"I ran as fast as I could and followed a ton of shortcuts. I brought a medkit in case you got hurt."

>"Your timing's impeccable, girl. Any later and Alodi would've been gone. For now we need to take her to the hospital."

Who's going to bring Alodi to the hospital and who's going to stay with Theo and finish the mission?
>>
>>138957
Tell your sister to continue the mission with Theo. You'll take Alodi to the hospital for the sole reason of possibly acquiring pussy. Your services ain't free. Nuh-uh. Stone cold mercenary.
>>
Rolled 1 (1d10)

>>139027
forgot to roll.
>>
>>139032
kek.
>>
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>>139032
>>139074
You exchange farewells with your sister before bringing a weary Alodi out to the parking lot. You knock out a sentry who just work up and steal his keys to the nearby car.

It'll be a while before you arrive at the hospital and Alodi is resting quietly in the front passenger seat.

Is there anything going to happen en route to the hospital?
>>
Rolled 9 (1d10)

>>139316
It will be a perfectly normal trip to the hospital, which happens to be dealing with a zombie attack.
>>
Rolled 5 (1d10)

>>139316
Let the girl rest. If she wakes up then show her concern for her well being.
>>
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>>139873
To your relief, nothing out of the ordinary happened so far during your trip to the hospital. Unfortunately, that's because the hospital itself has troubles of its own.

You stop at a fair distance away from the hospital grounds and exit the vehicle. Individuals are seen fighting or fleeing a horde of zombies, some of which can be seen through the windows or tossed off the windows/rooftop.

Great, how are you going to save (and score) Alodi now?
>>
Rolled 8 (1d10)

>>139919
The only way we know how. With fists and blind luck. Clear out that hospital!

>use of guns and other weapons recommended but not necessary; y'all has fists.
>>
Rolled 1 (1d10)

>>139919
I wouldn't recommend fighting zombies bare handed due to the potential risk of getting bitten. Find something bite proof to cover your limbs with before doing battle.
>>
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>>139931
Alodi will stay in the car until the coast is clear and/or she's recovered enough to walk by herself. You bring out the big guns (figuratively) and start wailing on the horde with some serious martial blows not seen since Thread 1.

At the reception area you see Sophie (with her hair down) about to be overrun with zombies. Of course, you fended them off swiftly.
>>
Rolled 10 (1d10)

>>139970
Ask what she is doing here and why there are zombies here.
>>
>>140000
>Quads
>10/10 roll

You must do this OP
>>
>>140013
Literally no point posting any other suggestions/commands, lmao.
>>
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>>140000
(T-Those digits!)

>"I suffered some mild injuries and a concussion from my match with your sister. After getting some treatment, I overheard some complaints about contaminated water from one of the faucets. I didn't pay it any heed but then I heard screams and sounds of commotion. Then a zombie outbreak happens.

>"It all happened so fast, half the survivors holed up in the roof waiting for rescue while I was among those who decided to flee, but as you can see, I'm not in the best shape right now."

While she was recounting her events, you punch some more zombies.

>>140013
>>140023
Truly.
>>
>>140043
Finish punching up the zombies, tell her not to worry as you'll have the hospital cleared out in a jiffy.
>>
Rolled 8 (1d10)

>>140043
Ask her if she was bitten.
>>
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>>140058
>"Nope, not at all. I was about to but then you showed up. Thanks for the save, by the way. Got anything else in mind?"
>>
Rolled 10 (1d10)

>>140086
See if you can find a nearby safe room where you can come up with a plan.
>>
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>>140103
(All this IRL stuff is really hampering my reply speed)

You have a couple of ideas but you let Sophie take the lead.

>"Well there's always the obvious broom closet, a bit small and cramped but it's a start. Or we can always go outside, the open space will give us distance from the zombies. Just don't make this awkward or I'll punch your balls into scrambled eggs."
>>
Rolled 1 (1d10)

>>140128
It's fine, dude, take your time.
Check broom closet to see if it's open in any way to zombie attacks - if it has a vent or really weak walls or something, just go outside.
>>
Rolled 9 (1d10)

>>140128
Strap layers of paper or a book on your limbs with duct tape and bandages because you saw it in a zombie movie once.
>>
Rolled 8 (1d10)

>>140197
This: >>140195
>>
>>140201
did you just respond to yourself, second your own post and roll again
>>
>>140206
No I responded to OP's post which they promptly deleted seconds after.
>>
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>>140201
>>140206
>>140213
(Sorry guys, I got ninja'd and I have to respect that.)

>>140195
You take the stationary in the nearby receptionist's desk and start armoring yourself up according to that one scene you saw in a movie.

>"Fist, what are you doing? You know I have some spare bandage wrap and that should be enough."

But it's fun though, 'sides, you don't want to get cut punching a zombie in the face.
>>
Rolled 3 (1d10)

>>140216
have the others to make their own makeshift armors.
>>
>>140216
See if you can save the other trapped survivors. Go up the building to their location while mowing down the undead that get in your way.
>>
Rolled 7 (1d10)

>>140226
Damn, forgot to roll.
>>
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>>140226
>>140229
Sophie equips herself with a spare IV stand lying around, she says she's not up for boxing at the moment.

The two of you start plowing your way through the hospital, dropping zombies left and right. However, halfway through the trip you start to tire. There are only so many zombies you can take.

(Going to rest for now, see ya'll tomorrow.)
>>
Rolled 1 (1d10)

>>140328
Once you're sure you've cleared out the area, retreat to aforementioned broom cupboard.
>>
Rolled 4 (1d10)

>>140328
Be a bit more cautious in fighting the zombies, then go to the safe room when they're all dead.
>>
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>>141070
(Gonna pump out this quick update for the morning)

You ask for some of Sophie's hand wraps and use it to turn a glass shard into a shiv. It works pretty well when you aim it at the zombies' faces. The two of you enter the assumed broom closet after wiping out enough of the zombies in view of it. It's surprisingly larger than you expected, this is probably the supply storage. An excellent opportunity to strategize.

You receive a telepathic message from your sister.

>"Yo bro, we've managed to uncover some plot. These dudes are trying to start a zombie apocalypse by tainting the local water supply with their creepy-ass sludge thing. They used brute force to ubnlock the pipes. Just lettin' you know."

Yeah, you figured. The hospital's overrun with zombies and you're currently in the process of clearing it out.
>>
>>141844
Go to the water tank and put a stop to this. Tel the others you have a hunch to impress them.
>>
Rolled 9 (1d10)

>>141844
"Wait, where is Alodi?"
>>
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>>142123
You tell your sister that she's currently in a car outside of the hospital. Although now that you think about it, you should pick her up now before anything else happens. Besides, you've already made it halfway through the hospital.

Sophie notices that you seem deep in thought.

>"Thinking real hard about our next move, cowboy?"
>>
Rolled 2 (1d10)

>>142301
"I got someone who needs immediate medical attention. Stay around this area. I'll be back."
Go fetch Alodi and quickly come back. I don't know if there are any doctors left, if their isn't then we should at least find some medical supplies to patch up her wound.
>>
Rolled 9 (1d10)

>>142301
Yes. I have a buddy who needs a doctor. I need to get her here as fast as possible.
>>
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>>142448
>"Alright, go get 'er. I'll stay here in the meantime."

You ran out of the hallway (thankfully clear of zombies for the time being) and save time and energy by jumping out of a broken window. You nail your landing on top of an ambulance and dash to your earlier car, tackling a lone zombie standing near it. You notice Alodi's still inside, looking uncomfortable.

She's hot, literally.
>>
Rolled 3 (1d10)

>>142534
get her some water from the cooler in the trunk and take her inside
>>
Rolled 3 (1d10)

>>142534
Admire her boobs before taking her inside.
>>
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>>142734
You have to admit, she has some damn good knockers. It's fortunate (and unfortunate) that she got stabbed through the abdomen rather than the chest.

>>142592
There's nothing in the trunk! You decide to do this the hard way and carry Alodi all the way to the supply room. You make sure you avoid tripping/slipping on any debris and zombie bits along the way.

You make it back to the supply room where Sophie is holding a few bottles of water. You carefully set Alodi on a nearby chair while you pant in exhaustion.

>"Hey, check it out! Clean wa- woah, who's she?"

You tell her that it's a long story but right now she's feeling heat exhaustion and she still needs serious medical attention for her stab wound.

>"Shoot, I haven't seen any living doctors on our way here. Maybe they're still on the rooftop or something."
>>
Rolled 10 (1d10)

>>142749
Assess how injured Alodi is. If she is in critical condition then forget the doctors and perform battlefield medicine right now. You should know how to seal a cut wound with all the fights you've been in. Otherwise, try to find the doctors if she is ok for now.
>>
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>>142779
Aside from stale bandages, she's fine but weak from blood loss. Alodi's doing everything she can to minimize strain while you replace her bandages. Meanwhile, Sophie looks out the door to see if any survivors decided to venture down.

>"Hey...Ironfist...thank you..."

Meanwhile, Sophie sees zombies being tossed like ragdolls from the stairs going up. Someone is probably coming down.
>>
Rolled 9 (1d10)

>>142921
It's a doctor using a makeshift spear made out of hospital equipment and he's pretty good at it too. You question why this town of yours is full of martial artists.
>>
Rolled 1 (1d10)

>>142921
You flex a little to impress Alodi.
>>
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>>142950
kek.
>>
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>>142943
Outside, a doctor wielding a double-ended staff, tipped with blades and surgical implements, arrives followed by a shy nurse. He wonders who else could be fighting when Sophie calls his attention. After a brief recap on Alodi's condition, you ask him if she's going to be fine.

>"She's going to be fine, I can fix up her wounds for realsies with some minor surgery. Just don't expect her to do some fighting anytime soon. It's fortunate that you holed up in here, that way LOOK AT ALL THESE SUPPLIES I CAN USE."

You confirm your beliefs with the sight of his improvised staff, everybody can Kung Fu fighting. Meanwhile you wonder when is the tournament going to have separate brackets for weapon-wielders.
>>
Rolled 6 (1d10)

>>143025
Ask Alodi for the objective of their mission.
>>
Rolled 6 (1d10)

>>143025
Hold the zombies off while he performs surgery. Zombies are dumb so just use yourself as bait and make them shamble around in circles.
>>
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>>143040
You remember that Theo and her were supposed to stop some scheme at the water facility.

>>143044
You've already cleared the zombies of this floor. However, the doctor didn't clear the ones in his, and merely cut a swathe through them. The remainder of the horde shamble from the stairs, some tripping and causing a mess.

You ask permission from the doctor to use his staff.

>"Sure thing! I'm gonna be a bit busy so help yourself."

You use the opportunity to take a breather while the zombies regain their balance and footing and prepare yourself.
>>
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Rolled 9 (1d10)

>>143295
Set up a makeshift barricade around yourself and the door. Use your weapon's long reach to push them back.
>>
>>143323
bump.
>>
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>>143323
>>143389
You get Sophie for assistance, and she brings a spare table while you take a stretcher lying on the ground. With carefully placed strikes, you take out zombies one by one. There are some stragglers but they are too far away and they have to get through the dead zombies to reach you.

>"Hah! These zombies are no match for us! I guess there are perks to having everyone know martial arts, eh?"
>>
Rolled 6 (1d10)

>>143429
Thank the local board of education for enacting mandatory martial arts classes back when you were kids.

Time to check on the others.
>>
Rolled 9 (1d10)

>>143429
Your nation has always been in a constant state of domestic strife. Martial arts is a near necessity to live in such high crime rates.
>>
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>>143469
Oh yeah, that was sweet. Martial arts truly is the way of life.

You check up on the operation and see Alodi, smiling for the first time, on a wheelchair. The doctor tells you that she's going to recover.

>"She's going to make a full recovery in a few weeks, however, she has to avoid any physically-strenuous activity until then."

He then resumes medical jargon with the nurse.
>>
>>143509
>fucking ninja'd
I'm so sorry anon.
>>
Rolled 5 (1d10)

>>143510
Right. Time to get the fuck out of this hell hole. Give the doctor his staff back and go to the nearest exit. Go back to the care if possible. If not then just hijack an ambulance.
>>
>>143524
>care
Car. I meant car.
>>
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>>143524
>>143528
You make a quick goodbye to Sophie and Alodi before jumping out the window again. You take the car you stole from a sentry and drive off. It's a bit hot from sitting out in the sun but nothing open windows can't handle.

(cont)
>>
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>>143741
You drive through the city, aware that something big is afoot but you CAN do something about it. With good friends and allies by your side, martial arts will solve most problems.

To be continued.

(going to call it quits for this thread, will resume at another time)



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