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/qst/ - Quests


File: Allied Ranger.png (424 KB, 526x750)
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Josie chuckles nervously as she pulls her fist out of the wall. Is that going to be docked from her pay? You prop a pillow against the wall, which covers the damage caused by Josie’s outburst easily. You doubt that Josie would be able to avoid punishment with such a flimsy attempt at concealment, but you’re getting transferred to a different command. How’d Patton manage that anyways? The Bureau is really, really hesitant to let go of even one of their magical girls, let alone four of them. This new assignment must be really important to warrant a whole team of magical girls. Josie hops down from your bed, landing quietly and gracefully.

“Well, we don’t want to keep the Major General waiting. Should give ‘em a good first impression, y’know?” You nod, and follow her lead. The night air is freezing, and not a soul shifts in the base, save for the sentries and a few soldiers. Their armor plates reflects the meager moonlight, which catches your attention. Most soldiers lack plating like that, save for a few elite units in the German and Soviet armies. Are these some prototypes? You follow them to the tent, and find the legendary general himself standing behind a desk with a strategic map on it. The lamps illuminating the tent lets you examine those soldiers’ armor. Many of them have X marks on carved onto them, one of them has “THIS SIDE TOWARDS ENEMY” painted on his chestplate. What’s universal among them is the acronym AASOCOM printed on their shoulder guards. Allied Army Special Operations Command. Huh, you’ve heard plenty of stories about them, how they hold positions against hordes of German troops while civilians were evacuated from Dunkirk. How a squad of six managed to terrify a platoon of Imperial Japanese Army soldiers into surrender through guerrilla tactics in the jungles of Burma. You always figured that they were just propaganda, meant to instill hope in the Allied populations, but seeing them up close, perhaps some stories were true.

The crowd of commandos surround the table, as Patton outlines his objectives for you. You bounce on your feet as he speaks. The General’s words each carried their own weight, enough that each one was enough to tell anyone of

“1st Platoon will be airdropped into Iraq through the Dead Sea’s air corridor, and will sabotage or destroy the supply dumps in the Baghdad area. Secondary targets include the motor pool, as well as the convoys moving through the area, but these are purely targets of opportunity. Dismissed. Good luck.” With a chorus of ‘yes sirs’ a portion of the commandos vanish into the night. He turns to you, a grim look on his face, the shadowing caused by the lamp does nothing to improve this.
>>
>>447009
“2nd Platoon will be deployed via minimal noise ground transport, and should arrive around these “Ruins” as 1st Platoon begins their operations. Your objective is simple, disrupt enemy operations, and destroy enemy assets.” He smiles tightly at your team before proceeding.

“Which should be easy, thanks to these girls.” Thirty six pairs of eyes fall onto you, and you feel the urge to shrink away from these soldier’s gaze’s.

“Dismissed.” With a crisp stomp, and even crisper salutes, these commandos march out of the tents. The general sits, and his face somehow becomes even grimmer

“While those boys are busy, the real meat of this operation falls onto your shoulders, girls. I could have shortened this briefing by telling them that they’re glorified decoys, but I doubt that would improve moral. You are to eliminate or capture any of these Hexenkraft agents, and to seize their assets, or to prevent their usage during the main thrust of Sargon. You will be cut off from air support, the Army Air boys don’t plan on flying into a field of flak 88s” He stares at the map. He rises from his seat and stands a hair’s breadth away from you

“Let it be known that the success of Sargon hinges on your success. You have your work cut out for you, Miss Dawkins.”

[x] “Understood, sir.” Leave, ready yourselves
[x] “I have questions, sir.”
[x] Write in
>>
>>447012
>[x] “Understood, sir.” Leave, ready yourselves
>>
>>447012
>[x] “Understood, sir.” Leave, ready yourselves
>>
>>447012
>[x] "Understood, sir." Leave, ready yourselves
>>
Patton salutes you, and you return it with one of your own. You turn on the ball of your foot, and leave the general without another word. You slump visibly, as you make your way to your troop carrier. You’ve never had this much relying on you before. The lives of a handful of men, maybe, but a whole invasion? Failure meant that the Afrika Korps would be free to throw the Allies into the sea. You drag your feet as your thoughts weigh heavily on you. There’s no way you’d ever become an officer, you swear it. The pressure would kill you. Josie on the other hand, is completely ecstatic about the news. Meanwhile, Diane’s still trying to kill Erika by staring at her too hard.

“You hear that guys? We’re gonna be heroes! We’ll be even more famous than movie stars.” She throws her arm around Diane’s shoulder, and waves her arm through the sky.

“Our name in lights, the Liberators of Babylon!” She giggles, and elbows Diane in the arm, this does nothing in improve her disposition. Erika turns her nose up in response, doing her best to ignore the animosity coming from Diane.

“Didn’t you hear what I said? Quit that and start acting like a hero!” You take this as your cue to intervene, and stand in between the two silver haired girls. You give Diane a sparkling smile in an attempt to disarm her.

“Yeah, and the Allies pushing the Germans out of here puts us one step closer to freeing France. And we can’t win if we’re too busy going at each other's throats other instead of the German’s” Diane’s gaze only softens long enough to return your smile.

“Indeed. I can stomach fighting alongside...her, for as long as that takes.” Erika glares at her, only a fraction of Diane’s hatred fills her eyes.

“The feeling is mutual.” Josie cuts in between the four of you before things can escalate.

“Weeeeell, that’s all well and good, but we have a Hexenkraft to slot, and we’re burning daylight just standin’ around and arguing!” You nod in agreement and board one of the transports, three commandos sit quietly inside.

[1/2]
>>
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>>447181
The rumbling of the halftrack rattles your brain in your skull. These things were supposed to run on minimal noise, right? The only thing that occupies your thoughts is the upcoming mission. Your mind is fixated on failure, split on thinking of what would happen if you succeeded or if you failed. You do your best to focus on success. You yawn, and are about to accompany Josie back to sleep before the sound of the soldiers talking fills the transport.

“Hey Ed, you figure we’re gonna die here?” A younger looking soldier asks, the insignia on his shoulderguard marks him as a corporal. The boy grinds his boot against the floor of the transport. The older man he’s speaking to smokes a cigar, and he gives his incredulous response around it.

“What in the hell makes you think that?”

“Well, what if we run into Hexenkraut or whatever? They’ll gut us like fish.” The officer slaps his knee as he guffaws.

“Please, don’t make me laugh so hard, Wyatt. They’re all pushovers, ain’t nothing to worry about.” It looks like the corporal isn’t buying it.

“Promise me we’ll all make it home”
“What?”

“Promise me that we won’t get killed then.”

“Promise.” The boy looks slightly less perturbed about his situation. Looks like Patton wasn’t kidding when he said morale was low. You suppose you can try to fix that

[x] “Avoid them at all costs. They wear special equipment, you can’t miss them.”
[x] “Just stick with us, they’re no match for magical girls.”
[x] Write in
>>
>>447227
>[x] “Avoid them at all costs. They wear special equipment, you can’t miss them.”
>Wyatt
well he's fucked
>>
>>447227
>[x] “Avoid them at all costs. They wear special equipment, you can’t miss them.”
>>
>>447227
>[x] “Just stick with us, they’re no match for magical girls.”
Like repels like, motherfuckers.
>>
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You decide to chime in to their conversation. Lifting their spirits might not do all that much good for them now, so you decide to leave them with a piece of advice.

“Yeah, they will. They even give us some trouble. So don’t fight them, they wear special gasmasks, and their helmets usually have some kind of weird symbol on them. Just be careful around them.” Wyatt gives you a smile before his face returns to it’s normal state.

“Thanks, ma’am. I-I’ll try to. ” The halftrack stops, and Ed pushes the door open, shouting for the men to dismount, the other transports do the same, and commandos stream out of their troop bays, shouting orders at each other. They split into their squads and march down the dune. The bay door slams shut, and you’re trapped in darkness once again. The rumble of the halftrack starts back up, and the vehicle tears through the sands.

A few minutes later and the halftrack makes it to your stop. You shove Josie awake, and throw the door open. The sight of the crumbling ruins of the Tower of Babel occupy most of your vision. You reach into the storage compartment of the half track and find binoculars. Hexenkraft are crawling through the building like ants. You mutter in frustration. Patton wasn’t kidding when he said you had your work cut out for you either. The buzz of static of the radio is replaced by a voice.

“This is 1st Platoon! We’ve begun our assault, but we’re getting shot up real bad! Get in there, now god dammit, now!” The chatter of machine guns and bark of rifles makes it hard to hear him. You yell back at your own girls.

“It’s showtime, let’s say hello to Jerry!”

Erika cocks her BAR as she dismounts, followed by Josie and Diane. You walk down, and smush yourself into the sand as you make contact with your enemy. Afrika Korps, it looks like. It’s a handful of Panzergrenadiers accompanied by a walker. They look like guards, and look like they’re bored out of their minds.

[x] Erika’s got an 88, that thing will penetrate any armor. Have her deal with the walker, and you’ll deal with the infantry
[x] No need to announce your presence immediately, creep by them
[x] Write in

Give me a d20 with your rolls, I'll take the highest
>>
Rolled 12 (1d20)

>>447348
>[x] No need to announce your presence immediately, creep by them
>>
Rolled 11 (1d20)

>>447348
>[x] Erika’s got an 88, that thing will penetrate any armor. Have her deal with the walker, and you’ll deal with the infantry
>>
Rolled 2 (1d2)

Rolling for tiebreaker

1: >>447352
2: >>447364
>>
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That walker looks like it was geared for anti-infantry work, and it’ll probably rip you to shreds if you catch its attention. Those infantry worry you less. You objective is to deprive the Afrika Korps and the Hexenkraft of their ability to defend against Patton during his attack, right? Giving them one less walker to deal with counts, right? You tap Erika on her shoulder and point at the walker, and the soldiers milling around beneath it. She seems to understand what you want, despite you not telling her. She summons her anti-tank gun in a shimmering flash of light. You hope they didn’t notice that. It doesn’t matter much for the crew of the walker as she loads an AP shell, and sends it through the machine. You’ve seen Shermans get punched clean through by these things from almost two kilometers away, getting hit by one a few meters away has predictable effects. The round enters and leaves the crew compartment with ease, a cloud of red coming out the other end. You feel nausea trying to overtake you as you think of the crew’s remains. The walker itself on the other hand, is nearly completely undamaged, and stands there, ripe for the taking. If you ignore the gaping holes left by the anti-tank shell. The sound of Erika’s gun brings the Panzergrenadiers to high alert, and they manage to sound the alarm before you get to them. Josie slides down the slope, laughing all the way down, even as she brings her foot into a panicked Panzergrenadier’s face. The officer among them yells, and sprays a wall of lead at your general direction, bullets smacking against the sand, and whizzing dangerously by your head. Diane is quick to follow her friend into the fray. She transforms immediately, her rapier glows a bright silver as she brings it through a hapless Panzergrenadier’s face.

“Die! Die! Die!”

They’re starting to fall back, very clearly aware of the fact that they’re hopelessly outmatched. Diane is having none if it though, and she grabs one of them by the collar, skewering him through the chest, and hurling the body to the floor. She spits on the corpse and tries to continue her rampage. It’s not until Josie’s firm grip finds itself around Josie that she stops

“Get back here! Let go of me, I’m not done killing them!” Her expression is one of pure anger and hatred, but silver tears stream from her eyes as she struggles and kicks against Josie.

“Rushing in there will only get you killed, doofus. Just relax!”

You, on the other hand don’t have that luxury. Enemy reinforcements are almost assuredly on their way.

[x] Take the walker for a spin
[x] Buckle down and get ready to hold against the reinforcements
[x] Follow the retreating Panzergrenadiers
[x] Write in
>>
>>447573
>[x] Take the walker for a spin
Gonna be disgusting though
>>
>>447573
>[x] Take the walker for a spin
>>
>>447573
>[x] Take the walker for a spin
Yess! Can we make it run toward then waving its arms so it looks like it is panicking?
>>
That walker’s looking really tempting right now. It might need a little cleaning inside, but it should still be serviceable. Kind of. Unless one of those Hexengrenadiers a really good shot and manages to nail you through the breach in it’s armor, it should be able to protect you against most weapons they have on hand. Well, unless they have shoulder fired rockets. Or AT guns of their own. But that’s unlikely, right? Right.

“Right, let’s get in here, and see if German engineering is all it’s cracked up to be.” You climb up the walker’s leg, and hop into its crew hatch. The smell of death assaults your nose, and you’re careful not to step on the remains of the crew. Most of the interior is painted red with blood, the shell flew right through the driver’s head, tearing it clean off and likely vaporizing it, but leaving most of the controls undamaged. The commander and the gunner are different stories, however, and their remains are barely recognizable. Limbs are strewn about

“Gross...” Diane wades through the muck inside, Erika’s quick to react, and gets to cleaning the place up, tossing the assorted body parts out of the cupola like she was throwing away garbage. You help her heft the driver’s body out of the walker before taking his seat. You’re just glad that Erika didn’t hit this thing’s ammo storage. The gunner's and commander’s seats are practically ruined, and Josie shifts uncomfortably against the gunner’s seat. Diane is smushed against you and the walker. She’s trying to figure out how to use the thing’s weapons. You jolt back as the walker’s machine guns roar to life, the thing’s weapons swing around wildly as Josie struggles to reign them in.

“Eheh, look like I found out how to shoot.” You focus on just how to operate this thing, with it’s esoteric levers and pedals. You step on one of them, and find yourself moving forward, and the other moves backwards. Easy enough. You take a few experimental steps with them, and turn in the direction of where you saw the Hexengrenadiers. Erika pokes her head of of the cupola as they approach, face covered by the commander’s scarf and hat. They must think that you’re friendly. The grenadiers give you all a Nazi salute, before noticing your weapons going haywire. Erika responds in her native German

“We were alerted to an enemy presence. Has your walker been damaged?”

“Yes sir, we have engaged the enemy, and they have damaged our walker. We were on our way to repairs.” You hold your breath, hoping that Erika’s con pays off.

“And the rest of your unit?”

“Dead, sir.”

“Interesting. You do know what the motor pool is that way, yes?”

“Uh, yes sir.” She leans back into the walker and speaks

“I think he knows that something is amiss.”

[x] Gun them down, the jig is up
[x] Tell her to try to keep lying.
[x] Write in
>>
>>447701
>[x] Gun them down, the jig is up
>>
>>447701
>[x] Tell her to try to keep lying.
>>
>>447701
>[x] Tell her to try to keep lying.
Are they really gonna think someone hijacked a walker? Nah, that's preposterous.
>>
“Keep it up, we might throw them off our trail.” She gives you a confused looked before she nods and peeks out of the cupola again. You hope she’s a good enough liar to fool these guys, you aren’t sure how accurate your guns are going to be in this situation. They’re already plenty suspicious of you it seems. The stream of German resumes as Erika tries her best to keep fooling them.

“Thank you, these deserts are hard to navigate, and I seem to have lost my map. Goodbye, heil Hitler.” Maybe she tried too hard with that last bit, because they still don’t look convinced that you’re an ordinary walker crew. Diane pushes herself against you, causing you to push back against her

“You’re taking up too much space, I can hardly breath!”

“What’s that supposed to mean? Are you calling me fat? You hiss at her, trying your best to keep your voice low. You can spy the Hexengrenadiers talking to each other from the breach in the walker.

“What?! I didn’t mean it like that, mon dieu” You prepare to leave, but the Hexengrenadiers stop you.

“Produce identification, all of you!” Your blood freezes in your veins, looks like you’re made. Erika freezes too. The Hexengrenadiers level their weapons with the walker, you aren’t sure how their anti magic round would fare against your armor.

“One moment, please.”

“Get us out of here, schnell!” You don’t need to be told twice, and you stomp on the backwards pedal. The walker speeds backwards, and the Hexengrenadiers open fire on you, trying to chase your vehicle. They don’t manage to catch up, even with their superhuman endurance.

Where to next?

[x] That Hexengrenadier said that the motor pool was around here, check on 1st Platoon
[x] You can still see the Tower of Babel from here, head towards it.
[x] Write in
>>
>>447753
>[x] You can still see the Tower of Babel from here, head towards it.
>>
>>447753
>[x] That Hexengrenadier said that the motor pool was around here, check on 1st Platoon
>>
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Actually, I'm gonna call it for now, it's getting so late here that it's technically early

Be back tomorrow, check the twitter for any changes in schedule: https://twitter.com/kojimaQM
>>
>>447753
>[x] That Hexengrenadier said that the motor pool was around here, check on 1st Platoon
>>
>>447753
>[x] You can still see the Tower of Babel from here, head towards it.
This, kinda our job wasn't it? If we make a big enough mess we will take some of the pressure off of the decoys anyway.
>>
Rolled 2 (1d2)

Rolling for tiebreaker
1: That Hexengrenadier said that the motor pool was around here, check on 1st Platoon
2: You can still see the Tower of Babel from here, head towards it.
>>
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The walker sprints through the desert sands as fast as it’s metal legs can carry it. The Hexengrenadiers slowly fade into the horizon as you stride away. You can’t imagine what they’re thinking right now. Having one of your walkers run away into the wastes while swinging its weapon mounts like a lunatic is definitely something to write home about. You’d probably run into them later, but you’re sure that the walker’s guns would deal with them nicely, enhancements or no, getting shot full of 20mm rounds hurts. A lot. You slow the walker to a stop, set it on a course for the Tower of Babel. It looms ominously, and the minimal view of it the viewport gives you does nothing to lessen its intimidating stature. The walker stomps it’s way to the Tower, managing to get to it despite your lack of directions. It’s hard to miss the thing, and you figure that precise directions aren’t necessary. It looks like security is extra tight around the place, as expected. This is the main objective of the Hexenkraft after all. Of course they’d guard it like an overprotective mother. Machine guns nests and pillboxes form the checkpoint closest to you. You can spot anti armor guns peeking out from the firing ports of the fortifications. Looks like you’re going to have to abandon your walker. It’s served you well. Better than it’s crew, at least. You take out your binoculars and take a closer look. It looks like the majority of the guards here are still mundane soldiers, the only people actually marching on patrol are Hexengrenadiers.

[x] Try to get some more mileage out of your walker, use it to ambush the checkpoint, and then hop out when they react
[x] Get out and fight, have Erika dispose of the MG nests
[x] Look for an easier way into the Tower.
[x] Write in
>>
>>449488
>[x] Look for an easier way into the Tower.
>>
>>449488
>[x] Look for an easier way into the Tower.
>>
>>449496
>>449500
You aren’t too eager to face down a whole defensive line of guns. If the Krauts know how to do anything right, it’s making fortresses. You guess they haven’t seen you yet, considering that they haven’t filled all of you with holes or blown you to bits. There has to be a weak point in their defense line somewhere. A gate or something. You move the walker back, the jostling of the machine only pushes Diane into you, resulting her groans and complaints from the latter.

“You can walk if this upsets you this much.” diane doesn’t respond, but rolls her eyes at you instead. She smirks, and leans her weight against you, probably meaning to pay you back for all the discomfort you’ve caused her during this whole ordeal.

“Non, I’m fine. Your driving could use some work though.” You huff as you continue searching for some gap in their defense. Diane’s attempts at irritating you aren’t working. Nope. Definitely not. It’s almost soothing, in fact. You spot trucks moving into a checkpoint. The defenders here aren’t as strong here, a handful of Hexengrenadiers accompanied by a pair of Hexenjagers instead of an entire division of Afrika Korps hiding in bunkers. The smaller soldiers take their sweet time searching through the bed of the truck before letting it through, repeating the process for every other truck in the convoy. They resume their vigil once they’re confident that the trucks aren’t carrying dangerous. You doubt that you’d get a better opportunity anywhere else.

[x] They’re not equipped for armor, stomp past them, laugh at them while you do
[x] They’re not equipped for armor, deal past them
[x] Get out, engage them on foot
[x] Get out, see how good their vision is
[x] Write in
>>
>>449588
>[x] Get out, see how good their vision is
>>
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Not drawing attention to yourself would be best in this situation. You’ve probably already got half the garrison looking for you already. No need to draw more of these goons to your presence. You leave the walker, and creep down the sand dune. It looks like the Hexengrenadiers haven’t arrived here on their rounds. The only enemy presence here is the twelve Hexengrenadiers and their accompanying Hexenjagers. You aren’t sure how they manage to see out of those gasmasks, or those armored helmets. You can only hope that they obstruct their vision. You doubt it though. They stand unmoving, more like statues than people. The sound of boots against sand urges you to work faster. Another squad of Hexengrenadier meet with the guards, an officer accompanies them, and the guards spin to face him, and give him a salute. They stare straight forwards at the officer as he walks up and down the line the grenadiers made. You haven’t seen a better opportunity for stealth than this one.

“Let’s go, while they’re distracted!” You sprint as fast as you can while the officer’s back is turned. The sand muffles your footsteps, making things ever so slightly easier. You make it behind the soldiers, and hide behind a series of crates. The others follow suit. The officer shouts something to his men, almost making you jump out of your skin. You swear that he spots Josie, but he doesn’t react to her. Maybe he didn’t. The rest of your magical girls are all behind you, and you watch for the officer to turn his attention elsewhere. It takes what seems like a eternity, but you dash into the entrance of the Tower. You make extra sure that you aren’t visible from outside. You marvel at the massive hall that you’re in. Marble and gold lines the walls and ceiling in intricate designs, apparently untouched by the ravages of time. You’re almost speechless at the sight, not until Josie smacks your back.

“You’ll have plenty of time to gawk once we’re safe. Let’s get our jobs done and go home, yeah?” You nod, and proceed down the hall, meeting a fork in the road. Signs mark them in German, and a lift occupies the right one. Erika helpfully translates the signs for you.

“Research hall, and prison. Where should we go first?”

[x] Research hall
[x] Prison
[x] Check out this floor some more
[x] Write in
>>
>>449588
>[x] Get out, see how good their vision is
I think we would be more effective if we can get inside the ruins before we start making a mess.
>>
>>449748
>[x] Prison
Free captive allied troops or whatever we find
>>
>>449748
> research hall
They can't compete their objective here if we kill all their researchers
>>
>>449748
>[x] Prison
>>
>>449764
>>449767
>>449775
Prison huh? That doesn’t sound good. What would the Hexenkraft have their own prison for? Wouldn’t they give their POWs to the Afrika Korps? Or maybe they’re keeping prisoners for nefarious reasons. You’re interested in figuring out just what they’re doing here, but you can’t leave prisoners here in good conscious. And besides, it’s not like the research hall is just going to disappear if you leave for the prison.
“We should get the prisoners out of here first. Who knows what they’re doing to them in there.” Erika nods somberly, you recall her telling you of her experiences with the Hexenkraft. How they made her round people up for ‘conversion and experimentation’. You can’t imagine things would be too different here if they’re taking prisoners.

“Prepare yourselves then.” Josie takes point, as she leads you down the hallway. Sunlight slowly disappears as you continue down the stone hallway, the intricate designs giving way to more stoic designs, being only lit by hanging lightbulbs.

“Is the rest of this place as creepy as it is here?” Josie keeps her hands up, ready for something to hop out and attack her at any time. The hall narrows, and you can see parts of the stone wall shift to metal. You knock on one of them, it’s hollow. Probably one of the prison cells, if you can call it that.

“I hope not...” Diane draws her rapier, and holds a pistol in the other, scanning her surroundings for the smallest threat. You try to pull it up, or somehow move the thing. No dice. You sigh, and continue down the cold hall. There’s one cell that’s different from all the rest, this one looks like an actual prison cell. Sitting inside is a red haired girl, her skin is unnaturally pale, almost to the point of translucency. Like all the blood’s been drained from her body. Her hair’s arranged in a bun, much like yours is. A lightly glowing gem is hanging from a necklace around her neck, around a bandage wrapped around her neck, black fluid staining the fabric. She sits unmoving, and doesn’t react when you knock on the bars. Josie’s attempting to break into one of the cells, only managing to dent the

[x] She might be too far gone to help, try breaking into the other
[x] You have to get everyone out of here safe.
[x] Keep going down, come back for these people later
[x] Write in
>>
>>449924
>[x] She might be too far gone to help, try breaking into the other
>>
>>449924
Tough decision. Later might be too messy to get with non combatants but if we get them out now we must not be able to get back in? What would general Patton do? I say keep looking for Dracula and take her out
>>
>>449924
>[x] She might be too far gone to help, try breaking into the other
>>
You can hardly tell if this girl’s alive or not. She practically looks like one of the walking dead that the Hexenkraft used. But she has more meat on her bones, and it doesn’t look like she’s reacting much. You don’t want to give up on her just yet, and rap on the bars, louder this time. She still doesn’t react, not even moving a muscle. You call out to her, desperate to provoke a response from the unmoving girl.

“Hey! We’re here to rescue you, we need to go! Now!” Still nothing. You sigh, you’re loathe to leave someone like her behind. You can only hope that you’ll have time to go back to help her. But there are other people here who need your help. You leave the girl’s cell, to find Josie in her transformed state, winding up a nasty punch to the door in front of her.

“Take this! Hiiiii-yah!” The steel barrier gives way to Josie’s fist, the barrier leave the wall, flying a slight way away from it’s previous purchase. The cell is nothing more than a room. You can see a shape jump back from your intrusion.

“Sod off wanker! You ain’t takin’ me away like my boys! I’ll kill you with me bare hands!” The man has a heavy Cockney accent, one that grates on your ears. His face is shrouded in shadow, and you can't quite tell what he's doing

[x] Brits, great. “Calm down, we’re Allied. Can you fight?”
[x] Say nothing, let him calm down first. “Stay put. We’ll be back.”
[x] Write in
>>
>>450051
>[x] Brits, great. “Calm down, we’re Allied. Can you fight?”
>>
>>450051
>[x] Brits, great. “Calm down, we’re Allied. Can you fight?”
Yay, more distractions
>>
>>450051
>[x] Brits, great. “Calm down, we’re Allied. Can you fight?”
"And do you have any idea what Fritz is up to around here?"
>>
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You sigh as the man drops into a fighting stance. It looks like captivity hasn’t broken his fighting spirit. That’s admirable, at least. You raise your hands, showing that they’re empty and you’re no threat. This seems to calm him down a little, but his hands are still balled into fists, ready to sock you in the face if you make one wrong move. He walks slowly, carefully out of the shadows of his cell. They didn’t bother changing him out of his fatigues, and he’s still got his helmet on. A strip of bloody fabric

“You’re no trick, right?” You tilt your head in confusion. Trick? What does he mean by that. You weren’t an illusion, last you checked.

“These Krauts like to use magic to muck up our brains, make us see things that ain’t there. Make us think rescue has come.”

“No, I’m the real de-”

“Oh yeah?! What’s the Supreme Commander of the Allies’ favorite sport?” You scoff. Everyone from London to San Francisco knows that Eisenhower loves baseball. What kind of red blooded American doesn’t? Well, aside from those who can’t listen to the games, of course.

“Baseball.” This seems to cause the British soldier to lower his guard, and he steps out into the dim light of the hall.

“So they really did send people for us.” You almost tell him that rescue isn’t your primary objective, but you manage to hold your tongue, just barely. He extends a hand to you.

“Captain Daniel Frost, 30 Corps.” You take it his, and give it a firm shake, one he seems satisfied with.

“Didn’t think they’d send you lot to rescue a couple grunts like us.”

“Uhm, well. We’re not out of the woods yet. Can you still fight?” He nods. You motion for Erika to give up her BAR, and the ammo for it. He seems familiar with the weapon.

“Been itchin’ to give Jerry a good scrap every since they threw me in here.”

“Good. What’ve they been doing here, anyways?” He gives you a shrug. You’re not sure how much he saw from inside that cell.

“Haven’t got the faintest idea. All I know is that they took some of my chaps up because someone got ‘thirsty’, whatever the hell that means. They took some up there to someone named ‘Mercy’. It’s all just what I overheard.” You nod.

Mercy. That’s not possible. She’s dead.

[x] “Josie, break the rest of the cells open.” Have the Captain stay here and protect the other prisoners. Find the armory and get them weapons
[x] “Follow us, we could use an extra gun.”
[x] Write in
>>
>>450196
>[x] “Josie, break the rest of the cells open.” Have the Captain stay here and protect the other prisoners. Find the armory and get them weapons
Jailbreak, wooh!
>>
>>450196
>[x] “Josie, break the rest of the cells open.” Have the Captain stay here and protect the other prisoners. Find the armory and get them weapons
>>
>>450196
>[x] “Josie, break the rest of the cells open.” Have the Captain stay here and protect the other prisoners. Find the armory and get them weapons
>>
This place looks ripe for a prison break, with few guards in the immediate area. And it’s full of trained soldiers. You’re not sure if they’re all as eager to give the Hexenkraft a taste of their own medicine as Captain Frost is. You aren’t even sure if they’re all healthy enough to be escaping But it can’t hurt to try. You assume that they’re not sending these men back here wounded. They’re probably not coming back at all. You motion for Josie to work her magic on the other cells. The shuffling of people in the cells is good to hear. At least you know that they’re alive.

“Up and at ‘em lads, what are you waiting for, breakfast in bed? Quickly now!” Captain Frost yells, voice rebounding on the walls of the prison. This causes a chorus of groans and moans as his subordinates adjust to the new lighting of the hall. Even with all the commotion surrounding her, the girl in the cell at the end of the hall still doesn’t shift. She doesn’t even look up. Maybe she really is a lost cause.

“We’re gonna go see if we can’t get your men equipped, until then, you’re in charge. Shoot anyone who isn’t us.” He gives you a nod, and salutes.

“No Kraut’s gettin’ past me alive, ma’am, I swear.” The hallway’s pretty exposed to gunfire, and even Hexengrenadiers would have trouble surviving the amount of lead the BAR can throw out. You’re confident that they can survive. You lead your team back out of the hallway and into the light of the ground floor of the Tower of Babel. Erika mutters something under her breath, you catch the tail end of it

“Liability...”

How do you respond?
[x] “Sorry, didn’t quite catch that, what?”
[x] Ignore it

What do you do?
[x] Look for the armory and get the Brits guns ASAP, you don’t want to leave them vulnerable for too long
[x] Check out the research hall. Maybe you can find out what they were doing to those prisoners.
[x] Write in
>>
>>450334
>[x] “Sorry, didn’t quite catch that, what?”
>[x] Look for the armory and get the Brits guns ASAP, you don’t want to leave them vulnerable for too long
>>
>>450334
>[x] “Sorry, didn’t quite catch that, what?”
>[x] Look for the armory and get the Brits guns ASAP, you don’t want to leave them vulnerable for too long
>>
>>450334
>[x] “Sorry, didn’t quite catch that, what?”
>[x] Look for the armory and get the Brits guns ASAP, you don’t want to leave them vulnerable for too long
>>
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You spin on the ball of your foot, startling Erika as you stop suddenly in front of her. You give her an unsettlingly large smile. A big, toothy grin that practically reflects the blazing desert sun into her face. She returns your smile with a dispassionate look on her face. It looks like your attempts at intimidating her isn’t working. You aren’t sure what’s going on in her mind, and you make a note to never play poker with her.

“Sorry, Erika, I’m not sure I caught that? What did you say” She stutters as you continue your staring into Erika’s soul.

“I know you didn’t just call those men liabilities just now. That would be craaaaaazy talk coming from someone who was a prisoner herself.” You shove a finger in your ear, pretending to clear it out.

“No, of course you didn’t say that. I’m just on edge, and must be hearing things! Sorry if I made you uncomfortable, Erika! Hee hee!” With that you spin back to face forwards, and walk down the hall, heading in the direction opposite of the research hall, it’s the only logical place where the armory would be. Unless the armory isn’t actually here. Which would be bad. Only having one armed person wouldn’t make for a very successful prison break. You huff as you continue down the hall. How dare Erika say that about those men! She’s heartless! You’re several feet ahead of the other before you’re stopped by a lift. Apparently made for heavy loads. Erika informs you that this is infact the armory.

[x] Go up it, it’s what you want after all.
[x] Be careful, heavy things could involve power armor. Or worse.
[x] Trigger the lift with a rock, see what happens
[x] Write in
>>
>>450507
>[x] Trigger the lift with a rock, see what happens
If nothing happens:
>[x] Be careful, heavy things could involve power armor. Or worse.
>>
>>450507
This: >>450525
>>
File: Bad Company pic.jpg (351 KB, 845x720)
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Gonna call it for tonight, will be back hopefully around 8 PM EST tomorrow
>>
>>450580
Mm'kay, thanks for running QM
>>
>>450580
Planning on archiving threads 3 and 4 soon?
>>
The lift is made of metal, which can only mean that the Hexenkraft were using this to move some heavy duty stuff. Maybe it’s for research equipment, or maybe it’s for carrying artifacts or whatever the dug up for storage. Or maybe it’s so they can have power armored heavy infantry patrolling upstairs. You find the biggest rock you can, and chuck it onto the mechanism for the lift. You want to see what they send down, if they send anything down at all. The lift flies up into it’s shaft, and....Nothing. No one’s on the lift for it’s return trip and it slides back down to your level ominously after you pull the lever. No investigative team of Hexengrenadiers, no echoing voices of people wondering what happened. You guess that means things are safe. But if this really lead to the armory, then wouldn’t it be more heavily guarded? You proceed onto the lift, more cautious than you’ve ever been. The slow creaking of the makeshift elevator’s gears does nothing to soothe you. The urge to transform preemptively is strong, but that might ruin your chances of stealth. You’re greeted by another long hallway of Babylonian make. The carvings and murals glow a pale blue, like they did in the Mausoleum. The clap of boot against stone resounds through the hallway, as does the idle chatter of the guards. Erika listen closely to their conversation, and then stiffens like a board when she hears one particular series of words.

“Erbarmen’s lab.” You give her a concerned look, words don’t usually do this to people.

“Who?”

“M-m-mercy. Her lab’s here...a-and their armory.” She visibly shivers as the prospect of

“What? That’s not possible, unless the Krauts have some kind of cure for a crushed heart and lung. I killed her myself, Erika, I promise that she’s dead.”

You have a feeling that the Krauts DID discover a cure for a crushed heart.

[x] Forget about her, you’ve got a job to do
[x] You can’t abide her existance, deal with her a second time.
[x] Write in
>>
>>452844
>[x] Forget about her, you’ve got a job to do
>>
>>452844
>[x] Forget about her, you’ve got a job to do
>>
>>452844
>[x] Forget about her, you’ve got a job to do
And if she gets in our way we will kill he again
>>
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You can’t comprehend this. They might have figured out how to make living dead, but that’s different from bringing someone back to life. Or, that’s how it works as far as you know. Mindless, bloodthirsty zombies don’t have labs. You shake those thoughts out of your mind. Dracula must have other magical girls named Mercy, and it just so happens that this Mercy is also interested in the sciences. Yes, that’s what’s going on here. No magical girls coming back to life. No Babylonian magic designed to violate the natural law. You breathe in and out slowly to calm yourself. Yes, nothing strange going on here at all. Just a normal expedition to a normal set of ruins by a normal group of Nazis. Well, now that you’ve gotten out of that out of your system, you can get back to the task at hand. You walk slowly, closing with the guards, three of them, wearing what look like small radios on their necks. There’s a massive opening in the wall to the left of the hall. You can see stretchers, and body parts being preserved in jars of fluid. Looks like you found the lab. You peek inside it, to find no one inside. Not even research assistants or something. The lab opens to another part of the hall, past the guards.

“Y-you sure that we should go that way, boss? Th-that place gives me the creeps.” Josie mutters quietly to you

[x] You’ll have a better chance of sneaking past the guards, and you might snag some intel in the process.
[x] Just deal with the guards, no reason to disturb whatever’s in there
[x] Write in
>>
>>453027
>[x] You’ll have a better chance of sneaking past the guards, and you might snag some intel in the process.
>>
>>453027
>[x] You’ll have a better chance of sneaking past the guards, and you might snag some intel in the process.
>>
>>453027
>[x] You’ll have a better chance of sneaking past the guards, and you might snag some intel in the process.
And some casual sabotage?
>>
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The place might look like a horror show, but you’d rather deal with that than the team of Hexengrenadiers hanging around outside. What’s the worse that you’ll find? A couple of body parts won’t scare you, you’re tougher than that. The guards are preoccupied with their conversation, and don’t notice you as you dart inside the laboratory. The sight of Mercy’s workplace almost makes you void your stomach right here and now. Bodies lie on stretchers, split open with surgical care and precision. Some of them are organs, others are missing eyes or ears, others are missing limbs. You can spot the ruined and bloodied remains of British Army fatigues on some of them, the iron scent of blood is heavy in the air, and some of the bodies are still oozing their blood onto the gurney below. Erika stares at the floor as she follows you, making a concerted effort to not look at the atrocities on display here. Diane keeps her nose up as she marches through the lab, eager to find the exit, and Josie cowers behind her, glancing nervously at the bodies around here, as if expecting one of them to shoot out and grab her at a moment’s notice. A massive, naked picture of Mercy adorns a corkboard, which catches your attention easily. The initial shock of the image in such a macabre place wears off and you get a closer look at the corkboard. Notes. Written in English. Weird. Very very weird.

“Wh-what’s the meaning of this?!” Diane exclaims quietly, to no one in particular. You intend to find that out in a bit. You pluck a note off the board, one mounted around her abdomen. Maybe she wrote these in English so that it wouldn’t trouble the other members of the base? You have a hard time believing that someone like Mercy could show compassion for another person. The note’s also bereft of any medical terminology, being written in very simple English.

“Kidney, 13 year old boy, extracted from civilian casualty. Installed 6/17/19XX. Replace when organ fusion experiments are complete.” Gross. You can infer what ‘organ fusion’ is pretty easily, and the idea only makes you wretch. That’s what she’s saving up those organs for. So she’s taking parts of other people to repair, and maybe improve herself? Maybe she read Frankenstein one too many times. What interest you is the note next to both sides of her chest.

“Install limb (Arm) from prisoners as soon as muscle enhancement is complete. And Dracula stops bothering me.”

[x] Break the jars.
[x] You don’t have time for this. You don’t even know if you can stop her from doing this stuff.
[x] Keep investigating
[x] Write in
>>
>>453107
Keep going to the armory, you can drop a grenade or two in the lab on the way out
>>
>>453107
>[x] You don’t have time for this. You don’t even know if you can stop her from doing this stuff.

>>453133
I think that and breaking the jars will alert the guards that we're here
>>
>>453107
>[x] Keep investigating
>>
>>453148
Yah but this isn't a stealth mission we have to Fuck some shit up at some point, platoons 1&2 are out there dying right now to let us get near some valuable targets
>>
>>453191
You remember we're bringing guns back to the prisoners right? Hopefully, after given guns, they'll join up with us and we can go loud.
>>
Rolled 1 (1d3)

Rolling for tiebreaker
1: Break the jars.
2: You don’t have time for this. You don’t even know if you can stop her from doing this stuff.
3: Write in
>>
Will have to call it here, it's especially shitty since I started much later
>>
>>453338
>[x] There’s only three of them, you have numbers on your side too
Put them down before they call in for reinforcements.
(PS: Pretty sure no-one voted for for breaking the jars.)
>>
>>453354
I fucked up, will rewrite tomorrow
>>
>>453338
>[x] There’s only three of them, you have numbers on your side too
>>
1: >>453133
2: >>453148
3: >>453172
Rolling

Sorry for my absence yesterday
>>
Rolled 2 (1d3)

>>459368
>>
>>459368
No problem, QM
>>
New thread here: >>459475



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