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Black Tides Quest 6: Where were we again?
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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 12
Thread images: 6
File: Fire Boat.jpg (25 KB, 460x307) Image search: [Google]
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>Split the squadron- Carolina to the lifeboats, Arroschere to the transitory. (Difficulty 25 Test to remain in com contact, Difficulty 25 Test to reunite if contact is lost)
>TEST PASSED

It was crunch time, an opportunity to see if your little squadron could operate divided. An active com contact on one hand, the perfect target for yourself and the Arroschere. The other was a mess of lifeboats, which meant all of the fresh plebeians. There was quite literally no better chance for you to do this.

“Jasper!” you yelled up to the Carolina’s nominal captain. “Get a signal to Arroschere! I need to get aboard!”

After what would eventually become an ensign finished running about, you got transferred back to the Arroschere and hit the gas hard. Down in the Radio Shack, the Signalman got to work hammering his radio rig to the Carolina.

//Arroschere to Carolina, com check, say again, com check over//

//Carolina to Arroschere, reading three by three, over.//

//Arroschere to Carolina, acknowledged, out.//

As you cut through the waves, you grinned madly from the bow. With her tender cut loose, Arroschere flew through the waves, while the Carolina plodded gracefully to the swarm of lifeboats.

//Arroschere to Carolina, com check, over.//

//Carolina to Arroschere, three by three, over.//

//Arroschere to Carolina, you find any good booze, over.//

//Carolina to Arroschere, negative. Still looking though, over.//

Approaching the active signal, you frowned. It was a long, sleek boat, decked out in tons of lights. Slowing your approach, you had to think hard. This ship looked inhabited, by people no less. Time to see how you were going to get into this thing.

“Can radio make contact?” you ask to the messenger on the bridge. He goes down and returns, frowning.

“No, sir.”

Well, crap.

>Politely see about getting onto their ship
>Get on their ship
>Fuck you, pirates time
>>
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PASTEBIN!
http://pastebin.com/u/0WarWolf
ARCHIVES!
http://suptg.thisisnotatrueending.com/archive.html?tags=WarWolf
MUSIC!
https://www.youtube.com/watch?v=QLt0lerdgKs
>>
>>46403088
Awwww yeah, pirates in the zombie apocalypse time, motehrfuckers!

>Politely see about getting onto their ship
"Excuse me ladies and gents, but there is a a toll for sailing these seas. Someone has to pay for use keeping them free of zombies and undesirables, you know."

Or if they're armed, we can let them sail on... We're kind of in a precarious position currently.
>>
>>46403284

You have literally no idea what the fuck they're toting. For all you know, that's an AMC with vertical launch cells.

It could also be totally abandoned, but you never know.
>>
>>46403354
Which is we we approach politely! If it turns out they ARE dangerous, well we've got a better chance of bluffing our way out. If we're stronger, well we lose nothing by politely demanding our toll and backing up the politeness with muscle.
>>
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>>46403417
>>
Engineers tend to bump threads
>>
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The Old Boat, now gone.
>>
A possible modification for later
>>
You know OP, hard lesson I learned is that even if the thread is slow, you wanna keep posting, if only to keep you high on the board and newbies poking their noses in.
>>
>>46403088
You picked a bad day to run man, but it's nice to see this quest again

>Politely see about getting onto their ship
>>
>>46403088
>politly
Thread replies: 12
Thread images: 6

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