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File 135761659601.png - (437.44KB , 800x480 , Magic West - Chapter 2.png )
483429 No. 483429 ID: c59939

Discussion Thread: http://tgchan.org/kusaba/questdis/res/54500.html

Prologue: >>410618
Chapter 1: >>424174
58 posts omitted. Last 100 shown. Expand all images
>>
No. 485745 ID: 695191

Can you pick locks directly using gossamer? Or would it be easier just to melt the lock right off?
>>
No. 485746 ID: bf54a8

>>485745
>gossamer >melts when i touches metal

how many times do i need to repeat this?
>>
No. 485753 ID: 6a5a08

>>485746
I thought we leveled up and it wasn't instant anymore?
>>
No. 485754 ID: 57a559

Can't we just melt the lock?
>>
No. 485761 ID: bf54a8

>>485753
yes, instead of popping instantly it burns like it was made of paper. that is still too fast for any solid objects.
>>
No. 485776 ID: 19e642

>>485754

melting is more badass than picking so we should do that regardless.
>>
No. 485783 ID: b33427

Go scope out the cell block, without actually walking through it, if possible. You need to know what the situation is in there before you can make a plan.

Be on the lookout for where cell door keys might be kept, or if they use a system where the cell doors are only operated from levers in the guard station. Also note where the cells are in relation to the exterior walls. Once Ellen is free, she might be able to punch a hole through the walls to get the both of you out.

How's your power and control over your flame? Think you can squeeze it down to a small, thin, strong cutting torch to slice the lock bolt?
>>
No. 486027 ID: a28731

Can't rene just disguise her like he did himself? Just a pair of cops walking out of the station.

>>485776
Melting it is awesome, it explains a lot to her without words... it also clearly implicate rene but he was already seen in his real form (that was a stupid mistake on our part).

Maybe, melt just enough to open it and then take it with you? (And catch any metal drippings as well)
>>
No. 486070 ID: 6dc5a6

You may be able to lure away the guards from the cells with a few strategically placed trashcan fires.
>>
No. 486131 ID: 440525

Find the jail cells.
>>
No. 486312 ID: c59939
File 135861309916.png - (89.08KB , 951x708 , Magic West - 2 - 7.png )
486312

René heads into the Police station, stopping at the corner when he sees an officer carrying some paperwork down the hall.
>>
No. 486313 ID: 1f8505

>>486312

Ok, there are the jail cells. Sneak up and find the one with our friend in it.
>>
No. 486324 ID: 058d92

if that officer starts walking towards you, enter that door to your left because he is probably not too busy to notice your aura. otherwise move towards the cells and scout out the corridors while continuing not to get noticed.
>>
No. 486325 ID: 84b8a7

>>486312
Rene best to not draw attention to yourself. The Guard has two possible directions he could be walking. If he goes straight then you can proceed down the hallway without him even having caught sight of you.

If he turns right and comes toward Rene I recommend waiting until he is nearly at the end of the hall before turning the corner and walking past him, minimizing the time he gets to see you. Once again counting on the fact you can pretend to know where your going and he is likely headed for the main desk or the captain's office if he is going toward you.
Once at the intersection it might be a good idea to scout the path out to the back door first before going straight to the jail cells. Always have an exit plan inside an unknown building. The front entrance is less then ideal. We can also take the time to scout out any good empty areas for hiding or disguise change to let guards pass by once we have Ellen.
>>
No. 486332 ID: bf54a8

do you see any boxes or crates? if so then make a very light copy of a box and wear it.

move forward watching where the cop is going.
>>
No. 486335 ID: 6a5a08

>>486332
Yes, dreamcraft up a cardboard box to hide under.
They'll never suspect a thing.
>>
No. 486344 ID: 695191

Keep walking forward like you have serious business to take care of in a hurry. Tilt your hat forward in acknowledgement as you pass.
>>
No. 486380 ID: c59939
File 135864772927.png - (103.16KB , 951x708 , Magic West - 2 - 8.png )
486380

René sees no boxes in the hallway, but luckily the policeman headed up and through a door somewhere up the hall.

As René advances, he can see 4 people. A policeman in the dispatch section, who just turned away from the window, a policeman in the detention area, who is doing something at a desk, and two prisoners: a Human Woman and a Reptilian man of some sort.
>>
No. 486383 ID: 6a5a08

She's probably further in. You must go deeper.
>>
No. 486395 ID: f2c20c

Go further in, but get out of line of sight of the officer in there while you move.
>>
No. 486409 ID: a28731

Whatever you do, do not sneak around suspiciously.
Look busy and like you are supposed to be there, walking confidentially.
>>
No. 486477 ID: 5c11b4

>>486409

this, but as fast as possible.
>>
No. 486492 ID: 84b8a7

Agreed. Proceed further in walking casual.
>>
No. 486517 ID: 1f8505

>>486380

We need more information. Continue further in.

Unless you happen to have a Soliton Radar in your pocket...
>>
No. 486526 ID: c59939
File 135871467292.png - (239.71KB , 1024x1024 , Magic West - 2 - 9.png )
486526

It looks like the officer was looking at someone coming in. René tries not to be suspicious, so he looks straight ahead and walks by.
>>
No. 486528 ID: c59939
File 135871475303.png - (140.70KB , 951x708 , Magic West - 2 - 10.png )
486528

René reaches the point where the hallway turns.
>>
No. 486530 ID: f2c20c

Hang a left. There's one more cell we haven't seen.
>>
No. 486543 ID: 5c11b4

go left past the jail cells.
>>
No. 486548 ID: 3bad4c

There's gotta be a toilet in there somewhere. Best to know where it is now!
>>
No. 486633 ID: 112f0a

Let's find out if any of the prisoners look interesting!
>>
No. 486635 ID: c59939
File 135876269180.png - (139.27KB , 951x708 , Magic West - 2 - 11.png )
486635

René starts heading over towards the other cells when the reptilian prisoner tries to call him over in a whisper.
>>
No. 486645 ID: ce9195

ask him what he wants.
>>
No. 486653 ID: bf54a8

whisper back "we both know i can't do nothin till i get the key, know where it is?"
>>
No. 486659 ID: c6319f

Ignore him. Whispering prisoners are almost always trouble.
>>
No. 486660 ID: b33427

Get on the corner of the reptile guy's cell so the policeman at the Detention desk can't see you, turn your back to the gnoll policewoman, and cross your arms so your glowy cuffs aren't as apparent. Then ask the reptilian guy what's he doing, in a not too loud voice.

>>486653
Please, do not be all conspiratorial like this. It's conspicuous as hell.
>>
No. 486701 ID: 4a328b

Ignore him
>>
No. 486709 ID: f2c20c

>>486635
Keep going until you can spot who's in the last undiscovered cell. If it's not the water mage, head back to speak to the reptile from out of sight of the police.
>>
No. 487103 ID: c59939
File 135893864557.png - (144.51KB , 951x708 , Magic West - 2 - 12.png )
487103

René decides to ignore the prisoner for now, and instead gets a better look at the last jail cell
>>
No. 487105 ID: f2c20c

Bugger. She's not in these jail cells. Go see what the lizard wants.
>>
No. 487111 ID: c59939
File 135894748587.png - (145.98KB , 951x708 , Magic West - 2 - 13.png )
487111

René heads back to what, upon closer inspection, turns out to be a lizardfolk man; finding a spot out of sight from the gnoll policewoman, as well as the officer in the detainment section.

He keeps his back to the door to the Patrol and Dispatch sections.

"What?" René whispers

The prisoner whispers back, "What's a mage like you doing in a police station?"
>>
No. 487114 ID: 370c40

>>487111
We're breaking out another mage. If he helps maybe he can come with.
>>
No. 487117 ID: 14bafe

Well, we're trying to stop a demon attack by getting a satyr out of town.
>>
No. 487124 ID: 6a5a08

"Stopping a demon attack. It's being drawn to the satyr mage they have captured and I have to get her out of town before we all die horribly. Do you know where she's being held?"
>>
No. 487125 ID: bf54a8

make sure to whisper

"need the other mage in here, help me out and i can probably think of a way to help you out as well"
>>
No. 487130 ID: 5e8b9e

a mage imprisoned here has to get out of town before a demon comes for her and kills everybody here. it'd help if he knew anything.
>>
No. 487171 ID: 57a559

>>487111
Can we tell this guy the full truth? I don't think there's much risk in it, and he might not interfere if he knows the whole truth about elementals. Face it, we need to spread the truth about them. Tell him about the nature of cities and elementals don't mix, and they're really emotional and altruistic toward other elementals, trying to help them out of bad scraps such as being in a city. Mages feel like weak elementals. Bam, all of that information should clue him in on what we're doing.
>>
No. 487174 ID: 84b8a7

Hmm looks like we've been made. Best hope they don't put the really dangerous criminals out here close to the hallway. Try to quietly and quickly ask him where the female Satyr mage is being held. If he can tell us that if he helps us distract the guard so we can sneak up on him and knock him out then we'll let him outta his cell when we free the Satyr as well. Then best of luck and all that once we get out the back.
>>
No. 487179 ID: a28731

It looks suspicious if we have a long discussion with him here.

He is whispering at us rather then raise the alarm so he probably wants us to spring him out too.

So keep it short and to the point "town in danger, watermage must be taken away or demons will strike, will take you out too, do you know where she is"
>>
No. 487233 ID: 4618d3
File 135900274950.png - (207.04KB , 1024x1024 , Magic West - 2 - 14.png )
487233

René whispers "I'm getting the water mage out of here to prevent a demon attack. Do you know where she is?"

"Yeah, I do. I'll tell you where she is if you'll free me."
>>
No. 487235 ID: 695191

Well... we can offer to melt the lock open from the inside, but he has to stay in it until we make our own escape. Still a deal?

If he complains, remind him that the demon attack will probably kill everyone here within seconds.
>>
No. 487236 ID: 6a5a08

"Agreed. I'll have to get you on the way out though, melting the bars now would draw too much attention, they might move her if they find out a mage is here."
>>
No. 487238 ID: 4a328b

Melt the lock. If he's lying he'll be a diversion anyway. Win win!
>>
No. 487240 ID: bf54a8

i don't think we can melt the lock, say fine but you need the keys.

if you can melt the lock tell him to wait for you to get back, if he runs out by himself they will just catch him again. as a sign of faith you melt the lock first.
>>
No. 487250 ID: 059ca3

What could possibly go wrong?
>>
No. 487257 ID: 14bafe

It seems fairly obvious to me that the lizard is the mage.
Glamors, how do they work bro?
>>
No. 487267 ID: 6a5a08

>>487257
Water/Fire is illusions, she's a Water/Spirit. And could probably Buff herself to bend the bars if given the chance, which makes it likely she has a special containment cell.
>>
No. 487272 ID: 3bad4c

"You're crazy and wasting my time. What am I supposed to do, melt the lock and walk you out the front door? That would never work."
>>
No. 487295 ID: 84b8a7

>>487233
If this guy wants to get free he'll have to work for it. tell him he needs to completely distract the guard while you sneak inside the detention area. If the guard notices Rene then he can't very well free him now can he?

Honestly I think you can find the water mage on your own without his help but giving him this hope lets you decide if he is someone you want to let loose or not. (Heck he might be a murderer.)

>>487257
Wouldn't work while grabbing those metal bars plus why the ruse if your locked in a cell being observed by guards day and night?
>>
No. 487310 ID: a35ac2

On the one hand, she's obviously in the giant-sized cells, with their superior reinforcement.

On the other hand, having told this guy you're planning a jail break, you're now forced to help him because he can COMPLETELY screw you over if you don't.
>>
No. 487316 ID: a28731

If we wanted a good distraction we would be melting EVERY lock on the way to the water mage.

Or... can you illusion him to look like a cop too? knock out cop nearby, illusion the unconscious cop to look like him. Illusion him to look like cop. Put cop in cell.

Follow pattern with water mage. 3 cops walk out of the station.
>>
No. 487327 ID: 78c815

he's way too out in the open. surrounded by guards from most sides. there's no way he'd escape even if we freed him. sorry bro.
>>
No. 487437 ID: 112f0a

>>487233
This guy isn't in here for being a mage. He's a legitimate criminal. I don't think we should be releasing people willy nilly. Plus if we set him free, police forces will start to explore the rest of the prison to see if there is anything else that's odd. Simply tell him what was stated above, that a demon is planning on attacking the city unless you get that other mage out of there.
>>
No. 487441 ID: bf54a8

>>487437
what we say and what we do don't have to match up.
>>
No. 487463 ID: 6a5a08

>>487437
>>487441
Which is why we offer to get him out on the way back, then don't.
Both problems solved.
>>
No. 487878 ID: 9ddf68

ask him if he knows what guard has the keys and tell him that he could could give him a Gossamer
key and he can escape when there is less gaurds around and so it would be harder for the other poilce to know it was you that helped him...
and if you don't feel like helping to free a criminal just make a useless key and tell him to wait until you break out the other mage saying you will be a distraction so he doesn't use the key right away to escape and calls the guards when he finds out it doesn't work
>>
No. 490933 ID: c59939
File 136019650948.png - (124.80KB , 700x700 , Magic West - 2 - 15.png )
490933

René whispers that he'll do it. He'll melt the lock now and the prisoner can get out with the rest of them, he just needs them to distract the guard inside.

The prisoner agrees, and tells René to get ready. He's going to call over the guard, letting René get into detainment undetected.
>>
No. 490940 ID: 9ddf68

ok lets do this also be ready to fight incase things don't go as planned, they rarely do.
>>
No. 490982 ID: 08005b

This is going a little too smooth, oh well let's roll.
>>
No. 491064 ID: 84b8a7

I know what you mean this has favored us... but Rene isn't getting cocky. Take luck when it favors you and and continue to come up with plans of action.

If a fight does happen I'd say spend a point of gossomer to create a burlap sack over the guards head so he doesn't get a good look at you(that way the knights that question him later will likely not have a good idea of what mage did this. Then after the sack in on and he is likely too confused to cry out for about a second or two you want to waylay him from behind ideally. Then quickly let the other prisoner help you unlock the cell with the blood mage Ellen and then quickly head for the nearest exit or create one in a pinch. Ride like the wind out of town and the Salamander woman will hopefully be still in control of herself as you reach her.

(That is all I got for now til more specifics are required.)
>>
No. 499366 ID: c59939
File 136295752489.png - (201.44KB , 1024x1024 , Magic West - 2 - 16.png )
499366

The prisoner forces himself to puke, and calls over the jailer for help. While they're distracted, René makes his way into the jail area.

He's in, and the guard is busy talking with the lizardfolk, but what now?

sorry for the black and white update, but it has been forever since I've updated and I'm bust, but I really wanted to get one out
>>
No. 499367 ID: 14bafe

No reason that you couldn't melt the lock here, open up both cells, and walk out of the station with both of them gossamer cuffed, is there? After all, they shouldn't be suspicious of an officer taking a couple of handcuffed prisoners somewhere.
>>
No. 499368 ID: f2c20c

She's got the keys. We don't need to melt the lock. Just summon up a blackjack and knock her out.

Walk around the corner nonchalantly with your hands behind your back, so that you can catch her by surprise.
>>
No. 499375 ID: 1546a9

find the she-goat and free her. duh.
>>
No. 499376 ID: e493a6

Get a good look at those keys just encase. I think we should ignore the guard for now as if we try and jump her there is a really good chance we will alert the other guards as well making this rescue a hell of a lot more difficult. We still need to find the blood Mage as well and that is much easier when the whole police station isn't after your head
>>
No. 499380 ID: ec1490

Nonchalantly ask if something is wrong. I don't see how copying the keys would work given what keys and locks tend to be made from.
>>
No. 499459 ID: 952246

Uh... say "hey" and keep going, even though we know that's not going to fly. When she stops us just be like "I need to deal with the mage".
>>
No. 499502 ID: 84b8a7

She hasn't seen Rene yet, I believe that he is behind a corner. Rene you really should work out a fire based charm spell at some point. But that aside I think dealing with this woman now is better then leaving her to turn around and raise the alarm on you later. If you can summon a gag or hood over her head that would be ideal, then you could make some cuffs to cuff her to her desk or somewhere away from metal. She'll be discovered and let free once you escape. Get her keys then and quickly open the cells you need (lizardfolk and the Satyr's cell who hopefully you find in the back).
>>
No. 500627 ID: cff2a9
File 136354030112.png - (210.01KB , 700x700 , Magic West - 2 - 17.png )
500627

sorry for the lack of clarity, the jailer was around a corner talking to the lizardfolk, and not right in front of René staring at him

René sneaks behind the woman, and before she can react to the sudden light behind her..
>>
No. 500628 ID: cff2a9
File 136354032710.png - (223.24KB , 700x700 , Magic West - 2 - 18.png )
500628

He knocks her out.
>>
No. 500629 ID: cff2a9
File 136354044949.png - (139.76KB , 951x708 , Magic West - 2 - 19.png )
500629

The Lizardfolk is now asking to be let out, and that he'll tell René where the goat woman is once he is out or has the keys for himself. The Human woman prisoner is also asking to be let out now.
>>
No. 500630 ID: 9ddf68

how much Gossamer do you have left. If you got enough think you could give the prisoners simple cop uniforms (or maybe just have the chick use the cop's since you did just knock her out) If not then just let them out after the lizard tells you where goat girl is and then let him out to cause a detraction while you run and grab goat girl then plan on getting out from there.
>>
No. 500631 ID: 84b8a7

Rene take a moment to catch the woman and whisper. "I'm so sorry...but I have to do this to save your town." Quickly remove the keys and have a quick look around the back of the jail area for any previously unseen cages. Move the policewoman to her desk and prop her up in her chair as well.

Do not open the cells until you are sure the mage isn't right around the corner. Check the desk where the woman sat there may be something useful there to tell you where Ellen is being held. Then keep you promise to the lizardfolk. The woman...if she is attractive see what she is willing to do to be let go...perhaps she can offer Rene something worth his while or help in his escape once they get outside. Otherwise I have to say too many loose prisoners might draw attention.Especially since her cell is on the direct line with the hallway.

If she threatens to raise an alarm tell her it is not in her best interest to do so as if he frees who he is looking for he'll be back if there is time.
>>
No. 500633 ID: bf54a8

she s knocked out, talking wont do anything. anyway take keys. open lizard door slightly and say that his best chance to run is after you are running. they see the mage is gone and all the cops will chase us. the you can slip out in the chaos.
>>
No. 500634 ID: 6286bf

tell them not yet. first you will get what you came for. then you will free them on the way out. as you say this, use your aura to be as intimidating as possible, to make it clear that you are not one to be fucked with.
>>
No. 500637 ID: 57a559

>>500629
Notify them that escaping does increase their bounty and jailtime, is it worth it?
>>
No. 500646 ID: c6319f

The only concern I have is that if we let them out now, they'll go willy-nilly and ruin the element of surprise. A full-scale jailbreak should make it easier to slip away, but not if it happens too soon.

They can have the keys if they promise to wait until we're ready to all escape at once.
>>
No. 500676 ID: cff2a9
File 136355799513.png - (157.41KB , 700x700 , Magic West - 2 - 20.png )
500676

René says that he'll give them the keys, but they've got to stay low until he has Ellen. And that it'll be easier to escape then anyway.

He then brings up that escaping would raise their bounty and jail time, and wonders if it's worth it for them.

The lizardfolk says he hadn't thought of that when the woman points out that breaking yourself out of jail and resisting arrest aren't inherently illegal, but anything that'd normally be illegal is still against the law when doing it, so they're fine. Breaking someone else out of jail's illegal though.. René says his bounty went up when he ran from a scarlet knight, so how can that be? She says that his bounty probably went up to represent how hard he is to catch, or he broke laws while escaping.

Rene still has 29 Gossamer. Enough to easily make outfits for the lizardfolk and a few others, though the woman could wear the jailer's outfit.
>>
No. 500680 ID: 6286bf

let them out of the cells and go fetch little miss bleeding heart while they change.
>>
No. 500686 ID: 8c4b01

Alright then lets just let everyone out we'll we're at it more bodies harder to get singled out. Now lets grab the goat and get... We did get detections on where she's at right?
>>
No. 500688 ID: 84b8a7

>>500676
They sound rational at least so I think freeing them shouldn't be too much of an issue for Rene. Getting a little posse together indeed might be useful to have. Still I believe that a smart idea might be to unlock their cells but see if they are willing to fake them still being locked in case a person walks past. That way they can easily escape or wait for him to come back, in which case he can get them all out together using some uniform disguises.

Get the location of Ellen from lizardman and go rescue her!
>>
No. 500692 ID: cff2a9
File 136356207369.png - (139.49KB , 951x708 , Magic West - 2 - 21.png )
500692

René unlocks the cells of the two, and the human woman has the jailer put in her cell.

The lizardfolk says that Ellen is being kept in the Giant detainment section, under watch in their interrogation room.

As the woman prisoner drags the jailer into her cell, she says that the door has a bell on the other side, so that giants can know when normal sized people are coming in. She suggests that René may want to stop that from ringing.

Will René be making an police uniform for the lizardfolk as well?
>>
No. 500693 ID: 84b8a7

Making a uniform for the Lizardman sounds like a good idea. You have plenty of Gossamer left for now and all this magical muscle building does you good. (Like drawing your creations will get better with practice.)

So there is a bell on the other side of a door, which we need to silence so that we can slip into the Giant Detainment section quietly(and out again). There are only two ways I can think to bypass it. One Rene very slowly opens the door just a crack so it doesn't strike back and forth then try to grab the clapper or melt it. Alternatively we go back out to the giant sized door and see if there is a way to sneak through there (possibly when its opened by a giant).

Rene feel free to ask the woman if there are any tricks she knows or alternative ways into the Detainment area.
>>
No. 500696 ID: 55d5a7

Just burn/laser cut along a horizontal line midway through the door, so that it becomes two doors on separate hinges, then just open the bottom door and squat through. Downside is that that's fairly visible. Best move: create a thin gossamer mirror and stick it under the door so you can see how much wiggle room we have with the bell. If it's far enough from the top of the door, we can melt it less conspicuously, or even stick some gossamered cotton wadding in there, which would probably be our least conspicuous move.

Also, yeah, make some uniforms for them.
>>
No. 500697 ID: 42f90a

Only give the lizard guy a uniform if he wants one. Also ask that one chick if she has any other helpful tips for us
>>
No. 500704 ID: 84b8a7

>>500696
That is very clever. I like the make a small door in the door idea but just make sure it won't cause more attention but doing this.
>>
No. 500717 ID: b33427

>>500696
>>500704
Or Rene could open the door just enough to reach around and grab the bell, like >>500693 suggested. No need to make things complicated or break things, yet. If it doesn't look like grabbing the bell is an option, then Rene can try something more complex. Just not trying to fire-cut the wooden door apart, since that'll generate a load of smoke. Even cutting the corner out so the bell doesn't hit it will make smoke, and be obvious to anyone who passes that something is wrong with the door.
>>
No. 500809 ID: 6286bf

yes.
>>
No. 500815 ID: 252e1b

>>500696
>even stick some gossamered cotton wadding in there
Bells are usually metal of some sort. Best to just heat the clapper enough to make it melt out, but leave the rest of the bell alone.
>>
No. 500817 ID: bf54a8

or you can just... hold the bell, with your hand.
also
>implying rene can melt metal in a timely fashion
>>
No. 500834 ID: ccb2c1

>>500817
>>500717
The trouble with that is that we don't know how big the bell is or how it's positioned. It could be positioned such that, if we open the door enough to reach in there, the bell will ring before we can even get our hands on it. That's why you should form a mirror to slide under the door to check except oh wait there'd be no angle from which to view the bell that way. Okay, other option: form a thin, light something, about the size of a nail file, but slimmer, and slide it along the top of the doorway until you bum into something. That something will be the bell. That'll help us a bit. If the bell is too close to the hinges, for example, we won't be able to get at it before it rings.
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