[X] Make a break for it. Drive the pig ahead of you, pick it up if you have to, and just run for the farm. The Huntsmen will be forced to break cover to keep up with you, and a river the size of the one you saw from the peak would be a much greater barrier to them than you. You can defend yourself and the pig for that long.
 
They must be experienced huntsmen
"I do hope those weren't Beacon graduates."

[X] Make a break for it. Drive the pig ahead of you, pick it up if you have to, and just run for the farm. The Huntsmen will be forced to break cover to keep up with you, and a river the size of the one you saw from the peak would be a much greater barrier to them than you. You can defend yourself and the pig for that long.
 
[X] Make a break for it. Drive the pig ahead of you, pick it up if you have to, and just run for the farm. The Huntsmen will be forced to break cover to keep up with you, and a river the size of the one you saw from the peak would be a much greater barrier to them than you. You can defend yourself and the pig for that long.
 
[X] Make a break for it. Drive the pig ahead of you, pick it up if you have to, and just run for the farm. The Huntsmen will be forced to break cover to keep up with you, and a river the size of the one you saw from the peak would be a much greater barrier to them than you. You can defend yourself and the pig for that long.
 
[X] Lay a trap and bait it with the pig. Conceptually you're a little... iffy on it, but logically speaking the idea is sound. The Huntsman you fought was clearly more concerned with the pig than with you, and you can't think of any situation in which a seer-pig is worth more gone than captured. Finding their quarry will make them drop their guard, and that's when you strike. Take them out once they've all shown themselves.

Big risk, big reward!
 
[X] Turn and attack. Take the fight to the Huntsmen, while they're still unsure what defeated their companion. Whatever covenant they forged with the darkness, you wield a weapon forged in turn to destroy it, you wield powerful magic, and you know their tricks now besides. The odds are in your favour.
 
Last edited:
[X] Make a break for it. Drive the pig ahead of you, pick it up if you have to, and just run for the farm. The Huntsmen will be forced to break cover to keep up with you, and a river the size of the one you saw from the peak would be a much greater barrier to them than you. You can defend yourself and the pig for that long.
 
*shakes fist angrily*

Cowards.
Never run, always fight! Punch 'em inna face!

[X] Turn and attack. Take the fight to the Huntsmen, while they're still unsure what defeated their companion. Whatever covenant they forged with the darkness, you wield a weapon forged in turn to destroy it, you wield powerful magic, and you know their tricks now besides. The odds are in your favour.
 
[X] Make a break for it. Drive the pig ahead of you, pick it up if you have to, and just run for the farm. The Huntsmen will be forced to break cover to keep up with you, and a river the size of the one you saw from the peak would be a much greater barrier to them than you. You can defend yourself and the pig for that long.

Come on, we're here on a mission, one where the cargo at risk is rather alike one of the major pillars of our own very society, and we're frankly both a bit green and kind of a coward to boot. We really shouldn't get in a fight with these people.
 
[X] Turn and attack. Take the fight to the Huntsmen, while they're still unsure what defeated their companion. Whatever covenant they forged with the darkness, you wield a weapon forged in turn to destroy it, you wield powerful magic, and you know their tricks now besides. The odds are in your favour.

Trap's risky but kinda too risky tbh, we don't have a good knowledge of their numbers and if we obviously restrain the pig (which is a bit of an asshole move to ye olde Disney waddles tbh) they'll know we're there and even if we somehow talk the terrified Hen-Wen into it it's pretty likely that at least a few will circle around or wait in reserve. They outnumber us, blend in pretty perfectly with the terrain, and it'd be all too easy for them to counter-attack and ambush us in turn and then we're kinda fucked fighting the others while one runs off with Hen-Wen.

But on a counterpoint running to the Farm itself is kinda dire, Anguis does its best work when it has the upper hand in terms of intelligence and...perspective I think? When they can watch without being watched. Scout without being seen. We got made when we stepped in to help Hen-Wen and if we run instead of trying to re-establish it we're kinda reduced to just doing our best to put distance between us. Buy space and buy time. We'll be at a pretty strong disadvantage, unable to effectively fight, and unable to make the best use of our skills.

Attacking plays more to our strengths I think. We let Hen-Wen go on ahead and buy time, we can vanish into the canopy more easily than a pig or leg it faster if we get fucked. We know their tools and their techniques, but they know jack and shit about us, all they know is that something picked off their friend. It'll probably make them move more cautiously, more slowly, and that works to our advantage too.

Also I just kinda like the idea that Aevum is sorta Nettled about being from the stealthy-snake-spy Union but on their first day on the job some random Darkness-creature trivially got the drop on them while distracted. So now there's a score to settle and something to prove.
 
[X] Turn and attack. Take the fight to the Huntsmen, while they're still unsure what defeated their companion. Whatever covenant they forged with the darkness, you wield a weapon forged in turn to destroy it, you wield powerful magic, and you know their tricks now besides. The odds are in your favour.

To be honest I would kind of like to run just because nobody ever runs from a challenge in a quest, but I am convinced by Tenfold's reasoning. Let's pick a fight because we've got a dumb score to settle about how sneaking up on people is our thing >:|

Also, the pig is very cute, but speaking as someone who never read the Chronicles of Prydain but has read a chunk of Welsh myth, things about this world are gonna bug me now, I can tell already. Wrassin frassin death gods always getting a bum rap, Arawn is a perfectly pleasant fellow, and I mean really, Annuvin? It's... Alright it's phonetically correct, but Anglicising the spelling like that gets on my tits something awful. If people can learn to pronounce Nietzsche and Tchaikovsky they can learn to pronounce Welsh properly!
 
@TenfoldShields and @Imrix are agreeing about a plan, well thats that then. But seriously the reasoning makes sense so .....

[X] Turn and attack. Take the fight to the Huntsmen, while they're still unsure what defeated their companion. Whatever covenant they forged with the darkness, you wield a weapon forged in turn to destroy it, you wield powerful magic, and you know their tricks now besides. The odds are in your favour.
 
Yeah, Turn and Attack is better than trying to trap them, because at least there's a slight but measurable chance that we find out how bad an idea fighting Huntsmen are with enough time to book it.

Trap them though only goes one way. They die in small amounts to empower the rest, and then we're fighting the god damn Hulk.
 
Turning and attacking is not the bandwagon we want here, folks. Even discrediting the OOC knowledge of just what on earth is going on with these hunters, to stand and fight against this mass has us matching their strength - numbers - with our weakness - personal combat prowess. They will surround us, they will sound the horns and bring an unknown number of forces down upon us, and we are simply not trained to protect ourselves and a VIP from a large group that's gunning for us both. We have magic, yes, and some minor skill at arms, but Keyblade Master we are not. We're a spy, not a soldier, and acting like we're something we're not is only going to result in failure and some very harsh lessons that might just smart heavily down the line.
 
[X] Turn and attack. Take the fight to the Huntsmen, while they're still unsure what defeated their companion. Whatever covenant they forged with the darkness, you wield a weapon forged in turn to destroy it, you wield powerful magic, and you know their tricks now besides. The odds are in your favour.
 
[X] Make a break for it. Drive the pig ahead of you, pick it up if you have to, and just run for the farm. The Huntsmen will be forced to break cover to keep up with you, and a river the size of the one you saw from the peak would be a much greater barrier to them than you. You can defend yourself and the pig for that long.
 
[X] Make a break for it. Drive the pig ahead of you, pick it up if you have to, and just run for the farm. The Huntsmen will be forced to break cover to keep up with you, and a river the size of the one you saw from the peak would be a much greater barrier to them than you. You can defend yourself and the pig for that long.
 
[X] Make a break for it. Drive the pig ahead of you, pick it up if you have to, and just run for the farm. The Huntsmen will be forced to break cover to keep up with you, and a river the size of the one you saw from the peak would be a much greater barrier to them than you. You can defend yourself and the pig for that long.
 
[X] Turn and attack. Take the fight to the Huntsmen, while they're still unsure what defeated their companion. Whatever covenant they forged with the darkness, you wield a weapon forged in turn to destroy it, you wield powerful magic, and you know their tricks now besides. The odds are in your favour.
 
[X] Make a break for it. Drive the pig ahead of you, pick it up if you have to, and just run for the farm. The Huntsmen will be forced to break cover to keep up with you, and a river the size of the one you saw from the peak would be a much greater barrier to them than you. You can defend yourself and the pig for that long.
 
Turning and attacking is not the bandwagon we want here, folks. Even discrediting the OOC knowledge of just what on earth is going on with these hunters, to stand and fight against this mass has us matching their strength - numbers - with our weakness - personal combat prowess. They will surround us, they will sound the horns and bring an unknown number of forces down upon us, and we are simply not trained to protect ourselves and a VIP from a large group that's gunning for us both. We have magic, yes, and some minor skill at arms, but Keyblade Master we are not. We're a spy, not a soldier, and acting like we're something we're not is only going to result in failure and some very harsh lessons that might just smart heavily down the line.

I mean there's nothing in the option about it being Aevum YOLOing into the enemy formation, metaphorical (or just gender neutral) dick out and screaming like Jenkins. It's literally just couched as "take the fight to them" and presumably Aevum, having a fairly good inventory of their skills and strengths and not being a complete moron for all that they're only sixteen, would elect to use the things they're best at in the manner they're most familiar with and, y'know, strike from stealth.

And there's also nothing about us taking Hen-Wen with us and, indeed, we probably shouldn't if we're going on the offensive. We tell the pig to go on ahead, they know where they're going, we'll buy time and space, get our bearings without having to, uh, piggybag a prophetic swine cross-country through unfamiliar terrain. You're acting like any confrontation with the Hunstmen will just leave us hardfucked and that feels like something of an exaggeration tbh? We owned the one sneaking up behind us with a few seconds of warning, they've got some nasty tricks but they're well within our skill range, and we've got a Keyblade and suite of spells that allows us to control distance and the flow of battle.

Also ngl kinda just panicking and running hard is the less interesting option from a character perspective, and definitely the more conservative one. The more ostensibly risk avoidant one for all that we're not going to be able to fight well or do our Assassin's Creed parkour thing well with a scared swine on our shoulders and that's two huge portions of our toolkit just gone.

Like I said. I really like the angle of Aevum just getting Actually Pissed Off that they got out-sneaked. It's a very superpowered teen ninja-wizard thing to be focused on and I like the hooks it has for development. And if Aevum bites off more than they can chew and gets smacked for it that's development too y'know?
 
This is a neat little quest. Hm.

Over time, I think I'm growing to really enjoy Aevum as a character. There's a slow, deliberate pacing to their thoughts that leads to the whole quest having a measured and even pace and tone that I really enjoy. The way that there's a lot of anxieties and self-doubt packed away at the edges of their mind, acknowledged but rarely focused upon, is another touch I enjoy- it's an ever-present aspect of the character, but it's one that doesn't demand attention all the time like many characters like this do.

We're still in the early stages of the quest, so it's hard to offer comments on the broad plot of the quest so far. I've played KHUX and the entire rest of the Kingdom Hearts saga, which gives me a lot of meta-knowledge I think a lot of people who haven't played one or both of those things don't have, so I've generally tried to abstain from voting or commenting much, but it's neat to see Zerban expanding on things the games never did, like how the Dandelions presented themselves when they weren't on the job.

Speaking of that; probably the most fun aspect of the quest so far is Ephemer. His character is really, really enjoyable- though I'm going to guess part of that is the limited exposure to him, which is something players should be careful to monitor, as a character like his could grow dull if players vote to include him too often.

He's just... Ephemer is a good egg. He's a good egg in KHUX, and he's an even better egg here. He's gentle, supportive and sweet- traits that you almost never see applied to male characters, even in quests on here, and it's really nice to see a male character who acts as the emotional backbone of the work. He's my favourite character in the quest so far (although he's one of the only two characters of note)- standing ahead of Aevum, which is a little surprising because I do actually like Aevum.

There's not much more I can say yet, really. The quest is still establishing itself, and until there's a bit more going on I don't think I have too much more to say. What's here so far is very neat, though, and I'm enjoying it a lot.
 
I voted for the farm with the intention of bonking someone on the head with a giant key and by god I'm gonna do it.

[X] Turn and attack. Take the fight to the Huntsmen, while they're still unsure what defeated their companion. Whatever covenant they forged with the darkness, you wield a weapon forged in turn to destroy it, you wield powerful magic, and you know their tricks now besides. The odds are in your favour.
 
[x] Just take the pig and return to the citadel.

I mean, she thinks the pig is the artifact yeah? Soo, why stick around instead of calling it job done and recommending a reconnaissance in force when we return?
 
Back
Top