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Before the green garbed hero arrived, before the princess’s power arise, before the blade of evils bane, before the kingdom of Hyrule waned, there were kings and queens, soldiers and spies, all battling to keep the kingdom alive. They fought the king of evil’s might, but were all cast down into deepest night. Without their bravery no land would there be, for the hero in green to have set free. So come all ye listeners and harken to me, while I spin thee a tale about the heroes in mail. The common solider whose blood was spilled, to buy time for the hero with the iron will.

Previous Threads: https://suptg.thisisnotatrueending.com/qstarchive.html?searchall=The+Fall+of+Hyrule
The neighborhood around Madame Ith's had changed very little since you last saw it. The same rundown buildings the same muddy streets, but this time the air around the place is less one of general shoddiness and possible criminality and more one of ominous suspense, like at any moment a gang of thugs walk out of one of the shaded alleys and kill you for simply walking down their street. You make your way to the door of Madame Ith’s and knock cautiously on its worn wood surface. There is no response. You knock again and you hear the shuffling of feet and the creek of wooden floor boards, then a voice calls out from beyond the door.

"Sorry dear but we're closed for the duration of the occupation come back later." You recognize the voice as Madame Ith's but it lacks the cheer and seduction it had when you first met her.

"Madame Ith please open up it's me Matthias, Jozoll's friend." You beg.

There is a pause and then the shifting of locks and bolts. Then the door opens a crack to reveal half of Madame Ith's face. She examines you critically up and down for a moment, before recognition dawns on her face and she ushers you inside before closing and locking the door behind you.

"Ohh deary it's good to see you again." Madame Ith says sweeping you up in a big hug and clutching you close to her bosom. " I feared the worst had happened to you when the Gerudo attacked and wiped out the city guard. Jozoll said you were assigned to the castle the day of the attack and since no one but the Gerudo have come out of there we thought-” At the mention of Jozoll's name, you free yourself from madame Ith's smothering embrace and splutter "Jozoll's alive?"

" Why yes dear he came here the night of the attack he was badly hurt and we looked after him while he healed."

"Is he here now?"

" No, He only comes here occasionally, he was here two days ago, but I haven’t seen him since” Madame Ith leans close and whispers to you conspiratorially. “Apparently, he’s joined some sort of resistance group. He said the less we know about it the better."
>>
>>5694766

You relax slightly with the knowledge that Jozoll survived the initial attack, although the fact that he joined a resistance group doesn't mean he's safe. Shunting those thoughts to the side, you come to the real reason you came here. "Madame Ith I need a favor..." You explain to her some of the details of your mission, mainly that you need to get a message out of the city and to the Prince's forces and that you'll need a place to stay while you figure out how to slip past the Gerudo.

Madame Ith frowns at your words and sighs heavily when you finish “I don’t know if I can let you stay here dear. If you were just stay for a night or two, I might be able to help you, but I can’t let my house become a hideout for anything criminal, even if it’s for a just cause. I have my girls to look after and I don’t need you coming and going at odd hours of the day to snoop around the Gerudo and draw their suspicion here” While Madame Ith’s tone is regretful her words sink your heart like a stone. If she won’t let you stay here your options for a place to stay will be rather limited.

With desperation fueling your next words you urge Madame Ith to reconsider.

>Okay I need a 1d100 from three anons

> Base DC 35
> 3 Wisdom +15 DC
> Friend of a Friend + 5 DC
>Sympathetic Cause + 10 DC
> Total DC 65

0 Passes = Madam Ith puts her foot down, you’re allowed to stay the night, but no longer.
1 Passes = Madam Ith is willing to give you three days, but no more.
2 Passes = Madam Ith will let you stay for as long as it takes for you to escape the city.
3 Passes = Gracious host that Madam Ith is, she will let you stay for as long as you like and will even throw in her business services as a bonus (At the end of each day you will be able to select a buff for the following day).
>>
Rolled 12 (1d100)

>>5694769
>>
Rolled 49 (1d100)

>>5694769
>>
Rolled 89 (1d100)

>>5694769
>>
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>>5694769

>>5694783
>>5694784
>>5694789

>2 Passes = Madam Ith will let you stay for as long as it takes for you to escape the city.

"Please Madam Ith it shouldn't take me too long to get out of this city, and I'll be very careful coming and going no one will ever know that you helped me you have my word. Besides I was hoping to see Joz again, and since you said he visits here, staying would be my best chance to see him again. Please Madam Ith."

Madam Ith's lips work hard trying to maintain a stony face, and her hands are gripped white knuckled to her skirt as she listens to your plea. Finally she sighs deflating somewhat, " All right I can't say no to a friend in need you can stay here for as it takes, just make sure that you bring no trouble to my door, am I understood?"

"Yes Madam I promise not to bring harm to this place,"

"Good, I have a spare room you can use."

Madam Ith shows you to the room, it's rather simple, but the bed is comfortable and you should be safe here while you plan your escape you thank Madam Ith profusely and tell her to let Joz know you're alive should he return while you're gone. You then depart for the blacksmith hurrying to use the last few hours before curfew sets in to get some equipment.

You turn the corner onto the street where the blacksmith's shop is, but immediately have to step back around the corner as two Gerudo hauling a wagon full of crates trundles down the street. As they pass by, you notice that their cargo looks awfully similar to the shipment of equipment you and Joz picked up for the garrison. You wait until the guards are fully out of sight before heading into the blacksmith shop inside. You hear the clanging of metal and the grind of steel on stone. The blacksmith is hard at work banging the dents out of some armor that is obviously of Gerudo make. While his apprentice sharpens a simitar on a grindstone. Neither of them notices as you enter the shop and you have to shout to catch the attention of the apprentice who stands up from the grindstone approaches you without setting down the scimitar.

"Sorry sir, but we're not taking any new business at the moment, the Gerudo have conscripted us until further notice."

You'd suspected as much when you saw the cart full of gear, but having the blacksmith's apprentice confirm that they're working for the Gerudo sinks your initial thought of just asking politely or paying for some simple equipment.

> If the blacksmith is working for the Gerudo then he’s unlikely to be willing, or able to help you, you’ll have to find another source for equipment.
> If he’s been conscripted by the Gerudo then that makes the blacksmith and his equipment Gerudo property, which would mean taking a few things from his storehouse wouldn’t technically be stealing, Right?
> Even if he’s working for the Gerudo for the moment, the blacksmith is still Hylian and you might just be able to barter or cajole the gear you need out of him yet.
>[Write-in]
>>
>>5694831
> If the blacksmith is working for the Gerudo then he’s unlikely to be willing, or able to help you, you’ll have to find another source for equipment.
Best not to try it
>>
>>5694831
> Even if he’s working for the Gerudo for the moment, the blacksmith is still Hylian and you might just be able to barter or cajole the gear you need out of him yet.
Where is your pride, smith??
>>
>>5694831
>> If the blacksmith is working for the Gerudo then he’s unlikely to be willing, or able to help you, you’ll have to find another source for equipment.
>>
>>5694831
>Even if he’s working for the Gerudo for the moment, the blacksmith is still Hylian and you might just be able to barter or cajole the gear you need out of him yet.

I'm temped to just take what we can but we shouldn't draw any unnecessary attention to ourselves
>>
>>5694831
> If the blacksmith is working for the Gerudo then he’s unlikely to be willing, or able to help you, you’ll have to find another source for equipment.
>>
>>5694831
> Even if he’s working for the Gerudo for the moment, the blacksmith is still Hylian and you might just be able to barter or cajole the gear you need out of him yet.
>>
Rolled 2 (1d2)

Looks like we have a tie, let's see who the dice gods favor

1
>>5694861
>>5694916
>>5695073
> If the blacksmith is working for the Gerudo then he’s unlikely to be willing, or able to help you, you’ll have to find another source for equipment.

2
>>5694894
>>5695072
>>5695087
> Even if he’s working for the Gerudo for the moment, the blacksmith is still Hylian and you might just be able to barter or cajole the gear you need out of him yet.
>>
>>5695664

“I wish to speak to your master, boy.” You say, even though the apprentice looks fifteen and you’re barely nineteen.

“Sorry sir, but my master is not to be disturbed, the Gerudo’s orders are our top priority and my master must keep working if we are to fulfill them on time.”

“I understand that, but my own needs are critical as well and they shouldn’t take much of your master’s time. Now please I must speak with your master as time is short and he needs to know of the urgency of my request.”

The boy gives you a sour look, but shrugs his shoulders and responds “Very well sir, before turning and fetching his master.

How do you convince the Blacksmith to aid you:
>Appeal to his pride as a Hylian and persuade him that it is his duty and, in his interest to aid you.
>Offer a trade for his services, while you don’t have money, there must be something he needs done that you can do in exchange for some equipment.

How much do you reveal of your mission:
>Reveal nothing, you are simply a fellow Hylian in need of a weapon to defend yourself.
>Tell the smith that you’re a (former) member of the city garrison and that you need equipment to escape the city.
>Show the blacksmith your letter from captain Laro and explain that you’re on a mission to escape the city and bring word to the eldest prince.
>>
>>5695722
>Appeal to his pride as a Hylian and persuade him that it is his duty and, in his interest to aid you.
>Reveal nothing, you are simply a fellow Hylian in need of a weapon to defend yourself.
>>
>>5695722
>>Offer a trade for his services, while you don’t have money, there must be something he needs done that you can do in exchange for some equipment.
>Tell the smith that you’re a (former) member of the city garrison and that you need equipment to escape the city.
>>
>>5695722
>Appeal to his pride as a Hylian and persuade him that it is his duty and, in his interest to aid you.
>Show the blacksmith your letter from captain Laro and explain that you’re on a mission to escape the city and bring word to the eldest prince.
>>
>>5695722
>Offer a trade for his services, while you don’t have money, there must be something he needs done that you can do in exchange for some equipment.
>Reveal nothing, you are simply a fellow Hylian in need of a weapon to defend yourself.
There's a risk he'll tell the Gerudo I think if we tell him.
>>
>>5695839
>There's a risk he'll tell the Gerudo I think if we tell him.
My fears exactly, which would in turn endanger not just our mission but Ith and her girls.
>>
>>5695722

>Offer a trade for his services, while you don’t have money, there must be something he needs done that you can do in exchange for some equipment.
>Reveal nothing, you are simply a fellow Hylian in need of a weapon to defend yourself.
>>
>>5695722

>Offer a trade for his services, while you don’t have money, there must be something he needs done that you can do in exchange for some equipment.
>Reveal nothing, you are simply a fellow Hylian in need of a weapon to defend yourself.

> A 1d100 from three anons

> Base DC 30
> 3 Wisdom +15 DC
> Exchange Offered + 10 DC
> Shady Character - 10 DC
> Total DC 45

0 Passes = The smith denies your request and will make note of you to the Gerudo.
1 Passes = The smith declines to help, but will make no mention of your visit to the Gerudo.
2 Passes = The Blacksmith will help equip you in exchange for a favor.
3 Passes = Should you do as the smith asks he will let you have whatever you want from his storehouse.
>>
Rolled 68 (1d100)

>>5696332
>>
Rolled 39 (1d100)

>>5696332
>>
Rolled 54 (1d100)

>>5696332
>>
>>5696377
>>5696392
>>5696394
Dangit. Might need to just steal fro this ass.
>>
>>5696399
Good way to get on the smith's shitlist and be found out by the gerudo
>>
>>5696441
Later, when he doesn't know it's us.
>>
>>5696332

> 1 Passes = The smith declines to help, but will make no mention of your visit to the Gerudo.

You don't hear what the apprentice says to his master but with a final loud clang that pops the dent out of the piece of armor, the blacksmith sets his hammer down and marches over to you.

"What is it you want? I'm very busy at the moment as I'm sure my apprentice told you." The blacksmith says indignantly.

" I am aware of your situation master blacksmith, But I am in need of a weapon and some armor."

"Oh, a weapon and some armor is that all you need your lordship." the smith says words dripping in sarcasm. " And what is it you plan to do with them stranger?"

"I only wish to use them for self defense master smith, these are dangerous times and a man has to be able to protect himself." now comes the hard part you tell yourself preparing your next words carefully. "I know money must mean very little to you now that the Gerudo have taken over but I am a resourceful man and can pay you back in other ways." You offer.

The smith let's out a wearisome sigh and wipes his brow with his hand. " Listen son, I don't like working for the Gerudo but right now they are the ones in charge. Getting a weapon and trying to fight them alone is just going to get you killed. Now I won't mention to the Gerudo that a young boy came through looking for weapons, As long as you'll promise me you'll go home and stay home until the occupation is over, Okay?"

You want to say more, that you're not some kid just looking for a fight that you're on an important mission from the prince and you need the equipment to escape, But you can already see the smith has made up his mind, so you bite your tongue and nod.

"Good now go home I've got to finish fixing this armor for the Gerudo." The smith turns back to his work and you exit his forge pondering your next move.


> If the smith isn't going to give you a weapon you'll just have to take what you want from his store house

> Since the smith is a no go, it looks like you'll have to acquire what you need from the Gerudo themselves. It's time to make a stop at the old garrison to see if you can get some gear out of the armory.

> It looks like you won't be getting your equipment today. It's time to move on and perform an examination of the Gerudo's defenses, you've got to find a way past them and out to the prince's forces.

> it's been a long day and this disappointment with the blacksmith has left you drained. You should head back to Madam Ith's and prepare for tomorrow. Besides the curfew is about to start and you don't want to be caught out on the streets.
>>
>>5696467
>> It looks like you won't be getting your equipment today. It's time to move on and perform an examination of the Gerudo's defenses, you've got to find a way past them and out to the prince's forces.
>>
>>5696467
> It looks like you won't be getting your equipment today. It's time to move on and perform an examination of the Gerudo's defenses, you've got to find a way past them and out to the prince's forces.
>>
>>5696467
> It looks like you won't be getting your equipment today. It's time to move on and perform an examination of the Gerudo's defenses, you've got to find a way past them and out to the prince's forces.
>>
>>5696467
>It looks like you won't be getting your equipment today. It's time to move on and perform an examination of the Gerudo's defenses, you've got to find a way past them and out to the prince's forces.
>>
>>5696467
> If the smith isn't going to give you a weapon you'll just have to take what you want from his store house
>>
>>5696467
> It looks like you won't be getting your equipment today. It's time to move on and perform an examination of the Gerudo's defenses, you've got to find a way past them and out to the prince's forces.
>>
>>5696467
>It looks like you won't be getting your equipment today. It's time to move on and perform an examination of the Gerudo's defenses, you've got to find a way past them and out to the prince's forces
>>
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>>5696467

>>5696470
>>5696472
>>5696480
>>5696486
>>5696805
>>5696846

Putting your disappointment with the smith behind you, you head for the walls in the hopes of finding a way to get past the Gerudo and deliver you Laro’s message to the prince. By now the sun is beginning to dip below the buildings and wall of the city. Long shadows stretch across the city and the narrower alleys and streets are plunged into darkness. Normally, taverns and innkeepers would be lighting lanterns, or setting out torches in anticipation for the night’s festivities, but now the few people you meet on the street hurry to make their way indoors before the curfew sets in. Knowing this you hurry as best you can to the nearest section of wall.

The wall itself is solidly built of neatly cut and assembled blocks of stone. It's smooth surface and 20-foot height making it impossible to scale without special tools or a ladder. Atop the wall Gerudo sentries patrol, looking out for approaching threats both outside and inside the city. At first glance they appear alert, with most of them equipped with bows of both Gerudo and Hylian make as well as a few carrying crossbows, no doubt taken from the armory. As you watch they begin to light fires in preparation for the night's watch.

While formidable, as a member of the city’s garrison, you know that the wall is not impervious. It took a lot of people to man the wall and that was in peacetime with a skeleton crew it is no doubt difficult for the Gerudo to maintain a full guard at all hours of the day there's got to be a less defended area or a gap in the guard shifts that you could exploit to make your way over the wall. Failing that you could always try to find a less than carefully watched sally port or drainage culvert to slip through and make your escape. And as a last resort you could try to fight your way out of one of the main gates, assuming you could best the guards and open it before reinforcements arrived.

>Pick a spot to hide and observe the sentry's patrols. Going over the wall, maybe your best chance at the moment.
>Search the wall for an unwatched culvert or sally port, they’re the best way to get out undetected.
>Have a look at the main gate and gauge the strength of its defenders, if you’re going out the front, you’ll want to know what you’ll be facing.
>[Write-in]
>>
>>5697056
No way we'll get through a sally port or the main gate so
>Pick a spot to hide and observe the sentry's patrols. Going over the wall, maybe your best chance at the moment.
>>
>>5697056
>Search the wall for an unwatched culvert or sally port, they’re the best way to get out undetected.
I mean, we may know those weak-points better than those who only recently invaded and occupied the city, and took a very direct and confrontational route to do so.
>>
>>5697056
>Search the wall for an unwatched culvert or sally port, they’re the best way to get out undetected.
>>
>>5697056
>>Search the wall for an unwatched culvert or sally port, they’re the best way to get out undetected.
>>
>>5697056
>Pick a spot to hide and observe the sentry's patrols. Going over the wall, maybe your best chance at the moment.
>>
>>5697056
>>Search the wall for an unwatched culvert or sally port, they’re the best way to get out undetected.
>>
>>5697056

>>5697075
>>5697100
>>5697135
>>5697219

As you know the layout of the wall pretty well you know where to look to find the culverts and sally ports. This roll is more to determine whether you are caught while snooping around.

1d100 from three anons

> Base DC 65 (Growing Dark)
> 3 Wisdom + 15 DC
> Familiar Terrain + 10 DC
> 4 Enemy Wisdom - 20 DC
> Total DC 70

0 Passes = Your focus on the wall leads you to bump right into a Gerudo patrol.
1 Passes = Your wandering is noticed by a patrol before you spot an opening, you escape but the Gerudo will be more alert should choose to continue looking.
2 Passes = You find what you're looking for and are gone before anyone sees you.
3 Passes = Not only do you spot a useable escape route undetected, but you also witness something interesting.

Update in a few hours, after I get off work.
>>
Rolled 2 (1d100)

>>5697545
>>
Rolled 9 (1d100)

>>5697545
>>
Rolled 81 (1d100)

>>5697545
>>
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>>5697545

>>5697547
>>5697551
>>5697554

> 2 Passes = You find what you're looking for and are gone before anyone sees you.

Charging one of the main gates is suicide and trying to go over the wall has the risk of you either falling or being caught in the middle of scaling. You decide that slipping out through a sally port or through a drainage culvert would be your best chance for escape.

The goldish orange of sunset fades into the dark blue and purple hues of night and you make your move. Skirting as close to the buildings as you can you search the wall for the places you know there to be sally ports and tucked away culverts. The first sally port you come across has a guard station directly in front of it, looking bored but still in your way. You shift down to find a drainage culvert but this one is tiny only large enough for a mouse to enter. You move further on, but have to duck into the nearby side streets as a patrol marches past jabbering at each other in Gerudo. You wait for them to pass before you continue on.

You pass four more culverts that are either watched or too small to pass through and one more Sally port that has a guard stationed in front of it, until you finally stumble upon what you're looking for. There tucked between where the wall meets a turret you find an unguarded Sally port hidden in the shadow of the tower. Checking carefully for guards you slip out away from the buildings and reach the shadowed sally door. You test its crossbar and find it sturdily affixed across the sally door with nails. You'd hoped it had been left unblocked but this outcome was not unexpected. Making note of where the door is located you slip back into the shadows near the buildings across from the wall. You go down a little further and near a dip in the ground you find a culvert much larger than the others you steal towards it and get down to your hands and knees. The drain is just large enough to fit you, but it is blocked by a metal grate, a quick test of the bars finds them to be quite study. Yet another obstacle in your path, but with the discovery of these two possible exits, you feel secure in your chances of escape.
>>
>>5697747

Stealing back into the streets of the city. You take stock of your situation. You have 2 good avenues of escape now but it will require some work in order to use them. To get through the sally door, you need either an axe to chop through the crossbar, or some kind of prybar to remove the nails and slide the cross bar out of the way. As for the culvert you would need some sort of heavy hammer to knock out the grate or some kind of file or cutter to clip out the bars. Shopping list assembled; you prepare to move on to your next task. Visiting the grave keeper but the only reason you were going to visit him was to check to see if Joz was among those killed in the initial attack but with madame Ith's confirmation that he indeed survived, your purpose for going is gone.

You’ve a few hours left before you need to rest. You could still do something although you'd have to continue to dodge patrols to do so.

> Call it a night and head back to madam Ith’s, tomorrow is likely to be a long day.
> Visit the grave keeper anyway, even if you’ve no need to check for bodies he might have one of the tools you need.
> Since night has come, now might be your best chance to swipe something from the smithy, even if you can’t recover a weapon or armor, his forge is likely to have the tools you’ll need to make your escape.
> Try to infiltrate the garrison and access the armory you know the place pretty well and the guard might be lighter at night.
> [Write-in]
>>
>>5697748
> Call it a night and head back to madam Ith’s, tomorrow is likely to be a long day.
>>
>>5697748
> Call it a night and head back to madam Ith’s, tomorrow is likely to be a long day.
Let's not get ahead of ourselves.
>>
>>5697748
> Visit the grave keeper anyway, even if you’ve no need to check for bodies he might have one of the tools you need.
>>
>>5697748
> Call it a night and head back to madam Ith’s, tomorrow is likely to be a long day.
>>
>>5697748
>Call it a night and head back to madam Ith’s, tomorrow is likely to be a long day.
>>
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>>5697748

>>5697785
>>5697793
>>5697806
>>5697896

You return to madame Ith’s slinking through the side streets and alleys of the town, easily avoiding the torch carrying Gerudo patrols. Knocking on madam Ith’s door as quietly as you can, you whisper loudly. "Madam Ith it's Matthias, I'm back." There is the slide and click of locks being removed and madame ith's face appears illuminated by the light of a lantern in the crack of the door. She glances at you then peeks her head out of the door, scanning the dark street behind you. Once she is satisfied that you weren’t followed, she quickly ushers you inside and locks the door.

The place is dark except for the lantern that madam Ith carries. She guides you over to a table laid with bread and cheese. "You've come back awfully late dear I was beginning to worry." Madam if says genuine concern filling her voice.

"Sorry, but I needed it to be dark to do some scouting."

Madam Ith nods understanding, but still worried as she pulls up a chair and sits next to you while you hungrily tear into the food.

"You know dearie you never did say how you ended up on my doorstep. The way we heard it out here, everyone in the castle either died, or escaped with the crown prince. Just what happened in the castle and how did you make it out?"

You tell madam Ith the events of that day from your perspective around mouthfuls of food. Starting from the attack in the throne room, to your capture in the library, and ending with your faked death and escape.

Madam Ith listens attentively to your story until you recount your prayer to the goddesses for aid. While you had told this same story to captain Laro, you’d skimmed over this bit in the interest of giving him an accurate report. Now though you tell the tale more thoroughly. Madam Ith makes a three fingered gesture in a silent prayer. “Truly you’re blessed by the goddesses,” she remarks “To have your prayers answered in such a manner.” Madam Ith frowns mirroring your own expression “What do you not believe in the goddesses?”

“I…” No one had ever asked you the question straight out before, as a hylian, you have an ingrained respect for the goddesses and had been raised in their beliefs, but as whether you personally believe in them well…

> You do believe in the goddesses; they created this land and all that dwells in it and their power saved you that day.
> You do not believe in the goddesses. You’d been told stories of the goddesses since you were young, but they’re just fairy tales to you now. A surge of adrenaline and a stubborn will to survive saved you that day, not the goddesses.
> “Do you believe in the goddesses madam Ith?” you avoid the question. You’re not sure what happened the day in the castle, your desperate prayer to the goddesses could have been what saved you, but people under duress have done strange things before.
>>
>>5698627
> You do believe in the goddesses; they created this land and all that dwells in it and their power saved you that day.
>>
>>5698627
> You do believe in the goddesses; they created this land and all that dwells in it and their power saved you that day.
>>
>>5698627
> You do believe in the goddesses; they created this land and all that dwells in it and their power saved you that day.
I mean, they actually do exist in the Zelda series unless they aren't actually real in this setting.
>>
>>5698627
>You do believe in the goddesses; they created this land and all that dwells in it and their power saved you that day.
>>
>>5698627
> “Do you believe in the goddesses madam Ith?” you avoid the question. You’re not sure what happened the day in the castle, your desperate prayer to the goddesses could have been what saved you, but people under duress have done strange things before.

>>5698717
I think it's more that we live in an age where they, and magic, are less-than-active in everyday affairs.
>>
>>5698627
>> You do believe in the goddesses; they created this land and all that dwells in it and their power saved you that day.
>>
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>>5698627

"I do believe madam Ith, that day was the first time I’d ever truly felt their presence. My mother had me make prayers almost every night of my childhood, but on that day when I made those fervent pleas. I felt the hands of the goddesses lift me from that stake and push me onward. For what purpose? I don't know, I failed to find the princess or the prince again and I was beaten down by a Gerudo mere minutes later and taken captive. Only then to be set free captain Laro and tasked with an important mission. Whatever they have planned for me it isn't simple, I know that much."

Madam Ith smiles warmly at your statement. " The path the goddesses lay before us is almost never straight. It is full of twists and turns dead ends and falls but in the end if you stay true to the goddesses and their vision you'll always end up where you need to be. I know that better than anyone. In my life I've been a simple village girl, a mother of three, a destitute widow, a thief, and a bandit. Now I run a bath house. I'm a prime example of how twisted life's path can be."

You are stunned to hear madam Ith rattle off all of those things as if they were nothing. Mother, widow, thief? Clearly her life has been quite the journey.

“You don't look like you believe me.” Madam Ith laughs “But I have the wisdom, wrinkles, and the scars to prove it." She says rolling up one of her sleeves to reveal a nasty scar running the length of her forearm. “But that is a tale for another night you finish your supper and get some rest.” Madam is covers the scar once again, stands up and heads off into the dark corridors of the bathhouse leaving you to wonder just what Madam Ith had seen in her life.


The new day dawns and you awake refreshed from your first night in an actual bed since you were captured. You eat the simple breakfast that madame Ith prepares and plan your next steps.

> Find Joz and see if he can aid you in your escape.
> Now that you have an escape route it's time to gather the tools for your escape. While the blacksmith would give you weapons he might just give you tools.
> If you're going to get out of the city you'll need money. Whether for bribes, hired hands, or gear you'll need it and lack of it thus far has been a major issue.
> [Write in]
>>
>>5699294
> Find Joz and see if he can aid you in your escape.
>>
>>5699294
> Find Joz and see if he can aid you in your escape.
>>
>>5699294
>> Find Joz and see if he can aid you in your escape.
>>
>>5699294
> Find Joz and see if he can aid you in your escape.
>>
>>5698717
To answer your question >>5698752 has the right of it. Throughout Hylian history the goddesses have only really made their presence known during the dark days of the hylian people to empower, or enlighten the hero. Some would argue that the goddesses don't really exist and that they are merely a mythological convention of storytellers of the past.

As for magic it is quite limited (even in the games few people actually perform pure magic and most often it is bestowed on them by a magical creature, the goddesses, or an artifact) most people that live in hyrule and in the world in general will never witness magic themselves, but there always a few stories told by travelers and adventurers of magical creatures both malevolent and benign.
>>
>>5699294
>Find Joz and see if he can aid you in your escape.
>>
>>5699294
> Find Joz and see if he can aid you in your escape.

>>5699304
Huh, interesting. So I'm guessing things like fairies aren't as common?
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>>5699294

>>5699297
>>5699301
>>5699302
>>5699303
>>5699391
>>5699427

You hadn't seen Joz since the day you went to the castle and his well-being had been a constant concern since the Gerudo takeover. You were relieved to find out that he had survived from madam Ith and now it is time to reunite with your close friend and comrade in arms. Starting with your most likely lead, you ask madam Ith over breakfast if she knows where Joz and the resistance meet.

" I don't know where they actually meet but Jozoll isn't exactly tight-lipped about what he’s been doing while he's here. From what he's told me I would guess that they meet somewhere in this part of town. He said that they are always looking for new members so you could try wandering around hoping that the right set of ruffians picks you up or if you want my advice, you might try hanging around the lesser patrolled parts of town Jozoll said that they're always looking to pick a fight with the Gerudo and 'thin their numbers' he said you might start there."

With madam Ith's advice in hand you say farewell to Ith and her girls and leave the bathhouse to start your search for Joz

> If the resistance is looking for members then a trip through the slums and a visit to a local alehouse might be in order.
> Madam Ith's advice is sound you'll hang out in the thinly patrolled areas and wait to see if the resistance comes to harass the Gerudo.
> Subtlety is for those who have time to waste and you do not. Start questioning everyone you meet in the slums about where the resistance meets, you'll either find them or they'll find you.
> [Write In]
>>
>>5699935
> If the resistance is looking for members then a trip through the slums and a visit to a local alehouse might be in order.
avoid danger
>>
>>5699427

Yes fairies are rare but not unheard of, those who see them are considered blessed by them or just plain lucky. (think wishing on a shooting star)
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>>5699935
> Madam Ith's advice is sound you'll hang out in the thinly patrolled areas and wait to see if the resistance comes to harass the Gerudo.
>>
>>5699935
> Madam Ith's advice is sound you'll hang out in the thinly patrolled areas and wait to see if the resistance comes to harass the Gerudo.
Although going to bars might help us find Joz, since I remember him preferring to hang around those areas.
>>
>>5699935
>> Madam Ith's advice is sound you'll hang out in the thinly patrolled areas and wait to see if the resistance comes to harass the Gerudo.
>>
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>>5699935

>>5699942
>>5700033
>>5700266

Following madam Ith's advice, you head out of the slums and towards the better part of town. The Gerudo don’t seem to patrol the slums or anywhere really, outside of main thoroughfares to the castle and along the perimeter of the wall. So, you end up pretty close to the main square and market before you finally spot a patrol of enemy guards on edge. They move in a quick step, their heads on a swivel searching for threats. You carefully stalk them as best you can hoping and waiting for the resistance to make a move, but the patrol re-enters the main part of town without so much as a glimpse of a resistance member this might take longer than you first believed.

Okay and anons let's see if you can remain hidden while waiting for something to happen, I need a d100 from 3 people.

> Base DC 60 (Easy to Hide Terrain/ Alert Enemy)
> 3 Wisdom +15 DC
> 4 Enemy Wisdom - 20 DC
> Total DC 55

0 Passes = You are found out by a Gerudo patrol and cornered, you have some explaining to do.
1 Passes = The Gerudo find and approach you. The resistance arrives in time to intervene, but you find yourself unarmed in the middle of the melee.
2 Passes = You remain hidden until a small patrol of Gerudo is ambushed by the resistance.
3 Passes = Your good postion before the ambush allows you to provide some aid to the attacking resistance members.
>>
Rolled 60 (1d100)

>>5701083
>>
Rolled 17 (1d100)

>>5701083
>>
Rolled 42 (1d100)

>>5701083
>>
Rolled 16 (1d100)

>>5701084
>>5701090
>>5701114
Dangerous and suboptimal as this outcome may be, it's honestly one of the most narratively-compelling possible results we could have got.
>>
>>5701121
Woops, ignore accidental roll
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>>5701121
Wait, I thought we got 3 passes? Or is it over the DC instead of under for a pass?
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>>5701129

The system is roll under, you got 2 passes, congratulations
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>>5701083

>>5701084
>>5701090
>>5701114

> 2 Passes = You remain hidden until a small patrol of Gerudo is ambushed by the resistance.

You spend the better part of the day following around and Gerudo patrols until at last sometime in the early afternoon, it happens. A small patrol of three guards heads down one of the side streets. as they come to an intersection the first enemy in the formation gets pelted by a rock soon all 3 are pelted with rocks and other throne debris punctuated by the *click* and *thwack*of a crossbow firing. One of the Gerudos falls to her knees clutching a crossbow bolt buried to the fletching’s in her gut. The other 2 bruised and dazed by the barrage of thrown projectiles turn to face the alley on either side. From both alleys pour fourth Hylians of varying ages shouting a battlecry and carrying improvised weapons of all sorts. Broken chair legs and broom handles sharpened into spears. Kitchen knives, hatchets, and axes used for chopping wood. Only one of them seems to be carrying an actual sword and none of them seem have a scrap of armor. The enemy stand their ground bravely around their fallen the sister but their bravery only leads to their deaths. the two Gerudo still standing managed to thrust their spears out and are rewarded with cries of pain from a Hylian each, but they are soon overwhelmed swept away in a human wave, tackle to the ground, and bludgeoned and stabbed repeatedly until even their corpses stop twitching. You try to spot Joz in the shifting crowd, but to no avail. With the enemy dead the resistance members melt away as quickly as they had appeared, leaving one of their own dead behind with the enemy although one of them appeared to be injured and was being helped along by two of his fellows.

> Tail the party helping the injured man. If they think they’re alone, they might just lead you back to their hideout.

> Assist the two with the injured man. Helping them would certainly improve their opinion of you, although they might be weary of a stranger's help.

> Check the bodies of the Gerudo they may have something on them you can use.
>>
>>5701153
> Assist the two with the injured man. Helping them would certainly improve their opinion of you, although they might be weary of a stranger's help.
I can't help but wonder if we had chosen to be incredibly racist would help convince people that we are against the Gerudo.

When does the crit perk from last thread come into play?
>>
>>5701154

The crit perk will apply when you're doing a check to spot or notice someone or something, so far you've just been trying to keep hidden while investigating things. What your looking for is easy enough to find, its not getting caught looking that is the risky part.
>>
>>5701153
>> Check the bodies of the Gerudo they may have something on them you can use.
>>
>>5701153
> Assist the two with the injured man. Helping them would certainly improve their opinion of you, although they might be weary of a stranger's help.
>>
>>5701153
>Check the bodies of the Gerudo they may have something on them you can use.
>>
>>5701153
> Assist the two with the injured man. Helping them would certainly improve their opinion of you, although they might be weary of a stranger's help.

>>5701154
Interestingly enough in this instance being racist against the Gerudo would've made sense, since they're a conquering force and all that.
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>>5701153

>>5701154
>>5701158
>>5701184

You pass by the mutilated Gerudo corpses and consider checking them for something useful, but the three Hylians are moving faster than you thought and you hurry to catch them.

"Hang on Ujal we'll get you out of here, just hang on." One of the men says supporting him down the alley.

“Need a hand?” you ask as the trio reached the mouth of the alley and one of them stops to check around the corner.

He stops and spins around raising a chair a leg ready to strike “Who are you?” he barks.

“A friend you,” respond approaching them more slowly now. “It looks like you need a hand.”

“We're fine stranger, this is none of your business. Walk away and pretend you didn't see anything.”

“Look your friend is dying and if doesn't get help soon he won't make it. You can't help him and scout for danger at the same time. If you let me lend a hand, you’d make it there faster.” You say taking another step forward but the man raises his club threateningly.

“Don't move” he says a little less convincingly this time. He shoots a glance towards the man called Ujaul and the man supporting him. His brow creases in thought for a moment before he gives an exasperated sigh and says “Fine come with us.”

You throw Ujal's arm over your shoulders and help support the man. Then the four of you continue on, with the man with the chair leg running ahead checking around corners and leading you through the twists and turns as you head into the slums.

You are led to a rather inconspicuous looking building in the slums, just another dilapidated looking hut, but you are stop in front of it and the man with the chair leg bangs on the door and shouts “Hemem let us in, Ujal's hurt.”

There is a brief pause before the door swings open and a woman in a bloodstained apron ushers your group inside. Hemem instructs you to lay the man down on a bare wooden table. She then takes a sharp knife and cuts away Ujal's dirty bloodstained shirt to reveal a nasty stab wound just below his rib cage. Hemem calls for bandages, stitches, and hot water and almost immediately two young boys that appear to be her sons rush in carrying what she needs. Hemem begins to wash and examine the wound more thoroughly but you don't get to watch as the man with the chair leg approaches and questions you.

“Okay stranger who are you and why did you help us?”
> Reveal to him only that you are a fellow Hylian tired of the Gerudo occupation and that you wish to join the fight against them.

> A little truth would go a long way. Tell the man that you are looking for your friend Jozoll and had heard he'd joined a group of resistance fighters.

> Say that you are a simple bystander that saw three men in need and helped them. Plausible enough and not too desperate sounding.
>>
>>5701747
> A little truth would go a long way. Tell the man that you are looking for your friend Jozoll and had heard he'd joined a group of resistance fighters.
I don't see any reason to lie about it.
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>>5701747
> A little truth would go a long way. Tell the man that you are looking for your friend Jozoll and had heard he'd joined a group of resistance fighters.
>>
>>5701747
> A little truth would go a long way. Tell the man that you are looking for your friend Jozoll and had heard he'd joined a group of resistance fighters.
It's why we're here, and we can trust these stalwart warriors of our people.
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>>5701747
> Reveal to him only that you are a fellow Hylian tired of the Gerudo occupation and that you wish to join the fight against them.
>>
>>5701747
> A little truth would go a long way. Tell the man that you are looking for your friend Jozoll and had heard he'd joined a group of resistance fighters.
>>
>>5701747
>A little truth would go a long way. Tell the man that you are looking for your friend Jozoll and had heard he'd joined a group of resistance fighters.
>>
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>>5701747

>>5701750
>>5701769
>>5701814
>>5701828
>>5701850

To tell you the truth I was looking for you. I had heard a friend of mine, Jozoll. Had joined a resistance group and I was hoping that by finding you I would find him. We got separated the day the Gerudo attacked and I have been looking for him ever since."

The man with the chair leg looks at you in surprise, clearly that was not the answer he was expecting. “Describe what this Jozoll looks like.” The man says trying to regain his serious facade.

“He would have been young like me although maybe a little shorter, with close cut red hair and the beginnings of a mustache. He would know his way around a spear we were in the city garrison together.”

The man's eyebrows raise at this and he says “This Jozoll was he also a loud mouth bragger, And kind of fighty.”

“Yes, have you see him?”

“Yeah I've seen him, although around the hideout we call him Josie.” The man says letting his club fall to his side. “You must be Matt then he’s mentioned you although he thought you would have escaped the castle with the prince.”

“I would've but the goddesses had something else in mind for me.”

“Well for what's worth, if you're anywhere near the fighter Josie says you are I'm glad you're on this side of the wall.”

The man named Ujal lets out loud moan clenching his teeth while Hamam prods around his wound. " Hold him down" she commands her two sons, before reaching her fingers inside the incision.

The man with the club winces at the sight and says “Come on I'll take you to see Josie. Hamam can handle it from here.”

You follow him out of the shack and further into the slums. He turns down a narrow alley outside of what smells like a butcher shop. At the end of the alley is a sad looking outhouse. The man opens the outhouse door and steps inside beckoning you to follow him. Once inside the man closes the door plunging both of you into near darkness. Stepping carefully around the bucket of feces in the outhouse the Man shifts aside the back wall of to reveal a tunnel with a dim light glowing at the end of it. He gestures you to go first and then slides the panel back into place. The tunnel goes down and forward for a short bit before ending in another door. The man steps forward and pounds on the door three times and shouts “Smells like daisies in here." There is a short pause before the door opens Revealing a much larger room beyond you follow the man in and a large bouncer type gives you an odd look as you pass by but he doesn't say anything and simply closes the door behind you.
>>
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>>5702536

The place you enter seems to be some sort of cavern, dripping with moisture and illuminated by torches, candles, and lanterns. In the flickering orange light, you see a few tables and chairs, piles of straw and bed rolls, as well as what looks like a tent in one corner. As you walk around admiring the place’s dim glory, a familiar sounding voice catches your ear.

"Four Zoras in the river sinks your boat of three Hylians and makes me the winner."

"Screw you Josie you cheated."

"How can A one-armed man cheat it's not like I can hide cards or deal from the bottom of the deck."

There sitting on a table with another man is Joz grinning mischievously. You can't contain your joy and run forward shouting "Joz"

His head snaps around and he locks his gaze on you recognition shows in his face almost immediately and he stands up to greet you.

The two of you embrace and you squeeze him as hard as you can "Ouch I’m happy to see you too Matt, but easy on the arm,” He says pulling away. It is then that you notice Joz’s left arm is in a sling and there is a fresh scar running down that side of his face.

“Woah Joz what happened to you?”

“Ack one of them massive bitches busted my arm a week ago Hamam said it was just cracked and I should be better in a few weeks. The scar though that happened the night of the attack. I got hit in the side the face with one of those curved swords. Split my face open good, but hey chicks love scars and I still look better than you.” He says letting out a laugh “But what happened to you? I thought you would have slipped out of the castle with the prince.”

"It's a bit of a story..." You catch Joz up on everything that had happened since you'd parted ways.

“So the captain still alive huh, and he wants you to deliver a message to the prince.”

“I could use your help to do it Joz.”

“Sure I'll help you, but I don't know how much good I'll really be with my arm like this if you're willing to wait a week I might be out of this sling and able to help more. But I get the feeling you're in a hurry to get out of this city and I don't blame you. I'll tell you what I’ll do. I can get you a meeting with Aroll the leader of these guys. He could help you a lot more than just I can. But I should warn you the guy's a little well fanatical. his house burned down with his wife and kids in it the night the Gerudo attacked. He blames them for the fire. I think the only reason he started this whole resistance was to kill more Gerudos, but I think he could be convinced to help if you want to go that route.

> "Introduce me to Aroll, I need all the help I can get."

> "Time isn't too big of a factor I wait a week for you to get better. Then we can both get out of here."

> "All I really need Joz is just a few tools. Then I should be able to bust out of here on my own."
>>
>>5702537
> "Introduce me to Aroll, I need all the help I can get."
>>
>>5702537
> "All I really need Joz is just a few tools. Then I should be able to bust out of here on my own."
We already have an out, just need a crowbar.
>>
>>5702537
> "Introduce me to Aroll, I need all the help I can get."
What better way to kill Gerudos than to get intel to the prince and raise a proprr army to reconquer the place? That's how we can sell it, at least.
>>
>>5702537
>> "All I really need Joz is just a few tools. Then I should be able to bust out of here on my own."
>>
>>5702537
> "Introduce me to Aroll, I need all the help I can get."
>>
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>>5702537

>>5702541
>>5702632
>>5702812

“Take me to Aroll, I’ll need all the help I can get on this.”

“Alright follow me.”

Joz Leads you over to the tent you saw earlier. The tent flaps are pulled back and as you approach you can see Is a man inside sharpening A Gerudo style dagger by lantern light.

“Jozoll who is this the man?” He says rising to meet you.

“His name is Matt he’s a friend of mine from my time in the garrison he’s only just arrived.”

“So you're Matt, Jozoll has spoken of you,” Aroll says extending his hand. As you shake it you take a second to examine this leader of the resistance. The man looks to be somewhere in his mid to late forties with wavy black hair and a stubbly beard. His build is slim but his grip is firm and you can feel his strength as he shakes your hand. He seems welcoming enough, but as you look closer at his face his friendly smile looks forced and you can see the dark circles and bags around his eyes.

“So what made you finally come and join us?”

“Well I originally just came to find Joz, but now that I'm here I could use your resistance's help.”

Aroll cocks an eyebrow "You could use our help?"

“Yes, you see I need to get out of the city.”

“You and everyone else.”

“But I don't seek merely to escape. I need to deliver a message to the crown prince and give him as much information about the Gerudo defenses as possible.”

Aroll shifts closer clearly intrigued now. “I see yes, that's not a bad idea. How do you propose to escape?”

Originally you had been under the assumption that you'd be slipping out by yourself but if Aroll is willing to give you some men, you could do more than just slip out through a drainage culvert.

> Give him your original idea of escaping via the culvert once you've given the prince everything you know he should be able to plan an attack.
> Tell him that you want to force one of the main gates if you can capture it and open it not only could you slip out but if you can hold the gate long enough you might allow the prince and his forces to get in through the open game. Assuming the resistance forces can hold it long enough
> [Write In] (How would you use the extra forces?)
>>
Just a heads up. There will be no update tomorrow as I will be seeing family.
>>
>>5703608
Thanks for the heads up, QM.

>>5703604
> Give him your original idea of escaping via the culvert once you've given the prince everything you know he should be able to plan an attack.
After all, until we meet the prince, how do we know if he's even ready for a proper counter-invasion?
>>
>>5703604
> Give him your original idea of escaping via the culvert once you've given the prince everything you know he should be able to plan an attack.
>>
>>5703604
> Give him your original idea of escaping via the culvert once you've given the prince everything you know he should be able to plan an attack.
>>
>>5703604
>Give him your original idea of escaping via the culvert once you've given the prince everything you know he should be able to plan an attack.
>>
>>5703604
>Give him your original idea of escaping via the culvert once you've given the prince everything you know he should be able to plan an attack.
>>
>>5703604
>> Give him your original idea of escaping via the culvert once you've given the prince everything you know he should be able to plan an attack.
>>
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>>5703604

>>5703614
>>5703630
>>5703678
>>5703695
>>5703743
>>5704005

Aroll listens attentively as you explain your plan to escape via the culvert. " All I need is just a few men with some hammers or mallets and prybars to get the grate off of the culvert. Once I'm outside I can give the prince information on the Gerudo defenses so that he can plan and execute an attack."

Aroll nods considering your plan. "A sensible idea, I would be willing to lend you a few people however, you must do something for me before I agree to this. I will need your help breaking into the Gerudo's armory."

You give Aroll a confused look " Why do you need to get into the armory?"

"For weapons of course why else would I need to get in."

"But if you help me you won't need more weapons. The prince and his men will liberate the city."

"If I help you and if your plan works. I'll admit it's a good plan, but there's no guarantee it will work. Secondly won’t it be easier for the prince to liberate the city with a few more armed Hylians and on the inside and a few less armed Gerudo's to guard the walls. Lastly even if you escape to inform the prince It may be weeks before he decides to take action, he’s been less than active in this siege so far and I want to make sure that my men are equipped for the long haul."

Aroll’s plan is dangerous, assaulting the armory is tall order and if it succeeds it might make the Gerudo more alert making your escape harder, but the help of Aroll's men might prove invaluable to your escape because right now you have nothing.

> Agree to Aroll's terms, you'll help him take the armory.
> Suggest an easier target, the armory will be a tough nut to crack, it might be easier to get some equipment should you raid the blacksmith store house, although you don't know what he might have left in stock.
> Reject Aroll, attacking the armory would be foolhardy you'll just have to find a different way to get the aid you need.
>>
>>5705274
> Agree to Aroll's terms, you'll help him take the armory.
>>
>>5705274
> Agree to Aroll's terms, you'll help him take the armory.
>>
>>5705274
> Agree to Aroll's terms, you'll help him take the armory.
>>
>>5705274
> Suggest an easier target, the armory will be a tough nut to crack, it might be easier to get some equipment should you raid the blacksmith store house, although you don't know what he might have left in stock.
>>
>>5705274
>Agree to Aroll's terms, you'll help him take the armory.
>>
>>5705274
>> Agree to Aroll's terms, you'll help him take the armory.
>>
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>>5705274

>>5705288
>>5705298
>>5705313
>>5705379
>>5705509

“Alright, I'll help you.”

“Great,” Aroll says with a relieved sigh. “With Jozoll out of action I was afraid we were going to have to do this without someone who knows the inside. I will gather the men we need; you prepare however you need to, but I want to do this tonight. I won't stand for this city being in Gerudo hands longer than it has to and your mission is time sensitive as well I’m sure, so let's get to it." Aroll says heading off to prepare his men.

With time more limited than you thought you consider your options.

Because of limited time you will only be able to perform two of the actions below select two in your vote.

>Scout out the armory’s defenses (+15DC to your initial surprise attack attempt, or sneak in attempt.)
>Get together with Joz and plan a route to the armory as well as a plan of attack. (Increased speed in executing the operation, meaning decreased Gerudo reinforcements as well as increased confidence in you and the others +1 Courage)
>Drill Aroll's picked men in how to fight together. (Group gains access to [Group Up] (+2 Courage) and [Massed Charge] (+2 Power) Formations.)
> Since your captivity I has been a while since you last fought, polish up your own fighting skills (+1 to a stat of your choosing, with greater personal boosts possible)
> Relax and spend time with Ith and her girls (+4 temporary health minimum)
>>
>>5706211
>Scout out the armory’s defenses (+15DC to your initial surprise attack attempt, or sneak in attempt.)
>>
>>5706211
>Get together with Joz and plan a route to the armory as well as a plan of attack. (Increased speed in executing the operation, meaning decreased Gerudo reinforcements as well as increased confidence in you and the others +1 Courage)
>Drill Aroll's picked men in how to fight together. (Group gains access to [Group Up] (+2 Courage) and [Massed Charge] (+2 Power) Formations.)
>>
>>5706211
>>5706212
Forgot my second
>Get together with Joz and plan a route to the armory as well as a plan of attack. (Increased speed in executing the operation, meaning decreased Gerudo reinforcements as well as increased confidence in you and the others +1 Courage)
>>
>>5706211
>Get together with Joz and plan a route to the armory as well as a plan of attack. (Increased speed in executing the operation, meaning decreased Gerudo reinforcements as well as increased confidence in you and the others +1 Courage)
>Drill Aroll's picked men in how to fight together. (Group gains access to [Group Up] (+2 Courage) and [Massed Charge] (+2 Power) Formations.)
>>
>>5706211
>Get together with Joz and plan a route to the armory as well as a plan of attack. (Increased speed in executing the operation, meaning decreased Gerudo reinforcements as well as increased confidence in you and the others +1 Courage)
>Drill Aroll's picked men in how to fight together. (Group gains access to [Group Up] (+2 Courage) and [Massed Charge] (+2 Power) Formations.)
>>
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>>5706211

>>5706215
>>5706318
>>5706393

“So, Aroll agree to help you out?” Joz asks as you meet back up.

“Yeah, but in return he wants me to help him break into the armory.”

Joz's eyes bulge and he whispers “Shit” under his breath.

“Yeah, which is why you're going to help me plan this thing. Especially since you won't be coming along mister ‘oh, no I can't help out. My arm hurts too much’."

Joz gives you a grin. "Hey, man, I understand you couldn't think of a plan by yourself. So you came to the smartest person you knew. It's okay, there's no need for shame here." He says patting your shoulder with his good arm.

You roll your eyes and clear off. The table Joz had been playing cards at earlier. The two of you spend the next few hours drawing a rough map of the inside of the barracks from memory. Then going over likely patrol roots and guard stations. As you talk it through with him. You realize that the operation isn't impossible. The hardest part will be getting through the front doors. As they are sturdy and thick, and will take some time to get through if they are locked and barred when you get there. But from both of your experiences, those doors are never really closed unless an alarm is sounded. Once inside, there are really no internal doors capable of holding back a determined attacker. So if you move fast enough, the enemy really won't have time to prepare a solid defense of the armory. The armory door is the other issue. It will likely be closed and locked. But you feel it is well within your means to bust the thing down with some axes or even just ramming into it hard enough to bust the lock. As it's unlikely, the door will be barred unless one of the Gerudo's beats you to the room and locks it. Then you'll be forced to chop your way through it.
>>
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>>5707318


Dusting the charcoal dust off your hands. You step back and examine the plan you and Joz have laid out.

“I think it will work.” Joz says wiping his hand on your shoulder. “You just gotta be fast and do it right. Either sneak in or kick down the door so fast they don't have time to bar it. Then run to the armory bust open the door grab whatever you can get out before they can lock the place down. Simple as can be."

“Yeah simple, I just hope we don't encounter too much resistance on our way to the armory speed is our friend here.” You say doubt still gnawing at you.

“Hey, this is no different than the time you knocked over that lamp in the armory and had to rush buckets of water in from the well to put it out”

“Joz that was you who knocked over the lamp remember?”

“Yeah, but you still helped me haul buckets of water, so you've done this run at least a dozen or more times in a panic. Doing it again in just as much of a panic will make no difference, right?”

You want to argue, but strangely Joz's words of encourage do make you feel little better about this whole thing, even if this time the worst case scenario won't be a burned out armory, it will be your possible death.


>Sorry folks but I'm pretty exhausted so I'm gonna stop here for tonight. I'll get you the rest of the update and a vote tomorrow.
>>
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>>5707320

With a plan of attack formulated, you move on to the next step. Getting Aroll's picked men prepped and ready for this mission. Aroll’s men are varied in every way. Some thin, some wide, some short, some tall, some younger, and some older, but they all haven't air of excitement about them. Eight individuals plus you and Aroll makes ten, an okay number for what you're going to do.

You get them lined up and start drilling them in how to fight as a group rather than a bunch of individuals. It goes smoothly enough and of the next few hours, you managed to get the men act in coordination. While not as good as actual soldiers, these men are now at least able to fight in a unified manner and not get each other’s way. Definitely increasing your odds of success.

With the sun setting over the city. You go over your plan with Aroll's picked men Making sure that each of them understands the importance of moving quickly and staying together. You then use the remaining time to run a few mock assaults and try to prepare them for the unexpected the best you can. A few hours later, Aroll tells you it is time to move out. The others collect their weapons and lend you one of theirs, it feels good to have a weapon in your hand again even though it’s just a hayfork. Your group then slinks out through the city, dodging in and out of alleyways to avoid patrols until at last you all meet back up near the Gerudo held barracks.

In the light of their torches, you can see two Gerudo's guarding the front door with two more stationed on the wall behind watching both the outside as well as the inside of the wall. As a patrol passes by the outside of the barracks you formulate your next move.

> Gather your men and charge the door. You'll overwhelm the guards before they have a chance to bar the way.
> Approach the guards solo as stealthily as you can. If you can engage them and stop them from barring the door the rest of the men can reinforce you once you have engaged the Gerudo.
> The two Gerudo on the wall are an issue. They'll sound the alarm as soon as they see your attack. Take half of your men and find a way up the wall. You'll have to lunch A simultaneous attack on both the wall guards and the door guards if you want to maintain the element of surprise past the door.
>>
>>5708050
> The two Gerudo on the wall are an issue. They'll sound the alarm as soon as they see your attack. Take half of your men and find a way up the wall. You'll have to lunch A simultaneous attack on both the wall guards and the door guards if you want to maintain the element of surprise past the door.
Don't take shortcuts. Do this right! This is where our coordination drills come in handy.
>>
>>5708050
> The two Gerudo on the wall are an issue. They'll sound the alarm as soon as they see your attack. Take half of your men and find a way up the wall. You'll have to lunch A simultaneous attack on both the wall guards and the door guards if you want to maintain the element of surprise past the door.
>>
>>5708050
>The two Gerudo on the wall are an issue. They'll sound the alarm as soon as they see your attack. Take half of your men and find a way up the wall. You'll have to lunch A simultaneous attack on both the wall guards and the door guards if you want to maintain the element of surprise past the door.
>>
>>5708050
> The two Gerudo on the wall are an issue. They'll sound the alarm as soon as they see your attack. Take half of your men and find a way up the wall. You'll have to lunch A simultaneous attack on both the wall guards and the door guards if you want to maintain the element of surprise past the door.
>>
>>5708050
> The two Gerudo on the wall are an issue. They'll sound the alarm as soon as they see your attack. Take half of your men and find a way up the wall. You'll have to lunch A simultaneous attack on both the wall guards and the door guards if you want to maintain the element of surprise past the door.
>>
>>5708050

>>5708058
>>5708065
>>5708168
>>5708256
>>5708717

Alright, it looks like we're going with the 2 pronged assault, let's see you get into position quietly.

I need a d100 from three people

> Base DC 70 (Concealing Darkness)
> 2 Group Wisdom +10 DC
> Coordinated Group Sneaking -0 DC
> 4 Enemy Wisdom -20DC
> Total DC 60

0 Passes = You're found out before you even reach the wall.
1 Passes = Your path up to the wall is not a clear one. You will have to deal with additional guards.
2 Passes = You quietly secure a route to the top of the wall.
3 Passes = Quick and efficient, You and your man are a top the wall in no time and leave no trace of your passing.

Update will follow the rolls in a few hours.
>>
Rolled 98 (1d100)

>>5708733
>>
Rolled 95 (1d100)

>>5708733
>>
>>5708759
>>5708760
By the goddesses, we're fucked.
>>
>>5708763
Gonna be one of those days. Hopefully the next guy who rolls doesn't get a crit fail.
>>
Rolled 22 (1d100)

>>5708733
>>
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>>5708733

>>5708759
>>5708760
>>5708804

>1 Passes = Your path up to the wall is not a clear one. You will have to deal with additional guards.

"Aroll, you stay here with these four men. I'm going to take the rest with me and we're going to go up top to take out those two sentries on the wall. As soon as you see us make our attack, charge the door guards and take them out."

"Right," He nods and he and his men settle further back in the shadow of an alley to await your attack.

You take the remaining men with you and head to the right of the barracks, following along the wall until you find what you're looking for. A turret with a door at the bottom for quick access to the wall. There is no one in sight as your group approaches the door. You carefully apply pressure to the door checking to see if it's open when suddenly, the door swings open wide and a Gerudo stuffing a piece of bread into her mouth nearly bumps in you. You stare at each other for a few heartbeats. The Gerudo agape at Your stunned group illuminated in the light spilling out from inside the turret. In that moment you utter two words "Get her." Then the world explodes into movement around you.

Alright anons you’ve been spotted, but if you can dispatch this Gerudo quickly enough stealth can be maintained. As you are on the attack[Massed Charge] (+2 Power) has been auto selected for your troops. I need two rolls from you anons:

> a 5d4+5 for your attack
> a 5d2+2 for your defense
>>
Stats for this fight you'll notice I've added in new equipment modifiers for attack and defense. These modifiers won't effect your Power or Courage, merely add to your attack and defense during combat and after rolls.

Your group’s stats:
Power: 2 Wisdom: 2 Courage: 2

Attack Modifier: +1(Improvised Weapons)
Defense Modifier: +0(Unarmored)

Gerudo Guard’s stats:
Power: 3 Wisdom: 4 Courage: 3

Attack Modifier: +2(Standard Issue Weapons)
Defense Modifier: +2(Standard Issue Armor)
>>
Rolled 1, 2, 1, 2, 2 + 5 = 13 (5d4 + 5)

>>5708804
Saved us!

>>5708877
Rolling!
>>
Rolled 2, 2, 2, 1, 1 + 2 = 10 (5d2 + 2)

>>5708877
rollin the defense
>>
Rolled 1, 3, 1 + 5 = 10 (3d3 + 5)

>>5708877

This is for her attack. As the Gerudo was far more suprised than you, she will not have a stance selected for this round.
>>
Rolled 3, 2, 1 + 5 = 11 (3d3 + 5)

>>5708877

Gerudo Defense
>>
>>5708877

>>5708882
>>5708892

>>5708897
>>5708898

Your group quickly advances forward pushing the Gerudo back into the turret. You aim a thrust at her neck but reacting quickly the Gerudo ducks and lances out with a thrust of her own which one of your own men thankfully deflects, while another slashes the Gerudo’s arm with a butcher knife, catching her under arm and leaving a bleeding cut there.

> Gerudo took 2 damage

Backed into the turret and being surrounded, you can see the Gerudo intake a large breath of air. It’s now or never, you have to bring her down!

Okay anons I will leave it up to you. Do you fight another round of combat and attempt to kill her outright, Or do you want to make a skill check in an attempt to dog pile the Gerudo and prevent her from calling for help (Please note that doing the skill check will leave your group vulnerable and reduce your defense to your group’s Courage (2) for the round.)

> Pile on the Gerudo you can’t let her call for help.
> Go for the kill.
>>
>>5708903
> Pile on the Gerudo you can’t let her call for help.
>>
>>5708903
> Go for the kill.
>>
>>5708903
>Pile on the Gerudo you can’t let her call for help.
>>
>>5708903

>>5708904
>>5709015

Looks like we're piling on. Okay anons give me 3 rolls of a d100

> Base DC 50
> 10 Combined Power + 50DC
> 3 Enemy Power - 15 DC
> Total 85 DC

0 Passes = The Gerudo manages to wriggle free and shout out for help.
1 Passes = You pile on, but the Gerudo manages to make some noise. Others will come investigate.
2 Passes = The Gerudo is tackled and prevented from calling for help.
3 Passes = Bound and Gagged. The Gerudo is dispatched with surprising good coordination. (Calculate your groups Defense like normal for the Gerudo's retaliation strike.
>>
Rolled 16 (1d100)

>>5709524
>>
Rolled 72 (1d100)

>>5709524
>>
Rolled 21 (1d100)

>>5709524
>>
Rolled 3, 3, 3 + 3 = 12 (3d3 + 3)

>>5709524

Gerudo's Retaliation
>>
>>5709524

>>5709623
>>5709628
>>5709700

nice rolls anons now give me a defense roll 5d3+3

> Forgot you have a +1 Courage from your prep on that last defense roll, but luckily you didn't take damage anyway.
>>
Rolled 3, 2, 3, 1, 3 + 3 = 15 (5d3 + 3)

>>5709886
>>
Rolled 1, 1, 2, 3, 3 + 3 = 13 (5d3 + 3)

>>5709886
>>
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>>5709524

“Rush her,” is your only command as your men surge forward as one. The Gerudo’s breath catches as she sees your advance and she thrusts wildly in an attempt to fend you off. Her first thrust is too low though and you stomp down on the spear shaft diverting it to the ground and leaving her vulnerable as one of your men leaps on to her. She staggers back and bucks hard nearly throwing the man off but he clings tight as another man wraps up her waist. A third man thinking fast, pulls his leather cap off of his head and stuffs it in the Gerudo’s mouth before the whole mass topples over on to the floor. With the Gerudo bound and gagged on the floor before you, the question of what to do with her arises.

> Silence her forever, you don’t want the slightest risk of her warning the others
> Leave her tied up, as mercy was shown you, so you shall show mercy.

NEW FORMATION UNLOCKED
Overrun: use your superior numbers to simply wash over your foe +2 Power, (Damage is automatically set to maximum, but your Defense is set to your groups Courage. Each opponent in the enemy group will make an attack roll against this formation when used.)
>>
>>5709927
> Silence her forever, you don’t want the slightest risk of her warning the others
Mercy bit them in the ass, it'll bite us in the ass.
>>
>>5709927
> Leave her tied up, as mercy was shown you, so you shall show mercy.
They treated us pretty well, and they haven't been abusive with our fellow Hylians.
>>
>>5709927
>Leave her tied up, as mercy was shown you, so you shall show mercy.
>>
>>5709927
> Leave her tied up, as mercy was shown you, so you shall show mercy.
>>
>>5709927
> Silence her forever, you don’t want the slightest risk of her warning the others
Such is how occupations and war goes. Something something Hitler was shown mercy in ww1 and his life spared by a British soldier.
>>
>>5709927
>> Leave her tied up, as mercy was shown you, so you shall show mercy
>>
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>>5709927

>>5709986
>>5710082
>>5710086
>>5710370

"Bind her hands and feet, and make sure that gag stays in her mouth." You order.

“Why not just kill her?” one of your men says bringing his knife up to the Gerudo’s neck.

“Because mercy was shown to me.” You say grabbing the man’s arm and pulling his knife back. “So I shall show mercy to them, our enemies are not monsters nor beasts, so I will not have them slaughtered like ones. Now get moving we need to move quickly” The men give you odd looks, but begrudgingly bind the Gerudo's hands and feet, and secure her gag. Once dealt with, your group then proceeds up the turret stairs to the top of the wall.

You carefully creep to the doorway out onto the wall and ease it open just wide enough to see out of. To your relief, the two sentries haven't moved from their spots on the wall and show no indication that they heard your scuffle below. You indicate to the men to remain quiet, as you all group up and prepare to take down the sentries. They haven't noticed you yet, so your arrival should come as a surprise. If you are quick enough, you could can take down the sentries one at a time, before they have time to come to each other’s aid.

Choose your formation

> Group Up: +2 to Courage
> Massed Charge: +2 to Power
> Overrun: +2 to Power, Set attack to maximum and defense to Courage+Equipment. Enemy will make 1 attack per individual effected by this formation.

As your attack is a surprise your enemy will not be able to select a stance or formation.
>>
>>5710813
> Overrun
>>
>>5710813
> Massed Charge: +2 to Power
>>
>>5710813
> Overrun: +2 to Power, Set attack to maximum and defense to Courage+Equipment. Enemy will make 1 attack per individual effected by this formation.
Go big or go home!
>>
>>5710813

For clarification on the Overrun formation, Every enemy in the formation you attack will make an attack against your formation ie: if the enemy formation has 5 members they will make 5 attacks against your formation.
>>
>>5710813
> Overrun: +2 to Power, Set attack to maximum and defense to Courage+Equipment. Enemy will make 1 attack per individual effected by this formation.
>>
Rolled 2, 2, 3 + 3 = 10 (3d3 + 3)

>>5710813

>>5710814
>>5710868
>>5710919

> Overrun: +2 to Power, Set attack to maximum and defense to Courage+Equipment. Enemy will make 1 attack per individual in their formation.

Your Attack: 21
Your Defense: 3

rolling for the Gerudo's attack
>>
Rolled 3, 1, 1 + 5 = 10 (3d3 + 5)

>>5711442

Gerudo defense
>>
>>5711442

whoops Gerudo should have gotten an extra 2 damage from her weapons.

Totals:

Attack: 12
Defense: 10
>>
Rolled 1 (1d5)

>>5711447

let's see who she hits.

1. You
2-5. Resistance Fighter
>>
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>>5711454

“Alright on my signal we charge that first Gerudo and Overrun her, don’t stop until both of them are dead.” The other nod in agreement and you whisper a countdown. “Three… Two… One… GO,” your troop bursts forth from the turret in a mad rush. The first sentry turns at the sound of approaching foot steps and you can see the panic in her eyes as your men swarm her. She lashes out with her spear and being the first in the formation, you are her target. Hayfork lowered to attack, you have no chance to dodge or deflect her attack. Her spear pierces your shoulder at the same time your hayfork pierces her side. With her weapon lodged in your shoulder, the Gerudo can’t defend herself as your other men slip around you, one slashing her thigh deeply, the other giving her a hard knock on the head with a cudgel. The Gerudo is dead to rights, but with a last push of effort she pulls her spear free and swings it in a wide arc causing your men to step back to avoid it.

>11 damage dealt, You take 9 damage 3/12 Health remaining

The Gerudo is alive, but barely, and you’ve got a bleeding hole in your shoulder. As your men form up around you again, the other sentry joins her injured companion making it a two on five.

Choose your formation

> Group Up: +2 to Courage
> Massed Charge: +2 to Power
> Overrun: +2 to Power, Set attack to maximum and defense to Courage+Equipment. Enemy will make 1 attack per individual in their formation.

Meanwhile... I will need rolls for the other teams attack on the front door

> A 5d4+5 for attack
> A 5d3+3 for defense
>>
Rolled 2, 3, 1, 3, 2 + 3 = 14 (5d3 + 3)

>>5711462
> Group Up: +2 to Courage
>>
Rolled 3, 3, 3, 2, 2 + 3 = 16 (5d3 + 3)

>>5711462
> Massed Charge: +2 to Power
>>
Rolled 4, 4, 2, 1, 3 + 5 = 19 (5d4 + 5)

>>5711478
Ah, didn't notice the first anon rolled for defense already. Here's for the attack.
>>
Damn I'm dumb, I did my math wrong, The gerudo should be dead you should have dealt 25 damage and killed the Gerudo, my fault if that changes your mind on what formation you pick please recast your vote.
>>
>>5711497

*Attack was 25 you dealt 15 damage
>>
Rolled 2, 2, 1 + 5 = 10 (3d3 + 5)

>>5711464
>>5711478

Team two

Attack: 19
Defense: 14

Now rolling Gerudo's attack, They will be fighting individually, not as a formation so they will make separate attack and defense rolls and they are both surprised for this round so no stances for them. This is for Gerudo 1's attack
>>
Rolled 2, 2, 3 + 5 = 12 (3d3 + 5)

>>5711506

Gerudo 2's Attack
>>
Rolled 2, 3, 1 + 5 = 11 (3d3 + 5)

>>5711509

Gerudo 1s Defense
>>
Rolled 1, 1, 3 + 5 = 10 (3d3 + 5)

>>5711510

Gerudo 2's Defense

I will update tommorrow with combat when my brain works better.
>>
>>5711462

>Massed Charge: +2 to Power
>>
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Aroll and his men watch, eyes glued to the two sentries on the wall, waiting for their signal to strike. The seconds tick by, each one slowly increasing the pressure on their nerves. One of the men stifles a cough and the others glare daggers at the man who quickly brings himself under control. More time passes and the eyes and ears of everyone grow more paranoid. Every shadow contains a Gerudo waiting to strike as soon as they move, every flicker in the torchlight is an advancing patrol just around the corner, and every sound is an alarm bell sounding their discovery. Their feet grow restless, their weapons heavy awkward in their hands, until finally movement on the wall draws their eyes upward. Your group burst from the turret in a headlong charge at the first Gerudo. Aroll end, his men rise to their feet. The nerves from a moment ago gone "Charge!" Aroll shouts and he and his men rush from the shadows surprising the two door guards. They are on them in seconds the woman to the right of the door thrusts her spear into the group but it is knocked aside and a shovel returns her attack, striking the side of her head with a sharp *pong* knocking her sideways and dazing her. The guard on the other side of the door attempts to trip up the group, swinging her spear low aiming at the legs of the front man. It works and the front man’s feet are tangled in the spear and he trips, but the momentum and backing of his fellows carries him forward and they crash into the Gerudo, one man delivering a good slash to her neck but not severing anything vital.

> Gerudo 1 suffers 8 damage
> Gerudo 2 suffers 9 damage

As the battle below begins, your men on the wall gather up for a Massed Charge on the Gerudo. As they do the sentry you had attack before tenses herself bracing for the next contact as she does, blood gushes out of the cut in her leg in large, thick spurts. With her femoral artery no doubt opened, the Gerudo's leg gives out and she collapses to the floor leaving her comrade alone to face you.

Okay anons roll for your group’s next round of combat
> A 5d4+5 for attack
> A 5d3+3 for defense
>>
Rolled 1, 1, 4, 3, 2 + 5 = 16 (5d4 + 5)

>>5712278
>>
Rolled 2, 2, 1, 3, 3 + 3 = 14 (5d3 + 3)

>>5712278
>>
Rolled 5, 4, 3 + 7 = 19 (3d5 + 7)

>>5712278

>Gerudo has selected Scorpion Stance - Claws + 2 Courage ??? effect

Gerudo's attack can't beat your group's Courage so I will only be rolling defense
>>
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>>5712278

>>5712287
>>5712293
>>5712310

As your men advance on the remaining Gerudo, she shifts her stance, choking up on her spear, she holds it close to her side and begins to shuffle backwards along the wall. Your men oblige her defensive posture and push forward. They strike cudgel’s swinging, knives slashing, hayforks stabbing, but the Gerudo spins, twirls and deflects the attacks steadily giving ground. No matter how hard your men press the Gerudo always manages to knock the blow aside or step out of the way.

>No damage inflicted or received.

Choose your formation

> Group Up: +2 to Courage
> Massed Charge: +2 to Power
> Overrun: +2 to Power, Set attack to maximum and defense to Courage+Equipment. Enemy will make 1 attack per individual in their formation.
>>
>>5712327
>Group Up: +2 to Courage
>>
>>5712327
> Group Up: +2 to Courage
>>
>>5712327
> Group Up: +2 to Courage
>>
>>5712327
> Group Up: +2 to Courage
>>
>>5712327

>>5712403
>>5712566
>>5712598
>>5713057

Looks like you're grouping up

> A 5d2+3 for attack
> A 5d5+5 for defense
>>
Rolled 2, 1, 1, 1, 1 + 3 = 9 (5d2 + 3)

>>5713292
Here's for attack.
>>
Rolled 2, 5, 1, 1, 2 + 5 = 16 (5d5 + 5)

>>5713292
>>
>>5713301
>>5713352

Gerudo maintains Scorpion Stance - Claws + 2 Courage ??? effect

Even with minimum defense rolls your current attack roll won't damage the Gerudo and with maximum attack the Gerudo can't harm you so I will just go to the write up
>>
While you're waiting give me rolls for Aroll's group

> A 5d4+5 for attack
> A 5d3+3 for defense
>>
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>>5713377

Your enemy’s change in posture and sudden stiffening of defense set alarm bells ringing in your head. "Group Up, don't let her string us out." You shout corralling your men back into a tighter formation. The enemy maintains her Scorpion stance as your men advance on her more slowly. You strike out with short furtive jabs, but the Gerudo simply deflects them. Although your men cover each other well and leave no opening for her to exploit, however, sensing your hesitancy, the enemy begins to shuffle back more quickly along the wall, starting to create distance between you and her.

>No damage inflicted or received.

Choose your formation

> Group Up: +2 to Courage
> Massed Charge: +2 to Power
> Overrun: +2 to Power, Set attack to maximum and defense to Courage+Equipment. Enemy will make 1 attack per individual in their formation.
>>
Rolled 4, 1, 3, 4, 1 + 5 = 18 (5d4 + 5)

>>5713385
rolling for Aroll's attack
>>5713415
>Massed Charge: +2 to Power
>>
>>5713415
> Massed Charge: +2 to Power
>>
Rolled 1, 1, 2, 2, 1 + 3 = 10 (5d3 + 3)

>>5713385
>>
>>5713415
>> Massed Charge: +2 to Power
>>
Sorry folks got back late today. Will update tomorrow
>>
>>5714426
No worries, QM, thanks for the update!
>>
>>5713415
>Massed Charge: +2 to Power
>>
Rolled 3, 2, 1 + 5 = 11 (3d3 + 5)

>>5713385

Gerudo's 1&2 will choose Scorpion Stance - Claws + 2 Courage ??? effect

Gerudo 1's attack
>>
Rolled 3, 3, 3 + 5 = 14 (3d3 + 5)

>>5715018

Gerudo 2's attack
>>
Rolled 2, 4, 3 + 7 = 16 (3d5 + 7)

>>5715018

Gerudo 1's defense
>>
Rolled 4, 4, 4 + 7 = 19 (3d5 + 7)

>>5715019

Gerudo 2's defense
>>
Rolled 3, 1 = 4 (2d5)

Let's see who among Aroll's group is hit

> 1 Aroll
> 2-5 Resistance Fighter
>>
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>>5713415

Down below Aroll’s men push hard against the Gerudo as they switch to stances similar to the one yours is in. Their defenses are tough but sheer numbers start to overwhelm the Gerudo to the left of the door. One of the resistance fighters manages to connect his club with the Gerudo’s shin causing her grunt in pain. She retaliates, elbowing the man in the face as he tries to duck away but the blow lacks strength as she has to twirl her spear to parry two more incoming strikes. With the intensity of the attack increasing on the Gerudo to the left of the door, the one on the right takes the opportunity to lash out and stabs toward Aroll himself. Aroll sees the attack coming out of the corner of his eye and manages to turn himself just enough, so that instead of puncturing his lung the attack slides along his chest leaving a nice cut across his ribs. Aroll counters with a slash of his Gerudo dagger, but his opponent deflects the attack with a swish of her spear.

>Resistance Fighter suffers #3 suffers 1 damage. Aroll suffers 4 damage. Gerudo 1 suffers 2 damage.

As the battle continues below, above on the wall, the Gerudo, seeing the space she has, turns to run right when you give the order to advance.

> roll a 5d4+5 for your attack
> roll a 5d3+3 for your defense

Let’s see if you can bring her down before she escapes your grasp
>>
Rolled 2, 4, 3, 4, 3 + 5 = 21 (5d4 + 5)

>>5715044
>>
Rolled 3, 2, 3, 2, 1 + 3 = 14 (5d3 + 3)

>>5715044
>>
Rolled 1, 1, 3 + 5 = 10 (3d3 + 5)

>>5715044

The Gerudo has no stance for running away so her rolls will be flat.

Gerudo attack
>>
Rolled 1, 2, 3 + 5 = 11 (3d3 + 5)

>>5715913

Defense
>>
>>5715044

The Gerudo turns and runs the moment you lunge forward. Her powerful legs propel her forward, just out of range. Your men begin to chase, but it is clear that they won’t make it. You heft your hayfork up in your good arm and hurl it like a javelin. While it isn’t the most aerodynamic thing, it does well. The hayfork sails over the heads of your men and homes in on your target. The Gerudo looks over her shoulder scanning her wave of persuers, when like a flash your hayfork zips over the mass and its outermost tine pierces her thigh. The Gerudo stumbles and cries out in pain as the weapon sags in her wound tearing her flesh and widening the wound before falling out and tumbling to the stone. The Gerudo manages to stay on her feet barely, but her pace is clearly slowed. Driven by fear, or a sense of duty, the Gerudo begins to shout in her language. You don’t know what she is saying, but it is clearly a call for help, an alarm, a warning.

> The Gerudo suffers 10 damage.

The Gerudo has disengaged from combat and is shouting an alarm, she is wounded which will slow her down, but you may wish to get on with your mission.

> Run the Gerudo down and silence her, maybe only one or two patrols will show up and not the whole garrison.
> It’s too late someone will have heard her shouting or this fighting and come running, you’ve got to get on with your mission.

Regardless of your choice I will need Aroll’s men’s next set of rolls

> a 5d4+5 for attack
> a 5d3+3 for defense
>>
Rolled 1, 2, 2, 2, 3 + 5 = 15 (5d4 + 5)

>>5715932
>Run the Gerudo down and silence her, maybe only one or two patrols will show up and not the whole garrison.
>>
Rolled 2, 2, 3, 1, 1 + 3 = 12 (5d3 + 3)

>>5715932
>Run the Gerudo down and silence her, maybe only one or two patrols will show up and not the whole garrison.
>>
>>5715932
> Run the Gerudo down and silence her, maybe only one or two patrols will show up and not the whole garrison.
>>
>>5715932
> It’s too late someone will have heard her shouting or this fighting and come running, you’ve got to get on with your mission.
>>
Rolled 1, 1, 3 + 5 = 10 (3d3 + 5)

>>5715932

>Gerudo's 1&2 will maintain Scorpion Stance - Claws + 2 Courage ??? effect

Rolling Gerudo 1's attack
>>
Rolled 3, 2, 2 + 5 = 12 (3d3 + 5)

>>5716692

Gerudo 2's attack
>>
Rolled 4, 5, 5 + 7 = 21 (3d5 + 7)

>>5716692

Gerudo 1's defense
>>
Rolled 4, 4, 5 + 7 = 20 (3d5 + 7)

>>5716694

Gerudo 2's defense
>>
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>>5715932

>>5716042
>>5716060
>>5716202

Weapons clash as Aroll and his men continue to hammer away at the two Gerudo holding the door. The Gerudo hold firm though even with their wounds, they stand their ground not giving an inch, parrying, deflecting, or dodging everything thrown their way. Aroll’s men begin to fan out trying to attack the two Gerudo’s from every angle, and while they fail to land any hits their barrage of attacks leaves no opening for the Gerudo to exploit.

Meanwhile…

The Gerudo hobbles along as fast as she can and you order your men to give chase, racing along the wall after her.

>Alright let’s run her down give me three d100s

> Base DC 50
> 2 Power +10 DC
> Severely Injured Foe + 20 DC
> 3 Enemy Power - 15 DC
> Total DC 65

0 Passes = The Gerudo his faster on her wounded leg than you thought, she makes it to the next turret along the wall and bars the door, escaping your grasp
1 Passes = You manage to catch up to the Gerudo, but she turns at the last moment to face you, combat resumes.
2 Passes = The Gerudo is run down and killed upon the wall
3 Passes = The Gerudo is killed and her death provide and unlikely boon.
>>
Rolled 9 (1d100)

>>5716715
>>
Rolled 64 (1d100)

>>5716715
>>
>>5716719
>>5716733
Come OOOOON unlikely boon!
>>
Rolled 44 (1d100)

>>5716715
>>
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>>5716715

>>5716719
>>5716733
>>5716796

> 3 Passes = The Gerudo is killed and her death provide and unlikely boon.

The Gerudo is fast, but her wounded leg slows her down enough that you are able to quickly catch up with her. The first man dives low and tangles up her feet. She stumbles but drags the man along as he clings to her good leg. The next man lunges for her trying to wrap her up, but she spins throwing him off. You step up and throw yourself at the enemy as well grabbing on around her waist. She attempts to toss you off, but your tackle knocks her off-balance and with the man clinging to her good leg, she is forced to put weight on her wounded leg. The wounded leg buckles and she topples over. The man gripping her leg sees what's coming and let's go, but you still clinging to her torso don't. The two of you plunge over the side of the wall. The fall doesn't last long, before both of you impact the ground with the enemy on bottom, you are spared much of the impact, but then there is the cracking and splintering of wood, the ground gives way and you take another fall. A hard shock knocks you free of the enemy and onto hard ground. The pain of the fall blinds you for a few seconds and takes you a minute to suck air back into your lungs. From the hole above you, the heads of your men appear and one of them asks, “Are you all right?”

“I'm fine. Just a little bruised.” You grunt, tenderly massaging your wounded shoulder. Rising to your feet from the wreckage of the roof you take stock of your surroundings and are pleasantly surprised by what you find. The roof you had fallen through was the roof of the barracks, a lucky break considering you could have fallen much farther, but the room you had fallen into, luckily enough, was the armory. Racks of spears and shelves are filled with bits of armor surround you. Behind you, resting on one of the racks of spears, is the Gerudo. She is suspended off the ground, having landed on one of the racks of spears and been impaled. You wince and thank the Goddess for your good fortune at the sight, as it could have easily been you impaled on those spears. You are in the armory now though, that’s the half the job done. Now you have to get this stuff out of here and back to Aroll’s hide- Aroll and his men are still fighting! The thought sudden smacks you. You’ve got to assist Aroll.

> Send your men to reinforce Aroll he needs help now.
> Aroll needs reinforcements, but it’d be better for everyone if those reinforcements were properly armed. Tell the men to get down here and to gear up before heading to help Aroll.
> The best way to aid Aroll now would be to get the equipment ready for transport, Aroll and his men can handle two Gerudo.
>>
>>5717295
>Aroll needs reinforcements, but it’d be better for everyone if those reinforcements were properly armed. Tell the men to get down here and to gear up before heading to help Aroll.
>>
>>5717295
> The best way to aid Aroll now would be to get the equipment ready for transport, Aroll and his men can handle two Gerudo.
>>
>>5717295
> The best way to aid Aroll now would be to get the equipment ready for transport, Aroll and his men can handle two Gerudo.
Mission first.
>>
>>5717295
>The best way to aid Aroll now would be to get the equipment ready for transport, Aroll and his men can handle two Gerudo.
>>
>>5717295
>Aroll needs reinforcements, but it’d be better for everyone if those reinforcements were properly armed. Tell the men to get down here and to gear up before heading to help Aroll.
Catch them in a pincer formation !
>>
>>5717295
>> The best way to aid Aroll now would be to get the equipment ready for transport, Aroll and his men can handle two Gerudo.
>>
>>5717295

>>5717300
>>5717372
>>5717415
>>5717672

Alright it looks like we're letting Aroll handle himself. Give me his combat rolls then.

> a 5d4+5 for attack
> a 5d3+3 for defense
>>
Rolled 3, 3, 3, 4, 1 + 5 = 19 (5d4 + 5)

>>5717872
>>
Rolled 1, 1, 3, 1, 2 + 3 = 11 (5d3 + 3)

>>5717872
>>
Rolled 3, 4, 6 + 9 = 22 (3d7 + 9)

>>5717872

>Gerudo's 1&2 will launch into Scorpion Stance - Stinger + 2 Power + (2 Power from having blocked two offensive attacks in Scorpion Stance - Claws)

Gerudo 1's Attack with a +4 to their power
>>
Rolled 6, 4, 2 + 9 = 21 (3d7 + 9)

>>5718792

Gerudo 2s attack
>>
Rolled 2, 1, 1 + 5 = 9 (3d3 + 5)

>>5718792

Gerudo 1's defense
>>
>>5718794

Gerudo 2's defense
>>
Rolled 2, 2, 3 + 5 = 12 (3d3 + 5)

>>5718797
>>
Rolled 4, 3 = 7 (2d5)

Alright let's see who the Gerudo hit before they die

1. Aroll
2-4. Resistance Fighter
>>
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>>5717872

Aroll's men continue to press the enemy harder and harder, slowly decreaseing the space that they have to maneuver. Suddenly, both of the Gerudos change tactics, they pull back on their spears and step as far away as they can to create space, then exploiting the spread formation of Aroll's men, lash out with their spears. The attack catches the resistance fighters off guard. One of the men turns his head at the last moment as a spear streaked towards his face, and instead of having his eye gouged out, the spear punctures the side of his mouth knocking out teeth and ruining that side of his face. The other enemy stabs out towards a man's gut. But the man's quick arms just barely knocked the blow lower. Instead of gutting him the spear buries itself into his hip joint, just barely missing his manhood. Attacks made, the enemy can do nothing to prevent the other fighters from countering. One man swings his cudgel smashing one of the Gerudos in the face and dropping her instantly. The other one has Aroll's dagger stabbed into her side, her armpit, her neck, and finally her eye before she falls over dead.

Gerudo 1&2 are slain. Resistance fighters 3&4 suffer 10 & 11 damage respectively.

Meanwhile...

You and your men begin packing up anything that you can carry. Helmets, gambeson, chainmail, daggers, crossbows, regular bows, bolts, arrows, spears. All the material of war is either tossed into a box and lugged around with both hands or tied up and slung over a back. One man puts on several layers of armor enough for four men bulking him up and slowing him down. In the midst of all this preparation, You take the time to examine the wound in your shoulder. It's not good. Your arm, while it does respond doesn't do so readily and blood continues to flow out of the wound as you test it, you’ll have to tend to it soon or risk too much blood loss. In the midst of your examination, the door to the armory suddenly swings open. Everyone's stops and turns to look as a Gerudo stands open mouthed at the scene before her. She blinks once, then immediately slams the door again. you rush forward and push, but the door is firmly locked again.

> Pull some men from preparations to breakdown the door. You've got to stick to the plan and hook up with Aroll’s men.
> Continue stocking up. You want to leave the armory empty before you pull out. Aroll's team can worry about the door.
> Block the armory door and prepare to exit via the hole in the roof you might not be able to pull as much as you want out of the armory, But going out on the roof is safer than pushing through barracks.
>>
>>5718864
> Block the armory door and prepare to exit via the hole in the roof you might not be able to pull as much as you want out of the armory, But going out on the roof is safer than pushing through barracks.
We can call off Aroll's attack from the roof, or send a runner. Also, can we fashion a makeshift tourniquet out of a length of cloth (Rag/shirt/what ever) and a stick of some variety?
>>
>>5718868

It's a shoulder wound, which is tricky for a novice in medicine to wrap correctly, you could try but your odds of success are low Base DC 25
>>
>>5718873
>Shoulder wound
Ah, somehow I missed that. Neverminded then, not entirely sure he'd thing about it to begin with anyways.
>>
>>5718875

Hey it's a good thought, and in the future you or a possible companion may know how to treat such a wound.
>>
>>5718864
>> Continue stocking up. You want to leave the armory empty before you pull out. Aroll's team can worry about the door.
>>
>>5718864
>Continue stocking up. You want to leave the armory empty before you pull out. Aroll's team can worry about the door.
>>
>>5718864
> Continue stocking up. You want to leave the armory empty before you pull out. Aroll's team can worry about the door.
>>
>>5718884
We'll have to scout for an apothecary or something then. Wouldn't want to take another floorboard to the gut.
>>
>>5718864

> Pull some men from preparations to breakdown the door. You've got to stick to the plan and hook up with Aroll’s men.
>>
>>5718864

>>5718935
>>5718938
>>5718940

You're letting Aroll hand the door, very well. Because of your previous planning Aroll knows where to find the armory so he'll make his way to you easy enough. I will need rolls for his efforts in breaking down the door however.

> Base DC 30 (Reinforced Door)
> 2 Group Power + 10DC
> Many Hands Make Light Work +15DC
> Total DC 55

> Give me three d100s please

0 Passes = The door doesn't budge despite Aroll's teams efforts and Aroll's men become stuck between a rock and a hard place when Gerudo reinforcements show up.
1 Passes = It takes some time and eventually the armory door is opened, but the Gerudo are now blocking your way.
2 Passes = The armory door is reduced to splinters after some significant chopping.
3 Passes = Aroll and his men make quick work of the door, and your two groups are on the move again in no time.
>>
Rolled 29 (1d100)

>>5719375
>>
Rolled 56 (1d100)

>>5719375
>>
Rolled 7 (1d100)

>>5719375
>>
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>>5719375

>>5719396
>>5719398
>>5719576

Deciding that Aroll and his team can worry about the door you help the others gather as much gear as they can. Everyone works at a fever pitch grabbing whatever they can now that they know the Gerudo know where you are and will soon arrive. You and the others are working so hard that when there is a loud *bang* *thwunk* *bang* *thwunk* on the armory door, everyone nearly jumps out of their skins. You snatch up a nearby spear and approach the door warily, expecting it to burst open and let in a surge of Gerudo. The noise continues as you reach the door, but underneath the *bang* *thwunk* you hear voices. The fear in you subsides when you recognize one of the voices as Aroll's loud cursing. "Where in the fiery depths is Matthias's group."

"We're in here," you respond and the loud noises on the other side of the door cease momentarily.

"Matthias? how did you get in there?"

“It's a long story, that I'll tell when we get back, but first, you have to get this door open. We're stuck in here.”

“Okay, stand back.” Aroll says there is a particularly loud crack and the head of an ax pierces the wood of the door. Aroll continues chopping while you and the others. Finish packing up everything that you can carry from the armory. With a final loud crack, the door, or what’s left of it, gives way and falls inward. With the way out now open, your two groups gather all the assembled gear and start heading toward the exit. On your way out, the door you notice that two of Aroll's group are missing.

"You're missing two, men, what happened to them?"

“The guards at the front door gave us a bit of trouble. Two of my guys were badly injured, so I sent them back. They only would have slowed us down.

You nod understanding his reasoning, you yourself are unable to carry one of the larger boxes instead settling for slinging a few quivers over your good shoulder. Your two now recombined groups zigzag through the halls of the barracks. The sounds of shouting Gerudo dogging your footsteps. As you emerge out the front door you can hear alarm bells sounding out in the city and approaching torch, light dances off the nearby walls and buildings. As your group makes for the nearest alley, patrols of Gerudo come into sight and spotting your group, they start charging towards you. It looks like your escape will not be uncontested.

> Command the men to scatter and meet back at the hideout. Although you will make for easy prey if caught, it will be less likely that the Gerudo will be able to catch all of you.
> Redistribute the gear to other men and form a rear guard to stall the Gerudo for as long as possible, allowing the loot to be brought back safely. Although the rear guard will have a difficult time escaping.
> Stick together and just run, all of the loot will slow you down some, but you stand a much better chance of handling any obstacle you come across.
> [Write in]
>>
>>5720084
> Command the men to scatter and meet back at the hideout. Although you will make for easy prey if caught, it will be less likely that the Gerudo will be able to catch all of you.
We still got to get that letter to the Eldest Prince, or would it be more accurate to call him the King?
>>
>>5720096

>would it be more accurate to call him the King

Ehh, he's yet to be "Crowned" king, but yes he's the "acting" king
>>
>>5720084
>Command the men to scatter and meet back at the hideout. Although you will make for easy prey if caught, it will be less likely that the Gerudo will be able to catch all of you.
>>
>>5720084
>> Command the men to scatter and meet back at the hideout. Although you will make for easy prey if caught, it will be less likely that the Gerudo will be able to catch all of you.
>>
>>5720084

>>5720096
>>5720170
>>5720362

Okay time to split up.

> Base DC 65 (Nighttime/Difficult Terrain/Home Field Advantage)
> 2 Power + 10DC
> Multiple Targets + 16DC
> 3 Enemy Power -15 DC
> Total DC 76

0 Passes = You take a wrong turn, and are caught by one of the Gerudo patrols.
1 Passes = The Gerudo net is closing in around you and has cut you off from the Hideout, you'll have to improvise (Further action will be needed to escape).
2 Passes = You run fast and manage to lose your pursuers and return unharmed to the Hideout.
3 Passes = On your way back you manage to assist one of the others in their escape (Save one random person who failed their roll to escape).

I need three rolls from you guys

> a 3d100 for you
> a 3d100 for Aroll
> a 6d100 for the rest of the crew.
>>
Rolled 88, 5, 48 = 141 (3d100)

>>5720651
us
>>
Rolled 61, 56, 71 = 188 (3d100)

>>5720651
>>
Rolled 50, 68, 64 = 182 (3d100)

>>5720651
Going for Aroll (Bet he killed those injured guys)
>>
Rolled 49, 55, 96 = 200 (3d100)

>>5720651
> a 6d100 for the rest of the crew.
I'll just roll the remaining three.
>>
Sorry folks no update tonight, work wiped me out today.
>>
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>>5720651

>>5720735
>>5720747
>>5720748
>>5720994

> Looks like every one is going to make it, only one man failed his roll to escape, but with Aroll's three successes he'll be saved.

As you approach the mouth of the alley, you command everyone to split up and meet back at the hideout. The men obey and at every turn or intersection, men scatter every which way taking their own route to safety. After a few more turns, you find yourself alone, sprinting through dark alleys and unsure if the sounds running footsteps you're hearing are your companions running nearby, Your own footsteps echoing off nearby buildings, or the dogged pursuit of a Gerudo patrol closing in behind you. You race around corners and slip through tight spaces, sure that any moment you'll hear the shout of some enemy to halt, or that you'll run head on into a patrol cutting off your escape. Despite these worries though, you emerge from the tangled streets of the main city and find yourself running down the muddy pathways of the slums where the sounds of pursuit are muted. Here you catch sight of a few of your fellows dashing to the Hideout. You make it there yourself, slipping down the passage concealed in the outhouse, to the torch lit cave below. Once inside, you set down your share of the armory loot alongside the others in a growing pile of gear and weapons. Take a second to catch your breath and while heaving in lung fulls of air, a concerned looking Joz comes over to you.

“Jeez man, what happened to you? Are you okay?”

“Had a bit of trouble, With the Gerudo.” You wheeze

“I should say so. You don't look too good, man.”

“I don't feel too good.” You admit looking down to see that the that the entire left side of your shirt is soaked in blood from your shoulder wound. Your body, as if finally realizing That it's injured, helpfully gives out on you and Joz has to quickly catch you before you fall.

“Shit, man, you're pale as ghost. Alright, sit right here, I'll get the healer.” He says sitting you down in a nearby chair. You try to respond, but your tongue is growing numb in your mouth and you content yourself with counting the others as they filter in. You count three so far including yourself. Two more come in together, then a single man. Accounting for the two others that Aroll sent back that makes eight. You begin to grow worried as more time passes and Aroll himself has yet to appear. You can see that others share in your concern for Aroll as several other men are watching the door intently. Your worry is rewarded with release when finally. Aroll stumbles in helping another man through door. (1/2)
>>
>>5722555

That makes ten, you think to yourself, and a wave of relief washes over you. The mission was a success and you didn't lose a man. With that comforting thought easing your mind, you find your vision becoming unfocused and your body shudders with cold. You want to get up but your body won’t obey, you’ve lost too much blood. Your thoughts start to grow fuzzy and the only thing you can do is drift to sleep. Before the darkness takes you though, you catch a glimpse of a familiar face and a warm hand touches your sweat slicked forehead. You recognize Hemem the healer woman and finally succumb to sleep.

> This is all I have in me tonight, update will resume tomorrow
>>
Sorry anons but there won't be an update tonight. My power is out and I'm trying to conserve my phone battery. Will update when my power is fixed.
>>
>>5722559
>>5723332
No worries, CQM, thanks for keeping us posted.
>>
>>5722559

>Sorry for the wait anons.

When you next, open your eyes, you find yourself laying on a cot, covered in blankets in one of the corners of the underground hideout. Your shoulder wound is bound, in a neat bandage and your arm is restrained, by a sling. You try to sit up, but your head swims dizzily, and you are forced to lie back down.

"Whoa easy Matt" the familiar voice of Joz says as he sets a hand on your shoulder. "How are you feeling?"

"Thirsty," you croak and Joz hands you a cup of water. You gulp the water down then ask "How long was I out?"

"Not too long, you’ve slept all day it's just about sunset now. I'm honestly surprised you're awake now. You lost a lot of blood, and when you passed out, you looked as white as a ghost. But that Hemem woman really knew her stuff. She had your wound cleaned and sewed shut in a snap she also said that you should drink a lot of water and eat something sweet. I don't got any pastries or nothing. But some honey and porridge should be fine I save you some from breakfast might be a tad cold though."

" Thanks, Joz. Hey, you know, you make a really good mother." You say flashing Joz a smile.

"Are you kidding me? I couldn't let Captain Laro's favorite ass kisser just die, he'd never let me hear the end of it. Plus I'm pretty sure if you did die you'd haunt me for the rest of my life."

"Damn right I would." Joz smiles at your response but despite the playful facade you can see that he's genuinely relieved that you're okay.

> Ask Joz how the mission turned out. “Did Aroll get everything he wanted?”
> “Seriously though, thanks Joz. It’s nice to know you’ve got my back.” Thank and reassure Joz. you both joke around but you do genuinely care about each other.
> “Do you know who this Hemem is Joz? I’ve seen her before at her house, but she seems too good at this healing stuff to just be some random housewife.
> Your head is swimming again and even this short bout of wakefulness has exhausted you. You need more rest.
>>
>>5723650
> Your head is swimming again and even this short bout of wakefulness has exhausted you. You need more rest.
>>
>>5723650
>Your head is swimming again and even this short bout of wakefulness has exhausted you. You need more rest.
>>
>>5723650
>> Your head is swimming again and even this short bout of wakefulness has exhausted you. You need more rest.
>>
>>5723650
> “Seriously though, thanks Joz. It’s nice to know you’ve got my back.” Thank and reassure Joz. you both joke around but you do genuinely care about each other.
> “Do you know who this Hemem is Joz? I’ve seen her before at her house, but she seems too good at this healing stuff to just be some random housewife.
>>
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>>5723650

>>5723667
>>5723750
>>5723768

“Now if you’ll excuse me, the sight of your ugly mug has made me woozy and I need a nap.” You say rolling over and closing your eyes. You hear Joz chuckle to himself a little before departing and leaving you to your rest.

You spend the next few days recovering, which as it turns out, is all you could have done anyway. Your raiding of the armory set the Gerudo on edge and they have increased, the size and frequency of their patrols. They’ve begun a search of the city for the stolen equipment and for the men responsible for the raid. Aroll calls a halt to his assaults on the Gerudo after losing three of his men in two raids. Even with the new equipment they can't fight the Gerudo in such a prepared state. The mood in the hide out grim as with all raids canceled, the men have nothing better to do than sit around and wait; hoping that the Gerudo won’t, or in some cases wishing that they would, kick down the door to the Hideout and fight them. You, by contrast, are focusing on your next steps. with your part of the bargain done, You will be able to escape so long as Aroll fulfills his part and lends you a few men and tools. Although he is unlikely to lend you anything until the Gerudo relax their search and while you're not sure when or if the enemy will relax, you are willing to wait while your shoulder mends enough for you to use, but once it is usable, you might have to force the issue. One question has been nagging at you, though as you think of your next steps. Do you escape alone or should you slip out with more than yourself? Taking Joz with you would be simple enough, but you are also concerned for Madam Ith and her girls. Of course, should you escape, the prince will likely liberate the city and you want to have to worry about their safety anyway, but stranger things have happened the example of Aroll's family attests to that. Even if they aren't directly involved in the fighting, civilians can still die in the battle over the city.

> Escape alone, Joz and Ith are tough they’ll survive.
> Take Joz with you. You’d feel safer with Joz by your side when you leave the city and when you help the prince retake it.
> Help Madame Ith’s and her girls escape. It’s a bigger risk taking that many people out through your escape route, but you want to assure their safety
>[Write in]
>>
>>5725022
> Take Joz with you. You’d feel safer with Joz by your side when you leave the city and when you help the prince retake it.
>>
>>5725022
>Escape alone, Joz and Ith are tough they’ll survive.
>>
>>5725022
>ake Joz with you. You’d feel safer with Joz by your side when you leave the city and when you help the prince retake it.
>>
>>5725022
> Take Joz with you. You’d feel safer with Joz by your side when you leave the city and when you help the prince retake it.
> Help Madame Ith’s and her girls escape. It’s a bigger risk taking that many people out through your escape route, but you want to assure their safety
>>
>>5725022
>> Escape alone, Joz and Ith are tough they’ll survive.
>>
>>5725022
>Take Joz with you. You’d feel safer with Joz by your side when you leave the city and when you help the prince retake it.
>>
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>>5725022

>>5725049
>>5725136
>>5725169
>>5725739

As your arm strengthens and You're range of motion returns. You taught over your escape plan with Joz. He agrees to join you in your escape readily enough, saying that. "Yeah being a resistance fighter wasn't quite all it's cracked up to be. Food sucks, pay sucks, and if I'm being honest." He whispers "The people suck."

Eventually you feel you can wait no longer, your arm works well enough and it's been almost a week and a half since you escaped the castle on your mission to deliver Laro's letter to the prince and almost three weeks since the seige started. Even though the Gerudo have hardly eased up in their search for you, you can delay no longer. Picking a moment when Aroll is in one of his better moods, You approach and ask that he fulfill his end of the bargain and help you escape the city.

" Are you sure you want to leave now? It's not exactly safe out there at the moment."

" I can't wait any longer Aroll, the prince needs to be informed. Everyday I wait is another day this siege drags on."

"I know," Aroll says with a sigh. "It's sad to see two of my best fighters go, but you've got your own agenda. Now I know I promise you some man in the tools to break out. And I'm more than happy to lend you some tools, but with the Gerudo being so alert right now and with So few fighters left with your leaving. I can't risk losing more men. If you want to escape, take what tools you need from me. But I'm afraid I can't lend you any extra support not with the Gerudo breathing down are necks."

You knew something like this might come up. Although at least he's willing to give you The tools you asked for but this was not what you originally agreed to.

> Agree to Aroll's terms, The extra men would have been nice, but you and Joz can handle an escape like this
> Press Aroll to honor his word. This was not what you agreed to when you help him break into the armory.
> Wait a few more days to see if the Gerudo ease up. You want the extra man power, but you understand the danger of going out right now.
> [Write in]
>>
>>5725892
> Agree to Aroll's terms, The extra men would have been nice, but you and Joz can handle an escape like this
>>
>>5725892
> Agree to Aroll's terms, The extra men would have been nice, but you and Joz can handle an escape like this
>>
>>5725892
> Agree to Aroll's terms, The extra men would have been nice, but you and Joz can handle an escape like this
>>
>>5725892
> Agree to Aroll's terms, The extra men would have been nice, but you and Joz can handle an escape like this
Ith and her girls could play backup, just saying.
>>
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>>5725892

>>5725897
>>5725916
>>5725965
>>5725984

“Very well, keep your men safe. Me and Joz can do this alone.”

“I'm sorry I can't do more. It pains me to lose two of my best fighters, but I understand you have your own duty to fulfill. I wish you luck in your escape and hope that the information you bring finally gets the prince to liberate his city. Aroll says shaking both your hand and Joz's. On your way to the exit, several more of the resistance say their goodbyes and wish you luck. You recognize many of them from your attack on the armory and wish them the best as well before exiting to the surface geared up and ready to finally get out of the city.

The streets of the slums are empty and lifeless as you make your way through them. Even with their new found fervor the Gerudo still stay out of the slums at night. You and Joz get to the culvert without issue, but you do notice an increase in the number of patrols. You'll have less time than you thought to break the grate open without being noticed.

You take a deep breath "Well Joz, you ready."

"Ready as I'll ever be."

"Right, let's get to it." The two of you race off, quickly closing the distance between the safety of the alleys and culvert. With a mighty swing of your borrowed maul you strike the first blow against the grate.
> Base DC 50
> 2 Power +10 DC
> Right Tools for the Job +10 DC
> Many Hands Make Light Work +5 DC
> Total DC 75

> Give me three d100s anons

0 Passes = The grate is of sturdier construction than you thought, you pound at it mercilessly, but make little progress before the Gerudo show up to investigate the noise.
1 Passes = You manage to make an opening in the grate but time is short, the Gerudo are closing fast there’s only time for one of you to slip away and escape.
2 Passes = You smash the grate open in a few swings and the two of you are through the culvert before the Gerudo know what’s happening.
3 Passes = The grate is broken free quickly and cleanly, not only are you able to escape without notice, but by setting the grate back in place, the Gerudo should find nothing amiss and you could use this culvert to enter the city again should you need to.
>>
Rolled 50 (1d100)

>>5726748
>>
Rolled 82 (1d100)

>>5726748
>>
Rolled 72 (1d100)

>>5726748
>>
>>5726756
>>5726759
>>5726812
Not bad.
>>
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>>5726748

>>5726756
>>5726759
>>5726812

Your first swing connects with one of the bars of the grate and bends it completely out of shape, tearing it free from the wall of the culvert with a loud *clang* and shower of dust. Joz swings next. His blow striking the grate and bending two of the bars inward with another resounding *clang* The two of you continue to slam away at the grate, each impact bending or tearing free another of the grate's bars. The hairs on the back of your neck rise as out of the corner of your eye you spot the dance of approaching torch light and hear the shouts of the Gerudo as they come to investigate the racket you're making.

With one final swing Joz knocks, the mangled metal grate free of the culvert mouth. You don't waste time with celebrations or congratulations as the grate falls. You simply scramble into the now open culvert on your stomach. Joz Is close on, your heels as you shimmy through the pipe to freedom. Your passage through the pipe feels like an eternity as you slowly crawl your way through the pitch blackness with only the sound of your breath and the scraping of your body along the pipe to give sustenance to your deprived senses. You try to estimate how far the pipe goes and come to the conclusion that it would only reach a dozen or so feet away from the wall. Which by your reckoning you should have reached by now, but ahead of you is only darkness, you don't even see the stars that should be shining at the mouth of the exit. Panic starts to set in as you crawl a few feet more and there's still no signs of the exit. Your crawling becomes a desperate clawing at the pipe in front of you as you search in vain feels for the exit. At last your hands make contact with something that's not empty air. A blockage? Another set if bars? No, this feels different, not cold and metallic but rough and somewhat plant-like. You push hard against the substance and there is a tearing sound as the curtain of vegetation is push aside. Fresh air and the night sky greet your senses, you've made it outside. You pull yourself out of the pipe and tumble onto the foul-smelling sludge at its base, somewhat marring your enthusiasm. Joz tumbles out after a few seconds later, Similarly, relieved then disgusted as he ends up next to you in the muck.

As much as you want to sit there in the muck and enjoy your new found freedom, your duty calls and the sounds of the Gerudo shouting from behind the wall drives you forward. The two of you stumble in the dark toward the lights of the siege encampment.
>>
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>>5727594

"Halt you two unless you want a bolt in the chest." A voice calls from the darkness. "Mind tell me what you're doing out here?"

"I'm Matthias and this is Jozoll we are guards in training- er were in training at the city garrison. I come bearing a message for the crown prince from captain Laro.

There is a pause, clearly the sentries weren't expecting that response, but they recover quickly as one says "Right, two men claiming to be recruits, out wandering between the siege line and the city. Just so happened to be bearing a message for the crown prince. Let me guess you want to deliver it to the prince personally." You can hear the sarcasm dripping from the man's voice, but you respond, earnestly.

" I was just told to deliver the letter to the Prince. As long as it makes it to him, that's all that matters."

There is another pause before the man says " All right, I'll take you to the sergeant he'll sort this out."

A dark shape rises from the grass in front of you and orders you forward. You are led into the light of a campfire and set down nearby. A sergeant comes and you explain your story to him, showing him your now crumpled and slightly bloodstained letter from Laro. The sergeant takes one look at the letter, then kicks you up the chain of command to his lieutenant. You explain your story to the lieutenant and he kicks you to his captain. The captain kicks you to his superior and so on, until a nobleman who looks like he was just roused from sleep, is brought forward. You explain your story for what must be the sixth or seventh time while the nobleman reads the letter, you brought. After you finish your explanation and the nobleman finishes the letter, he simply says "We best notify the prince." And he and his gaggle of men head off further into the camp, leaving you and Joz with a sizable contingent of guards around the campfire. You wait in awkward silence for a while, before the captain you had spoken to earlier, comes back and orders you to follow him. You are led through the camp and brought before a large and lavish tent. Inside the Prince stands along with the men you'd explained your story to as well as a few others. You explain your story, for what you hope is the last time to the prince himself.

> You will explain to the prince the basic story of your escape from the city. Are there any particular details or observations you would like to add in addition to Laro's letter?
>>
>>5727595
Can't think of any particular details from the last few days to include. Though I am interested if he knows if his sister we helped escaped (the one we got impaled while protecting.)
>>
>>5727595
The Gerudo have treated the people reasonably well. They're brutal in battle, but not in the manner of their occupation. Also: ask about the princess we maybe, hopefully helped save.
>>
>>5727595
Maybe talk a bit about Aroll, though Joz probably has a better read on the guy than us.
>>
>>5727595
Nothing that would make us look like we sympathize with the Gerudo. That and maybe about the help we got from Aroll, and perhaps about Madame Ith too.
Though it's likely we've already spoken about everything important.
>>
>>5727595
>>5727669 +1
>>
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>>5727595

>>5727635
>>5727669
>>5727670
>>5727677
>>5727690

The tale you tell the prince is a much longer version of the one you told the others. You start back when you were separated from the prince by the explosion in the castle, telling of how you helped lead the middle princess, Effa, away from the approaching Gerudo and your subsequent impalement. You ask after the safety of the princess, to which the prince responds that yes, she did make it to the library and escaped with them. At which point the prince, thanks you for saving his sister and apologizes for not recognizing you sooner. The prince's apology catches you off guard, but you graciously accept his thanks and you are relieved yourself to know that your efforts to protect the princess were not in vain. You continue your report telling of your capture and meeting with captain Laro, his giving you the report, and your subsequent escape. You tell him of the assistance of the grave keeper, Madam Ith, and Aroll and his resistance. You provide him your perspective on the Gerudo occupation saying that while in the city the Gerudo didn't seem overly sadistic and were mostly concerned with maintaining order, at least they were until you raided the armory. Quite a few ears perk up at that statement and you launch into a brief summary of the action and its success. The men on the sides listening, begin whispering to one another and your keen eye spots a strangely dressed individual, similar to the ones you saw in the throne room, shift in the shadows of the tent. You pause waiting for the whispers to turn into a question or to resolve back into silence, but the prince bids you go on, and so you finish the tale of your escape.
>>
>>5728324

The whispers in the room turn into muttered conversations and one of the men asks you about the number of Gerudo you saw in the city. You give him your best estimate and mention that they seemed shorthanded as there were many gaps in their patrols and sentries that allowed you to escape. You are asked more questions about the Gerudo defenses and about the resistance but you deflect most of those saying that Joz would know more as he'd spent more time with them. As the questions run dry and the conversations quiet around the tent, the prince dismisses you thanking you for your report and telling you to rest. You are brought out of the tent and Joz is brought in to fill in some of the gaps you couldn't. After a short wait, shorter than your report anyway, Joz comes back out looking relieved and tired. The two of you are given accommodations with the other soldiers and you bed down for the night content that you've accomplished your mission.

> Congratulations Anons you’ve survived your first major assignment, as such you’ve gained 4 more HP (16/16) in addition to a “perk” of your choice.

> Having spent so long without protection of any kind, donning armor again makes you feel safe and emboldened, you can face any encased in your armor. Gain perk [Armored in Courage] For the purposes of combat your armor bonus is translated directly into a Courage bonus and is no longer added after your rolls have been made.
> With a reliable weapon in your hand again, you feel like you can slay any foe that would stand in your way. You are your weapon and your weapon is you. [Trusty Steel] For the purposes of combat your weapon bonus is translated directly into a Power bonus and is no longer added after your rolls have been made.
> Gain 1 Power, permanently
> Gain 1 Wisdom, permanently
> Gain 1 Courage, permanently
>>
>>5728327
> Gain 1 Wisdom, permanently
>>
>>5728327
>> Gain 1 Wisdom, permanently
>>
>>5728327
> Having spent so long without protection of any kind, donning armor again makes you feel safe and emboldened, you can face any encased in your armor. Gain perk [Armored in Courage]
Having equipment translate into straight up stat improvements seems very useful, especially considering how close we have come to dying.
>>
>>5728327
>> Having spent so long without protection of any kind, donning armor again makes you feel safe and emboldened, you can face any encased in your armor. Gain perk [Armored in Courage] For the purposes of combat your armor bonus is translated directly into a Courage bonus and is no longer added after your rolls have been made.
>>
>>5728327
>Gain 1 Wisdom, permanently
>>
>>5696467
But there are two passes here....
>>5696377
>>5696392
>>5696394
two are above 45
>>
>>5728776
Roll under, not over. That vote only has one success.
>>
>>5728779
Ooooh, roll under
>>
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>>5728327

>>5728331
>>5728332
>>5728382

>Wisdom Increased by 1 your stats are now

Power: 2 Wisdom: 4 Courage: 3 Health: 16/16

The next day, you are allowed to sleep in. Being woken up when breakfast is ready rather than at the crack of dawn. After a simple breakfast of potage and bread, you are sent to the camp doctor by your new lieutenant. The camp doctor, a middle-aged man with graying hair, quickly examines the two of you. He clears Joz almost immediately his wounds having healed completely. While you he holds, taking a closer look at your injures. He pokes and pods at the fresh scars on your side and belly from your fights in the castle. "Hmm, these were well treated and it looks like Chu Jelly was used to assist the healing process." The man mutters to himself while he traces your scars with his fingers. Those wounds while no longer tender and sore are still sensitive and you have to fight the urge to squirm away from the doctor's touch. Finished with your old wounds, he moves on to your more recent one. He careful, peels away the bandage on your shoulder and examines the stitching. " The wound is clean and bandaged well, and the stitching is exceptional. Although there are some torn stitches and bruising around the wound, likely from over use of the injured limb." The doctor continues mumbling to himself. "No sign of Chu Jelly this time." Doctor pulls away from you and rummages in his trunk. He returns with a jar of a strange pinkish red gel along with a needle and thread. "Alright boy, hold still I'm going to have to redo the stitches on your shoulder.” Using a very sharp knife, the doctor removes your old stitches. He then unscrews the lid on the jar and scoops out some of the contents. He slathers a bit of the gel on your reopened wound. The gel is cool at first soothing your wound, but it quickly starts to tingle and itch and you have to clench your fists to avoid scratching at it. The doctor cleans away some of the excess gel and then begins to stitch your wound closed again. When finished, the doctor puts a little more of the gel over top of the stitches and then rebandages your shoulder.

"There that should do it, we’ll have you healed up in no time, but I won't have you ruining my stitching by straining that shoulder. You're on light duties until I say otherwise, Okay?" With that, the doctor dismisses you with a slap on your good shoulder.

Restricted to light duty, you find yourself...

> In the kitchens peeling potatoes, chopping onions, and slicing up every kind of veggie. Although your day is not boring thanks to an unlikely individual.
> Assisting the doctor and his nurses with camp’s sick and injured
> Assigned to the royal family’s guard, at the behest of Effa, the middle princess.
>>
>>5728985
> Assisting the doctor and his nurses with camp’s sick and injured
This is actually a pretty tough choice
>>
>>5728985
> Assigned to the royal family’s guard, at the behest of Effa, the middle princess.
>>
>>5728985
> In the kitchens peeling potatoes, chopping onions, and slicing up every kind of veggie. Although your day is not boring thanks to an unlikely individual.
One of the Sheikah?
>>
>>5728985
>In the kitchens peeling potatoes, chopping onions, and slicing up every kind of veggie. Although your day is not boring thanks to an unlikely individual.
>>
>>5728985
> In the kitchens peeling potatoes, chopping onions, and slicing up every kind of veggie. Although your day is not boring thanks to an unlikely individual.
>>
>>5728985
>> In the kitchens peeling potatoes, chopping onions, and slicing up every kind of veggie. Although your day is not boring thanks to an unlikely individual.
I like food
>>
Sorry anons got back later than I thought I would. Will update tommorrow.
>>
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>>5728985

>>5729012
>>5729026
>>5729057
>>5729086

After all you've been through the past few days, sitting out the back of the kitchen supply tent peeling potatoes is rather relaxing. You’ve done this duty many times before in the garrison’s kitchen during your training and you have to say it's much nicer doing it outside, where there's a breeze rather than in the stiflingly hot kitchen itself. After the first dozen potatoes your hands find their old rhythm, allowing your mind time to wander. As your thoughts start to drift, however, a strange sensation tickles the back of your neck, like someone is watching you. You turn around, but see no one. Shrugging off the sensation, you turn back around and find a person standing in front of you. You recognize the person's clothes almost immediately. They are the same ones that the people in the rafters wore the day the Gerudo attacked. Up close, you can see that the clothes are some sort of bluish-purple tights with a lighter colored torso piece emblazoned with a red eye symbol. The woman, for you can now see that she is one, has strangely white hair and looks down at you with her arms folded across her chest. She examines you with a critical eye for moment then speaks.

"Perceptive, although reaction time is a little slow." She seems to say to herself "Tell me young man what do you see when you look at me."

The strange question catches you off guard as several other questions were flashing through your head as she spoke to you. Rapidly collecting your thoughts, you answer.

> "I see a lightly armored woman. Who is quick on their feet and quiet in her approach. She bears no visible weapons, but her steady and confident stance tells me she is not unprepared for a fight." You immediately dissect her as an opponent and start to formulate a plan should you need to fight her.

> "I see a spy, here to gather information on me, likely out of personal curiosity rather than professional duty." It seems that you've piqued the interest of these strange people and now one of them is here to question you.

> " I see a strangely dressed yet serious looking woman and I don't know whether I should. Question her about what she's doing here, Run and call for help, or ask her about her strange white hair." You give her an honest answer although those are only a few of the Things that ran through your mind when you looked at her.

> [Write In]
>>
>>5730140
Shit yeah, Impa. I get the feeling the top option leads us to combat training while the second might put us on the road to being a spy of some sort.
>"I see a lightly armored woman. Who is quick on their feet and quiet in her approach. She bears no visible weapons, but her steady and confident stance tells me she is not unprepared for a fight." You immediately dissect her as an opponent and start to formulate a plan should you need to fight her.
>>
>>5730140
> "I see a lightly armored woman. Who is quick on their feet and quiet in her approach. She bears no visible weapons, but her steady and confident stance tells me she is not unprepared for a fight." You immediately dissect her as an opponent and start to formulate a plan should you need to fight her.
Another tough choice. You're spoiling us Continuous.
>>
>>5730140
> "I see a lightly armored woman. Who is quick on their feet and quiet in her approach. She bears no visible weapons, but her steady and confident stance tells me she is not unprepared for a fight." You immediately dissect her as an opponent and start to formulate a plan should you need to fight her.
>>
>>5730140
> " I see a strangely dressed yet serious looking woman and I don't know whether I should. Question her about what she's doing here, Run and call for help, or ask her about her strange white hair." You give her an honest answer although those are only a few of the Things that ran through your mind when you looked at her.
>>
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>>5730140

>>5730143
>>5730146
>>5730156

"I see," the woman says reevaluating you "An apt accessment. What about him? What do you see when you look at him?" She says cocking her head towards a soldier walking the camp behind her.

"I see a man in his twenties, whole of body. He walks like a soldier of low rank, confident but with no arrogance or surety of command. He's moderately armored and wields a spear with a dagger in his belt. He would be an average opponent, but with a calculated approach he can be defeated."

"Good, but your hands have stopped peeling potatoes. Keep to your work and tell me what you see in that one." The strange woman says pointing out another soldier.

You resume your peeling and try to focus on the targets the woman calls out.

> Base DC 40
> 4 Wisdom +20 DC
> Keen Eyed +5 DC
> Total DC 65

> Okay anons I need three d100s


0 Passes = You try to keep your eyes on the targets, but your distraction leads you to peeling your hand instead of the potatoes
1 Passes = You struggle to keep pace with the woman’s call outs, but at least you avoid slicing open your hand.
2 Passes = Maintaining your composure, you find a rhythm with your peeling as your eyes track the targets. (Enemy Stats and Equipment bonuses will now be automatically reveled before combat)
3 Passes = You are the calm amid the storm. While the woman calls out targets faster and faster, your hands stay steady and do not miss a bit of skin on the potatoes. (Same as 2 passes with the addition that your Probe Defenses Stance is improved (+1 to Courage, attack is no longer halved for the current round. Opponents defense halved next round)
>>
Rolled 67 (1d100)

>>5730731
>>
Rolled 17 (1d100)

>>5730731
>>
Rolled 70 (1d100)

>>5730731
>>
Rolled 99 (1d100)

>>5730731
excited to finally catch a roll in progress. this fucked up work schedule is coming in handy
>>
>>5730851
alright it's probably a good thing I can't fucking read right first thing in the morning.
>>
>>5730732
>>5730733
>>5730734
Damnit. We didn't show off for the ninja babe.
>>5730851
Thank God you didn't make it
>>
>>5731110
It happens, haven't had super great luck in this quest anyways. Just glad we didn't cut off a finger.
>>
>>5731114
It's the damnedest thing. Roll under should be easier. But 4chan dice just can't let us win.
>>
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>>5730731

>>5730732
>>5730733
>>5730734


You try to keep up with the woman's callouts but every time you try to focus on the targets you slow down on your potato peeling at which point the woman barks at you to keep your hands moving. Eventually the woman stops you. "Thats enough," she says placing a hand on your shoulder "Take a break and watch me."

Frustrated, you stab your knife into a potato and toss it into the basket of potatoes. The woman calmly plucks the potato up by the knife and begins rapidly peeling potatoes in swift even strokes. Her head and eyes do not waver, she simply stares directly forward and plainly states all that she sees. Her descriptions on quick and succinct and she even observes things like the number of birds in the sky, the fact that the cooks have begun to stoke their fires more and that the breeze had changed direction. You are left dumbstruck by her skill and before you know it, she had peeled her way through your entire basket of potatoes. With a final flourish, the woman spins the knife around in her hand and gives the knife back to you handle first. "Keep practicing Matthias. This skill is one you must master if you wish to be a good fighter. In the heat of battle, you will not have time to think. Your body must act on its own to defend yourself, and leave your mind free to see the bigger picture. Do not be discouraged by your performance today, you have the potential, you just need to realize it."

As the woman turns to leave you ask "How did you know my name."

The woman smiles, it's the first hint of emotion you'd seen on her stoney facade. "You're not as unknown as you think Matthias, your name moves about in circles higher than you realize."

You are about to question her more, but she starts to leave, so you quickly call out. "What is your name?"

The woman stops and looks over her shoulder "I am Impa of the Sheikah, know that I shall be watching you." And with that Impa steps around a nearby tent and disappears.

The rest of the day goes by without incident, and you meet up with Joz at the evening meal. As always, you find Joz amid circle of others and he invites you to take a seat with him. The conversation is standard fare for soldiers. Bitching about the work, bitching about cruel superiors, speculation on what you’ll be doing next, and planning for what they’ll do with their next pay. As the evening transitions to full night, the guard shift changes and several of the men head off to bed. Meanwhile Joz starts a card game and invites you to join him, but what Impa said was nagging at you and you feel the urge to train some before bed.

> Head off to bed early, you and your injury need the extra rest.
> Practice what Impa had showed you, hone your skills for the next time you meet.
> Join Joz and company for a night of gambling and a “small” amount of drinking, you need to blow off some steam.
> [Write In]
>>
>>5731450
>Practice what Impa had showed you, hone your skills for the next time you meet.
>>
>>5731450
> Join Joz and company for a night of gambling and a “small” amount of drinking, you need to blow off some steam.
>>
>>5731120
...What? If the range is the same, under or over is irrelevant.

>>5731450
> Practice what Impa had showed you, hone your skills for the next time you meet.
>>
>>5731450
> Practice what Impa had showed you, hone your skills for the next time you meet.
>>
>>5731450
>Practice what Impa had showed you, hone your skills for the next time you meet.
>>
>>5731450
>> Practice what Impa had showed you, hone your skills for the next time you meet.
>>
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>>5731450

You politely decline Joz's offer and instead find a somewhat more secluded spot. Taking out a piece of wood and a small knife you begin to carve off shavings of wood while trying to observe as much of your surroundings as possible. You do better than you did that morning, only glancing down a few time when your knife slips. Feeling a little more confident in your abilities, you head off to bed, wondering you'll be given the chance to prove yourself to Impa tomorrow.

> +10 to the DC of Impa's next test for you.

The next day dawns gray and cloudy, but already the camp is a flurry of hurried preparations. Joz fills you in as you help him strike your tent. "Yeah Matt, a bit after you left, a rider showed up on a blown horse with a message for the crown prince. After he was done reporting, we got him sat down and plied with beer. He told us that he was from the southern army guarding the passes into Gerudo lands. He said that a few weeks after the Gerudo King and his party passed through. A massive Gerudo army started pushing through the passes. They used explosives to break through forts and were flooding into Southern Hyrule. The other remaining prince, Tassan, is putting up a heroic rear guard to buy time, but the Gerudo are pushing hard for the capital. He was sent ahead to warn the crown prince of the coming army." Joz finishes as you finish bundling up the tent.

"And so we're striking camp, we're going to flee." You think a loud.

" What makes you so sure that we're running away?" Joz asks.

" Simple," you respond "if we were going to counterattack the Gerudo forces coming up from the south. We wouldn't be striking camp. There's also the fact that If the crown prince had the forces to counterattack, he would have already used them to retake the city."

Joz nods understanding the situation now. " That makes sense. Damn, it sucks leaving the city in enemy hands. What are we gonna do now?"

"I wish I knew, we're in a bad way here now."

" The crown prince is going to scatter his forces for the moment. Then he's going to try to rally all the able body men in Hyrule that he can, for a counterattack." A familiar voice says behind you. You turn to see Impa standing there. " The Prince has tasked me with bringing the rest of the Royal Family to safety. I've come to ask you if you wish to join us. I'll understand if you say no, it's hard to abandon one's liege in such a dark hour. Should you do so however I can almost guarantee we shall not meet again.

In just a few short hours, your life has been turned on its head once again. Here this Impa woman is again offering you a once in a lifetime opportunity, or so it would seem. At the cost of the life you'd been building so far in the Hylian army. Impa's words resound with the truth however, you can feel the heavy gaze of the goddesses on you in this moment as you make your decision.

(1/2)
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>>5732194

WARNING: THIS DECISION WILL HAVE MAJOR IMPACTS ON THE STORY TO COME VOTE CAREFULLY

> Join Impa and escort the rest of the royal family to safety while the prince attempts to save his kingdom.
> You cannot abandon your liege in his hour of greatest need. You will stay with the army and help to rid Hyrule of the Gerudo threat.

Since it looks like we’re about to fall off the board, I will call things here. Thanks for sticking with me anons, I hope you’ve enjoyed the story so far. If not, things will get more interesting from here on I promise. Next thread will start the last week of September probably on the 29th so keep your eyes out for it.
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>>5732196
>Join Impa and escort the rest of the royal family to safety while the prince attempts to save his kingdom.
Gives us a chance to learn some shit from Impa and maybe come save the day for the princ instead of missing out entirely.
It's been fun, QM. Thanks for running.
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>>5732196
> You cannot abandon your liege in his hour of greatest need. You will stay with the army and help to rid Hyrule of the Gerudo threat.
The roar of marching feet and the screaming of warhorses. I think this would allow us to see the true scale of the Fall of Hyrule and be at its beating heart. Wonder if Joz will follow us wherever we go.
Also, there's another prince! That's good news, I had assumed that the only male of the royal family left was the Crown Prince. This has been fun, QM.
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>>5732196
>Join Impa and escort the rest of the royal family to safety while the prince attempts to save his kingdom.
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>>5732196
>>5732264

This is a very enjoyable quest, and I'm glad you're running it! Keep up the good work. Whichever way this vote goes, should be pretty cool. I look forward to next thread.
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>>5732196
>> Join Impa and escort the rest of the royal family to safety while the prince attempts to save his kingdom.
>>
>>5732196
> You cannot abandon your liege in his hour of greatest need. You will stay with the army and help to rid Hyrule of the Gerudo threat.
This has been a great quest, thank you for running it QM!
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>>5732196
>Join Impa and escort the rest of the royal family to safety while the prince attempts to save his kingdom.
>>
>>5732196
>My choice would be my lord. However I would hear his decision on where to best employ my talents.



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