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  • File : 1300566318.jpg-(226 KB, 506x675, eagle2.jpg)
    226 KB Lineage Quest II Lore Master !SUJW787.AM 03/19/11(Sat)16:25 No.14298932  
    Previously, on Lineage Quest... http://suptg.thisisnotatrueending.com/archive/14134349/#14138425

    A month has passed since you awoke from the poisoned sleep, and you spent it training with your great-uncle's axe, learning to throw daggers and use the bow, and brushing up on your woodscraft, learning more about the plants and animals of the Savagelands. Tybir immediately warmed up to your command, as did Bavari. Much of your training was with Tybir, who showed you a few clever tricks with the axe, though a good amount of time was spent with Stakti. He too is shorter than most, and he knows a bit about fighting people larger than himself. With some coaxing, he gave you a few pointers, though he still seems a bit wary of you. Borrejek is too much of a bastard to spend time with, so no one but his cousin, Bavari, does. Faen and Kaer follow orders, but you get the feeling they don't really respect you, at least not yet. Tevenan, though...

    Tevenan has been a disobedient malcontent since day one. He sneers at your orders, talks back to you, and you are fairly certain he's been trying to turn the rest of your squad against you. You don't think he doesn't respect you, you know it.

    You've picked up a decent set of fitted chain-mail, which you keep unpolished and dull. Over your chain, you've taken to wearing the green cloak you took on your scouting mission. Your ivory horn, your badge of rank, is worn around your neck, along with the eagle carving you finally finished. You keep your axe at your side at all times, and several daggers are secreted about your person.

    You find yourself sharpening your axe in your bunk when Davin comes to you. "Captain want te talk with all the officers tonight at sundown en the War Tent." He glowers a bit before adding, "Sir." He was not pleased to find that you, fresh from the Isles and barely Kjorstav a month, had beaten him to an officer's rank.

    You probably have about 3 hours before sundown. What do you do?
    >> Anonymous 03/19/11(Sat)16:29 No.14298963
    Hory shit, I totally forgot about this.

    What happened to last saturday, man?

    Also, we should see what we can do about turning Tevenan a little less douchey.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)16:31 No.14298984
    Yeah, sorry about that. I had a sudden, unfortunate family issue.

    Namely, my Irish family threw a St. Patty's party, and we all got shit-faced. My bad.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)16:35 No.14299022
    I'm going to put this here, partially as a reminder of who the fuck these guys are and partially as a bump, hoping to continue this quest today.

    Tybir - One of the largest men in the war party. He isn't dumb, though people assume he is. The man has been known to break rocks with his bare hands.

    Faen - Decent fighter, heavy drinker, and apprentice smith.

    Borrejek - The man is an ass, but he's a deadly ass. He wields one of the few warhammers in the crew, and can shatter a shield in a single strike.

    Stakti - He's quiet and a bit withdrawn, but he might be smarter than you. You really can't tell.

    Bavari - He's not much of a fighter, he's not much of a thinker, but he's loyal to a fault.

    Tevenan - He's a demon with a bastard sword, but he talks back, is insubordinate, and does not respect you.

    Kaer - A veteran of many savageland campaigns, he is second in experience only to Skarvi. He is the only soldier who actually speaks the savage language.
    >> Anonymous 03/19/11(Sat)16:42 No.14299073
    I have to agree. We should go confront Tevenan about his insubordination. If needed, we beat the fuck outa him.
    >> Anonymous 03/19/11(Sat)16:56 No.14299197
    >>14299073

    We don't have the combat skills just yet. This guy is is a close combat nightmare, and we're fresh off the boat.

    Don't acknowledge his insubordination in the slightest. When we give commands, we should calmly and firmly order them.

    Tevenan is trying to force a confrontation because he knows he'll win; a big guy with a bigger sword could kick our skinny ass. We need to fight him smarter than that.

    Go to the War Tent, and see what the Captain has to say.

    We should also start working on learning the savage language; it could only help us in the future.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)16:57 No.14299208
    You know that Tevenan often lingers near the cook fires when not on duty, and as you approach them, you see him eating, sword strapped to his back.

    As you approach, some of the men stand. Tevenan isn't one of them. He sees you, but goes back to eating. After a few seconds, he mutters, "The fuck do you want? I'm eating."

    Some of the other men tense.

    What do you do?
    >> Lore Master !SUJW787.AM 03/19/11(Sat)16:59 No.14299221
    >>14299197
    (This man speaks the truth. Keep in mind that though we might have trained, he's still a beast with that bastard sword.)
    >> Anonymous 03/19/11(Sat)17:03 No.14299255
    >>14299208
    Well this is a fine mess we're in. We can't fight him head on, but he's just pretty much given a big fuck off to us in front of a load of our men.

    Our best bit will be to tell him, confidently, to shut his trap to his superiors and reach for a meal for ourself. A small fuck off, hopefully it won't escalate into a fight but it still saves face.

    I forget, what's our name again?
    >> Anonymous 03/19/11(Sat)17:04 No.14299262
    >>14299221

    "Captain wants us at the War Tent. Come with me."

    We still don't know exactly why he's so insubordinate. Bringing him to the meeting will give us time to gauge him more accurately, and maybe get a foot in the door for real conversation.

    Even if he doesn't say a word, choosing HIM to meet with the Captain will send a message to the rest of your squad that you have the situation under control.

    If he refuses, it'll look like he refused a peace offering out of petty dislike; not good when you're trying to show people you can do things better than us.
    >> Anonymous 03/19/11(Sat)17:07 No.14299276
    Oh shit, OP, I AM READY FOR THIS QUEST!

    But I'll be right back, I gotta go take a shit.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)17:23 No.14299388
    >>14299255
    Randevi. All the Kjorstav take on the surname of Kjorstav, and consider each other (literally) brothers. So the name would be Randevi Kjorstav.

    Your fists clench at Tevenan's back-talk, but you decide that now is not the time to provoke him any further. You think about inviting him to the War Tent, but that won't be for another few hours. Perhaps you can disguise your intentions...

    "Shut your face, Tev. If I wanted to hear bleating, I'd go fuck a sheep." Tevenan glares, and turns back to his meal. You face the cooks, and get a meal. Some sort of stew, with chunks of unidentifiable meat. You think it's better not to ask what it is.

    You eat your meal, and chat with some of the other Kjorstav around the fire. When you're done, you start up a game of Ketch, and loose a few trinkets. Tevanan refuses to join, but watches sullenly.

    After about 2 hours, the sun is glowing red to the west. "Tev, come with me to the War Tent. Captain wants us."

    Tevanan is suspicious, but he stands, and follows you to the the large tent in the middle of camp. The captain and several other officers stand around a large table with a rather poorly drawn map spread across it. Captain Tyrin looks up at you. "Randevi." He sees Tevanan enter the tent behind you, and frowns. "Care to tell me why you brought Tevanan to a meeting of officers?"

    What do you say?
    >> Anonymous 03/19/11(Sat)17:33 No.14299469
    >>14299388

    "If you wouldn't mind, sir, I'd like Tev to sit in. He might surprise you."

    This way, if Tev does well, he might like us a bit more, and the Captain will be impressed with instincts towards the men.

    Hopefully he doesn't embarrass or us, because that would probably have negative consequences.
    >> Anonymous 03/19/11(Sat)17:34 No.14299482
    >>14299388
    We could make Tevanan our second.

    This would serve the duel purpose of explaining why he's here, and if we stroke his ego a bit, maybe we can make his existence palatable.

    I say we make Kaer the real second, but keep Tev as official second.
    >> Anonymous 03/19/11(Sat)17:42 No.14299574
    >>14299388
    "Excuse me?" Turn around and look surprised when we see him. "Nigga, what the fuck are you doing? Get the fuck out of here."
    >> Anonymous 03/19/11(Sat)17:43 No.14299591
    >>14299574

    As loltastic as this would be, we really antagonize a bastard who could rip us in two.
    >> Anonymous 03/19/11(Sat)17:45 No.14299605
    >>14299591
    >>14299591

    >shouldn't antagonize

    herpdederp
    >> Anonymous 03/19/11(Sat)17:59 No.14299713
    bump?
    >> Anonymous 03/19/11(Sat)18:00 No.14299721
    I believe that Tevenan is likely to be a fixture of these proceedings in the future and it's best if he gets experience in planning and tactics before he needs them rather than coming into a command green.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)18:03 No.14299748
         File1300572216.png-(31 KB, 614x497, Lineage Quest Bay Map.png)
    31 KB
    "If you wouldn't mind, sir, I'd like Tev to sit in. He might surprise you."

    The Captain narrows his eyes at Tevanan. "Be that as it may, this is a meeting for officers. Is Tev an officer?"

    You say nothing. Tevanan, at your side, is growing sullen, and angry.

    Well, you've talked your way into this one, and now you'll need to talk your way out.

    "I've made Tev my second. I figure if something should happen to me, especially in battle, I'll need someone else who knows what's going on." To say Tev looks surprised is an understatement. He stands there, slack-jawed.

    "Well, I s'pose tha's fine, then." the Captain grumbles. "Now, let's get down te business."

    The map before you shows the positions of the mountains to the west, the bay, where you caught the boy, and the location of the savage village.

    "The Fleet'll be arriving here en about 2 months, jus' afore the start o' winter. We need te clear out the savages near here, to secure the area." He points to a black dot on the map. "Here's the village. It's at a fork en the river that runs through here. Et's too shallow to run eh ship throuh, though a small boat might be able te make et. I want that village gone and every savage there killed or captured by the time the week is out. Any suggestions?"

    It's time for strategy and tactics. I expect good things out of you, /tg/.

    What do you suggest?
    >> Anonymous 03/19/11(Sat)18:06 No.14299769
    >>14299748
    What's the black star marked 1 on the map just south of the village?
    >> Lore Master !SUJW787.AM 03/19/11(Sat)18:07 No.14299776
    >>14299769
    That's where you captured the boy.
    >> Anonymous 03/19/11(Sat)18:07 No.14299779
    What is the Terrain like between our base and their village, do they have organized patrols, what is the star labeled 1. and does the village have much in the way of perimeter defenses?
    >> Anonymous 03/19/11(Sat)18:08 No.14299783
    >>14299748

    Ah, I have to leave, but here's my quick and dirty battle plan.

    Basically, drive the savages into the river.

    Set fires and attack with force from the east, forcing them to fight either with their backs to the water with no cover, or attempt to flee downriver, where we'll have small kill teams to pick them off.

    If we start fires in the village as we go, and advance in a line, we can push them out with minimal casualties. Maximize surprise and confusion, if possible, start the fires just prior to the assault
    >> Anonymous 03/19/11(Sat)18:10 No.14299798
    >>14299748
    I'm thinking an attack from three points. Two ground forces and one coming in from the river via small boats.

    Group 1 and 2 come in on the ground, splitting from where we had first contact, and coming in along different sides of the southern river, one coming from the SW, and the other coming in from the SE. They make it through the jungle utlizing stealth and close combat fighting along with bows and crossbows to get closer to the village. Once they get close enough, they blow their horns, signaling the start of the attack. The two forces push forward, their goal being to swoop into the village from both sides and form into one group.

    While Groups 1 and 2 are distracting the village's garrison and grouping together, group three comes in on small boats, enters the village, and begins slaughtering the women and children that will likely be left behind there.

    If they're lucky, they can get a shit load of them before the warriors discover what's happening.

    And once the warriors realize that they're being attacked from the river, they'll be smashed between the two forces.
    >> Anonymous 03/19/11(Sat)18:11 No.14299812
    >>14299783
    >>14299798
    Combine these.

    Do the three point attack with the two on the ground and the one on the river. When the river forces sneak in from the back, they set fire to the buildings as their surprise slaughter.
    >> Anonymous 03/19/11(Sat)18:12 No.14299813
    >>14299783
    Adding to this we can herd them to one side of a river and have a contingent of archers on the other side to pepper them. We can also have fires set up along the route we want them to take to light them up for arrows, with us in shadows to prevent them from leaving the killzone
    >> Anonymous 03/19/11(Sat)18:12 No.14299818
    Once more people arrive here, we should set up a fall back fortress/supply depot on the smaller of the two islands in the bay.
    >> Anonymous 03/19/11(Sat)18:13 No.14299826
    >>14299783
    >>14299798
    >>14299812
    Also, it should be a night attack.
    >> Anonymous 03/19/11(Sat)18:21 No.14299872
         File1300573303.png-(146 KB, 780x497, 1300572216576.png)
    146 KB
    >> Anonymous 03/19/11(Sat)18:25 No.14299895
    >>14299748
    Fuck yeah Lineage Quest!

    Can we get some approximate information on our numbers and those of the savages?

    Keep in mind that the savages are supposedly better jungle fighters - they know the terrain the best, and their armament helps that. Tactics on the group level should include sticking close by a partner to watch each other's backs. Do we have enough shieldbearers for a shield wall?

    Could we get a scale on that map? I agree everyone's suggestions, but what are we doing with the main boat in the meantime? I assume it has a skeleton crew, like our camp. Could we have it patrolling the coastline to provide fire support with siege weapons/guard the mouth of the river to take out escaping boats/be nearby in case a quick retreat is necessary?
    >> Anonymous 03/19/11(Sat)18:27 No.14299910
    >>14299895
    I was under the assumption our ship was grounded and disassembled to be used for parts in our camp.
    >> Anonymous 03/19/11(Sat)18:29 No.14299919
    >>14299872
    >>14299895
    If trying to fight the savages in the jungle would be difficult, it could be used as a feint. Several small groups of warriors attack from the jungle, leading the savage warriors out of their camp. Our soldiers retreat, bringing the savages back towards our camp. In the jungle closer to our camp, we have already set up ambush positions and traps. If they follow us, they get caught in traps, and surprised in ambushes.

    Then at this time, the boat forces sneak in and burn their village down.
    >> Anonymous 03/19/11(Sat)18:31 No.14299930
    We most definitely want to avoid jungle fights, we want them either in their burning village or pressed up against a river with arrows thudding into them, they get into the jungle they might be able to slip away and we want to exterminate them. Use fire and one group to herd them into a killzone, heavily armed men on one side and a river with small boats full of archers on the other side. The herding is accomplished through a attack in the dead of night and metric butt tons of fire.
    >> Anonymous 03/19/11(Sat)18:36 No.14299976
    >>14299919
    Do we have different types of horns for signaling, or do we just sound them in various intervals? If we can get variety, then it would be good to prepare warnings for various situations that might come up.

    Enemy scouts will almost certainly catch wind of our efforts at traps. Can we disguise them as part of our camp's fortifications, or perhaps as hunting efforts? We should include using foxholes with minor supplies of ammo so that if a main group is retreating along an arranged path, 1-2 people can quickly jump inside and stall the savages with (cross)bow fire/javelins. Or would this divide us up too much and create confusion?
    >> Anonymous 03/19/11(Sat)18:38 No.14299989
    >>14299976
    Horns can be blown in different orders to signal different things. One long blow means one thing. Two long blows means another. Two short blows. Etc.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)18:39 No.14299996
    You ask a couple of questions, and learn the following information:

    -The village has a population of about 200, including a force of 75 or so able-bodied and skilled hunter/warriers

    -They know of your presence, and will surely have lookouts in the trees

    -Your ship is still intact, but currently beached, and has too deep a draft to go up the river. You do have 4 shallow-drafted longboats, capable of holding about 15 Kjorstav each.

    -Horns can be used to signal, and in fact is the primary method of signalling. They are treated like bosun pipes, and different patterns and pitches can mean different things.

    >>14299895
    >There's about 6 miles of forest between camp and the village. For the longboats to get from camp to the village via river will be about 15-20 miles.
    >> Anonymous 03/19/11(Sat)18:42 No.14300020
    >>14299996
    Well then I guess the plan to distract them in the jungle and enter via boat to destroy their houses and food stores is the best idea.

    Whichever way to work in the jungle is best for our people is what we should do. If we can fight them there, do it. If we can only distract them and lead them back to our well defended camp, do that. If we can force our way right into their village, do that. Whatever we can do best, do it.

    The river force that goes in to set fires has to do it smartly. Set everything on fire. Focus on killing whoever we can as fast as we can. Target their animals and food stores.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)18:45 No.14300049
    I should also probably mention that including yourself, there are 90 Kjorstav: 10 squads of 8 each, plus the captain and his 10-man bodyguard (which consists of people like the First Mate, the Quartermaster, the Priest, etc.)
    >> Anonymous 03/19/11(Sat)18:55 No.14300141
    >>14300049
    Well I don't think anyone has any alternate plans.
    >> Anonymous 03/19/11(Sat)18:55 No.14300149
    Looks like we're set. Which group do we want to be in? I would volunteer us for the pillaging part - it's the most important, and more representative of our skills. We'll also probably avoid our nemesis, who'll be in the jungle looking for us as is logical amirite?
    >> Lore Master !SUJW787.AM 03/19/11(Sat)19:00 No.14300192
    You and the other Stellari hammer out a basic plan of attack:

    The Kjorstav will split into three groups: A, B, and C.

    A group, consisting of 40 brothers, will pile into the 4 longboats and go up the river, and will wait there, with no lights, until the hear the signal. B group will march to the village, and wait about a quarter-mile away to the west for the second signal, and will consist of about 32 brothers. Group C will be one squad, and will march to the southeast. They will quickly attack and retreat, and pull the main host of warriors away, blowing the first signal. That is when group A will attack from the river, burning and killing as fast as they can. When the warriors realize they've been pulled away by a ruse, they'll turn back to protect the village. When they engage group A, they will sound the second signal, and group B will hit them from behind, pinned against group A and the river. In a pitched battle, the Kjorstav will cut through them like butter.

    It is a good plan, and as it's primary proponent, you can see that a modicum of respect is granted to you by the other Stellari. Tev also seems to be reevaluating you, though he still sneers at you when you give him orders.

    The Captain asks if anyone sees any glaring problems with the plan.

    Well, do you?
    >> Anonymous 03/19/11(Sat)19:03 No.14300226
    >>14300192
    Our warriors need to take precautions for the savage's poisons. Ideally, leather wrappings around exposed skin to protect against poison.
    >> Anonymous 03/19/11(Sat)19:04 No.14300250
    >>14300192
    What anti-naval defences might they have, and how can we prepare for them? Have our own boats been proofed against fire? Can we get the south-east group to take out sentries by the river so noone sees the naval attack coming?
    >> Lore Master !SUJW787.AM 03/19/11(Sat)19:10 No.14300293
    >>14300250
    It is a rather small village, and naval attacks aren't something they're really experienced with. Group C could try to take out the sentries, if they can spot them. Which may be difficult.
    >> Anonymous 03/19/11(Sat)19:12 No.14300320
    >>14300293
    I doubt they'd even have river sentries, and if they do, they could be taken out hopefully by bow and crossbow.

    And speaking of that, the fire teams coming via the river should use flaming arrows to hit buildings from range as they enter the villages, and then once they hit the ground, continue using flaming arrows as well as torches in lighting up the night.

    WE CAN LIGHT UP THE NIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIGHT!
    >> Anonymous 03/19/11(Sat)19:13 No.14300328
    It's been almost three hours. Let's get to doing this.
    >> Anonymous 03/19/11(Sat)19:13 No.14300331
    >>14300293
    Then let's remind them to use the standard tricks for naval stealth. Clothed oars, padded weapons, everyone keeping a low profile shipside.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)19:18 No.14300375
    You throw out a few ideas about how to keep the boats unseen in the night, and how they should use flaming arrow to start off the assault, and these are incorporated into the plan.

    The plan seems as good as it is going to get. It will take place 3 nights from now, and the men will march at sunset.

    The Captain turns to you, grinning. "Ye seem te have a head on yer shoulders, Randevi. Et's a mighty fine plan. Which group'll ye be part of?"

    You know, that's a good question. Which group shall we be part of?
    >> Anonymous 03/19/11(Sat)19:25 No.14300454
    We deffinitly need to be group c. We're the 1337 scouting fucks, aren't we? That seems right up our ally...
    >> Anonymous 03/19/11(Sat)19:25 No.14300456
    >>14300375
    The boat raiders.
    >> Anonymous 03/19/11(Sat)19:31 No.14300518
    the pincer move group b. We like to take them from behind.
    >> Anonymous 03/19/11(Sat)19:32 No.14300530
    Going as C works well as we have one squad, and it ensures a fair bit of fame if we do it well, we can also harry them as they attempt to return to their burning village. It's also the riskiest so more notoriety for us.
    >> Anonymous 03/19/11(Sat)19:35 No.14300555
    >>14300530
    >>14300454
    I said to go with the boat raiders, but I change to this. We do have skills for operating among the tress, so I say we go with this.
    >> Anonymous 03/19/11(Sat)19:42 No.14300609
    >>14300375
    Would it be seen as weakness if we consulted Tevenan? Can we phrase the question along the lines of "where do you reckon there'll be the most fighting for us?"? We'll seem eager for a fight which might get respect from him, and if wherever we go doesn't become a glorious battleground, he can be blamed.

    Keep in mind, our best fighters seem to be hand-to-hand, for which group B is best. However we want to rise up in ranks by being a competent leader, and the captain would be more impressed by us coordinating group C.
    >> Anonymous 03/19/11(Sat)19:44 No.14300631
    >>14300609
    We're his boss and he still doesn't respect us. If we defer to him we lose face among the rest of the officers not to mention our captain.
    >> Anonymous 03/19/11(Sat)19:46 No.14300664
    >>14300609
    Group C won't be bereft of Hand to Hand, both in our initial strike to make a realistic feint, the running retreat will be full of small fights. Also when they turn in response to the fire on their village we can force them to either leave a contingent to stay and deal with us or have us ripping their back and flank apart as they rush home.
    >> Anonymous 03/19/11(Sat)19:57 No.14300782
    I've got 3 votes for group C. As has been said, lets do this thing.

    "Captain, I'd like to be Group C. I believe I can be of most help there."

    The Captain raises an eyebrow. "Really? Ye'd take the duty furthest from the glory? The most dangerous part o' the whole damned attack?"

    "It is also the most important part of the plan. If the savages don't follow us, the river party will get shot to bits as they land. It may not be the most glorious, but for the good of the attack as a whole. Plus," you smirk, "I'm good in the woods."

    The Captain laughs, and claps you on the back. "That ye are, lad. That ye are."

    3 days pass quickly, with preparations being made for the attack. Weapons are sharpened, leathers are mended, and boats are fire-proofed. You practice stealth and woodscraft with your men, and as it turns out, Kaer is a hell of a shot, and can pick a squirrel off a tree at 50 yards. In the dark.

    The sun is setting when you order your men to gather their things. A few chaotic minutes later, your squad is assembled, all wearing dark clothing and bearing bows slung across their backs.

    "We will approach the savage village from the Southeast, you say for the 10th time. "If we see any sentries, we take them out. When we get close, we run screaming at some outer buildings, kill a few savages, and run screaming back into the woods. We keep doing that until a good number of savages are following us, then we high-tail it back through the woods, and sound the first signal. Long-low, short-low, short-high. Understood?"

    Nods all around.

    "Right then. Blood flows."

    "Heart Beats" they chant back at you.

    "And still we live." You heft your axe. "Let's move out."

    The goal is to get near to the village without being spotted. Roll 1d10.
    >> Anonymous 03/19/11(Sat)20:04 No.14300862
    rolled 10 = 10

    >>14300782
    Make sure we've got skin covered by leathers.
    >> Anonymous 03/19/11(Sat)20:04 No.14300870
    >>14300862
    Shit yeah motherfucker.
    >> Anonymous 03/19/11(Sat)20:05 No.14300874
    rolled 8 = 8

    >>14300782

    We did make sure everyone had all their loose change and bits all secured right?
    >> Lore Master !SUJW787.AM 03/19/11(Sat)20:16 No.14300962
    >>14300862
    The squad, though they only had a few days of training, learned their lessons well. A few hours into the night, and you have passed the point where you picked up the kid with Skarvi. Another hour, and you're near to the main river, watching the longboats silently row upriver. You encountered a pair of sentries, but Kaer dropped them both without a sound before you even knew they were there. You hid the bodies and shared out their poisoned arrows amongst the squad.

    You find yourself in the forest, feet before it clears out into a large meadow in the spit of land formed by the forking river. The village is dark and silent. Now is the time for action. You must wake up as many warriors as you can, and get them all to follow your squad back into the woods.

    What do you do?
    >> Anonymous 03/19/11(Sat)20:25 No.14301051
    >>14300962
    Wait a few more minutes and see if we spot any wandering sentries who come our way. If we do, take them out with arrows.

    After that, or if we see no one, creep out of the woods, finding cover where we can. Blow our horn to get the savage's attention, and then hit them with arrows as they emerge. Any that get close, hit with sword axe and shield. Setting fire to a single building or two might be a good idea, though if we set fire, that might get the entire camp up in arms and working on the fire rather than chasing us. So that might be counter productive.

    So no fire. But blow the horn, hit with arrows and crossbow bolts, sword and shield, and then retreat.
    >> Anonymous 03/19/11(Sat)20:26 No.14301055
    We should make them think there are more of us than there are by launching assaults from two points, we shouldn't go all that deep before we pull back and strike elsewhere. We want it so seem as if 20-30 people are attacking rather than 10, after we've lathered up a large number we lead them on a merry chase through the woods. We might want to avoid fire and rely on screams and chaos to gain attention to keep them from getting a close count on how many of us there are.
    >> Anonymous 03/19/11(Sat)20:26 No.14301058
    >>14301051
    Also utilize the buddy system. Groups of two stay together, defend each other, know where the other is. Should help us keep track of our dudes.
    >> Anonymous 03/19/11(Sat)20:26 No.14301061
    >>14300962

    We need something that the warriors will want to give chase for. Do we know what their religious icons are? Because the only other thing I can think of are actual hostages, and women are big enough to seriously slow us down, and babies are problematic. Do they have any children? Old enough to understand "keep quiet or I'll break your neck" but still small enough to carry around?
    >> Anonymous 03/19/11(Sat)20:26 No.14301064
    >>14300962
    Take out what sentries you can see from here. Can a fire be made? If so, let's use our arrows to start fires on the outermost buildings, or even the trees near the village that won't spread it to the rest of the forest. If not, sneak to the encampment and kill whoever you see, prioritizing sentry posts.

    Have everyone start singing, with warcries for the chorus. Once the camp is in an uproar, retreat to the woods and have certain people make noise with shields and weapons, while others snipe straying enemies. Make enemies stayy close to each other that way, so it's easier to direct them.
    >> Anonymous 03/19/11(Sat)20:29 No.14301086
    >>14301064
    >>14301061
    Do you reckon they'll recognize the song from back when? Another baby-snatching mission should get them running quickly.
    >> Anonymous 03/19/11(Sat)20:34 No.14301130
    Oh shit yeah! Don't start fires, but blow our horn, and then have our entire crew yell scream sing that battle song we sang as loud as they can. Smash their weapons against their shields and against trees. Get the natives' attention. Terrify them. YELL LOUD AND PROUD! GET RILED UP! PREPARE TO PUSH THEIR SHIT IN.
    >> Anonymous 03/19/11(Sat)20:40 No.14301190
    >>14301130
    Sing a battle version of this.
    http://www.youtube.com/watch?v=13MQFCfCYdQ
    bash shields together. When you hear voices, run. Keep chanting.
    Try to meet up with B so you can all handle the warriors. Or hide so we can get the jump on at least ten of them.
    We don't want to be one squad against 40 of em.
    >> Anonymous 03/19/11(Sat)20:42 No.14301220
    rolled 5, 5 = 10

    >>14301201
    >> Lore Master !SUJW787.AM 03/19/11(Sat)20:43 No.14301224
    You wait for sometime, to see if any patrols come near. None do.

    You order your men into 2 groups of 4, you leading the first group and Tev leading the second. Your group will consist of yourself, Kaer, Faen, and Tyrin. Tev's group will be Tev, Borrejek, Stakti, and Bavari. You tell them to choose a comrade, and to stick with him at all times, lest they get picked off or isolated. Tyrin asks to partner with you, and you acquiesce.

    >I guess that means whoever predicted Big Guy/Small Guy team-up last thread gets a cookie.

    You order Tev's group to attack at your signal, to blow their horns, and charge in singing the rowing song as loud as they can. Break into the nearby houses, slaughter the inhabitants, and capture any small children they find. On your signal, they will retreat back into the woods, following your horn.

    Tev's group breaks off, and goes further south, to make it seem as if there are more enemies than there really are.

    Everyone is in position. You whisper a quick prayer to the Shaper.

    You blow your horn, and charge the nearest home, bellowing out the rowing tune, Tyrin beside you, his massive axe in his hands. From the south, you here a similar commotion. From the village, you here several yells and screams as the residents are awoken.

    Roll a 2d10.
    >> Anonymous 03/19/11(Sat)20:44 No.14301232
    rolled 1, 9 = 10

    >>14301224
    >> Anonymous 03/19/11(Sat)20:45 No.14301252
    >>14301220
    >>14301224
    Where that one came first. I guess two mediocre rolls are better than a crit fail and a pretty good success.
    >> Anonymous 03/19/11(Sat)20:45 No.14301257
    rolled 9, 6 = 15

    >>14301224
    don'tfuckupdon'tfuckupdon'tfuckup
    Or, alternatively
    Please, Shaper, don't let me fudge these rolls.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)20:55 No.14301357
    >>14301232
    You head for the door, and kick it in. You see a woman in a small bed, and a naked man standing next to it, knife in hand. He lunges for your heart, but the bone knife fails to pierce the mail. Your axe does not have the same problem with his collarbone.

    Blood flows freely from the wound, and the tattooed man collapses to his knees. Unfortunately, your axe remains in his neck. Damn. The woman in the bed pulls another knife from under her pillow, but gets caught halfway out of bed by a monsterous backhand from Tyrin. She falls unconscious back into the bed.

    After a few tense seconds, you wrench your uncles axe from the savage's neck, and you and Tyrin leave the house.

    Outside, a few doors have been thrown open, and you see several corpse sporting Kaer's arrows from their chests. You do see a few men still up, armed and running in your direction. There are still houses near enough to reach.

    What do you do?
    >> Anonymous 03/19/11(Sat)20:58 No.14301390
    >>14301357

    If we fight the men, we run the risk of letting people in the houses prepare.
    But if we go into the houses, we'll almost undoubtedly be surrounded.
    Fight in the open, but occasionally take cover behind houses so that our squaddies can take aim at savages in the open.
    >> Anonymous 03/19/11(Sat)21:00 No.14301414
    We'll want to hit 1 maybe 2 more houses before we hightail it out of there. We want them convinced it's more than a poke, if we can grab a screaming child and drag it off with us that'll get them really after us. We want to leave ahead enough of the pursuers to regroup though.
    >> Anonymous 03/19/11(Sat)21:01 No.14301428
    If I remember, we have daggers, and we did some practicing with throwing those daggers.

    I think we all know what needs to be done.
    >> Anonymous 03/19/11(Sat)21:02 No.14301429
    Throw knives at them before they get to close. Axe any that get closer.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)21:05 No.14301459
    As the savages approach, you toss off a few daggers before continuing to the next house.

    Roll 4d10
    >> Anonymous 03/19/11(Sat)21:05 No.14301462
    >>14301390
    Then run the fuck away.
    >> Anonymous 03/19/11(Sat)21:06 No.14301468
    rolled 6, 5, 8, 3 = 22

    >>14301459
    >> Anonymous 03/19/11(Sat)21:06 No.14301473
    rolled 3, 10, 10, 4 = 27

    >>14301459

    Here goes!
    >> Anonymous 03/19/11(Sat)21:14 No.14301554
    >>14301459
    Do we give a signal for the retreat? It would make it seem we're a larger group that needs such things to coordinate.
    Can we check up on the other group? How many screams are coming from their direction?
    >> Lore Master !SUJW787.AM 03/19/11(Sat)21:15 No.14301565
    >>14301468
    You fling 3 daggers at the oncoming savages. 1 misses, 1 hits a savage in the arm, and one of the savages drops to the ground, a hilt protruding from his eye. An arrow takes another through the chest, leaving 2 savages still running at you. You ready your axe against their arrival as Tyrin, unaware of the oncoming savages, runs to the next house and throws himself through the wooden wall.

    He turns the wall to kindling, but falls flat on his face in doing so. As one of the savages finally reaches you, you dodge his clumsy lunge and take off his hand. He backs off, screaming, as the 2nd savage tries to land a blow with a long pointed stick, which you barely manage to deflect in time.

    His chest suddenly grows an arrow, and he falls to the ground.

    What do you do?
    >> Anonymous 03/19/11(Sat)21:16 No.14301582
    >>14301565
    Let out a mighty, primal scream, and then blow on our horn the signal to retreat.
    >> Anonymous 03/19/11(Sat)21:24 No.14301663
    >>14301565
    I say we need clear out the house Tyrin Kool-Aid Manned through, then blow the horn to retreat. We'll cut down anyone who follows, forcing them to organize an actual force.

    Hopefully the other team will have picked up a kid.
    >> Anonymous 03/19/11(Sat)21:28 No.14301694
    >>14301663

    This.

    Don't wanna leave Tyrin behind. Clear out the house as quickly as possible, and retreat as quickly as possible. Try to weave between the trees to present a harder target.
    >> Anonymous 03/19/11(Sat)21:28 No.14301698
    WE DO NOT RETREAT. KILL MORE MOTHERFUCKERS.
    >> Anonymous 03/19/11(Sat)21:29 No.14301710
    >>14301698

    That ain't the plan, broseph.

    Anyways, we're a scrawny fucker, we wouldn't do too well in close combat.
    >> Anonymous 03/19/11(Sat)21:29 No.14301711
    >>14301565

    Signal the retreat as we charge over to help Tyrin. That's why we paired up; so we can look after each other. The rest need to get the fuck out NOW.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)21:33 No.14301746
    As Tyrin picks himself up, a pair of women lay into him with large clubs, striking at his head and chest.

    You rush at his attackers, axe held high.

    Roll 2d10
    >> Anonymous 03/19/11(Sat)21:34 No.14301761
    Rush over to Tywin and help him, if it looks like the enemy forces are at or very near the desired level signal retreat, if they are not quite there a short toot for hold positions and prepare to leave and if there is but a scant smattering continue the murdering.
    >> Anonymous 03/19/11(Sat)21:35 No.14301765
    rolled 10, 9 = 19

    >>14301746

    Rolling for kickass.
    >> Anonymous 03/19/11(Sat)21:37 No.14301785
         File1300585059.jpg-(104 KB, 464x1464, OH YEAH.jpg)
    104 KB
    >>14301765
    yes.
    >> Anonymous 03/19/11(Sat)21:37 No.14301789
    >>14301765

    YEAH

    YEAH

    OUR PIMP HAND IS WAY STRONG
    >> Lore Master !SUJW787.AM 03/19/11(Sat)21:48 No.14301911
    >>14301765
    You sprint towards the women, and at the last minute drop to your knees, sliding past the savages. You swing your axe with all your might, and sever 4 legs from their respective owner, who promptly begin wailing as they drop to the floor.

    A dagger appears in the floor inches away from you, and you see another savage woman, preparing to end your life with a thrown dagger.

    Tyrin, with a speed belying his size, springs towards the woman, tackling her. Their combined weight bares them straight through the wall and on to the ground outside, where Tyrin slams the womans head repeatedly into the ground.

    The house creaks and wobbles ominously, and you quickly leave before the whole structure collapses.

    Shouts come from every direction, and you see fully garbed and armed men appearing, running towards you. It seems you've kicked the beehive adequately.

    You raise your horn to your lips and blow 2 long notes, and fleeing the oncoming savage horde, run into the woods.

    Roll 2d10
    >> Anonymous 03/19/11(Sat)21:56 No.14301995
    rolled 5, 5 = 10

    >>14301911

    Get the hell out!
    >> Anonymous 03/19/11(Sat)21:56 No.14301998
    rolled 4, 4 = 8

    >>14301911
    Rolling
    >> Anonymous 03/19/11(Sat)21:56 No.14302011
    Tyrin is a fucking wrecking ball.

    I love it.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)22:09 No.14302103
    >>14301995
    You and Tyrin flee into the woods, weaving between the trees, and for good reason, as it turns out. Arrows thud into the bark just seconds after you stood there, and an arrow sticks into the thick leather and chain on Tyrin's back.

    You meet up with Kaer and Faen, still firing arrows back at the savages, and the whole group continues to run from the yells and crashes of what is obviously a large war party.

    You continue sounding your horn, and after a few minutes of running, hear another horn sounding to the south. You migrate towards the sound, and soon enough meet up with Tev's team, Bavari carrying a screaming infant under one arm.

    You grin, and lift your horn to your lips.

    Long-low, short-low, short-high.

    The assault from the river started, the warriors should soon turn around, but until they realize that you are just a ruse, they are still doggedly following you.

    What do you do?
    >> Anonymous 03/19/11(Sat)22:20 No.14302198
    >>14302103
    Either keep running, or hide in trees. But these people know the woods better than us. Keep running, but maybe attempt to go closer to our base (if there are any of us left there) or towards B, so we can have a better chance of fighting them off.
    >> Anonymous 03/19/11(Sat)22:21 No.14302208
    We'll want to continue running until they are in the confused moment between chasing us and turning back to their burning homes, that's when hitting their back will most fuck them up, and the more we delay and kill them the more effective our role will have been.
    >> Anonymous 03/19/11(Sat)22:21 No.14302212
    >>14302103
    We are outnumbered and have achieved our objectives (diversion, capturing, etc) Make for the boats and keep shooting arrows at the savages, hope that the rest of the plan goes without a hitch.
    Can our squad take all those savages in a fight? If not, we need to survive and be ready to help with the main attack.
    >> Anonymous 03/19/11(Sat)22:25 No.14302235
    Have Tev's group go towards group B with the child. Hide with our group to a side.

    We protect the bowmen while they shoot. Tev and his group can probably melee whatever else is in reach.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)22:41 No.14302355
    You and your squad keep running, waiting for the savages to realize their mistake.

    You run for another minute or two, when screams begin to rise from back at the village, and, looking back, an orange-tinged column of smoke drifts lazily into the windless skies. The crashing from immediately behind you stops for a moment, then continues, though much lessened.

    You send Tev and Bavari with the wailing infant further on into the woods, while Stakti and Borrejek stay with your team, who quickly hide themselves in the woods, waiting to ambush the warriors who are still coming after you. You settle in next to Kaer and Tyrin behind a clump of trees, and wait for the savages to follow the screams of the baby.

    You don't need to wait long. 10 of the savages are still hot on Tev's trail, running through the woods with their bows at their sides. You recognize one of them. The big one with the heavily tattooed face; the one who almost killed you when you first scouted the area. You ready yourself for the ambush.

    Roll 2d10.
    >> Anonymous 03/19/11(Sat)22:43 No.14302372
    rolled 9, 2 = 11

    >>14302355
    >> Anonymous 03/19/11(Sat)22:45 No.14302400
    rolled 7, 10 + 0 = 17

    >>14302355
    rollan'
    >> Anonymous 03/19/11(Sat)22:49 No.14302440
    >>14302372
    oh shit.
    Someone forgot to pray to the shaper.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)22:59 No.14302522
    >>14302372
    Yelling at the top of your lungs, you and Tyrin charge the small group, just as Borrejek and Faen do the same from the opposite side, as Kaer and Stakti continue launching arrows at them.

    As you charge, one of the black-garbed savages smoothly spins away from you, slashing at you as he does so, putting a deep cut across your cheek. He kicks the back of your legs, and you fall to the ground, tumbling into a fern.

    You hear a roar from behind you, and screaming as Tyrin cuts through a torso with his massive axe. Borrejek splatters one of them against a tree with his hammer as Faen guts another with his sword.

    You stand, blood running from your cheek and nose, seeing that only 5 savages remain. But these ones are not surprised, and are ready with their clubs and knives drawn. The big brute with the tattooed face remains standing, his spear at the ready.

    What do you do?
    >> Anonymous 03/19/11(Sat)23:01 No.14302539
    rolled 7, 4 + 0 = 11

    >>14302522
    Do we have any daggers left? Yell at the big guy and throw one into his eye. If not draw him out so someone more suited for this can get him.
    >> Lore Master !SUJW787.AM 03/19/11(Sat)23:21 No.14302697
    >I will take your suggestion and just use the roll you provided.

    You pull a dagger from your cloak, and with a flick of the wrist plant it in the big man's chest.

    At least, that's what was supposed to happen.

    The big man lifts his hand and winces as the dagger pierces all the way through his hand, buried up the hilt in his palm.

    He and his comrades burst into action. He runs at you, only to find his way impeded by Faen, who raises his sword to late to stop the bone knife that slashes across his throat. Tyrin nearly succumbs to the sudden assault of 2 knife-wielding savages, but manages to kill one with his axe before the other manages to stab him in the thigh.

    Borrejek is faced with handling another two, and takes a dagger to his arm before putting the spiked back of his hammer through one of his attackers' chests.

    You toss a few more daggers at the charging big man, and score a few hits, but he keeps coming. You ready your axe.

    Roll 2d10.
    >> Anonymous 03/19/11(Sat)23:24 No.14302729
    rolled 5, 2 + 0 = 7

    >>14302697
    better rolls this time I hope.
    >> Anonymous 03/19/11(Sat)23:26 No.14302756
    Our archers should be able to drop them.

    Where's Tev and his sword?
    >> Anonymous 03/19/11(Sat)23:35 No.14302854
    rolled 1, 5 = 6

    At the last moment throw ourself aside an slash at his legs.

    >May the shaper guide these die.
    >> Lore Master !SUJW787.AM 03/20/11(Sun)00:10 No.14303150
    >>14302729
    Tyrin, in a burst of manic strength, manages to wrench his attacker's head, breaking his neck.

    Borrejek struggles to remove his hammer's spike from his enemy as the other savage approaches. He is stopped in mid step, however, when an arrow takes him in the throat.

    The big man lunges at you with his spear, which you bat away with your axe. The lunge was merely a distraction, though, from the knife slashing at your jugular.

    You pull back from the slash, but instead of taking your throat, it runs from your cheek to your forhead, taking your eye with it.

    You fall back, hand to your face, screaming. The big man moves closer to finish you off. You know you're facing your death.

    "Blood, Blade, and Brotherhood..." you whisper.

    A sword-blade as thick as your hand carves through the big man's shoulder, taking off his arm.

    Screaming and stumbling, the big man backs away from Tevenan's bloody sword, and as you fall to the ground, vision red and narrowing into unconsiousness, you see black-shod feet fleeing into the forest.

    >Well, we'll call it here for the night. Good times were had by all, I hope, and I think I learned a fair bit about running a combat-y situation. See you all next Saturday at 12:00 pst, 3pm (15:00 server time).



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