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In the siege of Turtak, you brought down a couple of lammasus and helped the Footmen break through the wall that had been built to patch up the entrance to the sewers. After that, though, you were critically wounded and had to flee under fire and start your way back to the bulk of Ligish's army. Fortunately, there aren't many blight demons left outside the walls.

The Petty-Wizards are probably your best bet for finding healing. For a moment you wish that the Blood Priest was here. He's kind of a creeper, but at least he knows his art. You're not sure of the quality of the treatment you'll be receiving.

> Bring them a gift of as many fresh corpses as you can carry. You can use their blood.
> Just come as you are and make a less creepy first impression


Archives:http://suptg.thisisnotatrueending.com/archive.html?tags=Scorpion%20Girl%20Quest
Thread 11 (got mislabeled, please keep upvoting it so it survives the purge. Tags include "that guy" and "system") http://suptg.thisisnotatrueending.com/archive/29001446/
Twitter: https://twitter.com/ScorpGirlQuest
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Wiki: http://emlia.org/pmwiki/pmwiki.php?n=ScorpionGirlQuest.RecentChanges
>>
>>29148592
snatch a few bodies, and place them near your camp, then go talk to them and make a less creepy first impression.

If blood is needed, we will show them the guys we had previously prepared.
>>
>>29148624
this
>>
unrelated to the task at hand, but if we get a chance to think about it, we should probably tell/ask some priests about the gods trying to kill everyone, humans included, with a flood. Also we should talk to someone about how that grey kid may be solidly in tiamat's domain, what with ancestral waters that could be anything and all.
>>
>>29148624
Sounds good to me
>>
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>>29148592
You sling a few bodies over one claw. You pass where the remaining Archers are rallying, and in the distance you see the Charioteers and many of the Footmen trying to distract the city defenders and delay their reaction to the breach you broke open. The Petty-Wizards are comfortably out of range of the enemy, working some magic from a distance and tending to the wounded in order of their importance.

As you set the limp bodies down, the grim fact that they wee living people just moments ago sinks in. In fact, it looks like one of them is still alive, wheezing a little as he bleeds out. He doesn't look like anybody important.

> Just bring him to their attention. Maybe there won't be enough magic to go around, but you should at least try.
> Make a friend. Refuse treatment unless he's treated first.
> See if he has any last requests. This guy's a goner anyway.
>>
>>29148751
let's go see if the priests can heal this guy.
What even side is he on? Well, not our concern, let's see if the priests can do anything for us both.
>>
>>29148751
>> Make a friend. Refuse treatment unless he's treated first.
This may or may not bite us in the ass later depending on how god our rolls are
>>
>>29148751
>> Make a friend. Refuse treatment unless he's treated first.
>>
>>29148751
>any last requests?
>>
>>29148751
>See if he has any last requests. This guy's a goner anyway.
>>
we should really learn just a little bit of medicine.

Enough to tell when someone is a goner or if they have a chance to be healed.
>>
>>29148751
>hey bud, any last requests before you die?
>>
asking for last requests and taking him to see the petty wizards are not mutually exclusive, so do both.
>>
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>>29148751
You bend down to listen to the dying man with two arrows in his chest and a leg that seems to have been gnawed on. "Do you have any... requests?"

He strains to breathe. "Help..."

You take him to see Nakurtum guarding the camp, stomping on the insectoid head of a blight demon she recently cut apart. "Oh, Hunzuu!" She approaches you. "By all the gods, you look a wreck! Come on back this way; they have some blood saved for the important people. Hey, who's that?"

You dodge the question. "He needs help!"

She sighs. "Oh, Hunzuu. You're really sweet. They shouldn't have made you go to war."

> "What's that supposed to mean?!"
> "You know medicine and stuff. If you don't think they'll help, you try to keep him alive without magic. You can be sweet, too."
> Continue with your plan to force the petty-wizards to heal this guy.
>>
>>29149036
> "You know medicine and stuff. If you don't think they'll help, you try to keep him alive without magic. You can be sweet, too."

The petty wizards are quacks. If they don't know how to or refuse heal the guy, then we'll go to someone else.

You never want to force a quack to do medicine, it's the fastest way to kill a guy.
>>
> "You know medicine and stuff. If you don't think they'll help, you try to keep him alive without magic. You can be sweet, too."
Better then trying to argue with the wizards. People are dying while we aren't on the front lines.
>>
>>29149036
> "You know medicine and stuff. If you don't think they'll help, you try to keep him alive without magic. You can be sweet, too."
Well, it's true - and helpful unlike the first option
>>
>>29149036
i have no idea why we are helping random enemy #238 when thousands of people suppose to be dying around us in war, so i'll just pass this vote.
>>
>>29149036
can we just ditch him and get healed?
>>
>>29149127
because we saw him, and he was dying. It's really not more complex than that.

Also, I have no idea if he's an enemy or not.
>>
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>>29149036
"You know medicine and stuff. If you don't think they'll help, you try to keep him alive without magic. You can be sweet, too."

Nakurtum seems to agree, taking her gloves off and unwrapping some of the spare pieces of linen she keeps around her arm. You leave the soldier with her and go to see the Petty-Wizards for the first time.

They have a whole little triage center set up. Wild-eyed men with long beards bleed the recently dead and work some spells over the dying to try to close their wounds. Several large jars, probably of sealed and preserved blood, remain unused.

One man wearing multicolored rags approaches you. "Hail Hunzuu, savior of the city! Come this way, great one. We will see to those wounds." He turns back and shouts. "Hey! Make room! This lot have gotten all they're going to get. Open that jar, Yes, the one for the nobles. Who the ell do you think this is?!"

> Comfort everyone
> Give everyone an accurate report of what you've seen
> "Can I help? I've been studying blood magic, too! I know how to aid people!" Roll 1d6.
>>
>>29149036
>> "You know medicine and stuff. If you don't think they'll help, you try to keep him alive without magic. You can be sweet, too."
>>
Rolled 3

>>29149281
> "Can I help? I've been studying blood magic, too! I know how to aid people!"
We're helping yay!
>>
>>29149281
Comfort people as we walk by.
No using our magic, otherwise we're going to murder a load of others by accident.
>>
>>29149281
these are all good choices anu.
Though, now might be the time to bring up that OTHER guy we brought back. The one who was really dead.
>>
>>29149281
>>29149281
>Comfort everyone
>>
>>29149324
this sounds correct. Though, do give an accurate report if anyone asks.
>>
>>29149281
accurate report
>>
>>29149348
>>29149324
agreed
>>
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>>29149281
As they shoo people away from the jars, you wave to them and pat people gently with you claws. "Don't worry! You're going to be okay! I think we're winning. They're getting into the sewers, and I killed that stupid lammasu who tried to ruin Shamash's wedding."

You've never actually aided in a blood ritual before, though you theoretically know how, so you hold your tongue and let them do their work. They strip your human half, remove the old dressings from your claw, and pour a very generous quality of blood over you while reciting strange prayers. Unlike with the Blood Priest, this blood flashes in purple, green, and gold as it hisses and turns to red mist around you. It seems to do the trick, though.

> roll 4d6 to see if the healing exhausts you or if you can leap right back into action.
>>
Rolled 2, 4, 5, 5 = 16

>>29149504
We're sprightly and healthy!
>>
Rolled 4, 3, 3, 5 = 15

>>29149504
damnit you quacks if this healing exhausted us I will be TOO TIRED to kill you for failing me.
So I will instead whine loudly.
>>
Rolled 1, 3, 1, 3 = 8

>>29149504
4 6's here i come
>>
>>29149561
my god.
>>
>>29149568
SHUT THE FUCK UP
NOBODY SAY A WORD
NOT ONE FUCKING WORD
>>
Rolled 1, 3, 2, 1 = 7

>>29149504
>Berzerker packin' Man and a Half
>>
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>>29149504
Your bare flesh absorbs the glowing, fizzing blood and forms unnaturally bright red scabs. You can even feel your innards move around a little. Had you broken a rib and not realized it? Maybe when the lammasu slammed into you. You feel the ordeal drain your energy, but fortunately it isn't severe enough to knock you out. You think you just need a few minutes.

You remember your little gift. "I, uh, I brought you guys some more bodies to bleed. They're over there."

The ragged petty-wizard smiles and combs some stray bits of gore and dirt out of your hair. "Lady Scorpion is most kind! May we offer her something to eat?"

You decline. You didn't realize how stuffed with lammasu you were.

> Just ask for some water and run back to help Sharo in the sewers.
> Too much blood and death for one girl of 13-ish. See if they have something stronger.
> Ask for Nakurtum.
> Talk to them about what other kinds of magic they can do to help in the siege.
>>
>>29149669
get a drink. I don't really care what it is at this point. Then get back to the battle.
If we don't go back soon, sharo and scores of others will die.

Hopefully they fixed all the cracks in our shell, because we need an intact shell for the next time we get our ass kicked by a building.
>>
>>29149669
>Just ask for some water and run back to help Sharo in the sewers.
I really can't think of a worse time to take up drinking.
>>
>>29149669
>Just ask for some water and run back to help Sharo in the sewers.
Dont strain yourself. Be there as a moral support mostly and to interere if it seem necessary.
>>
>>29149669
> Just ask for some water and run back to help Sharo in the sewers.
>>
>>29149669
Lets just run straight back in.
Some vodka would be nice. Help us forget.
>>
> Just ask for some water and run back to help Sharo in the sewers.
>>
>>29149669
>get some water and get back to work!
>>
>>29149737
>>29149727
in light of our flesh eating habit, taking up a bit of drinking after the battle is over doesn't seem so bad.
>>
>>29149737
>>29149712
Drink after battle, not in the middle of it.
>>
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>>29149669
"Just some water, please."

The Petty-Wizards find you a waterskin, and they can't help but continue to offer you little tidbits of food as you catch your breath.

"I've got to get back to the sewers," you explain. "We outnumber them, but in tight spaces like that it won't matter."

The petty-wizards all "ooh" and "ahh" at your daring exploits. One of them kneels to you again, a man with a lazy eye and a huge bald spot on one side of his head, a spot of red skin like the kind Nakurtum's right arm is made of. "If I may, Lady Scorpion, I would like to bless your magnificence with a new spell I've been working on. It's a spell of victory! A victory spell."

The one in the multicolored rags shakes his head. "Don't listen to Nargoz, Lady Scorpion. He gets a little mad sometimes. We keep him around to boil the water and sort the charms."

> Right, off you go now.
> Skitter around the perimeter of the walls first to see if there's anyplace else where you could be helpful.
> Let Nargoz try using that spell. Maybe he's on to something.
>>
>>29149906
>Ask them what this spell is about.
>>
>>29149906
sorry, no time for experimental magic, I must go and help in the sewers. I've got to dig holes!

Fuck, we forgot to store some of our blood for later.
>>
> Let Nargoz try using that spell. Maybe he's on to something.

Nothing ventured and all that.
>>
>>29149906
"Maybe some other time"
>Right, off you go.
>>
>>29149906
> Let Nargoz try using that spell. Maybe he's on to something.
I'll always pick the mystery box
>>
>>29149906
Maybe later.
Hunzuu needs to return to the slaughter.
>>
>>29149906
>Right, off you go now.
no spell
>>
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>>29149906
If even the other crackpots think Nargoz is a crackpot, you don't think that's a risk you're willing to take. You finish off your waterskin and run back toward the breach to the sewers you busted open.

> Ask for Nakurtum and/or Ninlil to come along.
> Get reinforcements of more ordinary soldiers. (you may specify what kind)
> Pick up some mundane equipment along the way (specify)
> Just go solo and run in like Leeroy Jenkins.
>>
>>29149906
>Let Nargoz try using that spell. Maybe he's on to something.
"I few weeks ago I would have though it was mad to try and turn someone into a giant scorpion"
>>
>>29150034
>Get reinforcements of normal infantrymen
>>
>>29149985
>>29149933
>>29149965
>>29150036
we'll get the spell later, chums.
>>29150034
We can't bring nakurtum, she's busy. Ninlil who knows.

Let's tell the commanders that we've made a breech into the sewer, and gather some more footmen. Bring torches. Lamps. Things for light.
>>
>>29150034
>Ask for Nakurtum to come along
>>
>>29150034
> Get reinforcements of more ordinary soldiers. (you may specify what kind)
Any will do really.
>>
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>>29150034
You take a couple of torches and tuck them under the strap you'd been using to hold your glaive. After some help getting your clothes and armor back on, you're off to find the other units of Footmen. You find many standing their ground out of range of the archers on the wall. They've wiped out all the blight demons on their side of the city.

> Bring a small squad and hope to get in there without attracting much attention
> Everyone should be focusing on this breach. Bring as many as you can convince to come along.
>>
>>29150185
bring a small squad, tell at least one of them to go tell the commanders about the breech.

The big force of footmen will follow once they get their orders.
>>
>>29150185
>Check with the commander dude in case he needs them where they are first
>>
>>29150219
yup
>>
>>29150185
>Bring a small squad and hope to get in there without attracting much attention
Also all commanders should be told of the breach.
>>
>>29150185
> Bring a small squad and hope to get in there without attracting much attention
We ca do more good in a smaller skirmish anyway.
>>
>>29150185
>> Bring a small squad and hope to get in there without attracting much attention
>>
>>29150185
>>29150185
> Bring a small squad and hope to get in there without attracting much attention
>>
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>>29150185
You bring five or so Footmen with you and tell some others to go around to tell the king and all the other commanders.

You see that the Turtaki men on the walls have noticed the breach. Though they haven't been able to patch it up again, they have lots of archers, slingers, and something steaming. It might be pots of boiling oil.

> Roll 2d6 to just dodge all that stuff and rush inside.
> Roll 3d6 to position yourself so the other men take toe worst of it
>>
Rolled 2, 2, 1 = 5

>>29150309
necessary sacrifices
>>
Rolled 5, 4 = 9

>>29150309
is there any way we can get the infantrymen to run underneath us so we protect them?

Otherwise, dodge and rush inside
>>
Rolled 2, 2, 2 = 6

>>29150309
>> Roll 3d6 to position yourself so the other men take toe worst of it
Lets be graceful scorpion
>>
Rolled 1, 6 = 7

>>29150309
dodge all that stuff
>>
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>selfishness rolls poorly
>>
Rolled 1, 4 = 5

>>29150332
>>29150321

Don't think so.

>dodge everything
>>
>>29150309
>> Roll 2d6 to just dodge all that stuff and rush inside.
>>
Rolled 2, 2 = 4

>>29150309
Rush inside
>>
>>29150350
>>29150352
yeah well, if I had gotten good rolls yall would be fawning over them.
>>
>>29150399
I can certifiably say I would be grumpy and mope a bit.
Just a bit.
>>
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>>29150309
You stay in the front. Maybe you can bait them into pouring out the oil early and then double back.

The arrow fire is heavy. You're not entirely sure what angle to hold your shield at. It's a little spooky. And these arrows hit hard - one of them goes clear through the top of your shield and lodges itself in it so the arrowhead stops just short of your head. A couple of Footmen fall to the arrows. But sure enough, they fear your approach too much and pour the oil too soon and too heavily. You veer to the side and wait until it's all poured out, then leap over it and into the breach.

> Light torches immediately
> Be the stealthy scorpion and test out your night vision, leading the way for the three others.
>>
Rolled 1, 5, 5 = 11

>>29150442
>> Be the stealthy scorpion and test out your night vision, leading the way for the three others.
>>
>>29150442
let's test our night vision. If it works well enough to see, then give the torches to the footmen and go without. We should be sneaky in front.
>>
>>29150442
>Be the stealthy scorpion and test out your night vision, leading the way for the three others.
We need to test this sooner or later.
>>
>>29150442
>Be the stealthy scorpion and test out your night vision, leading the way for the three others.
>>
>>29150442
> Be the stealthy scorpion and test out your night vision, leading the way for the three others.
>>
>>29150442
>light them torches
I agree night vision needs to be tested.
How abut we test it while sneaking for midnight snacks, rather than IN THE MIDDLE OF A BATTLE.
>>
>>29150477
a good point, but I assume we will be lighting the torches if the nightvision doesn't immediately work.
>>
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>>29150442
You only hear the sounds of shouting far behind you as your squeeze through the grates you tore open before. There's no sign of Sharo and the others. It smells like shit.

Eventually, your eyes get used to the low light. Though this area was clearly a weakness in the design of the original city walls, someone still had defensibility in mind at least a little bit. There are some other corroded bars and stone pillars you have to destroy before you can squeeze through, and there are some spaces in the brickwork above you that might be unused murder holes. The watery tunnel turns a corner, and the low light gives way to total darkness which you can't see in. It seems you need at least a little light.

You hear sounds ahead of you like something emerging from water.

> That'll be Sharo. Call out to him and light a torch.
> Continue stealth. Creep forward blindly and feel the way with your claws.
> Maybe not. Halt and listen further.
>>
>>29150543
>halt and listen further
>>
>>29150543
Light a torch, and go forward.
It MIGHT NOT be sharo, but if we're going to fight, I want it to be light.
>>
> Maybe not. Halt and listen further.
>>
>>29150543
> Continue stealth. Creep forward blindly and feel the way with your claws.
>>
Rolled 3, 1, 2 = 6

>>29150543
>> Continue stealth. Creep forward blindly and feel the way with your claws.
>>
>>29150543
>Maybe not, halt and listen further.

We've already seen blight demons, who knows what magical defenses they might have down here.
>>
>>29150601
what the heck even is a blight demon

All I know about them is they have bones and are made of like, bones and black stuff. That and we kill 'em.
>>
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>>29150543
You stop and listen. You hear trickling water. The stink is stronger ahead of you, probably because you're following the path of relatively fresh water coming in from the canal. You hear wet footsteps. They seem to be too slow for a human gait.

> See if you can lure it over here where you can see it
> Do a stealth kill
> "Hello?"
>>
> Do a stealth kill
>>
>>29150652
let's lure it over here or get closer to it.

I sort of am worried it's going to be a wounded, shambling soldier.
>>
>>29150652
>> See if you can lure it over here where you can see it
>>
Rolled 4, 6, 5 = 15

>>29150652
>> Do a stealth kill
>>
>>29150652

> "Hello?"

Slow steps in an environment that it is probably familiar in. Might not immediately try to kill us. Our stealth probably isn't beating out its senses anyway.
>>
>>29150652
>Do a stealth kill
>>
>>29150652
>lure it
it could be sharo going slowly because he has no light guys
>>
>>29150652

> Lure it over

Have we seen Sharo, yet? We might end up killing him by accident after he and his squad got fucked up by something deeper in the sewers.
>>
>>29150697

Switching my vote to lure it over. Calling out would probably echo deeper into the tunnel anyway.
>>
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>>29150652
You make some splashing sounds and then back up to see if it reacts. The steps stop entirely.

"Hello?" You back up even more. You hear the thing ahead of you splash back into the water. It's coming for you.

> Roll 4d6 to grab it under the water.
> Keep falling back as a footman lights a torch
>>
Rolled 2, 6, 4, 5 = 17

> Roll 4d6 to grab it under the water.
>>
Rolled 6, 4, 2, 6 = 18

>>29150755
>> Roll 4d6 to grab it under the water.
>>
Rolled 2, 6, 1, 2 = 11

>>29150755
> Roll 4d6 to grab it under the water.
Grapple time!
>>
>>29150755

Your picture implies that battle times are upon us.

> Keep falling back as a footman lights a torch.

We need to see it to fight it anyway.
>>
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>>29150755
Your timing is good enough to catch the thing swimming for you. It's a huge spiny crocodile, bigger than any of the hides you've seen at market sometimes. It wrestles with you and tries to snap at you. You've tenuously got it by the shoulders. The man panic and try to circle around it, but can't find room to bring their spears to bear safely.

> Sting it
> Save your venom. You've used quite a bit of it today already.
> Roll 4d6 either way
>>
>>29150755
> Roll 4d6 to grab it under the water.
>>
Rolled 6, 5, 1, 4 = 16

> Save your venom. You've used quite a bit of it today already.
> Roll 4d6 either way
>>
>>29150849

Gentlemen, remember the battle music clause.
>>
Rolled 3, 5, 4, 6 = 18

>>29150849
rip and tear
>>
Rolled 5, 4, 5, 1 = 15

>>29150849
>save your venom

Just rip it open and let the boys stab it a few times.
>>
>>29150849
Save venom
>>
Rolled 4, 3, 3 = 10

>>29150849
Crush it with claws.
>>
Rolled 5, 1, 5, 3 = 14

>>29150849
>What would Steve Irwin do?
>>
Rolled 6, 4, 6, 5 = 21

>>29150849
>> Save your venom. You've used quite a bit of it today already.
>> Roll 4d6 either way
>>
>>29150849
a crocodile?
Like, a not-person crocodile?

CLAW IT TO PIECES. That shit is good for eating.

Except no wait, don't eat it. It was just swimming in a sewer. We will regret it on the first bite.
>>
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>>29150849
You snap at it with your claws. and have to strain to keep it from getting too close. You try sticking it with your heavy glaive, but it doesn't go very deep. It gets distracted by one of your snapping claws for a moment, forgetting about the other claw that digs deeper into its torso. You keep it at claw's length and pull it backward. Finally the Footmen have gotten their act togoether and help you impale it with spears until it stops moving.

You're fine not feasting on this one's flesh. It probably tastes like shit.

You notice that it has something crudely written on its knobby back in white paint.

"What is it?" Asks a Footman.

"Hold, on, I can read a little. It's, uh... It's a number. I forget which one."

> No more stealth. Light all the torches and yell for Sharo. Better to draw all these things out than risk letting them ambush you.
> That sort of worked. Light a torch and proceed, but slowly and quietly.
>>
>>29150973
Let's go loud. Tell the footmen to stay safe and support us, and get ready for crocodiles 1, 2, 4, 5, and 6.

also, why aren't we finding bodies of sharo's crew.
We should be finding bodies by now, if not the actual living people.
The lack of bodies or even blood spatters worries me greatly.
>>
>>29150973
"Means there are more of them. Light the torches so we aren't blind"
>>
>>29150973
>light torches, yell for sharo
>>
>>29150877
it it bad that I'm using rules of nature for like, 90% of the fights?
>>
On a theme of battle themes from last thread: those who know where this is from can back me up on how well it fits here
http://www.youtube.com/watch?v=AFhXPvElNZ0
>>
>>29150973
>> No more stealth. Light all the torches and yell for Sharo. Better to draw all these things out than risk letting them ambush you.
>>
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>>29150973
"Sneaking just makes us slower. Light all the torches!"

As they fumble with their flint strikers, you yell out, "SHARO! Hey, it's me! We're here to help! Are you... there...?" You wish you could yell like Ninlil. It doesn't come as naturally to you.

You round the corner, your way lit by the torches. You see a single dead Footman up on a dry ridge, stripped of gear and partially eaten. It isn't Sharo.

Some large clay drain pipes lead diagonally up from the walls. Some of them are missing their grates. They're much too small for you, but an athletic human might be able to work his way up one of them.

> Send a Footmen up one of those to see what he finds
> Ignore them and press forward using the paths big enough for you
>>
>>29150999

We can't confirm the absence or presence of blood stains. It is pitch black.
>>
>>29151070
if we had anything to board those grates up I'd say do it. Thats probably how the crocs get around. However since we don't.


> Ignore them and press forward using the paths big enough for you

Have a couple footmen keep an eye behind us.
>>
>>29151070
ask a footman what he thinks the clay pipes are for, and if they want to risk it.

Otherwise continue on until you can find a path big enough for you.

Otherwise otherwise use the footmen to check drain pipes until you find a place you want to surface, then emerge from the sewer using our burrowing.
>>
Rolled 6, 3, 2, 6 = 17

>>29151070
>> Ignore them and press forward using the paths big enough for you
>>
>>29151070
Send a Red Shirt
>>
>>29151101
2nd
>>
>>29151070

> Send a Footmen up one of those to see what he finds.
> Form up with backs to wall, scorpion taking center. Prepare for secondary croc waves.
> Find a marker on the soldier to indicate his identity. We remember his name.
> See if soldier blood can be used for anything. I forget Hunzuu's spells.

Sharo is friend.
>>
>>29151070
>Send a Footmen up one of those to see what he finds
>>
>>29151121
our spells are 1. preserving blood and 2. assisting in rituals.
We're basically low level acolytes.

I second the hell out of finding some kind of personal effect if possible.
>>
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>>29151070
Considering that the dead Footman's gear was taken but the body was left up here on its back, it seems likely that his brothers laid him here and moved on. They will know his name. The other Footmen say a prayer for him.

You ask them what the pipes are for. They shrug. "Draining rainwater, maybe? That's the prettiest possibility. They'd make shit murder holes, tilted on their side in a room as big as this. You want me to crawl up one? I think I could do it if I leave most of my gear down here."

> Go for it!
> He's too valuable to get caught alone. Keep him with us.
>>
Rolled 6, 1, 2, 3 = 12

>>29151230
>> He's too valuable to get caught alone. Keep him with us.
>>
>>29151230
>Go for it!
Who is valuable? He is just a random footman.
>>
>>29151230
Keep him with us. We'll start sending footmen off to scout after we contact the main force and determine what they already know.
Assuming the main force still exists. Counting on you sharo.

If they don't exist, we'll use the drains later to get our bearings for sapping.
>>
>>29151230
>> He's too valuable to get caught alone. Keep him with us.

We don't have that many people with us.
>>
>>29151230
>He's too valuable to get caught alone. Keep him with us.
"Honestly if there's anything we need to know about in those pipes, we'll probably only find out when it eats you"
>>
Rolled 6, 4, 2, 1 = 13

>>29151230
We really can't waste time trying to send up individual scouts. Press ahead and find the others, if they left this guy here then we must be on the right track.
>>
>>29151230
>Go for it!
>But be careful. Your return is more important.
>>
>>29151230

> Go for it!

Honestly, it is very unlikely that he will come to harm in these passages. They aren't large enough for the crocs, and he would probably be stopped by a body if this way was dangerous.
>>
>>29151230
>He's too valuable to get caught alone. Keep him with us.
>>
>>29151277
>>29151291

The others very likely went up, not further in. Finding a way out of the sewers will probably happen, but I don't think that it will happen after we have reunited with the main group, unless they went back down rather than up into the city streets.
>>
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>>29151230
"No, you'd better not. Let's stay together."

You head through the sewers, the stink gradually increasing. You come to an intersection where most of the water flows down one path with a slight downward tilt and some cracks up and down the walls. You don't see any footprints on the dry path, but maybe it leads up toward the surface.

> Take the wet path
> Take the dry path
>>
>>29151344
hmm, good point.

We'll send him up if it looks like we're just fucking about in the sewers at the furthest progressed infantryman corpse we can find.
>>
>>29151355
>Take the wet path
Lets go to the crocodile lair.
>>
>>29151355
Wet path can only lead to shit, I think
Dry path can have ambush
Eh... Dry path
>>
>>29151355
>Take the dry path
>>
>>29151355
let's check the dry path and get oriented, and then proceed along the wet path if we don't see any allies.

If people shoot at us, then we know that isn't the right way and also we might want to collapse that path until later.
>>
>>29151355
dry
>>
>>29151355

The correct answer from an RPG sense is always the path of greatest resistance. Might as well check the dry path.

> Take the dry path

Quicker/Safer backtracking at any rate.
>>
>>29151379
I'm not yet ruling out the possibility that Turtak has shit mages. I mean it's just as likely as blood mages really.
>>
Rolled 1, 2, 2, 6 = 11

>>29151355
Because ewww
>>
>>29151355
>> Take the dry path
>>
>>29151406
nnnope.
Not getting involved with that.
If we see anything even remotely similar, we crush it with a pillar.
>>
>>29151422
Why not just burn it
>>
>>29151436
Cause then they'll stink even more with the smoke.
>>
>>29151436
It can be a burning pillar if you want.
But I'm not getting close.
>>
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>>29151355
You turn up the dry path first. It's a relief, to you even more than the others, because you're so big you have no choice but to step in the deepest parts of where the water was flowing before.

You keep going until you hear more sounds around another corner. This one sounds like men. Way more men than Sharo had taken with him.

> Charge them!
> Douse the torches and peek around the corner in the darkness
> Call out for Sharo
>>
>>29151637
>Douse the torches and peek around the corner in the darkness
Stealthed giant scorpions is the most terrifying thing ever, and it's us!
>>
>>29151637
>Douse the torches and peek around the corner in the darkness
be the Solid Scorpion
>>
>>29151637
let's check out enemy troop movements. Peek around the corner.

I guess sharo and the others went on down the wet path. Great. Marvelous. Let's turn around after getting intel.
>>
>>29151637

So, there are enemies below, far more than enough to outnumber us and probably kill this small scouting party.

> Douse the torches and peek around the corner in the darkness.
> Listen intently.

I also wonder if the crocodiles have any particular allegiance to these guys. If not, it might be time to do some herding...
>>
>>29151637
>Peek around the corner

No need to give away our position until we need to. We can always charge if it really is our foe.
>>
>>29151677
I'd assume they do. Someone had to paint numbers on them.
>>
>>29151637
>Charge them!
>>
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>>29151637
You whisper to the men to keep the torches way out of sight, further back down the dry path. You peek around the corner. You see more torches, and many Turtaki soldiers building a barricade. There are slingers keeping watch, as well as two massive red human-shaped things, as tall as you are and probably much heavier.

>It's easy to creep around here where it's dry, but roll 2d6 to tread lightly and not poke your head out too far.
>>
Rolled 1, 4 = 5

>>29151749
>>
Rolled 3, 5 = 8

>>29151749
That does not look like fun times.
>>
Rolled 1, 2 = 3

>>29151749
>>
Rolled 4, 5 = 9

>>29151749
Well, they've got this entrance covered and we only have three dudes, fuck that. We'll emerge from the sewer later.

I assume the 2d6 is to sneak away.
>>
Rolled 4, 1 = 5

>>29151749
Can we go down wet way as we should've alredy now.
>>
Rolled 3, 2 = 5

>>29151749

Does music rule apply to sneaking?

http://www.youtube.com/watch?v=uQxsyA6s90Y
>>
>>29151788
I'm willing to take a chance with the shit mages.
>>
>>29151824
actually pretty good music for little girl scorpion sneaking.
>>
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>>29151749
That does not look like fun times to you. You creep back and silently gesture to the men to try the other path. "That one has a lot of men on it, and a couple of monsters," you whisper to them later, once the water is flowing again.

As you follow the wet path, the cracks in the walls get deeper, until you see a rift in the floor entirely, where the water spills into black emptiness. It looks like it opened recently - the floor on the other side of the rift is still wet. Maybe the magic disturbance that raised all the blight demons and make the ground groan also caused this to happen.

> Drop down a torch to see how deep
> Roll 4d6 to leap to the other side
> Yell out loudly for Sharo
> Carefully climb down into the rift with a torch and grapnel in hand
>>
Rolled 2, 9 = 11

>>29151855

Unfortunately, the latter portion of the song will probably also fit due to low rolls.
>>
Rolled 2, 4 = 6

> Drop down a torch to see how deep
>>
>>29151896
>Drop down a torch to see how deep
>>
>>29151896

> Drop down a torch to see how deep

Only do so if we have ones to spare.
>>
>>29151902
the later parts will come when we decide to emerge from the sewer.
>>29151896
drop a torch, and then call for sharo if it isn't SWARMING with horrible demons down there.
>>
Rolled 5, 3, 3, 6 = 17

>>29151896
Leap to the other side and send the grapnel across to help our footmen across. If the way is blocked like this, the enemy probably hasn't thrown up defenses this way.
>>
>>29151902
I think we know what the soundtrack has to be here.
http://www.youtube.com/watch?v=IsSuV2rKi6E
>>
>>29151896
>Drop down a torch to see how deep
>>
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>>29151896
You take one of the burning torches and drop it down. About 50 feet down it lands in water deep enough to put it out. For a moment you see walls that look like a natural cave. You know it must go deeper than 50 feet, though, because otherwise the whole rift would be flooded.

You cll out as loudly as you think you can while not being heard by the men far behind under the sounds of water. "Sharo?"

You hear hissing down in the dark.

> Get down there and do some killing. Set the grapnel firmly between some bricks for the men.
> Move on to the other side of the rift
> Keep pestering whatever's down there and dry driving it out of the rift and herding it toward the enemy
>>
>>29152056
oh god not more moles
I hate moles

Think we can just sort of avoid this thing and pass the rift?
>>
Rolled 4, 4, 1, 6 = 15

>>29152056
>> Keep pestering whatever's down there and dry driving it out of the rift and herding it toward the enemy
What could go wrong?
>>
>>29152056
>> Move on to the other side of the rift

inb4 we are lost in the sewers forever.
>>
>>29152056
>Move on to the other side of the rift
I am pretty sure Sharo is not 50feet down some hole with some beast.
>>
>>29152056
>Move on to the other side of the rift
Tell the redshirts to go first while we hold the grapple. If they fall, we're strong enough to pull them back up. Once they're on the other side tell them to look for something to anchor it so we can get across.
>>
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>>29152086
Maybe he is that kind of guy
>>
>>29152086
and if he was, well, we're not getting him back.
>>
>>29152056

First, we get our own guys out of the way. They don't need to be anywhere near something as stupid as this. Have them hide until battle is underway.

>Send men to call enemy forces into adjacent chamber
> Our men hide
> Keep pestering whatever's down there and try driving it out of the rift and herding it toward the enemy
> Once the enemy is confused, rejoin the fray with our men
>>
>>29152056
Pester it and drive it towards our enemy. Might as well see what happens.
>>
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>>29152056
You really don't want to crawl into that. You hold onto some cracks in the wall to help you skitter along the edge of the rift to the other side. You hold one end of the grapnel for the men as they do the same.

The floor is damp, but the way forward is clear The sewer winds, passing by several more of those diagonal clay pipes, some of which have tried waste staining the bottoms of their openings and running down the wall. There are other cracks in the floor, possibly to a cave network below, but they're too small to fall into, especially for you.

Far ahead is another area that turns down toward the deeps. This one seems to have been put there on purpose, with a set of long, thick stone slabs serving as a makeshift grate in the floor. The openings where the water runs are just narrow enough to stop a floating body.

>Send a guy up one of the pipes while you wait.
> They probably didn't go this way, but move a slab aside and see what's down there.
> Try that plan where we pester the hissing thing in the deeps
> Carefully pile up the slabs and bust a hole in the roof
>>
>>29152271
>Carefully pile up the slabs and bust a hole in the roof
>>
>>29152271
have we stopped finding signs of battle entirely? That shit is important.

Let's uh

Let's check behind the grates for bodies.
>>
>>29152271
>bust a move
>I mean hole
>>
>>29152271

> Try that plan where we pester the hissing thing in the deeps.

I kind of want to see what happens.
>>
>>29152271
If there's gates, then there must be something important

>move a slab and see what's down there
>>
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>>29152271
"I guess those soldiers are covering the only way up to the surface."

"Aside form those pipes!" chimes in the Footman who volunteered to climb up a pipe th first time."

"You will not go up those pipes!" You say with the same tone as when the Blood Priest told you not to raise the hungry dead. "Now wait here while I try to break through the ceiling."

You haul some of the slabs aside and stack them on top of each other along the edge of one wall, creating an opening big enough for even you to fall into. It looks like the water from the canal was designed to flow into the sewers, wander around and collect wastewater, and go down here into the caves. They must get their drinking water from somewhere else.

> Roll 4d6 to bust some bricks and not bring the whole room down on you
> Last chance to chicken out and try another plan. You have bad luck when used as a tool of demolition.
>>
Rolled 5, 5, 2, 2 = 14

>>29152432
>> Roll 4d6 to bust some bricks and not bring the whole room down on you
>>
Rolled 2, 3, 4, 6 = 15

>>29152432
Let's smash!
>>
Rolled 4, 3, 5, 2 = 14

>>29152432
we'll start the sapping here then.

Though it would be wisest to go back to the corpse and dig up there.

Take this chance to look at the inside of the pipes while we demolish.
>>
Rolled 2, 5, 6, 4 = 17

>>29152432
PROPERTY DAMAGE
>>
>>29152432

But I wanted to raise the horrible sewer monster...
>>
>>29152503
You just wanted to seduce it.
>>
>>29152503
I'm sorry anon, I am terrified of the sewer monster
>>
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>>29152432
You go at it clumsily, but you have enough experience tearing down walls to predict where bricks are going to fall. When a torrent of bricks, mortar, and gravel come down, they don't come down directly on your head. Part of the wall comes down with the adjoining ceiling, exposing some more of one of the clay pipes. You wiggle the pip a little, causing more rubble to fall free. Far above, you see a faint light through a crack in the bricks.

> Keep tearing in that direction, opening a way up, and have everyone use it posthaste
> Tear down other spots, too, focusing on causing property damage to the city above, maybe making a controlled cave-in.
> See where this leads, just to make sure it's a usable escape route, then go back into the pit and look for Sharo
>>
>>29152575
>> Keep tearing in that direction, opening a way up, and have everyone use it posthaste
>>
>>29152575
can I do an other?

Tear that direction, open it up, and then either go up or go back down to dig another way out near the body we found earlier.

Depending on how far we are from the surviving footmen at our escape point.
>>
>>29152575

Controlled cave in might kill Sharo if he is still down here.

>See where this leads, just to make sure it's a usable escape route, then go back into the pit and look for Sharo.

Also:

> Rile the sewer beast.

We need to sew chaos somehow.
>>
>>29152575
>keep it up in that direction
>>
>>29152575
"As you follow the wet path, the cracks in the walls get deeper, until you see a rift in the floor entirely, where the water spills into black emptiness. It looks like it opened recently"
From this line I do believe Shiro is probably in the hole. So do we leave him or move on with the invasion. Keep in mind if he is down there there is a good chance he is already dead.
>>
>>29152629
I thought it opened when the bile monsters got out, which was a good time before sharo got in here.

I don't think he even made it this far myself, and probably went up the drains around where we found the bodies. We went too far.
>>
>>29152661
I forgot about that. So what should we do break up and out or try the dry path with the monsters and soldiers?

There was only 1 split right? I don't see how we could have lost him. The footman said he would have to lose most of his equipment to climb up and we didn't spot any piles of the stuff laying around. Did he take the dry path and go through before the enemy arrived?
>>
>>29152755

Maybe his group is the reason they are reinforcing that entrance/exit...
>>
>>29152755
breaking up and out is preferable to the dry path. It'll allow us to get a look around and maybe see where our friends are.

my fingers are crossed on not dead.
>>
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>>29152575
You pull out one whole section of pipe, flared at the far end, which shatters loudly on the stones. Your claws tear away and the bricks and rocks for a few minutes until you carve out an opening big enough for you to squeeze into. From there your burrowing instinct takes over, and you press forward with your legs and claws as your human half flinches and spits out pebbles and dust. You leave a pile of loose rubble big enough for the men to climb up before taking hold of the rope you lower for them.

You emerge inside an empty building, made of unadorned stone. This must have either been a public privy or a dump for Turtak's street-sweepers.

> Make chaos in the city. Break shit, including anyone fool enough to get close.
> Roll 2d6 to sneak around as best you can and look for the best place to reveal yourselves.
> Send the men to sneak for you. They're smaller.
> Roll 2d6 to figure out the location of the entrance the soldiers down below must have used. Rush for it and take them from behind.
> Go back into the sewers
>>
Rolled 3, 3 = 6

>>29152841
>> Roll 2d6 to figure out the location of the entrance the soldiers down below must have used. Rush for it and take them from behind.
>>
>>29152841
let's send some men to climb the building and get a view for us.

Tell us what's out there, scotty.
>>
Rolled 5, 5 = 10

>>29152841
>> Roll 2d6 to sneak around as best you can and look for the best place to reveal yourselves.
Lets look for some priests
>>
Rolled 2, 6 = 8

>>29152841
>Sneak
Solid Scorpion
>>
Rolled 3, 2 = 5

>>29152841
sneak around for best place to reveal self
>>
Rolled 6, 5 = 11

>>29152841
>> Roll 2d6 to figure out the location of the entrance the soldiers down below must have used. Rush for it and take them from behind.
>>
Rolled 5, 3 = 8

>>29152841
>>> Roll 2d6 to figure out the location of the entrance the soldiers down below must have used. Rush for it and take them from behind.

Open theg ates and stuff.
>>
>>29152841

Right now, we are in the middle of a city whose layout we have no familiarity with. Calling massive suspicion would be a terrible choice, trying to take out that larger force even by surprise would likely end in a slaughter. What we need is something that could cause chaos for us, something large and powerful, yet expendable.

> Send one man to scout the area
> Wait for his report about where we are in the city, noting the position of nearby enemies and the gate
> Plan from there
>>
>>29152841
>> Roll 2d6 to figure out the location of the entrance the soldiers down below must have used. Rush for it and take them from behind.
The commanders were notified of our breach and must have sent a force, we need to clear the way for them. I am worried about the monsters they have though, they seem tough.
>>
>>29152841
We also need to send a guy back with the news. We have opened a breach into a besieged city, which is MASSIVE news. We need as many reinforcements as we can get.
>>
Rolled 4, 5 = 9

I wonder how much fear we cause. We've destroyed a couple of monsters already. We might be the monster that monsters fear.
>>
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>>29152841
"All right. Let's retrace our steps up here, until we're right above where those soldiers are. Then we can figure out how to come at them from behind."

It's a difficult task, and you end up walking around empty streets and barred doors, comically trying to keep your head low. You try to imagine the layout of the sewers under you instead of the layout of the city all around you, but you end up quite lost.

While you're looking down a storm drain to see if there's any torchlight down there, a small patrol of spearmen shouts and charges you.

> Better roll 4d6 to end them
> Come up with some kind of extremely convincing lie.
>>
Rolled 6, 3, 2, 6 = 17

> Better roll 4d6 to end them
>>
Rolled 3, 6, 3, 5 = 17

>>29153015
I have a good lie.
"I'll let you live if you stop now."
>>
Rolled 6, 2, 2, 6 = 16

>>29153015

KILL THEM ALL and proceed to the walls and gates, help the main army get in the damn city.
>>
I just realized we're basically doing a hyper-violent version of a little girl wandering around a mall looking for her caretaker.

I approve.
>>
>>29153035
hey now. We're going to murdalize them, but we may very well let them go if they drop spears and run.
>>
>>29153015
Time to end them.
>>
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>>29153015
They are foolish - none of them flee. You and your comrades-in-arms rise to the challenge, running them through with spear and claw, tearing them to pieces.

You hear shouts far in the distance. Whether they have anything to do with you, you can't say. Far off in the distance, you see one of the surviving lammasus in the sky. Could he be coming to hear what the patrol was shouting about?

> Hide the bodies
> Just hide yourselves.
> Take their stuff and disguise your men
> Just run to the city wall and go around the perimeter, looking for a soft spot or a gate. Leave them behind whole
> Keep looking for that sewer entrance
>>
Rolled 5, 3, 4, 5 = 17

>>29153122

And then they get other spears at the armory and join their troops and go kill some of our humans.

Fuck, no. We are razing the shit out of Turtak. ANd Ku-Aya too, tha tbitch's gonna die painfully.
>>
>>29153173
Will disguise work if we take their skins and wear them over our scorpion parts?
>>
Rolled 4, 5, 2, 4 = 15

>>29153173
We should go full murderhobo inside here. Cause as much chaos as possible.
I do say hide the bodies though, look for the sewers and murderificate any poor saps we find/
>>
>>29153173
>> Just run to the city wall and go around the perimeter, looking for a soft spot or a gate. Leave them behind whole

OPEN THE GATES
>>
>>29153173
Whatever, go look for a gate.

By the time they find the bodies, we will be long gone. First rule of sieges, break open the walls and hold the breach long enough for your guys to get through.
>>
>>29153173
get up onto the walls and clear them all the way to the gates, then batter those down.
We can't find our commander, which means we get to pick our own target.

>>29153194
I don't want to raze the place so much, Besides, chasing runners would cause just as much alarming of the guard.
>>
>>29153173
>hide selves, attack when lammasu examines bodies
>>
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>>29153173
You leave the bodies where they fell and run for the city walls. They look much thicker than the stuff you've been tunneling through before, and frighteningly high.

The first set of gates you come to has a large fortress-like gatehouse built around it. Archers up on the walls are all looking away from you. A whole unit of armored centaurs waits in formation, in case the order should be given to open the gates and drive Ligish from the field.

> Roll 4d6 to charge the centaurs and fuck up their shit
> Roll 2d6 to try to sneak around them and toward the gatehouse. Seems pretty impossible, but hey, you never know.
> Turn back and look for a gate that isn't guarded as well
> Look for a high building near any of the city walls.
>>
>>29153173
>>29153399
Ya dropped your trip.
>>
Rolled 6, 3, 4, 3 = 16

>>29153399
Oh lord this will be some glorious slaughter.
>>
Rolled 4, 1, 6, 3 = 14

> Roll 4d6 to charge the centaurs and fuck up their shit
welp.
>>
>>29153399
let's find a high building.
If we can crawl over from a building to the walls and directly fuck the archers with our claws, then the gatehouse will be a cinch to open. Heck, the ropes for the gate are kept above the gate itself, we could pull the thing open from up there. And operate all the traps.
>>
Rolled 4, 3, 3, 1 = 11

>>29153399
>> Roll 4d6 to charge the centaurs and fuck up their shit
>>
Rolled 1, 2, 2, 1 = 6

>>29153399
Charge!
>>
Rolled 1, 1 = 2

>>29153399
We are the sneakiest giant scorpion in the world
>>
>>29153462
>giant scorpion girl trying her hardest to hide behind a bush
>she dwarfs the bush and is easily visible
>hisses at people that look at her
>>
Rolled 3, 4 = 7

>>29153462
Well fuck that shit.

>>29153456
This seems like an interesting plan, not sure how viable it is though.
>>
Rolled 1, 4, 5, 4 = 14

>>29153399
Charge! For our friends and our city!

We can just try to spook the centaurs away and seize the gates really quickly.
>>
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>>29153399
You are only four in number, but one of you is a slayer of monsters, speaker to the dead, last of the flesh-eaters and Savior of the City. But not this city...

You charge their flank with a terrifying hiss. The centaurs shout out to raise the alarm as they turn to face you. Centaurs who thought they would be several ranks back now find themselves at the vanguard. You lose track of your men as you rip, tear, and swing with the glaive you took from the lizard-woman. Your momentum and element of surprise serve you well, and what attacks they can manage to deliver are stopped by your armor and shield, though their impact still rattles you.

> Roll another 4d6 to keep tearing into them
> Hiss and reposition yourself to drive them away from the gatehouse
> Or maybe you can drive them toward the gate, trick them into opening it? It's a longshot.
> Pray to whatever god you think is listening
>>
Rolled 1, 4, 3, 3 = 11

>>29153637
>> Roll another 4d6 to keep tearing into them
>>
>>29153637
drive them towards the gate.

I don't care if they are opening the gate, we are keeping our momentum gatewise.
If a gate is still there by the time we get there, we will remove it.
>>
Rolled 5, 6, 5, 1 = 17

>>29153637
>> Roll another 4d6 to keep tearing into them
>>
Rolled 2, 1, 5, 5 = 13

>>29153637
Pray to Ishtar to guide our blows, and drive harder into the beasts. If we can just get them to break and run away, we can pull open the gate.
>>
Rolled 1, 1, 4, 6 = 12

>>29153637

Press the assault. Once we have the Gatehouse, we can open it to the bulk of our forces
>>
Rolled 5, 3, 1, 4 = 13

>>29153637
Pray to Tiamat , and drive towards the gate.
>>
>>29153725
Sounds good, she is the goddess of war right?
>>
Rolled 3, 5, 3, 3 = 14

http://www.youtube.com/watch?v=3vO4oOmVazQ

Time for battle?
>>
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>>29153637
You try to drive them toward the gate, to corner them, or perhaps to trick them into opening the gate. Alas, you fail to butcher them well enough to maneuver yourself that well. There's only one of you, after all, and they move quickly even in armor. One of their long bronze swords finds purchase between two plates on your back and sinks into you.

> You now have 1 wound.

After you bring your claw forward and pulp the face of the centaur who hurt you, the rest of them break to both sides of you and circle around. Now they're trying to drive you into the gate instead! A small detachment of them have surrounded your men and poke at them with their swords.

> Charge right into the bulk of them, to maximize kills
> Run off to the side to support your men
> In any case, roll 4d6
>>
>>29153845
Hunzuu uses CLAW RUSH
>>
>>29153887
let's support our men.
We're basically a tank, and a tank needs infantry support or it gets overrun.
>>
Rolled 2, 5, 1, 5 = 13

>>29153887
Maximize the kills. The best way to help out our troopers is to make them flee, so just tear as many apart in the most horrifying way possible.
>>
Rolled 6, 2, 2, 1 = 11

>>29153887
>> Charge right into the bulk of them, to maximize kills
>>
Rolled 4, 1, 2, 2 = 9

>>29153887
>> Run off to the side to support your men
>>
Rolled 4, 4, 4, 1 = 13

>>29153887
>Charge right into the bulk of them, to maximize kills
Pain... this is why I fight.
This is my normal, my nature.
>>
Rolled 2, 4, 1, 1 = 8

>>29153887
> Run off to the side to support your men
>>
Rolled 3, 6, 2, 4 = 15

>>29153906
>>29153887
ffforgot my roll
>>
Rolled 3, 1, 6, 3 = 13

>>29153887
>> Run off to the side to support your men
>>
>>29153887
max them kills
>>
Rolled 4, 5, 1, 1 = 11

>>29153887
Charge right through them!
>>
>>29153887
>> Run off to the side to support your men
>>
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>>29153887
It's a tough decision, but the whole war effort is at stake, not just three men. You charge straight forward to meet them in bloody combat. It's clear which centaur plans to take the lead, the one with the fanciest helmet that none of the others dare to run ahead of. He spends too long winding up with his sword, so you know right where to put your shield as your claws break his forelegs out from under him.

When he loses control of himself, you can push his body forward and use it like a shield as your claws and glaive do their bloody work.

> Use your stinger
> Continue to save your venom. There'll be a lammasu coming shortly.
>>
>>29154071
keep saving it. These guys die quickly. They're not as huge as us.
>>
>>29154071
>Keep savin that venom, centaurs are fragile weaklings anyway
>>
>>29154071
>> Continue to save your venom. There'll be a lammasu coming shortly.
>>
Rolled 3, 5, 6, 3 = 17

>>29154071
>> Continue to save your venom. There'll be a lammasu coming shortly.
>>
>>29154071
>> Continue to save your venom. There'll be a lammasu coming shortly.
Break their legs if need be. They won't do much good as cavalry if they can't run. Or walk.
>>
Rolled 6, 6, 5, 6 = 23

>>29154071
Keep saving it
>>
Rolled 4, 5, 3, 4 = 16

>>29154215
Anu please start using best of rolls
please
>>
>>29154243
but this wasn't a roll instance.
>>
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>>29154071
You keep your stinger in reserve, as much as it goes against your growing hunting instincts.

The loss of their leader, or at least their vanguard, seems to dishearten them. They cut their charge short and scatter into the streets. They don't run out of sight, though, staying to watch each street in case you should run that way. Your Footmen companions become even further outnumbered, and soon they are all cut down. You are alone.

Sure enough, that lammasu takes notice of you and lands on a large armory opposite the gatehouse, looking down on the bloody square where you're standing. This one has a long, curly beard and a helmet with spiked bands worked into his real horns. He hollers down to you. "Surrender, child, and you will live. This is not your war."

> Put your hands up and be taken captive
> Roll 4d6 to run like hell
> Voice your disagreement with him.
> Demand clarification. Who else's war could it be?
> Roll 3d6 to maybe hit him with that grapnel of yours. The first roll is to hit, the second two are to find purchase with it.
>>
>>29154350
tell him we don't believe him. He's probably just trying to trick us!

Proceed to lift the gates open.
>>
>>29154350
>> Demand clarification. Who else's war could it be?
>>
>>29154350
> Demand clarification. Who else's war could it be?
>>
>>29154350
Is the gate able to be opened from where we are? If not, we might be able to take shelter in the guardhouse to make sure they have to come at us one by one.
>>
Rolled 3, 6, 3 = 12

>>29154350
>> Roll 3d6 to maybe hit him with that grapnel of yours. The first roll is to hit, the second two are to find purchase with it.
>>
>>29154350
Ask him why we should believe him.
>>
Rolled 3, 3, 6 = 12

>>29154350
>> Voice your disagreement with him.
>> Roll 3d6 to maybe hit him with that grapnel of yours. The first roll is to hit, the second two are to find purchase with it.
>>
Rolled 2, 5, 2 = 9

>>29154350
I've murdered many of your kind before, and they all tasted delicious. I look forward to killing you.
>>
>>29154350
>> Demand clarification. Who else's war could it be?
>>
Rolled 3, 1, 5 = 9

>>29154350
> Roll 3d6 to maybe hit him with that grapnel of yours. The first roll is to hit, the second two are to find purchase with it.
http://www.youtube.com/watch?v=uQxsyA6s90Y
>>
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"What does that mean? Why should I even believe you?"

He snorts. "Because I have nothing to lose. You are alone, child. Your cruel masters have thrown your life away. This is their war, and they shed everyone else's blood for the sake of a few coins and baubles. You can let me save you, or with a heavy heart I can have you slain."

>>29154459
The gate is quite large and thick. You could probably break it eventually, but it would take a lot of time. Lifting it would be difficult to impossible, even for you.

> Try to lift it anyway. Roll 4d6 and hope you do well.
> Try the grapnel now. Roll 3d6
> Run now. Roll 4d6.
> "I won't trust you unless you come down here."
> Play the innocent little girl. Maybe tear up a little. Maybe that will get him to let his guard down.
>>
Rolled 2, 5, 6 = 13

>>29154686
> Try the grapnel now. Roll 3d6
>>
>>29154686
Innocent little girl routine. It hasn't let us down yet, and he obviously pities us. Let him get close, stab him with our stinger, then get to work on that damned gate.
>>
Rolled 2, 1, 1, 1 = 5

>>29154686
I have a plan.
We're not going to take him when he's in the sky and our rolls are ass.
I say we play the innocent girl, run away, go into a building, and try to grapnel him when he's not looking.
>>
>>29154686
I don't wanna pull the innocent girl until we mean it.
Instead, let's fight him. Use the grapple or try to lift the gate.
Run if he starts winning.
"I'll surrender once you catch me!"
>>
>>29154686
>> Play the innocent little girl. Maybe tear up a little. Maybe that will get him to let his guard down.
>>
Rolled 3, 2, 2 = 7

>>29154686
>> Try the grapnel now. Roll 3d6
The one, truly great grapnel based battle theme.
http://www.youtube.com/watch?v=vWUn6tzOAwU
>>
>>29154745
preference on grapple first, if I didn't make that clear, which I didn't.
>>
Rolled 3, 6, 5 = 14

> Try the grapnel now. Roll 3d6

http://m.youtube.com/watch?feature=g-high-rec&v=IwfegIXT-PQ

Music still wins rolls?
>>
>>29154686
>play the innocent girl
mention that we are an orphan and that they offered us a comfortable life.
>>
Rolled 2, 6, 1 = 9

>>29154686
>Try the grapnel now. Roll 3d6
>I die here... and start my legend. Too bad you won't be around to see the movies.
>>
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>>29154686
You throw the grapnel right at him. He sees it coming and blasts is aside with magic, so hard the rope burns your hands. It seems it worked the last time because the last lammasu was distracted and didn't see you.

You bring out the waterworks. You used to do it while begging with Meluku, and that was back when you had much less to cry about. You think of every awful thing in your short life. "They killed my friends. I miss Pazur-Ea. And I didn't mean to kill that acolyte. I didn't mean to kill anybody! I wanna go home. And I... I miss my mom! I never even got to say goodbye..."

The lammasu flies to the ground as the centaurs look on warily from a safe distance. "There, there. Ligish is starved for monsters, to torture children in this way. Turtak has many monsters. You will be safe here. You will never be made to fight again. We will find you a new, loving family."

He sniffs at you and takes a step closer. He notices you're still armed. "Child? Will you lay down your shield?"

> Do it. You don't need arms, and they probably don't have a way to hold you that you can't break out of eventually.
> Roll 4d6 for a mighty sucker-punch.
> Keep crying. Fuck, this is too much. You really do miss your mom!
>>
Rolled 2, 1, 1, 5 = 9

> Roll 4d6 for a mighty sucker-punch.
The music thing takes too long. By the time someone finds something decent the die has been cast and Anu has started writing
>>
>>29154930
well, shit. Now I feel bad.

I suggest running off at this point.
>>
>>29154930
>Keep crying. Fuck, this is too much. You really do miss your mom!
>>
>>29154930
Drop the shield, our stinger and claws are our best weapons anyway. Keep up the waterworks and let him draw closer.
>>
>>29154930
Lay it down. No punch until we've dropped away our arms.
Get as close as we can, the MURDERIFY him.
>>
Rolled 3, 2, 2, 4 = 11

>>29154962

Stop rolling.

Also, I have something perfect for a 1 on 1.

youtube.com/watch?v=GSQ7M7ABvXU
>>
Rolled 4, 6, 4, 6 = 20

>>29154930
>> Roll 4d6 for a mighty sucker-punch.
>>
I gotta say, I don't like the crying for a suckerpunch strategy.

Just makes me feel bad.
>>
>>29154930
>> Roll 4d6 for a mighty sucker-punch.
>>
>>29154930
Do it. You don't need arms, and they probably don't have a way to hold you that you can't break out of eventually.

We don't need them to strike a mortal blow anyway. One good sting is all we need.
>>
>>29155010
Roll quicker you slow piece of shit. You can actually roll well.
>>
Rolled 6, 2, 5, 1 = 14

>>29155018
forgot the roll
>>
>>29154930
drop the shield. it isn't very effective against magic, anyway
>>
>>29155010
http://www.youtube.com/watch?v=6oTWTD-kWSA
If I add this now, does it still count?
TT_TT
>>
>>29154930
> Do it. You don't need arms, and they probably don't have a way to hold you that you can't break out of eventually.
>>
>>29154930
Drop shield, keep crying, and get ready to claw hug him.

While we fill him with our poison.
>>
>>29154930
>Do it. You don't need arms.
>>
well, if we do a suckerpunch after crying, go on a rant about how you have to protect your city. And your friends! How you can't stop fighting because then you stupid cow people will come along to our city and smash our festivals and cause famine and hurt everyone!
>>
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>>29154930
You drop your shield. Your glaive was already down. You say something in a faint, sniffling voice.

The lammasu gets even closer without thinking. "What did you say, child?"

With that, you strike him with your stinger and fill him with as much venom as you think you have in you.

"AHH! You treacherous little..." The lammasu rears up and tries to kick you in the head as its magic grasps at your claws and stinger.

> Roll 2d6 to dodge it.
> Drop to the ground. You'll probably get stomped on, but you can pick your stuff off the ground.

>>29155054
Not without a new roll. Otherwise people could keep their sweetest music in reserve and add it to the best rolls after the fact.
>>
Rolled 5, 5 = 10

>>29155196
D-d-d-dodge!
>>
Rolled 2, 1 = 3

>>29155196
Damn. Ah, well.
>> Roll 2d6 to dodge it.
>>
Rolled 3, 1 = 4

>>29155196
Dodge
>>
>>29155196
Can we continue pressuring him so he can't cast dispell?
>>
Rolled 1, 4 = 5

>>29155196
don't get kicked in the head.

Hammer upon him as best as you can while telling him you can't surrender. For reasons.
>>
>>29155233
We need to think of more demoralizing phrases.
Our fear factor is criminally low.
>>
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>>29155196
You borrow a trick you learned from the dead scorpions fighting each other and slip over to one side of him while he's reared up and his mobility is limited. You claw at him and make sure you've totally emptied your venom sacs into him. You try to think of a proud retort about how you'll never surrender, but you're still all choked up and sobbing. Black veins run under his white fur. He tries to push you away with magic to get enough free space to take off again. Some of the centaurs run in again to hit you while you're tangled with him.

> Roll 4d6 to resist the pull and stay latched onto him.
> Roll 4d6 to let go and drift backward, then take him by surprise by crabbing a centaur and throwing it at him
> Just let him disengage and see if the venom is enough
>>
Rolled 1, 4 = 5

>>29155196
dodge it
bye nameless lammasu
don't fuck with the greatest
>>
>>29155320
Maybe the fear factor is low, but the humiliation of being defeated by a creature whose mind is that of a rather standard little human girl has got to be a lot higher than if we were some clever wicked tongued spirit of maliciousness.
>>
Rolled 2, 2, 6, 2 = 12

>>29155348
throw centaur. While crying.

How could we not.
>>
Rolled 5, 2, 3, 2 = 12

>>29155348
We should try and interrupt the delicate thought processes needed to cast magic.
"The gate shall be opened!"?
>>
Rolled 4, 3, 1, 2 = 10

>>29155348
Throwing a centaur, because holy fuck is that brutal.
>>
Rolled 1, 3, 5, 6 = 15

>>29155348
disengage and throw centaur
>>
Rolled 2, 3, 5, 4 = 14

>>29155348
>> Roll 4d6 to resist the pull and stay latched onto him.
>>
Rolled 2, 5, 6, 1 = 14

>>29155348
> Roll 4d6 to resist the pull and stay latched onto him.
>>
Rolled 6, 1, 6, 1 = 14

>>29155348
>stay latched on
And keep tail stabbing him. It'll help keep him distracted.
>>
Rolled 5, 4, 1, 2 = 12

>>29155348
>> Roll 4d6 to let go and drift backward, then take him by surprise by crabbing a centaur and throwing it at him
http://www.youtube.com/watch?v=zFYj2ZTGtFQ
>>
Rolled 1, 4, 5, 1 = 11

>>29155348
I don't know how you crab a centaur, but I want to find out.
>>
Rolled 3, 4, 4, 6 = 17

>>29155348
http://www.youtube.com/watch?v=ByvYYoXlSxE

> Roll 4d6 to let go and drift backward, then take him by surprise by crabbing a centaur and throwing it at him
>>
>>29155509
Figure a slightly melancholy song suits the tears.
>>
>>29155467
>>29155509
http://www.youtube.com/watch?v=pz01CVHVM_0
>>
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>>29155348
The lammasu blasts you away from him, and as he spreads his wings and tries to find the strength to take off, you grab the first armored centaur that comes at you, grab it in both claws, and heave it at the lammasu. It knocks the lammasu over. The centaur is thrashing wildly, and the lammasu has to concentrate on throwing the damn thing off without getting kicked himself. This gives you another few moments to act.

> Roll 4d6 to pounce the lammasu yet again.
> Roll 4d6 to cut down centaurs. They're the active threat now.
> Roll 4d6 to keep tossing centaurs. It might not do much damage, but its got to be humiliating.
>>
Rolled 6, 6, 5, 2 = 19

>>29155584
>> Roll 4d6 to pounce the lammasu yet again.
>>
Rolled 6, 3, 5, 6 = 20

>>29155584
keep throwing centaurs.
This has graduated from a battle to a tantrum.
>>
Rolled 6, 1, 4, 2 = 13

> Roll 4d6 to cut down centaurs. They're the active threat now.
I think that guy is dead. We poisoned him well. TIme to make sure the rest can't interfere.
>>
Rolled 1, 4, 6, 4 = 15

>>29155584
>centaur tossing
Hey, the longer we stall him on the ground the longer our poison will have to work on him, right?
>>
Rolled 5, 6, 2, 1 = 14

>>29155584
>Roll 4d6 to cut down centaurs. They're the active threat now.
>point at the lammasu
"You're already dead"
>>
we should apologize to ninurta after this.

Honorable warfare we aint.
>>
Rolled 5, 4, 3, 3 = 15

>>29155584

Throw the centaurs.
>>
>>29155591
>>29155606
well then. best rolls? or Best Rolls?
>>
Rolled 1, 3, 4, 1 = 9

>>29155584
keep tossing centaurs at him
>>
>>29155633
GOOD!

War isn't nice. Case in point we are 13 years old and have been transformed into a living weapon.
>>
Rolled 2, 4, 4, 6 = 16

>>29155584
>> Roll 4d6 to keep tossing centaurs. It might not do much damage, but its got to be humiliating.
>>
>>29155664
I'm just saying that while we might be making ishtar happy with our total war, ninurta's a cool gal too.
>>
>>29155606
I agree with this
Make sure he's aware that he died because he just kept getting attacked by projectile freaking centaurs.
>>
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>>29155584
You body slam a small unit of centaurs, then pick one up and throw it at the lammasu again. The lammasu is just picking up the entire last centaur you tossed at him, so the second one hits him right on the back. You hear something crack, possibly something belonging to the lammasu.

With its last twitches, its eyes and spittle turning black, the lammasu speaks some thundering, indistinct curse at you. You feel his words like a weight on you, though you can't make them out. The lammasu glows and sizzles, then its hide erupts in geysers of boiling red-black blood that evaporates in the air.

> You are now afflicted with the nameless curse.

You see that spearmen and slingers have arrived down one street to reinforce the centaurs, along with that male lizard-taur who escaped you during the last battle.

> Ask them if they really want some of this.
> Roll 4d6 to break through to the least-protected street and run
> Roll 4d6 to lift the impossibly heavy gate, maybe just long enough to slip under it

>>29155682
Ninurta's a dude.
>>
Rolled 4, 4, 6, 3 = 17

>>29155828
>> Roll 4d6 to break through to the least-protected street and run
>>
Rolled 1, 3, 2, 4 = 10

>>29155828
fuck, we're cursed.
I knew we shouldn't have been betrayers. This shit always happens to betrayers.

Let's break through and run. It is the most appropriate thing to do after a tantrum.
>>
>>29155828
"Your finest all died like cattle. Do you seriously think that you can take me?"
Throw a centaur at the group of spearmen.
>>
>>29155828
>> Roll 4d6 to break through to the least-protected street and run

We kind of had that curse coming.
>>
Rolled 3, 5, 3, 2 = 13

>>29155828
break thru
>>
Rolled 6, 2, 9, 4 = 21

> Roll 4d6 to break through to the least-protected street and run
>>29155828
bravely run away!

http://www.youtube.com/watch?v=GhxJeCitdYY
>>
>>29155828
>> Ask them if they really want some of this.

Also maybe throw a centaur at them
>>
Rolled 6, 1, 3, 2 = 12

>>29155828
Break and run, we've done enough damage. Now we can lead our forces through the break we opened and burn this city down from the inside.
>>
>>29155878
we really did.
>>
Rolled 6, 5, 6, 4 = 21

>>29155828
>Roll 4d6 to break through to the least-protected street and run
I just hope the rest of the army is doing something while we distract everyone.
>>
>>29155880
someone didn't do the right dice.
>>
Rolled 5, 6, 6, 1 = 18

>>29155919
damnit, my autocorrect must have filled it in... sorry about that
>>
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>>29155828

One street is blocked only by a few centaurs. You charge straight for them. The brave ones chop a couple of dents in your armor as you pass; the more prudent ones just give you room. As fast as your eight legs can carry you, you head in the other direction, away from the very large mass of troops and the lizard-thing who's probably mad at how you killed and ate his partner.

> Run for the hole you broke in the sewers. Maybe check to see if Sharo is down there with the sewer monster
> Find any place where you can lay low and hide. You can re-emerge later and do more damage.
> Find a torch first. Roll 2d6.
>>
Rolled 3, 1, 6, 4 = 14

>>29155966
>> Run for the hole you broke in the sewers. Maybe check to see if Sharo is down there with the sewer monster
>>
>>29155966
let's get to our hole in the sewers.

Shit, we lost our men and were routed. Didn't even bust the gate down. What a failure.

Where were sharo and his men?
>>
>>29155966
Lay low for a while, we don't want to show them where we broke through.

They'll just close the breach.
>>
>>29155966
>> Find any place where you can lay low and hide. You can re-emerge later and do more damage.
>>
>>29155966
Lay low and hide.
We can stealth kill with our tail if anyone discovers us.
>>
Rolled 5, 3 = 8

> Find a torch first. Roll 2d6.
lets not go into the dark.
>>
>>29155966
Take cover in the sewers
>>
>>29155966
>> Find any place where you can lay low and hide. You can re-emerge later and do more damage.
>>
Rolled 4, 4 = 8

>>29155966
find any place to lay low and hide.
this may allow for more men to come through the hole we made. Or we can later go for the hole once the coast is clear, so that we don't lead them to it
>>
>>29155966

> Find any place where you can lay low and hide. You can re-emerge later and do more damage.
>>
>>29155966
>Run for the hole you broke in the sewers. Maybe check to see if Sharo is down there with the sewer monster

>>29155979
We just killed their last flyer and half of their cavalry. That's a success in my book.
>>
>>29155966
>> Run for the hole you broke in the sewers. Maybe check to see if Sharo is down there with the sewer monster
>>
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>>29155966
You look for any place big enough to hide you. You see a house where the door isn't shut. It's been looted and partially burned, with a nice big pile of burnt debris on the floor to burrow into.

As you dig, you see that you're not alone. A young girl, perhaps 5 years old, has been squatting here. The sight of you makes her cry. Loudly.

> Shit. Keep running.
> Convince her it's all right, somehow. Be the ridiculously comforting scorpion.
> Just stay under the burnt debris and hope nobody notices her.
> Pull her under with you with your hand over her mouth.
>>
I'm getting very tired of Turtak's shit. Faggots have countless monsters, and they just keep coming.

And the infiltration was a great failure. Sharo is missing, our scorts are dead, and we can't open the gates alone. Fuck their gay shit.
>>
>>29156140
>Knock her out.
>>
>>29156140

Keep running.
>>
>>29156140
keep running. We don't want no trabble little girl
>>29156154
I know, right? Sure, we're making a big dent in their monster supply, but we didn't actually make a foothold out here like we planned.
>>
>>29156140
Comfort her.
Be lovely.
Worst comes to worst, she can be a good hostage.
>>
>>29156140
Knock that girl out
>>
>>29156140
>>29156140
Pull her under with a hand over her mouth.

It isn't the smoothest thing to do, but we can comfort her when she is QUIET. Most kids are terrified of us anyway, we'll be fighting an uphill battle.
>>
Rolled 2, 2, 3, 1 = 8

>>29156140
>> Convince her it's all right, somehow. Be the ridiculously comforting scorpion.
>>
>>29156140
>pull her under with you with your hand over her mouth

tell her we aren't going to hurt her, but we need her to be very quiet.
>>
> Convince her it's all right, somehow. Be the ridiculously comforting scorpion.
>>
>>29156140
> Pull her under with you with your hand over her mouth
>>
>>29156140
> Pull her under with you with your hand over her mouth.
>>
>>29156140
grab her and eat her while on the run
need to keep up our strength
>>
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>>29156140
You have no ides how to knock someone out without killing them, so you just grab the girl and muffle her cries with a hand. Even your human half is strong enough to restrain her easily. She bites your hand but does no serious damage.

After a few minutes, you hear many hurried footsteps approaching. "You need to be very quiet, okay?" She seems to sense that you're as afraid as she is, and she stops trying to bite you.

Some Turtaki soldiers come into the building, poking around. They seem not to notice either of you. They underestimate your ability to bury yourself quickly.

> Burst out and kill them, even as you keep the girl in your arms
> Just wait for them to pass.
> Demand safe passage outside the gates or the girl dies.
>>
>>29156276
Just wait for them to pass. It's bad enough that we have to do this to the little girl, no need to make her a hostage.
>>
Rolled 5, 3, 6, 3 = 17

>>29156276
>> Just wait for them to pass.
Give the girl a big hug.
>>
>>29156276
> Just wait for them to pass.
>>
>>29156276
Wait for them to pass. If they get too close to us, go with burst and kill.
>>
>>29156276
just wait.

Sorry little girl, we'll be on our way soon.
>>
>>29156276
Just wait for them to pass. even if they find us, we still have a "hostage"
>>
>>29156276
Just await don't want to traumatize the poor girl
>>
>>29156276
>> Just wait for them to pass.
>>
File: 1388364979085.png-(1.05 MB, 850x878, sample_579eb0a5e5621e1834(...).png)
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>>29156276
You wait for them to pass. Hesitantly, you take your hand off the girl's mouth and give her a hug. She just looks worried. And she feels kind of cold.

When the footsteps have completely passed, she whispers to you, "Why is everyone hiding?"

> "They're hiding from me. Now be very good while I try to come up with a plan."
> "It's a bad time right now. Do you live here? Do you have a family or anything?"
> "Listen carefully. When I run out of here, count to fifty and then go chasing after those men. Just keep them busy. Tell them you're hungry or something."
>>
> "It's a bad time right now. Do you live here? Do you have a family or anything?"
... is it bad that I want to adopt her?
>>
Rolled 3, 6, 2, 4 = 15

>>29156435
>> "They're hiding from me. Now be very good while I try to come up with a plan."
>>
>>29156435
They're hiding from me.
It's a bad time right now. Do you live here?
>>
>>29156435
> "It's a bad time right now. Do you live here? Do you have a family or anything?"
>>
>>29156435
It's a bad time right now. Do you live here? Do you have a family or anything?
>>
>>29156435
>> "It's a bad time right now. Do you live here? Do you have a family or anything?"
Awww
>>
>>29156435
>It's a bad time right now...
Acquire future little scorpion-girl sister!

>acquire wasedica
Agreed, but I don't think that's how you spell her name Captcha!
>>
Do they not have orphanages here?

You are supposed to have a building to put all your starving orphans in at least.
>>
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>>29156435
"It's a bad time right now. Do you live here? Do you have a family or anything?"

She seems to have trouble with the question. "They've been gone. They'll be back, though, right?"

> She's gonna get taken home.
> Her father's probably a soldier. He'll probably find her after all this is over. Just find her some food. Other than that, she's not yours to mess with.
> Just leave her.
> Head for the sewers.
> Stay here and wait for a good time to re-emerge in the city.
>
>>
>>29156603
Hnnng
W-where were they taken away to?

I am having a very hard time not kidnapping her.
>>
> She's gonna get taken home.
Mine.
>>
>>29156603
>What do your parents do for a living?
Let's make sure daddy isn't a soldier first of all
>>
>>29156623
or, a better question, how LONG have they been taken away?
>>
>>29156603
"Little one, how long have they been gone?"
>>
>>29156650
>>29156645
>>29156641
I'll throw my support behind these.
>>
>>29156650
This.
>>
>go off with squad of five soldiers
>come back wounded, all soldiers dead, claiming to have killed some monsters, and with a little girl

Hunzuu

You are a commander's NIGHTMARE
>>
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>>29156603
"How long have they been gone?"
She thinks it over, then tries counting on her fingers. "Papa left first. Mama said he'd be back soon. I dunno where Mama went. I came back, but she didn't. Is it soon yet?"

"Does your papa fight? Does he have a shield, like this?"

She pauses to process the question, then nods.

>Find wherever Turtak keeps its surplus children and make sure she gets fed, even risking capture. Roll 1d6 to scratch something on the doorway using the very few words you know how to write.
> He'll probably be dead soon. Hell, maybe you killed him already. Take the girl.
> Tell her to go out knocking on doors and asking for help. Surely the good will of the people of Turtak will pull through.
>>
> He'll probably be dead soon. Hell, maybe you killed him already. Take the girl.
>>
>>29156745
>> He'll probably be dead soon. Hell, maybe you killed him already. Take the girl.
>>
>>29156745
Don't make me decide between keeping a cute girl safe (and around) and tearing apart a family, Anu! I'll put a curse on you!
>>
>>29156745
I'm thinking either take the girl, or find the orphanage.
It's shit like this that makes me want to sue for peace. Whatever the hell that means.
>>
Rolled 3, 2, 4, 6 = 15

>>29156745
>> He'll probably be dead soon. Hell, maybe you killed him already. Take the girl.

Oh... I hope it wasn't one of the soldier we gave to the blood priests.
>>
>>29156745
>tell her to go knocking on doors, and trust in the goodwill of people

time to be the naive scorpion
>>
>>29156745
> He'll probably be dead soon. Hell, maybe you killed him already. Take the girl.
A giant scorpion is a pretty good gaurdian to have. Hopefully we don't get her killed like those soldiers.
>>
>>29156789
we already did that. For like 12 years.
It didn't work the best.
>>
Rolled 1

>>29156745
god, this is a big decision. I'm gonna roll the die.
1 is we take her with us
2 is one of the other options, whichever is more popular.
>>
>>29156804
it will now
>>
>>29156818
>big decision
>lets leave it completely up to chance

I hate people like you. I want you to know that. You're what stands in the way of a better tomorrow.
>>
>>29156745
my vote is go around busting doors and asking where the orphanage is.
Then we go there and ask if they have room for one more.
>>
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>>29156745
You think it over. "I'm sorry. But I'll keep you safe for now. Come on, we have to go."

"But... I should stay..."

"There's no food here. No clean water. You need those!"

"Yeah..."

With the girl in your human arms, you make a dash for the breach you made in the sewers.

> Run out to get a torch. Roll 2d6
> See if you can trust her to get a torch for you.
> Go in without light. You basically remember the way.
>>
Rolled 4, 6 = 10

>>29156923
Sneak out to get a torch.
>>
Rolled 6, 2 = 8

>>29156923
> Run out to get a torch.
>>
>>29156923
> See if you can trust her to get a torch for you.

Oh god, not the sewers again.
>>
>>29156923
shit shit shit we're kidnappers

How will we ever explain this to the priests
>>
>>29156973
we got ourselves a handmaiden maybe?
>>
Rolled 5, 3 = 8

>>29156923
>> Run out to get a torch. Roll 2d6
>>
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>>29156923
"Stay here!" You run to the nearest house, bust the door open, and take a burning torch off the wall, despite the screams of several women inside.

You pass the torch from your hand to your claw, scoop the confused girl up, and crawl into the dark sewers.

The girl points to the blue wound on your scorpion half. "You got hurt?"

You nod. "I'll be okay. Just hold on!"

> Go at top speed
> Proceed carefully
>>
>>29156973
>How will we explain this to the priests?
"I'm keeping her."

See, that wasn't so hard.
>>
> Proceed carefully
>>
>>29157026
>top speed
>>
>>29157026
Proceed carefully.
>>
Rolled 4, 1 = 5

>>29157026
>> Proceed carefully
We are not alone.
>>
>>29156973
"I feel myself slipping towards animalistic base instincts, and I fear for my humanity. An orphaned child to look after will hopefully keep me sane and my mind human."
>>
>>29157026
>proceed carefully

Small child and all that
>>
>>29157026
> Proceed carefully
"Child coming through, excuse us."
>>
>>29156973
You realize that, given the setting, the difficultly will lie in convincing the priests not to sacrifice her as fuel for their fpdark magics? The kidnapping thing warrants an eye roll at most.
>>
>>29157117
well, that's going to be part of explaining it.
Not having her go away for sacrifice.
>>
>>29157117
We just tell them that she is our morality pet.
>>
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>>29157026
You move with care, holding your torch out in the delicate grasp of your claw as you skitter over the damp floor.

"It smells like poop."

"That's because it is poop! Now settle down."

You reach the chasm you crossed last time by carefully crawling along the wall. The sound of battle echoes through the walls. You're not sure where it's coming from.

> Retreat and find a dark place to hide
> Roll 4d6 to jump across.
> Set the girl and torch down and crawl across the wall. Then see if the girl can get across the narrow ledge on her own.
> ROll 4d6 to crawl across while keeping the girl in your arms.
>>
Rolled 4, 3, 3, 3 = 13

>>29157186
>> ROll 4d6 to crawl across while keeping the girl in your arms.
http://www.youtube.com/watch?v=ojN57hI8eCE
>>
Rolled 6, 4, 4, 5 = 19

>>29157186
can't trust the girl to come on her own.

We gotta crawl with her.

Also, I swear to god sharo if that's you we run into next I am going to be so peeved.
>>
Rolled 5, 3, 3, 1 = 12

>>29157186
>> ROll 4d6 to crawl across while keeping the girl in your arms.
>>
Rolled 6, 5, 2, 1 = 14

>>29156154
>tired

Hmm, Turtak has plenty of centaurs, had four lammasu and a couple of lizard-taurs, that we know of.

The lammasu are all dead, I think, and there is one lizard-taur remmaining. However, the centaurs just keep coming in waves and waves.

So, centaurs are low tier monsters, while lammasu are at least mid~top+ tiers. Lizard-taurs might be high tiers, or high mid at least.
>>
>>29157226
average should be good enough.

But not for real if there is battle in these sewers then things are fucked.
>>
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>>29157186
You put the girl in charge of holding the torch and carefully crawl across the ledge, holding on tight to the cracked bricks with both claws.

On the other side of the rift, the water still flows. You see some bloody human handprints on the wall that weren't there before. You also don't hear any hissing in the deep. You suppose that's a good sign.

As you make your way back to the sewer entrance, you see some soldiers marching your way. They're Ligishi slingers, on your side. They rush forward. "No time to explain!"

You see the breach. Ligish's forces are concentrating around it and beginning to send in squads of soldiers. A single human figure glows and crackles, projecting a sphere of force around him to repel projectiles from the walls. It must be the Bronze Priest, though his whole body looks featureless and molten.

You see Sharo outside, bloody but unable to retreat further because of the sphere. "Hunzuu! You went in?!"

"Yes! Where were you?"

He pants and struggles to sit up. "Crocodiles... blight demons... and some awful fish-thing! It was hell! Wait, why is there a child?"

> "Um... do you want a child?"
> "Just a souvenir. How bad are you hurt? Think you can go back in with me?"
> "Let's just try to get the both of you to safer ground."
>>
Rolled 4, 6, 1, 2 = 13

>>29157435
>> "Let's just try to get the both of you to safer ground."
Be the nice scorpion
>>
>>29157435
>Just a souvenir, u hurt? Think you can go back with me?
>>
> "Let's just try to get the both of you to safer ground."
You're both mine now. forever and ever.
>>
>>29157435
"Look, there's a child now, that's how it is.
I killed a couple crocodiles. And a bunch of centaurs. I don't know about the fish thing. How big was it?"
>>
>>29157435
A monotoned >>29157065 , then get them to safer ground.
Tell them we murderificated most of the monsters, but we've been cursed.
>>
>>29157435
> "Let's just try to get the both of you to safer ground."
His wizard is molten, and things aren't going great.
>>
>>29157435
>> "Just a souvenir. Let's just try to get the both of you to safer ground."
>>
Rolled 6, 1, 1, 1 = 9

Holy crap. We killed all the Lammasus, most centaurs, a giant crocodile and lizardtaurs.

They are right to fear scorpionmen.
>>
>>29157435
>> "Just a souvenir. How bad are you hurt? Think you can go back in with me?"
>> "Let's just try to get the both of you to safer ground."
>>
>>29157524
well, we're big and armored and have killing claws.

The other guys use their claws for feet.
>>
>>29157435
>> "Let's just try to get the both of you to safer ground."
>>
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>>29157435
"Look, there's just a child now. Sometimes these things happen. How bad are you hurt?"

"I can walk. I'm just beat-up and exhausted..." He gets up. "But you're all right?"

"I took a couple of bad hits, and I think I've been cursed, but yeah, I'll be fine. Can you walk through that sphere?"

"I don't think anyone can. But I think he'll raise it for a moment when more men come to join us. Or when he gives out entirely. He seems to be in a bad way."

> Give Sharo the child and tell him to wait for the sphere to go away, then run for safety.
> Keep the child and go back with them
> Leave the child and try to talk to the Bronze Priest
>>
>>29157668
>> Leave the child and try to talk to the Bronze Priest

"Sorry we failed, boss."
>>
Rolled 48

>>29157668
>Look, there's just a child now. Sometimes these things happen.
Wisdom.
> Give Sharo the child and tell him to wait for the sphere to go away, then run for safety. And also tell him to not give her to anyone that might try to steal or sacrifice her.
>>
>>29157668
>>29157668
> Give Sharo the child and tell him to wait for the sphere to go away, then run for safety. Try to talk to the Bronze Priest
>>
>>29157668
Hold my kid, I need to go ask the bronze priest how his... deal is going.
Is he melting?
>>
>>29157668
leave the child with Sharo for now and try to talk to the Bronze Priest
>>
>>29157700
Supporting
>>
>>29157798
She better not get attached to him, it'd break Hunzuu's heart! Well, probably not that bad since there's not much bonding yet, but still.
>>
just keep her the heck safe, sharou. We'll be back in a minute.
Or longer if the priest needs us to relieve him on tunnel blocking duty.
>>
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>>29157668
"Here, keep her safe. Don't let anybody sacrifice her."

The child protests. "But I don't like him!"

Sharo starts arguing with the child. "Hey, what's wrong with me?!"

You approach the Bronze Priest. Everyone else is keeping him at a safe distance. He radiates heat and hovers a few feet off the ground. "Hello? Sir? I'm sorry I failed. I couldn't get the gates open. But I killed some monsters! And I helped make that breach. I guess I didn't do too bad. But, uh, how are you?"

The Bronze Priest sounds very distant. "Hunzuu... that's you, ins't it? I can't see. I think I'm finally paying for all this magic. Too much... slag inside. But we will take this city. Everyone will tell of my glorious legacy."

> Yeah, they will! You're doing great! Now that we've got men inside, it's just a matter of time before Turtak falls. Can you open up the back of the sphere for just a minute so our men can get in and out?
> Is the magic killing you? Knock that off! Your legacy is your daughter, and she needs you.
>>
>>29157968
>> Is the magic killing you? Knock that off! Your legacy is your daughter, and she needs you.
>>
>>29157968
I'm what, 3 for 3 on giant monster killings.
Stop the magic, rest, and let me do everything else.
I can't let my friend's father die.
>>
>>29157968
>knock that shit off, we haven't learned magic from you yet
>>
>>29157968
I will be RIGHT BACK little girl!

> Is the magic killing you? Knock that off! Your legacy is your daughter, and she needs you.
I mean, just because we didn't get the gates, doesn't mean we won't do it next time.
>>
>>29157968
> Is the magic killing you? Knock that off! Your legacy is your daughter, and she needs you.
Snap out of it man!
>>
>>29157968
>> Is the magic killing you? Knock that off! Your legacy is your daughter, and she needs you.
If she loses anyone else she's liable to take her own life. She's not in a good place right now, she needs her father to come back from this war.
>>
>>29157968
>Your legacy is your daughter and she needs YOU!

Don't make me claw smack you!
>>
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>>29157968
"Is the magic killing you? Knock that off! Your legacy is your daughter, and she needs you."

Sparks slough off the Bronze Priest's body. "Her... Ever since she was born, I knew I'd mess up with her somehow. But I knew that didn't matter. What is a spoiled daughter compared to mastering magic? Compared to winning a war?"

"It's everything! Don't you know who you're talking to? I wish I had a real father every day of my stupid life!"

You think he smiles. "And yet you did without one just fine..."

> "You're a monster. And if you do this, I'll make sure you're remembered as one."
> Shove him.
> "Do you at least have anything I can tell her for you?"
>>
>>29158227
Can we just pick him up and move him back against his will?
>>
>>29158227
>Because I never had one to begin with, you stupid twat.
>>
Rolled 5, 5, 1, 1 = 12

>>29158227
>> "You're a monster. And if you do this, I'll make sure you're remembered as one."
>>
>>29158227
come on, stop, I can take over here!
>>
>>29158227
Page 10, folks.
>>
>>29158227
> Shove him.
"No! I'm eating people. I like it! I didn't turn out fine. I'm going to open the Gate. ANd if you die here you will die with that knowledge and I will tell no one else. Your daughter will die because of a monster YOU raised."
>>
>>29158227
>shove him.

"I can't let you die. There will be better opportunities to make a legend. You are too important to die on fight with a pathetic city like Turtak."
>>
>>29158339
at least we are archived.
>>29158227
Silly priest, I'm only doing this well because of you priests doing your priest things

Stop dying and live to do your priest thing.
>>
Also, someone should archive this quickly, because we're on the 10th page
>>
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>>29158227
You give the Bronze Priest a hard shove. His skin sears the chitin of your claws for the moment of contact, making you hiss in pain. He falls to earth, and his sphere of force disappears. His skin steams, and parts of it seem to be corroded with brittle bits of metal slag sticking out. This will make the siege more difficult, but it's likely that you've saved his live. You start to carry him away, Sharo and the child following behind you.

>>29158339
> I'll call it a night here, then. It's archived. Please upvote it at http://suptg.thisisnotatrueending.com/archive.html . Thanks!


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