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File: Fading Republic.jpg (70 KB, 700x466)
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The wind blowing from the North stinks of charnel and ash, and you can practically feel the taste of it in your mouth as you make your way to the command tent. The cries of lament from slaves carried away from the broken and burned walls stand as much of a testament to the price of defiance as the husk of a walled city left still smoking to the North, having been pillaged thoroughly for the past three days since the walls were successfully breached. The still burning fires in part of the city leave dabs of firelight against the smoky backdrop of the Northern sky. The setting sun promises smothering darkness tonight, and entertain irrational notions of having your tent moved across the river to avoid sleeping under that oppressive smog, but there is no time before darkness falls.

Making your way into the heavily guarded command tent you shrug your shoulders, feeling the weight of the cloak that is a mark of your service trailing behind you. What color was that cloak again?

>An Emerald Cloak, the cloak of an officer of the Legions. The backbone of the Republic's martial power and its main fighting force.
>A White Cloak, the cloak of an officer in the Navy. Sailing against the Republic's enemies by sea and by river, and protecting the trade that is her lifeblood.
>A Blue Cloak, the cloak of an officer in the Cavalry. Riding outside of the Republic's borders to skirmish with her enemies and protecting the frontier from raids.
>A Crimson Cloak, which you almost never wear as it marks you as an officer in the Eye, the Republic's Spy Agency. At home and abroad you serve silently with cloak and dagger.
>>
>>32291434
>A Crimson Cloak, which you almost never wear as it marks you as an officer in the Eye, the Republic's Spy Agency. At home and abroad you serve silently with cloak and dagger.

We into CIA?
>>
>>32291434
>A Crimson Cloak, which you almost never wear as it marks you as an officer in the Eye, the Republic's Spy Agency. At home and abroad you serve silently with cloak and dagger.
>>
>>32291434

Crimson
>>
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Crimson cloak fluttering in the draft, you slip past a pair of Emerald Cloaked guards to enter the command tent. The candlelight inside of the command tent, and the pleasing scent of various oils burning within, almost kills the smell of death. Almost.

Inside are the various parties responsible for the successful operation to put the defiant City State of Threet to the sword. You take note of each of the heads of the various groups in turn. Present are the Navy under the command of Commodore Gracchius, officers who sailed by night upriver to deliver the Legionaires to nearby shores under cover of dark before assaulting the city's docks. Nearby are the local officers of the Cavalry, Captains Villencia and Augustus, insistent at being present and part of the operation after having fought numerous skirmishes against the Threecians in the past and refusing to be denied the glory of being a part of the final victory. The Legions are here in force, represented by General Gaius Cincinnatus, ostensibly the director of the whole operation and the man to whom most of the credit for the victory is probably going. Finally, of course, there is you, the local director of the Eye's operations at this sector of the frontier with regard to the city of Threet, and the architect of the operation to make certain that the night watchmen were drunk and the gates opened for the arrival of the armed forces.

Not to say, of course, that you are the only member of the Eye present. Just one of the three wearing a cloak. An unfortunate necessity brought about by holding higher office, but a necessary one. Nor are you the only woman in the room, but as expected amongst the Republic's citizenry its women serve disproportionately in the Intelligence service. As you enter and move toward the central table it seems that the debriefing is set to begin.

Clearing his throat, Gauis Cincinnatus steps forward to address the assembled.

contd
>>
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"It is with great honor that I begin this meeting, for upon this eday we formally announce to the Senate the first Northern conquest of note in over a decade. This victory, of course, must be acknowledged to be the fruit of collaboration between many individuals and multiple branches of service, and all are, of course, going to be credited with their role in this great victory. The letter to the Senate I have already sealed and sent off promptly this morning, as I felt we had dallied long enough in bringing this news home."

A nervous shuffle from one of the Cavalry Officers catches your eye, but he bites his tongue. None of this information is new to you, of course.

"As a matter of principle there will be the divvying up of slaves between forces as dictated by laws of plunder, and their sale at market will of course fill the coffers of that branch of service. However, this Campaign is now formally over as far as the Legion is concerned, its aims now achieved. The Senate must now go about redrawing maps and writing up grants of land to retiring soldiers who have earned their Citizenship, and we must report to our new assignments."

The Cavalry Officers shift again, clearly uncomfortable with being left to play border guard for unoccupied territory, with blame left on their shoulders should it become contested, but the Captains do not speak up against the General.

>Inquire on their behalf now
>Exploit the situation at the Cavalry's expense
>Wait and quietly offer the Cavalry the Eye's backing
>Do nothing, this bit of politics you care nothing for
>>
(And yes, I'm an incredibly slow typer. This is going to be somewhat slow paced until we find a rhythm.)
>>
>>32292374
>>Inquire on their behalf now
>>
>>32292374
>Wait and quietly offer the Cavalry the Eye's backing

This far away from the prying eyes of the Senate, I think there is a tidy profit to be made. By helping out the Cavalry forces, we ensure the Empire's success here and gain future favours to use against the powerful Legion.
>>
>>32292407
we could use some background info on the balance of power and such
>>
>>32292518

The Republic's politics work on the basis of Citizens earning Citizenship solely through service in one of its branches of service. From amongst the Citizens officials are elected. In theory once one retires from the service one is supposed to be impartial and objective, but in practice political cliques form and bonds forged in the service carry all the way into politics.

The Navy is very heavily aligned with the interests of wealthy Patrician Families, as they have the biggest stake in trade. The Legions are fairly neutral given their diverse backgrounds, but make up the largest political faction. The Cavalry, being recruited largely from border areas to begin with, tends to be more progressive. The Eye is where most women go to find service given that they often cannot achieve the high physical standards of the other branches and women make better spies to begin with, so your service ends up being mostly female. The Eye's alumni are very much a swing vote in politics, though not so much as the Legion, but more often.
>>
>>32292745
Then voting for this
>>32292510
>>
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You remain silent throughout the meeting, but decide to approach the Cavalry Captains afterwards quietly and offer them the support of the Eye, inasmuch as you can pledge it, quietly where there are no consequences for openly challenging a high ranking general. It seems to you that discretion is a good idea in this case.

***************************************************

After the meeting is over you send letters to Captain Villencia and Captain Augustus through a chain of camp followers working as assets for The Eye, carefully worded to offer them assistance in the form of "threat assessment" and "situational management", not the most binding or stern of commitments, but unlikely to fall on deaf ears. This will almost certainly lead to them approaching you for further talks, which will put you in a more advantageous position to deal with the Cavalry. Wheels within wheels.

Waiting for you back at your tent are a number of encrypted reports by various case officers in the region, and you have the joyous task of spending the remaining hours before sleep decoding one of them for immediate response. Currently three of them await you, you can decode the rest tomorrow. As usual when you finish with these more will have arrived for you, and of course you will have to draft and encrypt your own reports to your superiors after taking notes from these.

>A report from one of the "wives" of a nomadic chieftain who is known to raid and trade in the area
>A report from a smuggler in one of the City States further North that occasionally has been an ally of Threet
>A report from a brothel madame charged with counter-intelligence along the frontier in one of the larger frontier towns
>>
>>32292374
>>A report from one of the "wives" of a nomadic chieftain who is known to raid and trade in the area

We barbarian managers now. Since we're already engaging with the cavalry, who seem to be largely composed of semi-foreign auxilia, it seems wise to consolidate our control over local barbarian tribes.
>>
>>32293110

Counterintelligence should be a top priority, so I'd go with that.
>>
>>32292745

Are we going to get an info dump, or are you going to work details about the setting in slowly?
>>
>>32293110
>A report from a brothel madame charged with counter-intelligence along the frontier in one of the larger frontier towns
>>
>>32293427

I thought I'd plug in info as we go, maybe dump info at the end of the first thread so that it's all in one convenient place that can be linked to. I didn't really want to start the quest with an info dump.
>>
>>32293487
makes sense
>>
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You spend the next several hours working to decrypt the report sent to you by your spy. After burning the candles in your tent almost scandalously low you manage to get the thing finished and pore over it with tired eyes but an alert mind. Without knowing code words and phrases or the aliases of various individuals the letter would seem like nonsense at first reading, but to you it speaks volumes about ongoing counter-intelligence in the area. You break it down to a series of updates on previous intelligence cases and newly opened cases.

-Case 1: Over a year ago an operative was sent from the City State of L'Roi down to monitor activity within your own border. In a spat of cosmic irony she was undercover working in the very brothel run by your counterintelligence officer, and after being ferreted out was Turned and used to feed a steady stream of misleading intelligence to L'Roi, along with just enough real information to still be considered reliable. She has been given orders to procure military maps of the region from passing Cavalry Officers and forward them to her handlers. A request has been made as to the disposition of the information that you will have sent to L'Roi Intelligence.

-Case 2: A Troubadour has been making a predictable circuit through the border towns from elsewhere within the Republic, and has been settling his tab at various places with foreign coins that are not normally circulated in the area. A team has been dispatched to determine who is paying him in these foreign currencies to determine if this represents a security threat.

-Case 3: A traveling merchant has been periodically vanishing from the area for weeks at a time and reappearing with unfamiliar goods, but is uncharacteristically tight lipped about where they came from even when elicitation techniques are utilized. This would normally be considered low profile but the Officer has a strong gut feeling about it.

Finally, it is finished.

>Rest now
>Draft orders (Be specific)
>>
>>32293869

>realistic intelligence work
>not super spy fiction

might be cool
>>
>>32293869
>Rest now
>>
>>32293869
>Draft orders (Be specific)
>Case 1:

Feed her accurate information that would be mildly damaging to the cavalry command, then exploit their weakness to make ourselves seem invaluable. Once they've agreed to whatever it is we decide we want, we'll feed her disastrous information (which they'll certainly act on) and ta-da, suddenly our ingenious spycraft has saved the cavalry!
>>
>>32294054
Good plan anon, we master spy soon enough. Voting for this.
>>
>>32294054

What of 2 & 3?
>>
>>32294149
What am I, Zhuge Liang? I don't have a plan for everything.

I guess investigate both of them and if they're deemed trustworthy (or exploitable) use them as assets,
>>
>>32294149
For case 2, see if there is a way we can get an in with him, perhaps seduction through one of our agents? Then the interrogation will commence, regardless of the method.

As for the third I would say to stick a tail on the merchant, or perhaps engineer a situation where he would need protection, protection that our agents can provide.
>>
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You draft and encrypt the orders to feed accurate information to the L'Roi followed by inaccurate information at a more critical time, figuring that you can encrypt further orders tomorrow should you deem them necessary.

For tonight you opt to finally get some shut eye....

****************************************************

(Would you like an info dump now during sleep, or later? Action sequences are about to start so there won't be much of a break in between.)
>>
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>>32294410
Don't infodump during thread proper. Let's get to the gibbly bits.
>>
>>32294410
Really should integrate in to story posts better but yes please, more lore.
>>
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Morning comes. The wind has shifted to blowing from the West, and the smell of spring comes as a welcome relief from the pillaged city. The grass beneath your feet is cool, and still damp with dew. You take silent pleasure in grinding the dirt beneath your toes as you let the wind play with your hair. You watch the wind play with the long grass in the field outside of the camp, not trampled down by lamenting slaves or soldiers and their beasts of burden as the day begins. To the West you see the trees almost shimmering in the early morning light.

Actually, it isn't the trees shimmering. Even as you watch you see the glint of morning light on steel becomes clear to you, coming from meany gleaming blades being held by men on the edges of the forest. A cry goes out, from a sentry, and all at once a thousand screaming warriors emerge from the forest, blades in hand, and you can imagine the whistling of javelins falling from the sky as horns blow to assemble the legions. With the sun at their back the warriors come charging forward to clash with soldiers in cloaks of emerald as the cavalry rushes to mount up.

contd
>>
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There is anarchy in the camp as you grab everything of value and load it into your satchel. The rest you burn, having already committed to memory, taking up a torch and making certain that any sensitive information is erased. Once the job is done you rush out of the burning canvas and toss a glance in the direction of the forest. It is hard to see clearly in the blinding light of dawn, but the attackers seem to be wearing leather pelts and you would guess them to be local nomads, perhaps raiding in retaliation for the fallen city. Even as you watch another cry goes up and you turn to see what has caused it. Longships coming from the north are sighted sailing along the river, and to your dismay you realize that the encampment is soon to be outflanked from both sides barring a pitched naval battle. You cannot afford to be caught here, especially not with a head full of sensitive information.

You weigh your options carefully even as you slip on the comforting weight of a legion issue sword and calm your mind.

>Try to get on a Navy ship going South, running the risk that none are, in fact, going to flee
>Steal a horse and take off riding South to escape the battle
>Seek out ranking Legion command and prevail upon them for protection during the battle
>Go South, then East on foot, seeking a spot you made note of that should allow you to slip the noose, presuming you are able to get there quickly enough
>>
>>32295107
>Steal a horse and take off riding South to escape the battle
then
Go South, then East on foot, seeking a spot you made note of that should allow you to slip the noose, presuming you are able to get there quickly enough
>>
>>32295107
>Try to get on a Navy ship going South,
Either utilize any favours we have with the Navy or pull rank? What is one ship compared to our entire mind's worth of sensitive information after all!
>>
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>>32295081
>Try to get on a Navy ship going South, running the risk that none are, in fact, going to flee
No point charging off alone I suppose. If there's no ships we turn back and seek legionary protection or keep going, depending on the unfolding situation. Longships might be able to catch us regardless though....

>that fucking picture
BACK IN FORMATION SERVILIA.
>>
>>32295107
>Try to get on a Navy ship going South, running the risk that none are, in fact, going to flee
Well, guess we should have decoded that message from our plant with the barbarian chief.
We might have been able to inform the general of this impending attack if we had.
>>
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>>32295417
I wasn't gonna say nothing but.... It still would have happened probably.

If shit gets really bad we can at least console ourselves with that fact that we'll probably be looted and not killed. Which puts us right where we want to be really.
>>
>>32295478
Of course it would have still happened. But instead of the Legion and Navy scrambling to get ready, the barbarians would have been charging into prepared Legion formations and the ships would have already been rigged to fight.
The difference between getting caught off-guard, and luring the enemy into a prepared defensive position.
>>
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You decide that your best chance of escape lies with hopping aboard a ship and trying to book it Southward, reasoning that being on board a ship at least gives you a chance of escape but also leaves you no worse for ware if they turn and fight than if you sought Legion protection.

Keeping the Crimson Cloak on as a badge of office, you charge through a line of tents on your way toward the Naval encampment, aware that your sub-officers are following you there thanks to your peripheral vision. Ducking and weaving as men in green cloaks charge the other way to rush into formation, more than once you edge out of the way of weapons being pointed forward carelessly. A knot of men forming a rear guard appears before you and you rush to navigate around the assembling troops, seeking to pass between the gaps between their ranks.

Charging through a half empty cooking tent you find yourself on the other side of the mass of men, and a centurion looks momentarily perplexed as you brush past him as though out of nowhere but after a moment goes back to what he was doing. Another zig and a zag as you dodge out of the way of a fast moving supply cart, and another detour around engineers engaged in some organized chaos or other involving siege equipment. You have no idea what they are doing with that right now.

You make your way nearer and nearer the ships, joining soldiers in White Navy Cloaks rushing to their ships.

Roll 1d100, higher is better
>>
Rolled 98

>>32295592
>>
File: Gameof1s.png (1.03 MB, 1800x2400)
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Rolled 70

>>32295592
Legionary dicing skills don't fail me now.
>>
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>>32295618
Well, at least the first roll of the quest went well.
>>
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Sighting a small skiff that is likely insufficient for any real fighting, and recalling that it is utilized for resupply of larger ships, you charge up the gangplank just behind what appear to be the last crewmen, your subordinates making it just behind you. As expected your crimson cloaks buy you passage unquestioned. Looking around you spot the ship's captain, a young officer who appears somewhat in shock. You can easily tell why this pillar of confidence was given charge of only a small supply skiff.

"You, you are in command of this vessel?"

The tone of command in your voice is unmistakable, and he responds with some surprise.

"Y-yes. I am Captain Tarsho, and my ship is the Dawn's Herald."

"Well Captain Tarsho, what are your present duties?"

"I am assigned to the resupply of the ships Red Crescent, Maiden's Aft, Coral..."

"So you are a supply ship. Perfect. This battle will not call for a supply ship, which is precisely why you will ferry my personnel and I South of here."

"I am under orders to.." He starts.

"No, you an officer in the Republic's Navy, and you are bound by duty to the Republic. Right now what you need to do is ferry people with heads full of valuable intelligence out of the way of potential capture and interrogation by an unknown enemy coalition in the event that the battle goes against us or we are otherwise caught by the enemy. Failure to do this might see you sitting in one of the Eye's interrogation cells. Do I make myself clear?"

Roll 2d100 now
>>
Rolled 71, 55 = 126

>>32296012
Rollan
>>
Rolled 54, 53 = 107

>>32296012
>>
Rolled 98, 43 = 141

>>32296012
I honestly don't see any way this can go wrong.
>>
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He turns a shade paler than he already is.

"I, I see. You will speak to my commanding officer, yes?"

"Of course. Consider this ship to be commandeered by The Eye."

You suspect that you would be doing the Navy a favor to give them an excuse to bump this fellow down a rank. Nonetheless within moments you are casting off, and the skiff is turning around to sail downstream. You turn and watch the oncoming longboats face off against the hastily launched Navy vessels. The longboats seem to be better able to navigate the shallow parts of the channel, and as they clash with Navy ships some longboats bypass the first line of defenders and move to catch easier prey. As they slip closer you notice a particular dragon-masted vessel bearing down upon your skiff, picking it out as an easy target. Tarsho seems to notice it too, and he yells for sails to be unfurled and to tack hard away from the oncoming ship. The crew follows his orders, but begin to draw forth their weapons as the longship closes in. Fortunately for you a naval vessel draws up on the other side of the longboat as it closes. As the enemy leaps from ship to ship as their vessel grinds against the skiff, you draw the long sword at your hip and steel yourself to kill or die.

The first fighters to step off the ship are clad in furs, and you suspect that they are either mercenaries from further North or tribal allies of Threet. The first man to slip past the marines sets his eyes on you, raises his axe high, and charges forward with a bellow.

>Duck behind the mast as he draws near
>Try to parry his slash and retaliate
>Take the offensive and lunge
>Dance in and cut at his knee, come in close to throw off his distance
>(Improvised)
>>
>>32296450
>Dance in and cut at his knee, come in close to throw off his distance
>>
>>32296450
>Dance in and cut at his knee, come in close to throw off his distance
>>
As he nears and the opportunity presents itself, drop low and cut hard at his leading leg!

1d100
>>
Rolled 97

>>32296799
>>
Rolled 13

>>32296799
>>
Rolled 26

>>32296799
>>
>>32295618
>>32296828
The dice gods have blessed us.
That, or they're softening us up for a string of ones.
>>
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Your timing is near perfect. Darting in you force him to adjust his strike, but not quickly enough. As your blade cuts across the side of his knee you brush past him, leaving him to stagger forward and collapse under his own momentum. Turning rapidly you drive legion steel down through his breast, and with a gurgle draw forth the crimson of his life's blood.

Turning from him you have a lull in the fighting, and can see that the enemy longboat's crew is turning its attention toward the ship that has pulled along its other side. You get an idea looking at a lengthy spear laying across the deck.

>Try to push off from the longship and make good on your escape
>Too risky, fight it out
>>
>>32296931
>>Try to push off from the longship and make good on your escape
>>
>>32296931
>Try to push off from the longship and make good on your escape
>>
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Sheathing your blade and grabbing up the spear rolling across the deck, you rush up to the front of where the longship is grinding against your skiff, and dropping down into a low, low stance, you slip the blunt end of the spear between the ships and pivot with all the weight of your body, trying to use it as a lever to drive the still moving ships apart.

>Roll 1d100
>>
Rolled 24

>>32297151
>>
Rolled 22

>>32297151
Let's see if luck is still with us.
>>
Rolled 20

>>32297151
Here our luck runs out.
>>
Rolled 46

>>32297151
>>
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As you push with all your might your only warning is a whistling sound from behind you. Instincts honed by training and paranoia you tumble forward as steel scrapes your shoulder, and rolling to your feet you see that your assailant is pursuing you too closely for you to have time to redraw your sword. Rushing forward he gives a battle cry tinged with the expectation of certain victory.

>Close in, go for close quarter combat
>Dodge again, try to gain some distance
>Dive overboard, your satchel is waterproof
>(Improvise)
>>
>>32297369
>>Close in, go for close quarter combat
Always attack.
>>
>>32297369
>(Improvise)
Slide forward with a low-angled kick to his knee, then, a kick straight into his groin.
We're a spy, we don't fight fair.
>>
>>32297369
>>Dodge again, try to gain some distance
>>
Gonna need someone to break this tie...
>>
>>32297411
>>32297480
>Dodge again
>>
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You dance backwards, seeking room to maneuver or draw your sword again.

Roll 1d100
>>
Rolled 45

>>32297591
>>
Rolled 35

>>32297591
>>
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Dancing back away from the line of steel you see the head of the axe coming directly for your throat, and as you lean back and away the angle changes, dragging steel across your collarbone as the weapon's edge draws a bloody, but non-fatal, line across your flesh and the weight of the thing causes you to feel a crunch that resounds from the top of your head to your feet. Staggering back you assume that in a few moments you will be wracked with pain, but in the heat of combat you only note that your chest feels slightly wet.

Dancing backwards you keep your eyes on the enemy as he moves to take another cut at you, but the unwieldiness of the axe gives you time to draw steel of your own.

>Thrust
>Slash
>Parry
>Feint
>Improvise
>>
>>32297742
>>Feint
>>
>>32297742
>Thrust
Straight into his solar plexus.
The human body is crippled for a quarter to a half second when an attack connects to that location.
>>
>>32297742

thrust, always offense
>>
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As the enemy closes you lunge forward, blade poised to penetrate your target!

1d100
>>
>>32291991

>no gender selection
>female automatically selected

Dropped. This looks interesting though, best of luck.
>>
Rolled 14

>>32298036
>>
Rolled 56

>>32298036
>>
Rolled 74

>>32298036
>>
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As you thrust at your opponent your blade is slapped away and he retaliates, driving forward with a vicious backhanded slash angled right at your face.

1d100, best roll high
>>
Rolled 47

>>32298215
>>
Rolled 82

>>32298215
>>
Rolled 72

>>32298215
Our early successes have become ash in our mouth.
>>
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Funny things happen when the flat of axe blades hit you in the head. Along with unconsciousness and possible jarring short term memory loss there is the remarkable experience of waking up and piecing together exactly what happened and how you got there. As you push a corpse off of you, in spite of a rather incredible level of pain plaguing your thinking, you suspect that you recognize the face of the corpse as the fellow who hit you in the head with the axe. The second thing you realize is that you are, in fact, not quite horizontal. It would seem that the deck of the ship is tilting slightly, allowing you to push the dead man off of you more easily. And of course, it finally occurs to you that the ship is on fire and appears to be sinking into the depths of the river. Glancing around you can see that your side is obviously winning and the enemy is withdrawing, at least in regard to the naval battle. You can't quite make out what is happening on land.

Grasping at the hilt of the blade in the dead man's back you use it as a lever, and with a shove you clear yourself from under the corpse and attempt to assess whether or not it will be possible for you to swim to safety. You can wiggle your toes, but you can tell that you have lost a lot of blood.

>Unfasten your cloak and try to make it to the shore
>Cling to the wreck and call for help
>Improvise
>>
>>32298471
>>Unfasten your cloak and try to make it to the shore
>>
>>32298471
>Improvise
Look around for a plank or something that we can use to float on, and see if any of our subordinates are still around.
>>
>never a tie breaker
>>
>>32298471
>Unfasten your cloak and try to make it to the shore

Everything sure went tits up.
>>
>>32298742
>>32298503
You know that losing our cloak is a quick way to lose our authority to command other soldiers, right?
>>
>>32298785
You know waterlogged heavy fabric can kill us, right? Drowning is a real danger.
>>
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You unfasten your cloak and decide to kick for the shore. Clutching your satchel tightly you gasp deeply as you slide into the water and immediately start to kick.

1d100, this is your redemption roll
>>
Rolled 33

>>32298886
>>
Rolled 63

>>32298886
Well, here comes failure.
>>
Rolled 28

>>32298886
Would you kill us in the first thread, OP?
>>
>>32298868
We could have looked for a plank of wood or a chest to use as a life preserver.
>>
File: Failure.jpg (54 KB, 1003x443)
54 KB
54 KB JPG
You don't quite make it to the shore, but you don't quite drown either. Tired, having lost a lot of blood, and treading water you find yourself hanging onto a part of the mast as you float down the river fading in and out of consciousness. You wrap your arms and legs around it as tightly as possible as you are drawn Southward by the river's current.

>Fin
>Episode One is now complete

Alrighty. Now I have to stay awake for this info dump.
>>
It's been a long day. It will be easier to just answer questions than try to write a giant post. Fire away!
>>
A good read. Thank you OP.
>>
>>32299202
If we had read the barbarian chief report, could we have warned the Legion about the impending attack?
>>
Just read through everything, and I like what you're doing with it OP. Though, I do wish you would tell us the DC when you call for a roll. Transparency helps build up trust.
>>
>>32299202
I don't have any questions for your setting, but how would the different combat options have worked out?

How much action will we have versus spy games?

When will you be running again? This was really fun.
>>
>>32299248

Yes, but it would have only made a minor difference. It was just a raid, hit and run, trying to free some slaves and get some payback.

>>32299308

I determine risk and probability differently for each roll based on the situation. I feel that telling you upfront exactly what you need to roll kills situational suspense as you roll while simultaneously inviting argument about the logic behind why the DC is set the way that it is. Just my thoughts on it.

>>32299360

>I don't have any questions for your setting, but how would the different combat options have worked out?

Your odds were better if you had been more aggressive from the beginning, but the risk would have been higher.

>How much action will we have versus spy games?

A mix, but the specifics are up to the choices that you make.

>When will you be running again? This was really fun.

Thank you. And yes, I plan on running again tomorrow, probably 7PM Eastern.
>>
>>32299538
Might want to archive before you head off.
>>
>>32299628

I'm not really one to archive my own quests.



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