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File: OPImage6.jpg (278 KB, 1680x939)
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Your cavalry pushes through the enemy lines as a retreat is sounded; stuck between a rock and a hard place, yet taking the latter. The enemy are confused, as gnolls jump to the side, clothes becoming slick with mud and blood and all manners of things. Following behind are the Pro-Ghoulish forces, seeming content to throw in their lot with the ones actually making a break for it in all this chaos. They too seem to have suffered during the ambush, corpses strewn across the field often savaged by their own race.

"Pursue!"

The enemy follows much like a dog chases a fox, but the retreat is effective. A rear guard made up of your most armored units effectively keeps them away from harassing as the Pro-Ghoulish forces bring us... somewhere.

Here under the canopy, your destination is reached quite some time later. It's a makeshift village at best, but the necessities are here. Our men are wary, as "friendly encampments" have been all too dangerous the past few days, but some hazard a guess it's similar for this band. Those here are almost all injured, with the dead being left to bake in that clearing. The camels are probably in the best shape, those with medical equipment a grim reminder of our commander left behind with the enemy.

As it turns midnight, the leaders gather for discussion on what they're meant to make of this mess...

(Discussion time friends)
>>
>>1860839
We should return to the ash, these jungles are no place for a ghoul, we stand no chance without Lar...
>>
>>1860839
We should regroup and replan. rash action will cost to many lives...
>>
File: gnol1.jpg (21 KB, 442x314)
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"We've got enough food to last us quite a while, but considering the Prince's men knew where we were heading they will most likely be able to find us here; that is, if they don't know already."

A gnoll who you would say is quite young is talking to you all, dressed in blood stained black robes. It's not like anything you've seen before, but with the various adornments on him he seems to have some kind of important role here.

"We wish for you to join us in order to launch more of our smaller raids and find a new home that won't be so easily found. While I have no idea of either of our current forces, I do not think either of us could do it alone."
>>
>>1860883
"Some raids against the foe sounds fine to me.
But as for hiding, I say let this Prince come to us so that we may kill him."
>>
>>1860900
"The prince wouldn't come to us, at all. He wants to wipe us out all at once, and be in charge of it while doing so, but until that happens, nothing."
>>
>>1860870
"Who is this Lar?"
>>
>>1860919
"The Prince fears to come to us then? Very well.
No need for us to come to him then, some raids and seeking out this new base you speak of will suffice."
>>1860926
Lar is our chief.
>>
>>1860926
Lar is the chief of our people, if he still lives we will ask him about our choice. However support the raids and will try to convince him to agree
>>
>>1860926
Lar is our Chieftain, now he is gone just like your leader..
>>
Pausing here, players slep
>>
>>1860958
>>1860962
"Our leader, dead?

Fool, I am the leader - before the raid and now."

The gnoll turns to you all with scorn in his eye, brown fur seeming black under the waxing sun. The light reflected in his eyes seems to make them bulge with a strange intensity not dissimilar to that seen in cons, prophets, or priests. While you can't recognize age in a gnoll, some of you can recognize wisdom, and this man seems to have it in droves.

"If your leader is fool enough to be caught, let him be caught; that does not concern me. If you have none, appoint one quickly. We must fight as one, or die divided. Decide quickly or we both die slowly."
>>
>>1869247
Who will represent us until the fate of Lar is known?
>>
>>1869252
"Was that not what I just asked you, fool?"
>>
>>1869247
And you just lead us into a trap. What makes you think that you're worth listening to in our eyes?
>>
>>1869247
If no one else leads I will, we have lost many of our kin to the trap you lead us into.
>>
>>1869265
"Us? You are the ones who have genocided our people, and we are not even connected to the ambushers. Our injuries are proof, yes?"
>>
>>1869263
"im asking my kin present no you, please calm yourself"
>>
"Enough Ierans!"

>>1869279
"I'll lead my people in these raids will that suit you?"
>>
>>1869291
I will support the Blood of Tor.
>>
>>1869279
I agree with the raids, we need to make our presence felt and not give them time to recover. but we must also make ready at home. No doubt the enemy will plan to hit us there
>>
>>1869291
You really trust this guy's planning after this debacle?
>>
>>1869302
"Fine then; however, the raids will not be effective below a certain population. I'd say 3/4ths of your group is capable of moving, while another 1/4th isn't. Taking up to half of that 3/4ths could be smart, but those men you left behind are merely extra baggage to some among our fighters. If you wish to go, I'd suggest doing it in shifts.

As for your leadership matters; well, I'd recommend sending out scouting parties as well. A leader presumed dead is a loose end. How to tie it is up to you."

The gnoll leans back against the roots of a gnarled tree, his men surrounding him. A furred mass, elucidated by dim light; it is a far cry from the burning and the sheer redness of the last war. He sits in silence, eyes closed, waiting for your response.
>>
>>1869342
"We will do that then Gnoll, the wounded will be returned home along with a slightly higher number of healthy men. We shall endeavor to find the fate of our Warchief...We did not catch your name?"
>>
>>1869342
"I personally favor cutting our losses and heading home, but I will accede to the will of the tribe"
>>
>>1869356 Support this
>>
>>1869356
"Alright Lets get the wounded ready to move healthy ready for battle and a scout party ready to find lars."
>>
>>1869356
The gnoll grins, a hideous sight.

"The less who know the easier my life is."

A plan is agreed upon; now to execute it.

1. Look for Lar
2. Return good gnolls home (let's say 1/3rd) as well as wounded
3. Raiding
>>
One roll for each, to clarify; that's how multi-stage war plans go, with buffs coming in sometimes.
>>
Rolled 77 (1d100)

>>1869404
>>1869403
>>
Rolled 16 (1d100)

>>1869404
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Rolled 38 (1d100)

>>1869403
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Rolled 37 (1d100)

>>1869404
>>
>>1869403
(Ghouls - tired me can't into anything tonight.)

The search for Lar is conducted by a group of roughly 10 ghouls, catching him as he is about to enter into the jungle from the desert. He explains what had happened to him. Brought to the strange oasis, he was buried up to his neck in sand, but forced himself out using brute strength. With his hammer, he brought an end to his guard, sleeping next door. He returned home, and seeing a lack of people, set out to find his forces. They talk as they move up to join with the transporters. In the desert winds, however, gnoll movements would not make this easy for them. In an ashstorm, they come, from beyond the green and into the grey. An ambush.

3v3
>>
Rolled 32 (1d100)

>>1869438
>>
Rolled 63 (1d100)

>>1869438
>>
Rolled 39 (1d100)

>>1869438
>>
Rolled 99 (1d100)

>>1869438
>>
Rolled 25 (1d100)

>>1869438
May the Spider haunt our foes steps
>>
Rolled 98 (1d100)

>>1869438
>>
Rolled 28 (1d100)

>>1869438
>>
134 -5 disorganization, -10 sand blowing towards you, -5 wounded vs 228 + 15 surprise + 10 fresh forces

The sand has not truly abetted, and it sweeps towards us as the fight continues. The gnolls march towards us like warriors of the area themselves, the sun's light backing them. The wounded are panicking, and injuries are being opened. Some even cower behind their belongings, not believing this can happen again. But it does, and it continues.
>>
Rolled 9 (1d100)

>>1869471
>>
Rolled 51 (1d100)

>>1869471
GET UP AND FIGHT YOU COWARDS! LIVE OR DIE AS MEN OF IER!
>>
Rolled 32 (1d100)

>>1869471
send some men up wind to strike them from behind and turn this against them
>>
Rolled 72 (1d100)

>>1869471
>>
Rolled 59 (1d100)

>>1869471
>>
Rolled 69 (1d100)

>>1869471
bad gnolls, bad
>>
Rolled 28 (1d100)

>>1869471
>>
92 -5 disorganization, -10 sand blowing towards you, -5 wounded vs 200 + 10 surprise + 10 fresh forces

The battle carries on; the gnolls carry on. The light in the sky lays bare the corpses of ghouls slaughtered by the gnolls, as they continue to advance. The ghouls who were of any use rushed forward futily, and were cut down. Some still remain, but are scared as the rest. Not even the return of the chief can calm the hearts of the men. It could be heat, it could be madness; but the only thing clear in this grit and ash is that the ghouls are losing this fight.
>>
Rolled 22 (1d100)

>>1869502
COME FACE ME COWARDS!
>>
Rolled 94 (1d100)

>>1869502
>>
Rolled 82 (1d100)

>>1869502
Reee my life for ier
>>
Rolled 96 (1d100)

>>1869502
>>
Rolled 77 (1d100)

>>1869502
>>
Rolled 66 (1d100)

>>1869502
>>
198 -5 disorganization, -10 sand blowing towards you, -5 wounded vs 234 + 5 surprise + 10 fresh forces

Finally, a retort of blades meets the trespass of the gnolls, as the sound of sparks flying rings as loud as the storm itself. Wrapping whatever they can around their eyes, ghouls launch themselves into battle. Some are even eating their dead comrades to continue to fight. There is no time for morality or any such notion as the sun begins to dim. It could be nearing night or the storm may be blocking out the luminescence, but the men fighting pay no attention to this. The gnolls push on, even against this newfound will of resistance.
>>
Rolled 58 (1d100)

>>1869532
>>
Rolled 94 (1d100)

>>1869532
use the cover of the storm and our shrouds to play whack a mole. le the ash cover the shrouds then leap up and slit throats
>>
Rolled 94 (1d100)

>>1869532
>>
Rolled 94 (1d100)

>>1869532
>>
Rolled 76 (1d100)

>>1869532
BREAK EVERY SINGLE ONE OF THEM! RIP THE TO PIECES! GORGE ON THEIR DEAD!

Counter charge and break them.
>>
Rolled 17 (1d100)

>>1869532
>>
262 -5 disorganization, -5 sand blowing towards you, -5 wounded vs 187 + 5 fresh forces

The push we were waiting for has finally come. With the initial panic subsiding along with parts of the sandstorm, ghouls stream forward, surrounding the left half of the gnollish forces and pushing it inwards as the main force is led by the Painted and your average ghouls, including the scout who first reported the volcano (Chab Fishdab). The gnolls are holding, but their lines are growing more tired by the minute. They are not used to fighting in these conditions.
>>
Rolled 89 (1d100)

>>1869597
>>
Rolled 48 (1d100)

>>1869597
>>
Rolled 78 (1d100)

>>1869597
>>
Rolled 10 (1d100)

>>1869597
>>
Rolled 5 (1d100)

>>1869597
>>
Rolled 23 (1d100)

>>1869597
>>
215 -5 wounded vs 38 - 15 flanked

In an instant, the storm dissipates and the sun is revealed to truly be dimming - night comes, a natural advantage for the ghouls. Plunging into the enemy lines, natural night vision is enhanced by the blood granting the ghouls the gnolls' ungodly sense of smell. In moments, their left flank is surrounded and crippled, movements stopped and reinforcements prevented from reaching. In no uncertain terms, the tide of this battle has completely changed. The gnolls suffer the consequences for attacking a group on their own ground when they would fight for survival.

Khazfawla! the blood is with us!
>>
Rolled 24 (1d100)

>>1869627
>>
Rolled 80 (1d100)

>>1869627
BLOOD AND DEATH!
>>
Rolled 4 (1d100)

>>1869627
>>
Rolled 90 (1d100)

>>1869627
>>
Rolled 50 (1d100)

>>1869627
bark bark where all the ghoul women at
>>
Rolled 78 (1d100)

>>1869627
>>
Rolled 57 (1d100)

>>1869627
>>
112 - 10 wounded vs 218 - 10 terrain unfamiliarity

And when it seems to be a tide turning, it may just be ripples on the pond as a whole; the gnolls have broken out of us flanking them, and have rejoined their main line. They still struggle on the terrain, but a large number of our forces were surrounding them - with them injured heavily by the enemies, what we have to deal with now and later intensifies. Minutes ago, we were fighting for survival and came back, and now they do the same. The blood is fickle, but who knows yet with who it shall flow...
>>
Rolled 54 (1d100)

>>1869682
>>
Rolled 66 (1d100)

>>1869682
>>
Rolled 56 (1d100)

>>1869682
>>
Rolled 41 (1d100)

>>1869682
careful, a cornered beast is at its most dangerous, spear boys front and hurt spears over the top of them
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Rolled 91 (1d100)

>>1869682
>>
Rolled 8 (1d100)

>>1869682
>>
176 - 10 wounded, vs 140 - 10 terrain unfamiliarity, -5 morale

The push, while strong, could not completely shatter our lines. The bulk of the enemy forces went through the middle, creating a bloody mess as our line itself bent to accommodate them and kill all who entered. Some dropped their weapons and fled, all the easier for our spearmen to catch. Their morale seems to be broken by the fact that we still fight, and even more so that their attempts at breaking out and truly fighting back has met with actual resistance. Yet still, our men are heavily injured, and theirs so much lesser... can we truly be called victors if we win this?
>>
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Rolled 96 (1d100)

>>1869720
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Rolled 19 (1d100)

>>1869720
A feast of flesh!
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Rolled 40 (1d100)

>>1869720
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Rolled 24 (1d100)

>>1869720
>>
Rolled 79 (1d100)

>>1869720
>>
Rolled 3 (1d100)

>>1869720
>>
The blood, sweat, and tears of our men has brought us victory, as the shadows of gnolls disappear from our line of sight. It is nearing pitch black, inky darkness consolidating in the spaces between our torches. The last few corpses lay rotting on the slick ashen landscape, signifying victory. Yet the physical scars of this battle will not heal for a long time, and for those with the unfortunate experience already this war, neither will the mental ones. The wind blows without ash this time, but its soft touch feels as harsh to open wounds that lay in the places of men.

(End of session for the day.)




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