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File: OP12.png (580 KB, 800x600)
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Welcome back to Innerworld Civ Quest. Last time, you entered a small period of peace, though religious tensions among the population along with the expansion of the Danzay in the south have threatened to break that.
If you want, you can join us here: discord.gg/pdcRsDP

Here you can find all the old threads; click on the tag HareQM for the old civ: http://suptg.thisisnotatrueending.com/archive.html?tags=Innerworld%20Redux

---

You had just returned from a religious pilgrimage to Ier in the last thread. On top of visiting Rok, you had an opportunity to visit Enkirok and Ierok, the largest cities of the Ieran empire, as well as catch a sight of the intimidating River Pillar. You also heard news that the Ringborn had finally gone to war with Reptia, which is relevant to current discussion among the Legs. It appears Reptia has asked for your nation to join the war on their side, as well as forming a defensive pact that would see them aid you against the gnolls, but would mean you have to join them against Ier if the great nation seeks to attack them.

Year 54 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 4/10
Morale: 7/10
Wealth: 8/10
---
Population: 101,464
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>3994136
F
Politely decline the offer.
>>
>>3994136
>It appears Reptia has asked for your nation to join the war on their side, as well as forming a defensive pact that would see them aid you against the gnolls, but would mean you have to join them against Ier if the great nation seeks to attack them.
Accept the proposal
>F.
>>
>>3994136
F
Accept the proposal Fuck Ier Fuck Ier Fuck Ier
>>
>>3994136
Accept

D/F
After witnessing the gnolls war machines, Nichitin will begin developing their own weapons of war.
>>
>>3994136
F
Decline
>>
>>3994151
Changing to decline
>>
>>3994136
Decline

F
>>
>>3994136

F


decline
>>
>>3994143
>>3994136
Changing to decline
>>
Tech Research has been chosen - what will you research?

A. Pottery
B. Economics
C. Shipbuilding
D. Fishing
E. Metallurgy
F. Other
>>
>>3994184
F. Siege weapons!
>>
>>3994184

D. Fishing
>>
>>3994184
C
>>
>>3994184
E.
>>
>>3994184
B
>>
Rolled 4 (1d5)

Rolling a d5 because no consensus.
>>
File: map.jpg (1.34 MB, 7771x5042)
1.34 MB
1.34 MB JPG
(Massive error on my end, it should be Isarn vs Ringborn and Isarn making the offer, not Reptia. However since Reptia and Isarn are roughly equal power wise, I'm not going to do a second vote.)

Though declining leaves you vulnerable to the gnolls (when are you not), no sane leader would ever risk angering Ier, and the Legs are no different. However, Ier does not appear interested in this war, content with building up on Reptia's border while Isarn and the Ringborn battle in the western plains. As such, you may have lost favor with your northern trading partner, and indeed, your traders report that they are not being welcomed as they once were. At home, metallurgy is further developed, mainly by luxury artisans whose detailed works are better than the pieces of armor and weaponry produced in your nation. It appears this is a response to market conditions that largely favor luxury goods from your region rather than items that see day to day use.

Year 55 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 4/10
Morale: 6/10
Wealth: 7/10
Trade: 5/10
---
Population: 103,977
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>3994227
G.
As our population increases we will continue our efforts of expanding west along the rivers
>>
>>3994237
Supporting
>>
>>3994237
This
>>
>>3994237

support
>>
>>3994237
Support
>>
File: Male.jpg (425 KB, 905x1000)
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(The new map will be made by next session, which will be this coming Saturday, as usual.)

Further westward expansion has meant most of the western riverhead is now settled, along with the lake. Some extra wood and stone is used constructing walls for these settlements due to the previous government mandate requiring this, further protection from the gnolls and creating overlapping "bubbles" of walls due to the concentration of villages in some areas. Your stonemasons are growing more skilled as well, as an extra benefit. Lastly, gnolls have been crossing your border and heading northwards to Isarn! It appears that they made an offer to your enemies after asking you first.

Year 56 AL (After the Lights)
---
Agriculture: 4/10
Resources: 3/10
Food: 4/10
Morale: 5/10
Wealth: 6/10
Trade: 5/10
---
Population: 106,533
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>3994263
D. Let the Gnolls pass through to the north, but prepare an ambush for when they come back south. Slay them when they are tired and burdened with loot.
>>
>>3994274

support


Remain vigiliant in case more gnolls come from the south.
>>
>>3994274
Support
>>
>>3994274
Support
>>
>>3994263
G
>>
change my vote from this

>>3994275


to this


>>3994263

D. Military

Increase the size of the army to 3000 warriors.

Give them bronze armor/weapons

Adopt and build some of the ghouls war machines (catapults)
>>
>>3994278
cancel support

>>3994286
Support
>>
Changing my vote from this
>>3994274
to this
>>3994289
>>
>>3994289
Supporting
>>
>>3994289
Support
>>
Ambush was already decided on, remember, I only count the first fifteen minutes worth of votes, or the first three if fifteen minutes pass without three.

Roughly 3,000 gnolls have moved through your territory; how many men will you use for the ambush?
>>
>>3994299
Call off the ambush jsut observe the kind of forces they’re moving through our lands. See if our scouts can spy on themp
>>
>>3994299

500 of the army and 5000 of the militia
>>
>>3994299
10 bois who put out some traps for poachers
>>
>>3994308
Support
>>
>>3994312
This
>>
>>3994308
this
>>
Ok then...

Give me three rolls.
>>
Rolled 89 (1d100)

>>3994324
>>
Rolled 61 (1d100)

>>3994324
>>
Rolled 84 (1d100)

>>3994324
>>
Rolled 26 (1d100)

>>3994324
>>
Okay, this is causing a lot of fighting in the discord as this is essentially a civ wipe level move. However, the turmoil started when I handwaved the alliance after making a mistake, so I'll start there and work downwards.

Do you want an alliance with Isarn?
A. Yes
B. No
>>
>>3994359
A
>>
>>3994359
B
>>
>>3994359
B.
>>
>>3994359
A
>>
>>3994359

A
>>
>>3994359
>B. No
>>
>>3994359
Changing>>3994372
to A
>>
Accepting doesn't change the timeline for everything else; however, I will require three rolls for your war effort thus far, and we will say you are caught up to Year 56. The movement of the gnolls and your strike on them is the only major retcon.

Give me three rolls, please.
>>
Rolled 42 (1d100)

>>3994405
>>
Rolled 82 (1d100)

>>3994405
>>
Rolled 73 (1d100)

>>3994405
>>
The war effort so far has left little to be desired. Rather than demanding men for this war, Isarn has merely requested material aid, and you have delivered with uniforms, goods, and weapons, a handful of which coming from the temples you looted some years prior. However, the Ringborn are still capable of delivering devastating casualties with your berserkers, and now Isarn are forced to ask for men. The Legs are unsure of how many to send, with gnolls known to be moving in the southern jungle, potentially preparing for war against you.

How many men will you provide?
>>
>>3994426
Send 1000 men that should be enough to provide the archanen expertise while keeping us safe from gnoll incursion. If they need more we can ready another force but it may take time to prepare
>>
>>3994428
support
>>
>>3994428

support
>>
Ah, also; do you wish to take part in this war properly, or return to civ turns?

A. Civ turns
B. War
>>
>>3994444
a
>>
>>3994444
>A. Civ turns
>>
>>3994444
a
>>
>>3994444
A.
>>
>>3994444
A
>>
With your help, the Ringborn are being slowly beaten back, though the war is extremely bloody and you don't expect many of the men you sent to return home. The gnolls being kept in mind, however, you realize that sending only a thousand was a good thing, given that you may need those men. You haven't seen much more of the gnolls, however. Elsewhere, you hear that Reptia has freed its human slaves, and has allied with some northern human state against Ier! This shocking turn of events may completely change Ier's plans for expansion.

Year 56 AL (After the Lights)
---
Agriculture: 4/10
Resources: 6/10
Food: 4/10
Morale: 6/10
Wealth: 7/10
Trade: 8/10
---
Population: 109,193
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>3994461
I. Finance Ghoulish Pirates and Bandits to raid the gnolls.
>>
>>3994469
Supporting
>>
>>3994469
Support, put some adventurer murderhobos on board.
>>
>>3994461
D.
A non combat corp focused on fast deployment of military constructions and logistics
>>
>>3994461
Switching to d
In case the gnolls decide to press their luck we should upgrade our military. Start equipping units who can use it effectively with bronze armaments, start building ghoulish siege engines, and raise the standing army to 2500
>>
>>3994473
changing to this >>3994479
with the inclusion of an engineer corp from here >>3994476
>>
>>3994469
As an intrigue the Clutch of Channels will be seeking to make contacts with these fine folk for recruitment in our own privateer fleets.

[Auto 50]
>>
>>3994469
of course greatest ally
>>
>>3994476
Include engineers in this>>3994479
>>
>>3994479
Support
>>
It appears that the options you are focusing on is financing bandits and privateers to raid the gnolls. Here are your options:

A. 1 Wealth, a few, run of the mill bandits
B. 3 Wealth, some experienced thieves
C. 5 Wealth, a horde of elite robbers
>>
>>3994493
C.
>>
>>3994493
B
>>
>>3994493
B, Include Adventurer's Guild Murderhobos so the money we spend also flows back into us.
>>
>>3994499
Support
>>
You decide to fund some ghoulish thieves that hang around near the border of Nichitin and Isarn to go harass the gnolls, along with a few members of the Adventurer's Guild. Give me three rolls for how that goes.
>>
Rolled 35 (1d100)

>>3994510
>>
Rolled 73 (1d100)

>>3994510
>>
Rolled 11 (1d100)

>>3994510
>>
Rolled 71 (1d100)

>>3994510
>>
Rolled 30 (1d100)

>>3994510
>>
Your plan of paying the bandits goes about as well as can be expected, the majority of them seeming to be doing their work, and a not insignificant portion taking half their pay and running off. However, it seems to be largely successful, as is the upgrade of the military. The size of the standing army is increased, and an engineer corp is created, aiming to create siege engines. By about two thirds of the way through the year, as winter's colder touch begins to make its way across the land, the Ringborn finally surrender, annexed into Isarn. As such, that makes Isarn the mirror of Reptia on the other side of the continent, them being the only two who could have a chance of standing up to Ier. You get some of the spoils of war of course, not that you are willing to buy much, as the gnolls indeed appear to be preparing for war against you!

Year 57 AL (After the Lights)
---
Agriculture: 3/10
Resources: 6/10
Food: 4/10
Morale: 8/10
Wealth: 9/10
Trade: 7/10
---
Population: 111,899
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 2500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>3994521
>I. Diplomacy and War
Pay of ier to give us access to the ocean from the river mouth enabling our vessels to travel more and open more trade partners
>>
>>3994521
D Rally the People's Defence Force Levy and our Isarnite Allies for soldiers or material, then trap the jungle heavily against the incoming Gnoll invaders.
>>
>>3994529
Support
>>
>>3994521
D/I
Reach out to allies or neutral parties to hire mercenary companies residing in their nation
>>
>>3994521
If they prepare for war then so should we.
Make sure all the harvest that can be brought in are collected. The irregular forces should be given extra rounds for training in preparation. Also have the villages close to the gnolls be ready to evacuate if need be.
Send a message to isarn that we could face and attack soon and require assistance
>>
>>3994538
>>3994540
Supporting a combo of these two
>>
TOTAL MANPOWER =
2,500 trained arachenians
100 Sentinels
1,000 ghouls
100 giants
16,400 arachenians

The population prepares for war, harvesting a great amount (it is the wet season, after all), doing extra rounds of training, and evacuating villages and hamlets without walls. Isarn will honor the defensive alliance of course, sending roughly 10k men, which is all they can spare due to heavy losses due to the war and both Ier and the archipelago breathing down their neck. You have two decisions to make as far as numbers go.

First off, how many men will form the base of your army, and what will their makeup be? Secondly, how much wealth will you spend on mercenaries? In this case, 1 wealth is roughly 1,000 men.
>>
ALLIED MANPOWER =
3,000 trained ghouls
1,000 trained giants
500 trained gnolls
4,000 ghouls
500 giants
1,000 gnolls

COMBINED MANPOWER =
2,500 trained arachenians
3,000 trained ghouls
1,000 trained giants
500 trained gnolls

100 Sentinels

5,000 ghouls
600 giants
16,400 arachenians
1,000 gnolls

7,000 trained combatants, 100 Sentinels, 23,000 levies OR 31,000 men
>>
The last known estimate of the Danzay population by Capantan was between 100-150k, and their army between 70-100k, but those were wildly varying numbers, and you are not sure what the actual figures are.
>>
>>3994581
Use everything and hire 7k mercs for 7 wealth
that would give us 7k trained combatants, 7k Mercs, 100 sentinels and 23,000 levies
or 37k
>>
>>3994644
Supporting
>>
>>3994644
support
>>
>>3994644

support
>>
>>3994644
Support
>>
File: War Map.png (93 KB, 4075x2879)
93 KB
93 KB PNG
Hiring around 7,000 men, you recruit 6,500 ghouls and 500 giants, mainly from Ier and Reptia to the west. Most see this as a small conflict in which to gain some wealth in, not an opportunity for glory, so you're confident enough they'll listen to orders. Here is your troop count then:

2,500 trained arachenians
10,000 trained ghouls
1,500 trained giants
500 trained gnolls

100 Sentinels

5,000 ghouls
600 giants
16,400 arachenians
1,000 gnolls

14,000 trained combatants, 100 Sentinels, 23,000 levies OR 32,000 men

---

The gnolls appear to be making their final preparations as well, although your scouts have not been able to give an accurate estimate of their numbers due to their army's location within their capital. In the meantime, what will you do to prepare?
>>
>>4002106
400 arachenians are in fact gigantula cavalry. Their sizes range from a small elephant to a horse.
>>
File: tac.png (54 KB, 1254x799)
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54 KB PNG
>>4002106
Army movement red, blue fortifications/traps, black cavalry scouting. We men and entrench the fort at the temple and spread some traps on the most passable jungle routes around. Cavalry scouts for gnolls and sets up some traps/ambush at the other temple, that they are surely going to stop by as it is religiously significant and right on the way. Those scouts have orders to inflict as many casualties as possible but retreat as soon as any serious opposition mounts, to report back to the fort and protect their lives.
>>
>>4002118
Support
>>
>>4002118

support
>>
>>4002118
support
>>
>>4002118
supporting
>>
>>4002118


Proposal for garrison back in the Republic for defend our lands :


2000 trained combatants

3000 levies
>>
>>4002144
Support
>>
>>4002144
support
>>
Apart from a garrison of 5,000 arachenians, the army is set to move southwest towards the fortified temple, which has remained unnamed since its fortification. Reasoning that the gnolls will aim to stop there to boost their own morale and as a chokepoint for the rest of the war, your aim when you arrive is to trap it as much as possible, as well as to try and trap the temple just nearby to cause a maximum amount of casualties. Let's just see how much damage that can cause...

Give me three rolls, then, not for movement, but for your trapping.
>>
Rolled 48 (1d100)

>>4002152
>>
Rolled 79 (1d100)

>>4002152
>>
Rolled 96 (1d100)

>>4002152
>>
Rolled 12 (1d100)

>>4002152
>>
Your plan goes off without a hitch. The gnolls, apparently needing time to prepare, take a month before marching northwards, and they take ten days to get there. By the time they reached you, you had already set up just over a month's worth of traps, and had further fortified the temple-fort as much as you possibly could. The jungle surrounding it is impassable for the enemy, both due it being filled with traps that would do much more than merely irritate the Danzay, and because by marching through, they would leave their backs open to you. When the cavalry scouts report back, they do report some concerning news, however; your 33,000 strong army is facing an enemy of roughly 40,000 men.

How will you deploy your men? 5,000 can fit within the fort-temple, while the remaining 28,000 will need to be deployed outside in the trenches and barriers you have set up. You can either post generally, or specify based on races.
>>
File: Male, Scarred.jpg (114 KB, 658x1012)
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>>4002173
The ghoul commander sent to work with you is a general by the name of Khash Gwan. Coming from a well to do family, his ancestor is rumored to be one of the Ringbearers, an ancient group which included the founders of Reptia, the legendary giant Vade, and Ier himself. He does not say anything about that, of course, as he approaches the planning tent where most of you find yourselves.

"The best chance of survival for you all right now is to deploy giants as your first line of defence, along with whatever you call your taller kin. Focus them towards the gates of the fort, though also spread out in front of the trenches. Let them block the gnolls' vision of that area, giving the illusion that is unoccupied, or merely making them forget about it for now. At most have archers firing from within the walls. They will focus on the trenches then, where the line is weaker. As they do so, wait until their center is weak enough, and send out the men from the garrison to break through, and flank them with the aid of the giants near the temple doors."
>>
>>4002189
"Solid, plan, nothing fancy and not much to go wrong. I'd say we go with it"
>>
>>4002189
"Sounds good. Shall we deploy the mages in the fort as well then"
>>
>>4002189
>>4002195

"Aye, we should execute it immediately."
>>
>>4002189
good enough i suppose
>>
>>4002189

support
>>
As soon as the gnolls arrive, howls fill the air, baleful glares being cast by both armies, and the enemy Dreads facing Sentinels with a mixture of confusion and perhaps glee at a worthy opponent. It appears whatever commander they have sent here this time, however, has a great control over his army, however, as a horn sounds, and the cackles and yelps stop just as soon as they started. The enemy arrange themselves into formations, not quite silent, but quieter than they had been. And then a shriek like a dying man echoes across this cleared out portion of the jungle, coming from the same hornblowers as before. With this blowing into some kind of strange whistle, the gnolls take this as their order to charge forward!

Give me three rolls for the start of combat!

DC 45, -5 strength, -5 equipment, -15 fortifications, +10 numbers, +10 death whistle.
>>
Rolled 28 (1d100)

>>4002217
>>
Rolled 91 (1d100)

>>4002217
>>
Rolled 50 (1d100)

>>4002217
>
>>4002217
>>
Rolled 22 (1d100)

>>4002217
>>
REGULAR SUCCESS

The gnolls come rushing towards the giants in a foul horde, their putrid stench sickening, to say the least. However, this first line has little effect, easily being crushed by the men who make up the front of your line, who break flesh and bone with massive clubs and blades. The Sentinels do the same, their enlarged heights allowing their hand webs to become less of a nuisance and more of an actual issue, acting as nets that stop the gnolls in their tracks and allow them to be slaughtered like the animals they are. It is strange, however; even gnolls show care for their own lives most of the time, but that whistle earlier appears to have led them to give up all sanity in their fighting. Some continue to attack even with limbs missing! A second whistle sounds, similar to the 1st, and the Dreads come forth, crushing their comrades under foot as they attempt to break down your front line...

What will you do?
>Have the front advance, take out the Dreads as fast as possible
>Have the centre front move to begin weakening their centre
>Focus arrow fire somewhere (where?)
>Move the gigantula cavalry (Hidden to the side of the temple, currently)
>Other
>>
Rolled 4 (1d100)

>>4002231
>>
>>4002231
>Focus arrow fire somewhere
On the dreads that haven't met our line yet.
>>
>>4002236
this
>>
>>4002236
>>4002239
>>4002231
backing
>>
>>4002236

support
>>
>>4002231
>Move the gigantula cavalry (Hidden to the side of the temple, currently)
Move them to a position they can flank at a moments noticed
>>
Give me three rolls, then, for continuing combat!

DC 50, -5 equipment, -5 high ground, -15 fortifications, +10 numbers, +10 death whistle, +5 strength.
>>
Rolled 49 (1d100)

>>4002251
>>
Rolled 26 (1d100)

>>4002251
>>
Rolled 15 (1d100)

>>4002251
>>
Rolled 64 (1d100)

>>4002231
Artamono's Ritual of Ascension for Earth Power
>>
Rolled 85 (1d100)

>>4002251
>>
CRITICAL FAILURE

The Dreads plow into the front line, your arrows sticking in their dirty fur and just staying there, penetrating no further! The beasts stand five feet taller than giants, and one taller than your Sentinels, meaning this combat is weighed in their favor, even as your men try their best! Even when they go down, they don't truly, as the whistle pushes them onwards, leading them to sacrifice life and limb even if all they manage to do is scratch your troops. This unnerving behavior is also starting to have an effect on your men!

What will you do?
>Push the centre forward to try and allow the remaining giants and Sentinels to join the fray
>Just keep firing
>Send in the gigantulas
>Other
>>
>Send in the gigantulas
cavalry furry! hit them on their sides!
>>
>>4002266
>Just keep firing
Hold out a little longer, have them engaged deeper before committing the cav
>>
>>4002268


support
>>
>>4002266
That infernal whistling must be stopped! Find whoever is blowing it and stop them while we push the center or on top of the gigantula movement.
>>
The correct answer is always more arrows.

DC 55, -5 equipment, -5 high ground, -15 fortifications, +10 numbers, +10 death whistle, +5 strength, +5 morale.
>>
Rolled 13 (1d100)

>>4002288
>>
Rolled 82 (1d100)

>>4002288
>>
Rolled 47 (1d100)

>>4002288
>>
Rolled 30 (1d100)

>>4002288
>>
File: Mirkwood_Spiders.jpg (144 KB, 800x600)
144 KB
144 KB JPG
REGULAR FAILURE

Unfortunately, you continue to be pushed back, your attacks finally making some headway, but regular troops now coming pouring in with the Dreads. The amount of dead bodies on the front line is also having an effect, causing both sides to lose their footing as they move to attack, meaning some deady lerrors. And of course, the whistle still blows. Some are pushing for a group to be sent out to attack whoever is blowing it, while others believe you desperately need a cavalry charge.

What will you do?
>Cavalry charge at last
>MORE ARROWS DAMNIT
>Push to try and break their centre
>20 GOOD MEN
>Other
>>
>>4002305


Push the center. That infernal whistling must be stopped! Artamono, 20 good sentinels, and whoever joins him will find whoever is blowing it and stop them after we open up the center as planned!
>>
>>4002305
>>20 GOOD MEN
Fuck the whistle!
>>
>>4002305
>Cavalry charge at last
Now that they are entangled in our lines a cav charge into their flank, with animals that can reach the size of an elephant, should be devastating.
>>
>>4002305


Send the cavalry to attack from the flanks, now that their army is all concentratrate on us.


Send a few of our scouts to burn their camp from behind.
>>
>>4002311
support
>>
>>4002311
>>4002305
backing
>>
It appears that both a cavalry charge and an attack on their camp has been ordered. As a few men join up with the cavalry and are ordered to go to their camp, the main group of gigantulas charge...

https://www.youtube.com/watch?v=BiMUOuYUy1w

Tell me who you are sending to the camp, and give me three rolls for the charge.

DC 40, -5 equipment, -5 surprise, -5 high ground, -10 gigantula charge, -15 fortifications, +10 numbers, +10 death whistle, +5 strength, +5 morale.
>>
Rolled 88 (1d100)

>>4002323
>>
Rolled 53 (1d100)

>>4002323
>>
Rolled 33 (1d100)

>>4002323
>>
>>4002323
Artamono will join the camp raid, with good men and whoever else will join.
>>
>>4002323
Chelalin, son of the late La'nitch and brother of the current leader, Talich will join the attack on the camp. The Nichtin is a veteran adventurer and warrior equipped with copper sword, shield, and armor(silk clothing under his armor) plus a yard of silk and a steel silk potion.
>>
>>4002323


Laxhin and some of is warriors will join.


- flexible bronze lamellar armor
- blades
- bow and arrows
- a knife
>>
>>4002332
Equipment and notes: Ghoul, Glowbronze Armour with river pillar detailing on it, Ringborn Magic Notes, Guild Mage Equipment, Carved Rune Magics, Blessing of Rok (Combat dice boost), Adept of Earth (Combat dice boost, Other)

Carved Rune Magics;
Head- Lesser Tremor Sense
Right Arm- Stone Wall
Left Arm- Stone Spear
Torso (Minus area over the heart)- Stone Skin
Right Leg- Mud Field
Left Leg- Stone Missiles
>>
>>4002323
Nichinin younger brother of Nichin shall tag along to represent his small clan! Leather armor and silk underclothes, copper shortsword, and bows and arrows
>>
File: gnoll.jpg (290 KB, 1060x1500)
290 KB
290 KB JPG
REGULAR SUCCESS

https://www.youtube.com/watch?v=PQ5qs3ALrU4

The cavalry emerges from beside the temple complex, catching the gnoll lines unaware, and drives into them hard. The gigantula, though not very aggressive normally, are as ferocious as their riders, chewing on gnolls in a way that makes you worry they'll get a taste for man flesh, at least before you chide yourself for thinking of a gnoll as anything but beasts. With the gnolls disrupted, the giants and Sentinels catch a break, left with only the Dreads to contend with. In addition, the pile of large bodies near the front line are preventing the gnolls from moving forward, forcing them to move around. While this delays them, however, the cavalry are caught in a vulnerable position!

Of course, while all that is going on, the detached cavalry group reaches their goal. While the cavalry itself keeps the camp guards away, the fighters jump off the gigantulas, and move towards the tent, only for the general and his guards to meet them half way! The priest bears some kind of strange staff, and you can see that the men protecting him all bear some kind of whistle with a skull carved into it. Your goal in sight, you take up arms against your enemies!

>>4002337
1d125 for combat, +25 for the rest of combat when you use the potion

>>4002340
1d150 for combat

>>4002342
2d100 for physical combat, 2d175 and 2d200 for rune and soul respectively

>>4002345
1d125 for combat
>>
Rolled 128 + 25 (1d150 + 25)

>>4002357
Stamina 100-15=85
Physical attack one of the men guarding the priest.
>>
>>4002357
Nichinin hoping to seize glory for his clan tries to loose an arrow before any others! aiming for the nearest guard
100 stamina-25=75
>>
Rolled 83, 47 = 130 (2d175)

>>4002342
Obsidian Ring +10 def against Dark Magic*

>>4002357
Artamono raises a rune magic of Earth Spear through the priest

Stamina 85
>>
Rolled 39 + 25 (1d125 + 25)

>>4002371
>>4002357
>>
Rolled 146 (1d150)

>>4002357
Not hesitating, Chelalin uses his potion as he can already tell the enemy in front of him will be hard to beat. Chelalin goes straight for a feint to the priests but stops and follows with a quick thrust against one of the guards.
>>
Rolled 39 + 25 (1d150 + 25)

>>4002357

Laxhin shall shoot some arrows in the joints of the gnolls in front of them, be it a leg or an arm it will be good and it willl wound them.


Stamina : 100


Physical attack: 15


Stamina : 85
>>
Rolled 56, 48, 122, 12, 78 + 25 = 341 (5d125 + 25)

https://www.youtube.com/watch?v=Qi2Pdd6V6oI

Raising his staff into the air, the eyes on the skull that adorns it glow red like the rubies it accompanies. And with that, an unearthly light fills the eyes of the gnolls opposing you. They come at you in copper, bronze perhaps not being needed for the role of troop signallers.
>>
Rolled 225, 222 = 447 (2d225)

>>4002370
With your obsidian adorned spear, you jab at the gut of the gnoll facing you, and hit something vital! He goes down clutching his gut, and the lack of gurgling within a few seconds tells you've killed him.

Stamina: 85

>>4002373
You lock blades with your opponent, who appears just as tough as you. However, he slowly begins to gain the upper hand, growling with impatience as he pushes you back.

Stamina: 75

>>4002373
You receive a nasty gash to your chest, your stone skin being the only thing preventing the gnoll's blade from burying itself in your chest. It appears that whatever ritual has been cast on these gnolls within that tent, it has blessed them with unnatural strength! Another hit like that, and you'll be killed!

Stamina: 85

>>4002376
You drink the potion and thrust your blade at the guard, before you yank the steel silk across its neck. You hear the crack of breaking bones as the fiend collapses in a heap at your feet.

Stamina: 85

>>4002380
You are stuck in a similar situation as Nichinin, but you are the one pushing back your opponent, one of your arrows nicks the guard's leg, slowing his advance!
The priest appears unwilling to further aid his comrades than he is already, now forced to contend with both Rak'tan and Chelalin aiming for him! Reaching for something within his bag, you both recognize it as a magical artifact made of wood, studded with some kind of metal. He clutches it in his hands as something black shoots at both of you!
>>
Rolled 14, 71, 5 + 25 = 115 (3d125 + 25)

>>4002419
The roll for the guards, as they attack as well!
>>
Rolled 58 + 25 (1d125 + 25)

>>4002419
continue to fight with everything i can! try to get webbing on his feet or in his eyes while trying to gut him!
75 stamina-25=50
>>
Rolled 144, 38 = 182 (2d175)

>>4002421

Artamono gathers his rune power for a crushing earth missile
Stamin 75-15=60
>>
Rolled 50 (1d150)

>>4002421

As he sees weakeness, Laxhin will attack the guard with is blades and finish him off for good.


Stamina

85 - 15 = 70
>>
Rolled 86 + 65 (1d150 + 65)

>>4002419
Holding out his obsidian amulet in front of him Rak'tan prepares to take the dark magic attack.
Stamina: 85-10(defense)-10(boosted)=65
Roll:+25 (gear) -10 (weak race) +25 (defense) +25 (boosted)=+65
>>
Rolled 67 + 65 (1d125 + 65)

>>4002419
Already seeing the difference between the regular guards and the priest generals, Chelalin readies his shield to test out their strength.
Defense!
+25 potion, +25 defense, +25 boost, -10 racial= +65 modifier

-20 stamina = 65 stamina
>>
>>4002444

- 10 for weak race so 40
>>
Rolled 50, 123 = 173 (2d225)

>>4002438
You push back your opponent, and manage to cut his sword arm, which stuns him for a moment, and you too! He turns to you growling, and with a nervous smile, you look right back!

Stamina: 25

>>4002443
You manage to knock your opponent off his feet, and move to blow his head off and join your comrades!

Stamina: 50

>>4002444
You don't quite finish the guard off, but manage to cut above his eye, blocking part of his vision!

Stamina: 70

(ALL THREE GUARDS NOW LACK +25 FOR NEXT ROUND)

>>4002449
>>4002453
You both barely hold out, locking your blades together. Yet even bracing yourself, you are not prepared for the pain that racks your bodies as the magic hits you, and you can feel your bodies weaken as the gnoll's glittering, black eyes look upon you. It is all you can do not to topple over to the floor, with the pain and fatigue you now feel! Yet there are no physical wounds... He cackles as you watch him prepare to attack again!

Both your stamina: 65
>>
Rolled 166, 41 = 207 (2d200)

>>4002466
DIE
>>
Rolled 62, 33, 71 + 25 = 191 (3d125 + 25)

The guards desperately try to defend themselves, now!
>>
>>4002469
50-20=30
>>
Rolled 88 + 10 (1d125 + 10)

>>4002470
press on! one last strike before i fall!
Stamina: 25-15=10
>>
Rolled 93 + 25 (1d125 + 25)

>>4002466
Chelalin realizing he won't survive if the duel persist for too long, he decides to use one of his free hands to punch the gnoll on the nose and quickly follow with a horizontal slash towards his legs.

Regular attack 10 stamina= 55 stamina
>>
Rolled 41 + 40 (1d150 + 40)

>>4002466
SCREAMING ALL MY ANGER AND HATRED FOR HIS WRETCHED KIND IN HIS DISGUSTING "FACE", I hurl an obsidian dagger at his throat. No windpipe means no magic (or so I hope).
Stamina: 65-15(physical attack)-10(boost)=40
Roll: (+25 gear)(-10 weak race)(+25boost)= +40
>>
Rolled 113 + 15 (1d150 + 15)

>>4002470
- 10 weak race + 25 for first defense time : +15


Laxhin will stay on the defense now as the guard attacks. Hoping to find an oppurtunity for further injur it.
Stamina

70-10 : 60
>>
Rolled 48, 138, 59, 59 = 304 (4d175)

>>4002472
Exhausted, you manage to finally down your opponent only after many strikes. You have a choice now, let your friends fight and stay out of it, or risk your life and keep fighting.

Stamina: 10

(Remember: When you don't have enough stamina to perform an action, you receive a -25 to all actions. Retreat would be d125, while further attacks/defenses with the priest would be a d125-25. However, with more opponents, the priest's dice will decrease.)

>>4002469
Your opponent is obliterated, spears through his chest killing him instantly.

Stamina: 30

>>4002481
While your opponent moves faster than you do, you dodge out of his way and instead of firing upon him, stab his chest with an arrow head. He collapses, the metal having pierced his heart.

Stamina: 60

>>4002477
>>4002479
Both of you try to take down the gnoll, but only Chelalin manages to, Rak'tan going still after another bout of that black magic racks his body. He still breathes, but for how long? However, now the nose of the priest general is bloodied, and his breathing is ragged, the magic likely exhausting him. And four of you now stand against him. Yet, even so, his eyes turn jet black once more as he draws upon his strange trinket...

MW Stamina: 55
>>
Rolled 59, 58 = 117 (2d175)

>>4002501
Crush the next enemy with two walls
>>
Rolled 15 + 40 (1d125 + 40)

>>4002501
With a war cry Chelalin goes for the nose, but this time he uses his knife to chop his nose and mouth off!

Potion +25, Boost +25, Race -10 = +40 buff

-20 stamina = 35 stamina
>>
Rolled 68 (1d125)

>>4002501
find my bow and let loose some arrows! Hill Stalkers never flee!
Stamina: 10-15
-25 exhausted -10 weak race for my roll
>>
Rolled 120 + 10 (1d150 + 10)

>>4002501

- 10 weak race

Laxhin draw is blades and decide to help Chelalin, in is assault assisting him in the fight.
Stamina

60-15 : 45
>>
Before another attack on poor Chelalin, the others mob the priest, with Laxhin landing the final blow with his blades. Quickly joining up with the cavalry, you attempt to retreat - or rather, can you retreat? You are swamped in enemies at this point.

What will you do?
>Finally attempt to break the centre of the army
>Push the front line forward, away from the temple
>MORE ARROWS
>Attempt to pull the cavalry out for a second assault
>Other
>>
>>4002529
i loot the priest for the whistle then get out
>>
(Loot rolls for the priest will be after the battle, along with regular post-battle loot, the second one being only if you win.)
>>
>>4002529
>Finally attempt to break the centre of the army
>>
>>4002529
>Finally attempt to break the centre of the army
Break the center, relief the cavalry
>>
>>4002529
>Finally attempt to break the centre of the army
Use the Whistle to strengthen our troops? Put their heads on pikes.
>>
>>4002529
>Finally attempt to break the centre of the army
Use the Clutter of Spi steel silk potion on those behind the frontlines for an extra boost!
>>
>>4002529
>>Finally attempt to break the centre of the army


Put the head of their priest on a spear, and wrongly use their whistle
>>
>>4002545

also the general head too
>>
Your small group attempts to retreat as the giants move forward, the gnolls unaware their leader has just been killed until you sound the whistle...

DC 50, -5 equipment, -5 high ground, -5 tactics, -15 fortifications, +10 numbers, +10 death whistle, +5 strength, +5 morale.
>>
Rolled 9 (1d100)

>>4002551
>>
Rolled 44 (1d100)

>>4002551
>>
Rolled 9 (1d100)

>>4002551
>>
>>4002551
DC 40, forgot to remove their whistle bonus*.
>>
Rolled 37 (1d100)

>>4002551
>>
REGULAR SUCCESS

While the cavalry successfully pull out, the sound of the whistle does little other than make the enemies aware you have it. This enrages them, and they drive further into your lines, the lack of unity of their units actually serving to strengthen their weakened centre! Your giants and Sentinels are growing quite tired at this point, and a fair number of them have died. The sun is close to setting now as well.

What will you do?
>Use the cavalry to harass them
>Keep using the whistle, maybe it will work out?
>Move the infantry out of the trenches, and push them into the battle!
>Other
>>
>>4002561
>>Move the infantry out of the trenches, and push them into the battle!
>>
>>4002561
FAILURE, I'm dumb
>>
>>4002561
>Move the infantry out of the trenches, and push them into the battle!
Ooga booga
>>
>>4002561
>Use the cavalry to harass them
>>
>>4002561
>Move the infantry out of the trenches, and push them into the battle!

>send some of the infatry around them for encircle them and kill them all


>Send the cavalry to harass them
>>
DC 30, -5 enemy morale, -5 equipment, -5 high ground, -5 tactics, -15 fortifications, +10 numbers, +5 strength.
>>
>>4002561
>Use the cavalry to harass them
Keep the main force in the fortifications and use the cavalry to run down any enemies trying to pull out and charge the back of their line and pull out once resistance manifests
>>
Rolled 18 (1d100)

>>4002580
>>
Rolled 86 (1d100)

>>4002580
>>
>>4002561
>Move the infantry out of the trenches, and push them into the battle!

If we're blowing the whistle it's obviously time to charge from the trenches
>>
Rolled 27 (1d100)

>>4002580
>>
Rolled 88 (1d100)

>>4002580
>>
The end of the first day of battle has ended, with the assault on your fort being stopped, but at a heavy cost of both Sentinels and giants. However, in return an enemy general has been killed, and the strange artifact he was using has been taken. While you don't understand how it works, enemy morale is lower now, as you begin to rest for the evening.

50 Sentinels uninjured
25 heavily injured
25 dead

1000 giants
300 heavily injured
800 dead

300 uninjured
50 Gigantulas dead
50 heavily injured

There are insignificant casualties for ghouls and arachenians and gnolls.

Those of you involved in killing the priest can do a loot roll now. You all can also post plans to prepare for the morning, if the gnolls choose to assault you again.
>>
>>4002616
The battlefield is also a mess right now. In front of the temple is a line of bodies, specifically larger corpses, that form a wall through which there are only a few entrances. As such, troop arrangements will need to keep that in mind.
>>
Rolled 87 (1d100)

>>4002616
Look for weapons, as any armor would likely not fit, polarms and long blades preferred, the deadlier the better.
>>
Rolled 79 (1d100)

>>4002616
Get me some magic artifacts, like that trinket the priest was about to show off.
>>
Rolled 93 (1d100)

>>4002616
a trophy to show off at the markets maybe a dope sword or a bunch of heads
>>
>>4002616
500 dreads, and 1,000 gnolls are dead in return, or rather, that's a rough estimate. There seem to be about 500 dreads still alive, however, and still 39,000 gnolls.
>>
Rolled 99 (1d100)

>>4002616


Look for weapons, blades and maces.
///////////


harass the enemy camp at night, and place traps around it.
>>
Rolled 48 (1d100)

>>4002631
support demoralize the enemy more

Looting bodies for strange artifacts and ingredients
>>
>>4002631
>>4002616
backing this idea also shift the giants and sentinels to the gaps in the body wall and away from the gate for tomorrow
>>
>>4002631
Supporting, retreat once the enemy organizes
>>
>>4002616

Plan


We shall harass the enemy camp at night, and place traps around it. We will launch volleys of arrows in their camp, some of fire arrows for spread panic. Some of the artillery will be moved for throw some rotten bodies inside the enemy camp. A part of those who didn't engage will be in the raid group while the others rest.
We will retreat from our night raid, once the enemy has organize and tries to attack us. When they go out the traps will give them a lovely embrace.
We will also shift the giants and sentinels to the gaps in the body wall and away from the gate for tomorrow.
Meanwhile we shall also ambush their supplies lines with some of our scouts.
>>
>>4002664
This
>>
>>4002664
Support
>>
>>4002664

Put venom on the arrows that aren t on fire
>>
>>4002664
While the warriors do what they do the Clutch of Channels will work with the Circle to try and understand the Whistle using what evidence we have seen of it
>>
>>4002664
The Adventurer's Guild will provide what scouts and murderhobos it has to aid in these actions.
>>4002681
We will assist the Cluth of Channels, providing them with what first hand experience Artamono had in fighting with the priest and his group while looking at the Whistle.
>>
>>4002664


we will also put the pikes with their leader's heads on the walls of the fort.
>>
Give me three rolls for the harassment of the camp.
>>
Rolled 5 (1d100)

>>4002740
>>
Rolled 96 (1d100)

>>4002740
>>
Rolled 19 (1d100)

>>4002740
>>
Your plan goes poorly, not because of the traps, but because your proximity to the gnolls allows their superior sense of smell to kick in. A similar case is had with the supply lines. They chase you back with ease. Unfortunately, come the next day, it appears they are not charging you again and are willing to wait out a siege! A small portion of their forces has been split off, you see, and they appear to be moving slowly and cautiously, attempting to break through your traps.

What will you do?
>>
>>4002758
shower the trap breakers in arrows and webs try to maim them not kill them, the harder we make the siege for them the sooner theyll break
>>
>>4002762
This, stop them.
>>
>>4002762
Support, and some light poisoning to cripple but not kill.
>>
>>4002762

support
>>
>>4002762
Support, attempt to capture an enemy who looks to be in command of the small army.
>>
>>4002762
They're not within range of your arrows.
>>
>>4002773
well let's move some into range then, it shouldn't be too hard right?
>>
The split off group is 5k strong, so make your decision with that in mind.
>>
File: file.png (69 KB, 2000x1500)
69 KB
69 KB PNG
>>4002787
>>4002758
For planning, here are the arrangement of the forces as well.
>>
File: plan.png (43 KB, 2860x2448)
43 KB
43 KB PNG
>>4002802
7,000 troops will go around the traps to intercept the enemy, concentrate on harassing them as they attempt to break through the traps while spiders set up a silk wall barricades with silk steel potions ready to use.
300 Gigantulas
2,700 Nitchin
4,000 Ghouls
>>
>>4002819

support


let s bring even some mages and ourselves for lead this action
>>
>>4002819
Support, bring some mages and AG bois
>>
>>4002819
do it
>>
Give me three rolls for how long you stay out of sight.
>>
Rolled 82 (1d100)

>>4002835
>>
Rolled 6 (1d100)

>>4002835
>>
Rolled 66 (1d100)

>>4002835
>>
They spot you relatively quickly, moving towards the main bulk of their army through an area they've alread cleared. It also appears they've sent riders ahead to let the main army know of what you're doing, as they now appear to be attempting to encircle the fort, leaving your 7,000 men stranded! In the process they're likely to move through some traps, but it appears they are moving in smaller groups, each with several Dreads. There is one large group they appear to be moving to the other gate, while one large group remains in front of the southern gate.

What will you do?
>>
>>4002189

'Order the 7000 men to move towards the fort's back entrance. Rally up our most mobile units to harass the groupings of enemies encircling on the left side of the fort, then circle around to hit the encircling force on the right along with the group of 7000. Then fall back into the fort.'

"What do you think of this plan Khash Gwan. What are our best chances here?"
>>
>>4002901
He looks at you grimly.

"I don't imagine they would send out small groups unless they believed in the damage they could do. And the only reason they could have is vials of junglefire, I think. That makes this situation far more dangerous and costly. However, I agree with your plan, if only to ensure they waste their vials. I hear the substance is veeeery expensive to make, and hit and run tactics could see them waste them. Of course, I could be wrong, and they might just be this foolish. Their general is dead, after all, who knows who is in command."
>>
File: plan.png (46 KB, 2860x2448)
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>>4002889
A large group will remain on the southern gate while the rest will move the right side to intercept the enemy on the right with the 7,000 moving to attack the same from a different direction. The 5,000 in the fort will concentrate on the left side, if the enemy on the left side outnumbers them then they will sound an alarm for reinforcement from the allies engaging the right side.
>>
>>4002901
>>4002918
Supporting this than
>>
>>4002901
supporting based plan
>>
>>4002901

Support
>>
>>4002901
support
>>
>>4002901
Support
>>
>>4002901
Support I guess
>>
File: Skulls, Dark.jpg (174 KB, 600x800)
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(Picking up where we left off.)

The gigantula cavalry are ordered out to strike the encircling forces, attempting to keep the way open for your troops caught out in the open.

Give me 3 rolls to see if you can pull this off!
>>
Rolled 57 (1d100)

>>4015660
>>
Rolled 1 (1d100)

>>4015660
>>
Rolled 38 (1d100)

>>4015660
>>
Rolled 30 (1d100)

>>4015660
>>
Rolled 18 (1d100)

>>4015660
>>
CRITICAL FAILURE

As you attempt to move back, several of the small enemy groups move towards your army, the Dreads launching junglefire straight at you! The fire lashes at the front of your lines, leading to panic and confusion that is allowing more of the enemy to split off and join in the assault on the stranded 7,000, excluding the large group nearing your northern gate! Meanwhile, to the west of the fort, junglefire vials have also been launched into your cavalry, which is now caught up in combat and is struggling to pull out!

What will you do?
>>
>>4015688
Sacrifice Hashin to Ozatl for strength and to remove Pacifist elements undermining morale
>>
>>4015688

Khash Gwan said this plan would be useful to make them waste their vials. Pull back behind the wall of fire and reorganize.
>>
>>4015704
Supporting
>>
>>4015704
support
>>
>>4015704
Support
>>
>>4015688
The 5,000 in the fort will repel the large group near the northern gate. Regain order and reorganize then send pursue the group attempting to assault the 7,000 in the forest.
>>
>>4015704

support
>>
The order comes down; withdraw a small amount, and reorganize while the fire the enemy has made is between you and them. Then, try to take care of them while there is little distance between you and them.

DC 65, -10 numbers, +10 wildfire, +5 chaos, +5 strength, +5 morale.
>>
Rolled 70 (1d100)

>>4015735
>>
Rolled 20 (1d100)

>>4015735
>>
Rolled 97 (1d100)

>>4015735
>>
Rolled 13 (1d100)

>>4015735
>>
Rolled 69 (1d100)

>>4015735
>>
Rolled 14 (1d100)

>>4015735
>>
Rolled 56 (1d100)

>>4015735
>>
>>4015735
>>
SUCCESS

The wall of junglefire, though killing a significant number of your troops and spreading faster than you thought possible, is a suitable barrier for your army to regroup. While morale is lower in the face of such a weapon, the officers understand the importance of your proximity to them; they can't use their weapon if it will hurt them as well. Knowing that, Steinin's counteroffensive begins, as you emerge from behind the wall and plunge into the enemy's flank, even as more of their forces draw closer!

(Also, your regular infantry was what got caught up on the left side; all gigantulas are with this 7,000 right now.)

DC 50, -5 numbers, -10 good general, +5 wildfire, +5 strength, +5 morale.
>>
Rolled 98 (1d100)

>>4015760
>>
Rolled 10 (1d100)

>>4015760
>>
Rolled 78 (1d100)

>>4015760
>>
Rolled 20 (1d100)

>>4015760
>>
Rolled 27 (1d100)

>>4015760
>>
CRITICAL SUCCESS

The gigantula cavalry plunge into the lines first, catching the gnolls off guard as they emerge quickly from the flames and strike! The main infantry follows, with Alut Narat providing a necessary break in the gnolls' lines that leads to you pushing them back! Against all odds, you are managing to break them. If you break away now, you should be able to return to the gate in time. And yet, with no concern for the lives of their fellow soldiers, the Dreads launch more junglefire into the mix!

DC 45, -5 numbers, -10 opening, -10 good general, +10 junglefire, +5 strength, +5 morale.
>>
Rolled 66 (1d100)

>>4015791
>>
Rolled 24 (1d100)

>>4015791
>>
Rolled 40 (1d100)

>>4015791
>>
Rolled 82 (1d100)

>>4015791
>>
Rolled 71 (1d100)

>>4015791
>>
FAILURE

Your attempt to break away fails as the junglefire leads to confusion in your lines once more! However, the friendly fire appears to have unnerved the gnolls as well. If you are to head back now, you have a chance of making it inside the gates, especially if those within the fort emerge to help. However, another unsuccessful tactical retreat will result in large casualties. The gnoll army fighting your group of 7,000 keeps swelling, as well.

What will you do?
>Retreat to the gates
>Stand and fight!
>Retreat to the jungle
>Other
>>
>>4015816
>>Retreat to the jungle
>>
>>4015816
stand and fight
>>
>>4015816
>Retreat to the gates
>>
>>4015816
>Retreat to the gates
>>
>>4015816
>>4015816
reatreat to the jungle
>>
>>4015816
Retreat to the gates
>>
>>4015839
change to gates
>>
>>4015816
>Retreat to the gates
>>
Give me three rolls as you once more attempt to retreat!

DC 45, -5 opening, -5 enemy morale, -10 good general, +5 junglefire, +5 strength, +5 numbers.
>>
Rolled 11 (1d100)

>>4015849
>>
Rolled 94 (1d100)

>>4015849
>>
Rolled 32 (1d100)

>>4015849
>>
Rolled 72 (1d100)

>>4015849
>>
Rolled 65 (1d100)

>>4015849
>>
Rolled 75 (1d100)

>>4015849
>>
Your attempt at retreat fails once again, this time due to the enemy's pursuit! The casualties are growing now, and while the enemy appears to be reaching its limit in terms of reinforcements, they now outnumber you. The soldiers are growing desperate, especially as you catch sight of the enemy finally reaching the northern gate...

What will you do?
>Try to break through the enemy at the gate (Retreat 3.0)
>Keep fighting and hope you're reinforced
>Flee to the jungle
>Surrender
>>
>>4015866
>>Try to break through the enemy at the gate (Retreat 3.0)
>>
>>4015866
>Surrender
>>
>>4015866
Keep fighting
>>
>>4015866
>Try to break through the enemy at the gate (Retreat 3.0)
Third time is the charm I can really feel it this time guys
>>
>>4015866
>Keep fighting and hope you're reinforced
>>
>>4015866
>>Try to break through the enemy at the gate (Retreat 3.0)
>>
>>4015866
>>Try to break through the enemy at the gate (Retreat 3.0)
>>
>>4015866
Keep fighting and hope you're reinforced
>>
>>4015866
>Try to break through the enemy at the gate (Retreat 3.0)
>>
Ah yes. Home in time for Christmas.

DC 55, -10 good general, +5 strength, +10 numbers.
>>
Rolled 59 (1d100)

>>4015892
>>
Rolled 11 (1d100)

>>4015892
>>
Rolled 72 (1d100)

>>4015892
>>
Rolled 40 (1d100)

>>4015892
>>
Rolled 54 (1d100)

>>4015892
>>
Rolled 35 (1d100)

>>4015892
>>
Rolled 27 (1d100)

>>4015892
>>
A second set of rolls?

DC 35, -20 excellent general, -10 numbers, +10 surrounded, +5 strength.
>>
Rolled 54 (1d100)

>>4015915
>>
Rolled 50 (1d100)

>>4015915
>>
Rolled 36 (1d100)

>>4015915
>>
Rolled 35 (1d100)

>>4015915
>>
Rolled 21 (1d100)

>>4015915
>>
Rolled 28 (1d100)

>>4015915
>>
Rolled 6 (1d100)

>>4015915
>>
You manage to retreat, and as you do, most of the forces garrisoned within the fort emerge, pushing back the gnolls at the northern gate. It creates just enough of an opening to let most of you in, though some are caught by the enemy in the retreat. The remainder of your forces enter exhausted, wounded, but still alive.

150 gigantulas uninjured
50 injured
100 dead

60 Sentinels uninjured
10 injured
30 dead

16,000 arachenians uninjured
1,200 injured
1,700 dead

4,500 ghouls uninjured
1,500 injured
2,000 dead

900 giants uninjured
400 injured
300 dead

1,200 gnolls uninjured
200 injured
100 dead

23,310 uninjured, 3,360 injured, 4,230 dead

As it is now, the enemy has surrounded you. While they appear to have depleted their supplies of junglefire, you have taken heavy casualties, although their casualties are not insignificant. You would estimate they have 35,000 men capable of fighting at this point.

What will you do?
>>
>>4015987

Encourage them to attack the fort! Mock them.

We have the heads of their leaders, their Whistle, and this Temple itself. Their new leader is a coward and so are they for relying on children's toys of little military value.
>>
>>4015987
Chill out, smoke a hookah and eat some roast boar.
>>
>>4016013
Support
>>
>>4016013
Supporting
>>
>>4015987
spend time tending to the wounded then this
>>4016013
>>
Give me three rolls for how your mocking goes.
>>
Rolled 68 (1d100)

>>4016032
>>
Rolled 19 (1d100)

>>4016032
>>
Rolled 58 (1d100)

>>4016032
>>
Rolled 74 (1d100)

>>4016032
>>
Your mocking does little in the way of actually getting them to attack. Instead, as before, a small group of the enemy has split off and is breaking through the traps heading towards your capital. Meanwhile, the rest surround you, with two large groups at both gates. Khash recommends occasionally attacking one, as well as peppering them with arrows and other projectiles. This should inflict casualties upon them and begin to even things out.

What will you do?
>>
>>4016050
Have our mages and ranged troops hammer them to the best of our ability. At night we might want to cavalry charge their camp or at least pretend to multiple times to keep them awake.
>>
>>4016066
This plus try and make the Whistle work. If the whistle can make them charge to their death then we could force them to engage us.
>>
>>4016066
>>4016050

Use spiders and gigantulas who can climb up and down the walls using silk and spider dexterity along with mages with enough magic mobility to join them for the attacks. Preferably at night.
>>
Give me three rolls then.
>>
Rolled 11 (1d100)

>>4016106
>>
Rolled 8 (1d100)

>>4016106
>>
Rolled 92 (1d100)

>>4016106
>>
Rolled 39 (1d100)

>>4016106
>>
Your needling of the enemy army goes well when it comes to the archers and mages, but fails in regards to the cavalry, who are too often smelled and thus repelled. However, in time, the enemy does break through your traps. However, an emissary is sent out, who presents you with demands.

- 5 wealth
- Annexation of all of the temples and onyx mine
- Yearly sacrifices of 100 arachenians

What will you do?
>>
>>4016143
No
>>
>>4016143

2 wealth
only this temple
no


what s your answer ?
>>
>>4016143
aye lmao
>>
>>4016143
>>4016181
this
>>
>>4016181
this
>>
>>4016181


change to no

>>4016143
>>
The counteroffer you make is seemingly so low that it offends the gnolls, and negotiations are called off as they send 10,000 of their men towards your capital, and sit the remaining 25,000 a distance away from the walls, ceasing the encirclement.

What will you do?
>>
>>4016218
try to scout the remaining forces for traps in the event of a potential sally
>>
>>4016231

ye support
>>
>>4016218

Put up scouts in a communication line to spot the northern force, if they start to return they have to go towards the narrowed area where the traps are not set so our scouts will easily spot them.

The capital has 2,000 professional troops, 3,000 People Defense Force, the entire capital population, and solid walls. The Gnolls have no siege weapons and their supplies have to go through this narrow area around the fort which we can cut off by sallying.

We now outnumber the 25k gnoll main force and can sally to great effect as we cut off the second gnoll force.

It would also take a week for the gnolls to reach the capital.

As our lines are now open look into a hashin bandit army with an upfront offer of 2 wealth, and 3 when the job is done.
>>
>>4016250

change the vote


>>4016255

support this one
>>
>>4016255
This
>>
Give me three rolls for cutting off their supply lines!
>>
Rolled 80 (1d100)

>>4016291
>>
Rolled 34 (1d100)

>>4016291
>>
Rolled 95 (1d100)

>>4016291
>>
Your disrupting their supply lines goes well, with a small group doing so without the gnolls being able to intervene. That group is moving further south, but the gnolls show no signs of moving, though they do send a larger force to pursue them, perhaps a thousand pursuing a couple hundred arachenians, neither force mounted. Instead, you see many of the 25,000 off to hunt their own food, meaning that at any one time, the gnollish army is not entirely prepared for a battle, and will lack some of its men. You see no signs of their 10,000 returning, however, and when you attempt to send out men to hire troops, they are forced to retreat by the Danzay, whose camp is equidistant from both gates. Most think it is best to strike in full force when their men are off hunting, while others think this is foolhardy, and the army should wait out the gnolls. However, the risk with this is that their assault on the capital could succeed, especially given the possibility of combat engineers among the gnolls sent north who could make some form of siege weapon in the grasslands surrounding Nichitin.

What will you do?
>Wait for them to starve
>Attempt to slaughter them when a large amount are hunting
>Other
>>
>>4021938
>Keep harassing them and attacking those who are hunting
>>
>>4021938
>Attempt to slaughter them when a large amount are hunting
>>
>>4021938
>Attempt to slaughter them when a large amount are hunting
Press the advantage. We can then lure the Hunting Party into an ambush when they return.
>>
>>4021938
>Attempt to slaughter them when a large amount are hunting
>>
>>4021938
>Attempt to slaughter them when a large amount are hunting
They will never suspect a spider going on the offensive this grand
>>
>>4021938
B
>>
File: giant.jpg (32 KB, 480x600)
32 KB
32 KB JPG
Someone suggests continuing to harass them to lower their morale, but that is quickly discarded in the face of a swift and brutal assault on the enemy camp while a great number of their men are out. It is the early afternoon on the 5th day since the 10,000 made their way north, and in the heat of the jungle, your men march out and charge for the enemy camps, giants in front to act as a battering ram while the regular infantry follows not far behind!

Give me three rolls for the opening of combat, DC -5 equipment, -10 surprise, +5 strength.
>>
Rolled 37 (1d100)

>>4021964
>>
Rolled 92 (1d100)

>>4021964
>>
Rolled 17 (1d100)

>>4021964
>>
Rolled 34 (1d100)

>>4021964
>>
Rolled 6 (1d100)

>>4021964
>>
SUCCESS (Forgot your general, which gives a -5 bonus in this case, due to a decent general on the other side.)

Under the lead of Khash Gwan, atop a gigantula, the giants and Sentinels plow into the enemy lines; but they are moments late, for the deployment of Dreads have largely blunted the impact as the colossi begin to trade blow for blow. The infantry joins the fighting where they can, the giants thinning out to allow this. In effect, this allows the ghouls and arachenians and even gnolls on your side to attack the thin lines of gnolls that wait for them—your men surging through the taller warriors to take on the beastlike foes!

What will you do?
>Continue this way
>Have the giants close ranks and try to whittle down the Dreads before allowing more regular infantry through
>Deploy the gigantula cavalry (where?)
>Other
>>
>>4021977
>Have the giants close ranks and try to whittle down the Dreads before allowing more regular infantry through
>>
>>4021977
>Deploy the gigantula cavalry
Let the cavalry do the cavalry thing and plow trough the enemy flanks, thin formations and not get bogged down.
>>
>>4021977
>>Deploy the gigantula cavalry (where?)
Flank them on both sides
>>
>>4021977
>Have the giants close ranks and try to whittle down the Dreads before allowing more regular infantry through
>>
>>4021980

support
>>
Due to the small amount of cavalry, it is decided that they'll deploy on the left flank alone, to have a greater overall impact on the battle.

Give me three rolls once more!

DC 40, -5 general, -5 equipment, -5 surprise, +5 strength.
>>
Rolled 58 (1d100)

>>4021987
>>
>>4021977
>Have the giants close ranks and try to whittle down the Dreads before allowing more regular infantry through
>>
Rolled 20 (1d100)

>>4021987
>>
Rolled 63 (1d100)

>>4021987
>>
Rolled 38 (1d100)

>>4021987
>>
Rolled 60 (1d100)

>>4021987
>>
Rolled 81 (1d100)

>>4021987
>>
Moving closer together, the movement of soldiers through the breaches in the line of larger combatants slows to a trickle, as the giants and Sentinels fight with a ferocity not seen before. Perhaps more used to their opponents now, or maybe just bloodthirsty, the roughly 1,000 colossi fighting here by your side are further turning the tide, whittling down the number of Dreads that an hour before stood at 5 to 6 hundred. Meanwhile, the men on the other side are doing their best not to get pushed back against the giants, but are struggling a bit, for as their men fall, the trickle of reinforcements cannot hold back the gnolls, who have now formed into a loose but effective wall of shields! The cavalry is doing well, however.

What will you do?
>Have giants focus on breaking the shield wall, maintaining current stance though
>Giants focus on Dreads, but allowing more men through
>Both giants and regular infantry work on breaking the shield wall
>Other
>>
>>4022000
>Fall back
>>
>>4022000
>>Have giants focus on breaking the shield wall, maintaining current stance though
>>
>>4022000
>Have giants focus on breaking the shield wall, maintaining current stance though
>>
>>4022000
>>Giants focus on Dreads, but allowing more men through
This will surely break their morale
>>
>>4022000
>Have giants focus on breaking the shield wall, maintaining current stance though
Have the cavalry keep spreading mayhem through the back of their forces, it's hard to maintain a shieldwall when you hear the screams of your kind being eaten by giant spiders behind you.
>>
DC 45, -5 general, -5 equipment, -5 tactics, +5 strength, +5 shieldwall.
>>
>>4022000
Have spiders spray the shieldwall with silk and spray it with steelsilk potion, making their shields too heavy to wield efficiently, and tangling them up.
>>
>>4022018
>>
Rolled 70 (1d100)

>>4022018
>>
Rolled 91 (1d100)

>>4022018
>>
Rolled 48 (1d100)

>>
Rolled 68 (1d100)

>>4022018
>>
Rolled 82 (1d100)

>>4022018
>>
CRITICAL SUCCESS

The giants do not shift ranks, but instead the line bends, those no longer surrounded by Dreads moving forward to smash the shield wall as they are covered by their allies. Gnolls' shields and heads both crumple under the heavy clubs that most giants prefer to blades, and the crack in their defenses seems to be causing their entire line to break! The enemy grow disorganized in the face of your continuing onslaught, as the mindless, two-headed freaks are stalled by the rest of the giants. While those gnolls returning from the jungle are in large part joining the battle, some are beginning to stay just beyond the grasses...

What will you do?
>Let the infantry run through
>Keep the infantry as is
>Have the giants continue to break their formation
>Focus the giants on the Dreads
>Other
>>
>>4022034
>Have the giants continue to break their formation
Break them first, we can run their infantry down and surround and focus down their monstrosities, once they are broken.
>>
>>4022034
>Have the giants continue to break their formation
>>
>>4022034
>Focus the giants on the Dreads
As their formation weakens they will likely do as we did and have dreads hit what flows through the cracks in their defenses.
>>
>Have the giants continue to break their formation
>Have the cavalry break away so they can intercept the gnolls coming from the jungle with spider silk combined with the steelsilk potion
>>
Give me three rolls, then!

DC 40, -5 general, -5 equipment, -5 tactics, -5 disorganized enemy, +5 shieldwall, +5 strength.
>>
Rolled 65 (1d100)

>>4022054
>>
Rolled 92 (1d100)

>>4022054
>>
>>4022034
>have the giants continue to break their formation
>>
Rolled 56 (1d100)

>>4022054
>>
Rolled 95 (1d100)

>>4022054
>>
With their shield wall completely broken, and their Dreads far lower in number, the enemy sounds a horn, and begins to retreat! However, they move northwards, along the path made by their allies...?

What will you do?
>After them!
>Let them go
>Other
>>
>>4022070
>After them
>>
>>4022070
After them.
>>
>>4022070
>>Let them go
>>
>>4022070
Let the gigantulas hit them as they fall back and send us warning if they have prepared something like a trap ahead, while the army pursues cautiously suspecting something is afoot.
>>
Give me three rolls, then.
>>
Rolled 18 (1d100)

>>4022089
>>
Rolled 77 (1d100)

>>4022089
>>
Rolled 72 (1d100)

>>4022089
>>
Rolled 9 (1d100)

>>
You run down the retreating army, and inflict significant casualties as they make their way to join their northern army! As you both make your way north, you add insult to injury, leaving them with less than 200 Dreads, and an army of only 15,000. The only thing stopping you from killing more was the speed at which you moved, hampered as it wereby the injured. You have a choice now, as they appear to be moving towards their friends, who have sacked Silkstorin. Will you pursue them, or link up with the capital?

>Pursue them
>Link up with the capital
>Other
>>
>>4022106
>Pursue them
Send messengers to the capital so they can start mobilizing and eventually encircle them
>>
>>4022108
This
>>
>>4022108
support
>>
>>4022108
support
>>
>>4022108
Support
>>
Your pursuit leads to you to set up camp outside the city. Its stone walls are manned by gnolls, who pepper any nearby scouts that try to approach with arrows. While you wait for the capital's men to arrive, your casualties are tallied.

125 gigantulas uninjured
30 injured
145 dead

45 Sentinels uninjured
15 injured
40 dead

10,500 arachenians uninjured
4,700 injured
3,700 dead

9,300 ghouls uninjured
3,450 injured
2,250 dead

850 giants uninjured
250 injured
1,000 dead

1,100 gnolls uninjured
250 injured
150 dead

22,770 uninjured, 8,695 injured, 7,285 dead

Finalized numbers for your enemy are also presented by your scouts, with their army now amounting to between 21-24k, depending on the amount of men that have healed up. The 5,000 arachenians from the capital, counted in the casualty list as "uninjured", arrive soon after, and report that while they have received your request for mercenaries, it couldn't have been granted due to the fact that the government does not have that wealth available (Only 4 wealth).

What is your plan, and who is in charge?
>>
>>4022168
Encircle the town while setting up traps and wooden spikes (including spider silk to make traveling on foot a burden) surrounding the town, we will starve them out.
>>
>>4022168
Notable commanders and officers include the prophet Steinin, and the Isarn general Khash Gwan.
>>
>>4022171
This, let's hope no one left food in the fridge when they left
>>
>>4022171
This
>>
>>4022168
Put Khash Gwan in a position where we can benefit from his experience. Surround the town and starve them out.
>>
>>4022171

support
>>
>>4022168
See if they will accept terms.
>>
Give me three rolls, then. As you're not surrendering, they'll take no terms.
>>
Rolled 98 (1d100)

>>4022193
>>
Rolled 60 (1d100)

>>4022193
>>
Rolled 13 (1d100)

>>4022193
>>
Rolled 60 (1d100)

>>4022193
>>
Some gnolls, eager to escape after realizing their plight, tried to escape the following night! However, caught in the traps, your army soon caught wind, woke, and descended upon the open gates of the city, slaughtering its inhabitants, and leaving only a few thousand gnolls slinking their way back south. Two days following, another meeting is held to discuss the following problem:

Will you go south and attempt to attack their capital?
>>
>>4022230
Tally up how many men have healed since our last count and consult with Khash.
>>
>>4022230
Send skirmishing groups tasked with scouting the south and sabotaging their food sources
>>
Khash recommends dropping the matter for now; it's unlikely they will send more men after such an embarassing defeat, and you have scouts who would report such a thing if it comes to pass. Will you support this?

As for loot, give me three rolls for any information you can get from interrogating the few gnolls you did manage to capture, and for what they have on them in terms of personal effects. Also give me a personal roll for what you found!
>>
Rolled 16 (1d100)

>>4022247
Threaten to dip them in bug pits if they don’t talk
>>
Rolled 67 (1d100)

>>4022247
>>
Rolled 93 (1d100)

>>4022247
>>
Rolled 5 (1d100)

>>4022247
Don't mind me just looking for some nice lore about the pillars/jungle forest
>>
Rolled 52 (1d100)

>>4022247
Personal roll, hoping for a magical trinket
>>
Rolled 76 (1d100)

>>4022247
See if any clues about where to get the jungle fire can be discovered
>>
>>4022247
Support khash
>>
Rolled 52 (1d100)

>>4022247
Look for more magic trinkets
>>
>>4022247
Go home, rebuild, chill out
>>
>>4022247
Trust in Khash
>>
Rolled 69 (1d100)

>>4022247
a magic shield
>>
Rolled 21 (1d100)

>>4022247
A hat that's cooler than Hashin's
>>
Rolled 8 (1d100)

>>4022247
Another cool hat
>>
File: Danzay territories.png (312 KB, 4052x2567)
312 KB
312 KB PNG
While your interrogations yielded no progress and you gave the prisoners to Khash to bring home as war prizes, you do eventually find a blood soaked map in Silkstorin that shows the current extent of their territories. With your first successful war, it's decided that for now you will go no further.

END OF SESSION

(I'll write up loot later, getting dinner now).
>>
Rolled 27 (1d100)

>>4022247
Personal roll, looking for boats and boat accessories
>>
Rolled 73 (1d100)

>>4022247
collect as many heads as i can, i have a cool idea for my tunnels
>>
Rolled 96 (1d100)

>>4022247
Magics that might aid me at sea



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