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File: King of the Wastes.jpg (212 KB, 640x960)
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+Fletcher's Perspective

You switched to first gear, driving forwards to the dismay of the raider in front of you. You started picking up speed, with the raider calling to his friends to attack. Your men burnt and shot any waster that dared pull their head up over the canyon's side, while you drove ever onwards, now just behind the running ambusher. You heard a wet crunch as one of Deaths-Head's wheels went over the man’s body and now splat head, now driving full speed through the thin valley. Your men tried to fend off the wasters riding along the sides, aiming at their horses more than them. Some managed to jump on the back of the truck, with your men now engaging in melee or burning them. It was not long before you reached the exit of the canyon, having deterred most of the desperate raiders from the truck, you slowed down, considering there is a doomsday weapon in the back.

You reached Buckport within a day, stopping for refueling and information on where Urizen was. The local governor there said: "he has still yet to engage in a proper battle with Yurtherik, instead choosing to use skirmishing tactics, as well as burning his own crops to prevent foraging from the enemy's army. It seems that the enemy force is slowly marching to Urzenthus, the capital, wishing to enforce demands once the town is taken. We don't know exactly what the kings plan is, but we do know that a battle will have to happen eventually, and sooner rather than later." You drove now full speed to Urzenthus, choosing to go through the quicker mountain valley rather than around, reaching the plains of the capital within the next day. Longshot was in critical condition, though he was covered in bandages to stop the bleeding. You saw the capital, now fully reinforced, with all the surrounding townsfolk harbored inside instead of working on the fields. You entered the town to the applause of people, deciding to refuel the truck at the keep. You could take the truck with you to Urizen, considering it might prove instrumental in the battle, but it would be slower than riding there. You could also drop the bomb off here so that if the enemy wins they can't take it, though Urizen might want it for the battle:
>What do you do?

Roll 1d100
Check out the archives (You only really need to read the 'Apocalypse Raider Quest Returns' ones to catch up):
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Apocalypse+Raider+Quest

https://yuki.la/qst/3960194 (forgot to archive Apocalypse Raider Quest Returns #2)

Previous thread: >>4041672
>>
>>4061168
>What do you do?
Take the truck to Urizen. He was stalling for time, so he must have pinned all his hopes on the bomb
>>
Rolled 41 (1d100)

>>4061186
>>
Rolled 70 - 20 (1d100 - 20)

>>4061186
>>4061190
41 -35 (Deaths-Head, guns are way better than bows [-10], flamethrowers, superior ranged weapons, superior melee weapons, and fortified position) = 6

Enemy gets -20 (low morale after the skirmish tactics [+5], outnumber you, oil, strong formation and discipline, large veteran force, element of surprise)
>>
>>4061284

6 vs 50 = Absolute victory

You regarrisoned Deaths-Head, up to thirty men again with the same types of soldiers as before. You drove south, knowing that the army was last seen stationed along the outer Kadine river (just south of Urzenthus), with a fortified camp on a hillside. You drove with full speed, with your men looking out for any enemy warbands. Before you reached the fortified position, your men spotted an enemy skirmish party, who just so happened to be between you and the army. You tried to drive around the horsemen, but it was too late: they spotted you and started riding, with some riding away to signal their army to attack. You had your men ready themselves as you drove headfirst through the enemy horse archers and spearmen, squashing some with the giant tires of the truck. Your men burnt and shot many of the enemies, but there were enough of them to overwhelm the ones on the back, with the enemy climbing over the side using their horses as a boost. Your eye-eaters and crimson chosen were now fighting an increasing number of men, with you driving ever closer to the war camp.

Once the camp came into view, so did the patrols of Urizen, who engaged and broke the enemy's skirmish party, with your men kicking off the ones still on Deaths-Head. Some of them escaped, and your men reckoned they saw the bomb in the back, though you hoped they didn't know what it was. You stopped at the entrance of the camp, and carried Longshot in with your men, with Urizen coming out of one of the tents to see. You saw as Urizen peeled off the bandages, and surveyed the wounds. All over the face and body of the wounded waster were claw marks and deep gashes, with the king saying that he can heal the wounds, but it would take more than a day. Once you told Urizen about the bomb, he smiled and said: "to use it in this battle is not my plan: their kingdom in the west has many men, and after I defeat this army another one will just take its place. I need to strike them at the heart, after I fight this invasion force and retake my western lands of course."
>>
You waited for days outside Urizen's tent, hearing the groans and sometimes cries of pain from your friend, who reportedly had infected wounds that were rotting under his bandages. When Urizen called you into the tent, it was not with a smile. You walked in, and saw Longshot lying still on the table used for the healing process. You saw that he was breathing, and when you came into view, he looked to you with one eye, with the other being covered in bandages. "Thanks again Fletcher. What is that, the third time you hauled my unconscious body across the wastes?" You nodded, laughing with him at the joke.

After you caught Longshot up on what had happened, Urizen pulled you to the side, and said: "look, from all I hear you're a competent guy, willing to kill for a big enough bounty, right? I know you and Longshot are close, but I'm going to ask you to do different things. I want you to stay with me here to help me against the army while your friend goes to the west and detonates that bomb. Now I'm not making you do anything, it's your choice, but I'm willing to pay you a lot of money to do this for me:"
>Agree to split with Longshot for now
>Put down the offer, staying with Longshot
>>
>>4061315
>Put down the offer, staying with Longshot
"He'll need me to pull him out if he faces death again."
>>
>>4061344
+Switching to Longshot's perspective+

You took off the bandages, and looked at the mirror on the bedside, seeing large scars along your face and body. You saw that the eye that was pierced was now blind. You grabbed your equipment, and put on your armor, walking outside to see the soldiers preparing to depart, removing their tents and the fortifications. Urizen approached you, giving you the keys to Deaths-Head and some instructions: "I need you to load up on fuel and cargo, then to drive beyond the enemy lines until you reach Berkeran. The place will be swarming with enemies, so you can ask for whatever weapons or armor you want for the mission. After you reach the town I want you to drive due west, driving through the deep deserts until you reach the river basins of Yurtherik's kingdom. I want you to locate his capital with whatever means necessary then, once you reach the center of his empire I want you to detonate that bomb inside it. His empire is built upon many lords lands, who will no doubt separate or rebel after this, weakening his supply of men to a trickle. This is one of the most important missions you could ever do for me, and I truly believe no one else is capable of accomplishing it. you will be compensated should you return with riches and land of your own if you wish." Fletcher stood next to you, signaling that he is a willing member of your team:
>Accept the mission no questions asked
>Accept but only if you get the best rifle in the kingdom to use
>Accept but only if you get some slick armor to avoid the same gruesome fate you got last time
>Accept but only if you can have the gladiators you fought along the way as part of your team, their skills would prove useful in this mission
>Accept but (write in)
>Decline the mission

Choose one option
>>
>>4061561
>Accept but only if you can have the gladiators you fought along the way as part of your team, their skills would prove useful in this mission
Enter the G-Team.
>>
>>4061561
>>Accept but only if you get the best rifle in the kingdom to use
>>
>>4061561
>Accept but only if you can have the gladiators you fought along the way as part of your team, their skills would prove useful in this mission
As much as a good gun would help us, a full team of (former) champion fighters would help us even more.
>>
>>4061577
>>4061630
>>4062551

Urizen seemed surprised by the proposal, but agreed in the end. After two days you had the men rounded up, put in front of a packed and ready to go Deaths-Head. There was Spinesplitter the axeman, Orville the throwing-knivesman, Ironarm the long-swordsman, Guzzler the mutant bruizer, and Ulast the hunter (bowman). They were all surprised to hear that you had granted them their freedom in return for a mission, which they all of course accepted. You set about packing and, with only seven men on this mission, the cargo filled most of the back. As you drove off, told the men about the importance of this job, with all but the mutant understanding. The first day was silent, with only the occasional chitchat of the men filling the area with sound. The second day you reached the red wastes, now in either enemy territory or waster territory. You drove through the dunes, with the huge wheels of the truck struggling at points to not get stuck. For miles, you drove, over and around the shifting sounds of the red desert, with the dunes only getting bigger, and the treck only getting harder.

You reached the town of Berkeran by the fifth day, though you dared not drive close enough for their patrols to see. Urizen had said that there was a guide living within the town, and that he was going to come out on the end of the third day beyond the dunes to help you. You waited a few miles from the town, watching any people passing through. At the appropriate time, a civilian did exit the town, heading out past the dunes on the opposite side of Berkeran to you. You had the men get back on Deaths-Head, and drove out to the guide. When you met him he was polishing off an old helmet, that he put on his head as you got down from the vehicle. His face looked aged from years travel and work, and when he spoke it was not a soft voice that came from his lips. The man said: "I have agreed to a contract with your king to guide you and help you along the trip. I know these things because I was once a citizen of one of the western kingdoms in my youth, though now I am simply a wanderer, going from town to town offering my knowledge and skills." You shook the old man's hand, and had him put his stuff in the back, now departing to the west.

Long was the journey to Berkeran, but now you reached the untamed desert, with things that eat men, and men that eat those things. Your guide knew of two ways you could travel to the western empire:
>Through the deepest desert to avoid alerting patrols or enemy forces
>Or along the outskirts of the safe parts of the desert, with the enemy forces traveling through
>>
>>4063441
>Through the deepest desert to avoid alerting patrols or enemy forces
Even eight of the best warriors of the wasteland can't cut down the thousands they'd bring down on our heads if we were caught.
>>
>>4063441
>Through the deepest desert to avoid alerting patrols or enemy forces
We can't afford to let Yurtherik know we're coming.
>>
File: The mountain dunes.jpg (115 KB, 500x375)
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>>4063460
>>4063522
You drove through the deeper parts of the desert, with dunes rising to the size of mountains, and lands that shifted to the wind. Large detours had to be made due to driving around the high dunes instead of over them, leading to the path turning into a zigzag pattern. At night it was freezing, with some frost being seen on the higher dunes, and at the day it was scorching hot, with the men even fearing the tires to pop from contact with the ground. The best time to drive was of course dusk and dawn, just like you used to do in the deserts to the east.

During one of the many dawn drives, you heard a sound you recognized and feared: a waster war horn. You spotted thirty or more wasters riding down a dune with warbows in hand, on the back of horses. As you prepared to defend against this attack, you saw another thirty wasters jumping up from underneath the sands around the vehicle, now climbing up the sides. Your men looked to you to give them commands:
>What do you do/what is your attack plan

Roll 1d100
>>
Rolled 8 (1d100)

>>4063606
Throw them off the sides and shoot them all. Use those flamethrowers to light them up and chase down any that try to escape.
>>
Rolled 62 - 10 (1d100 - 10)

>>4063622
8 -50 (Iron armor, Deaths-Head, guns are way better than bows [-10], flamethrowers, superior ranged weapons, superior melee weapons, fortified position, inhuman strength [Guzzler], and inhuman accuracy) = -42

Enemy gets -10 (Outnumber you, and element of surprise)
>>
>>4063628
-42 vs 52 = Easy victory

You started driving full speed, squishing the wasters who were still in front of Deaths-Head, throwing off the balance of everyone on the back. Bullets filled the air as Fletcher and Ironarm protected you, the driver, from the wasters climbing up the front. Arrows harmlessly bounced off the side of the truck as the other thirty wasters from the dune came into range. Guzzler picked up one of the raiders above his head, ripping him in half, covering himself in organs and blood, scarring all the wasters who dared to attack. Spinesplitter aimed one of the flamethrowers at the remaining men climbing up the side, burning them off like ticks off a horse. When the dune riders reached the vehicle, they saw their men being thrown off the sides by Guzzler, and their leader then called for a retreat, blowing his horn to signal his men to ride away. Your men managed to pick off a few before they got out of range, with you continuing your drive westwards.

The days past quickly on, and the men grew weary of watching the dunes and sitting on the hot vehicle. After about a week and a few days the dunes started decreasing in size, and the blurry wavy sight of a horizon, unlike that of the desert that you were in. You drove full speed again, with the men all cheering to see the western lands, with you now driving over the dunes with the huge truck. The celebrations were all too soon though, as you heard a waster war horn from the dunes behind you. You saw the same group that had attacked you before but, unlike the sixty men from before, you saw that the enemy raiders covered the dunes horizon line. They had most likely formed an alliance with the other tribes so as to take your shit. They started riding towards you, and their warcry's were heard over the desert hills. They numbered within the hundreds, all bearing bows and spears, though none had armor or advanced weaponry. You estimated it would take around five minutes for them to get to you, and around thirty minutes for you to reach the domain of the western kingdom:
>What do you do/What is your plan?

Roll 1d100
>>
Rolled 93 (1d100)

>>4063643
Drive forward, full speed. Kill everyone who comes close, hold off the horde long enough to reach the western kingdom's domain.
>>
Rolled 82 (1d100)

>>4063648
This
>>
Rolled 80 (1d100)

>>4063643
>>4063648
>>4063653
Support
>>
>>4063648
>>4063653
>>4063704
Someone else wanna roll? Or should I go with the 80?
>>
Rolled 4 (1d100)

>>4063643
inb4 nat 100
>>
>>4063771
4 works too.
>>
Rolled 78 - 20 (1d100 - 20)

>>4063648
>>4063771
>>4063772
Aye, that'll do

4 -50 (Iron armor, Deaths-Head, guns are way better than bows [-10], flamethrowers, superior ranged weapons, superior melee weapons, fortified position, inhuman strength [Guzzler], and inhuman accuracy) = -46

Enemy gets -20 (Outnumber you 30 to 1 [-15], and element of surprise)
>>
>>4063856

Still would have won with the 93 lol

-46 vs 58 = Absolute victory

You drove now over the dunes full speed, not slowing down when going over the top of each one, even getting some air over the larger ones. The men jumped on the guns, with Guzzler grabbing the minigun in the back, detaching it from the stand and aiming it at the hundreds of horsemen. The mutant laughed as he rained lead on the enemy force, killing many of them from either shooting them or their horses. Your other men used the various machine guns, bolt-action rifles, and pump-action rifles to kill as many as possible. The bomb was luckily very secure in the back as you drove up and down across the soft sands, creating temporary cover for your men to reload every time you passed over a dune, which they used as a time to reload.

Soon enough the enemy reached the truck, with some of the men now burning off the ones that got too close. The last few were called off from engaging any further with your men as you reached the flat riverlands, now under the protection of the western empire. You had now reached beyond the desert, and had now come deep into the enemy's territory, and patrols would soon be visible on the horizon. The lands were still flat, though short grasses could now be seen covering lands that received water in the flood season. Farmlands were visible around three miles away, on the edge of the horizon, as well as rivers and people no doubt. Fletcher and your men proposed that you dropped Deaths-Head here, leaving Guzzler and someone else to watch it, while everyone else went into the nearest town disguised to find out where the capital is (the guide had only been here when the lands were split up between warring lords, not united under an empire like it is now, meaning he doesn't know where the capital is), but the guide had a problem with this plan: where would you hide the truck? There are no trees, no mountains, no deep gorges or high dunes in the lands of the empire, and although you could hide it in the dunes you were just at, what is stopping some raiders from stealing it? The guide said that though he hadn't been here for many years, he knew a guy who could hide in his property. The men were dubious, and looked to you for the final say:
>Trust the guide, following him to his contact
>Write in an idea for a hiding place
>Hide it in the waster dunes (write in whether you want more men guarding it)
>>
>>4063923
>Trust the guide, following him to his contact
It's unsafe to hide the truck in the waster dunes. I just hope we can trust his man
>>
>>4063923
>>Trust the guide, following him to his contact
>>
>>4063923
>Trust the guide, following him to his contact
If he betrays us, we'll geld him and cut out his tongue.
>>
>>4063932
>>4064224
>>4064235
You drove where the old man guided you, going north along the empire's border until you reached what looked to be a large house and farmstead separated from all the others, with the few servants there noticing your truck, running to the presumed landowner. The guide took the truck in as the noble of the land came out of his large house, welcoming the unexpected guests. The man laughed as he saw the guide, hugging him after a handshake, saying: "Brandr! You bastard! How long's it been? Nine, ten years?"
The guide responded: "Geirr, I know it's been too long, but I've got a favor to ask of you." Gierr laughed again, then crossed his arms, looking to the truck and back to the guide, raising an eyebrow.
Brandr put his hands on his hips, saying "we have traveled far, and I know not many people in this side of the world anymore. This truck has proven to be quite the coveted treasure for the wasters and raiders we have encountered along our mission. I would like to ask you to hide this in your barn, while we talk see to our business in the empire."
Gierr rubbed his chin with his hand, and looked at the truck and conspicuous men, resolving soon enough to shake Brandr's hand to agree to hide the vehicle. Your men covered the back with a tarp, and had Guzzler (who was of particular interest to the noble) and Ulast the hunter watch over the truck, as you drove it through the huge barn doors, keeping it within the protection of the lord.

Brandr Gierr said that the capital's name was called Therabond, but that was deep in the riverlands, and Gierr did not have a map, though he did say that it was roughly west of here (which helps a lot). He said he could give you a servant to escort you to whatever town you wanted to go to, but you'd have to pay for it, and now there's someone on your team who could give information to the enemy:
>Take the servant
>Travel without the servant
>>
>>4064994
>Take the servant
We'll kill him once we've verified where the capital is. I hate to do it but Urizen's life's work is on the line.
>>
>>4064994
>>Travel without the servant
>>
>>4065019
>>4065037
Need a consensus
>>
>>4064994
Backing >>4065019
It sucks, but we're transporting a giant nuke. We have to make sure we can get it where it needs to be quickly and without having someone tip off the enemy.
>>
>>4065019
>>4065482
You paid the man for his servant, and went on your way, taking five horses from the stable for you and the men. The guide and servant led the way and, while they were at a safe distance away, Fletcher rode alongside you, and whispered: "I've been talking to the men, and they've all agreed that this guide is not to be trusted. He could simply say the word and we're surrounded by ten thousand armed men. There's also the matter of the serv-" You cut Fletcher off with a small hand sign, and replied: "I know this, and I know that once we reach the capital this escort of ours will become a liability. But we'll deal with this when the time comes." Fletcher reclined back on his horse, and you continued on your journey.

The first town you came to was huge, as large as Kurrlon, but with more people in it. As you rode inside, you heard all the merchants and tradesmen talking in tongues, ones that you hadn't heard nor understood. The guide was talking to the servant in the westerner's language, then talked to you, saying: "I believe the fastest way to travel to the capital is by traveling to Mazzkaal, a town just northwest of here, but the servant said that the town was recently experiencing some troubles in rebellion, and that going around its roads and to Sussain, a town far south-west of here, would be safer. I'll leave it to you men:"
>Trust the guide and travel to Mazzkaal
>Trust the servant and travel to Sussain
>Trust neither, and head straight through the farmland, avoiding the roads and paths
>Stay here for a while (write in what you do in the town)
>>
>>4065572
>Trust the guide and travel to Mazzkaal
A town in the middle of a rebellion should have people who hate Yurtherik and might be willing to help us.
>>
>>4065599
>>4065599
You went with the guide on this one, heading off with Brandr at the lead, after a quick resupply at the current town of course. As you were driving over the main river of the town to go westwards, you noticed something: it was deep and running. There were only two or three rivers in the east that ran all year round, and they were seen as a rare commodity. In this land, however, the rivers were all running, and the food was aplenty. The guide even told you that it only got greener the further west you went, and the towns could be seen at every mile, with some being as large as the city of the ancients. You saw farmers with large harvests and houses doting the fields. This threat was well sustained, and these lands were ripe for the picking.

You were now traveling along a constant web of dry and running rivers, with roads following each one, and caravans along them. You camped next to a flowing river in one of the farmsteads, with your small number of men taking watch shifts while the others slept. You woke up early next morning to Fletcher shaking you, telling you to get your guns and armor on quickly. You came outside to see everyone else watching a group of about ten patrolmen talking in their westerner tongue to the guide, with what looked to be an upset farmer next to them. From the sound of their voices, the talks had begun to turn sour, and the patrolmen were getting angry, pointing to you and your men all the while. One of the larger soldiers pushed the guide to the side, and begun walking to one of your men, speaking in a language he obviously didn't understand. Your men were all ready to attack, and the western soldiers were clutching their weapons. The servant was nowhere to be seen, and more soldiers might come if you stay here arguing. You decided to:
>Write in (roll 1d100 if it's an attack plan)
>>
Rolled 64 (1d100)

>>4065702
Things are turning sour and we can't really turn things around without knowing the language.
Open fire on the patrol, starting with the most dangerous looking of the soldiers. If it's safe enough, shift our fire to the soldiers farthest away to prevent any of them from escaping.
>>
Rolled 31 (1d100)

>>4065702
>>4066700
+1
>>
Rolled 25 (1d100)

>>4066700
It really do be that way
>>
Rolled 63 - 25 (1d100 - 25)

>>4066700
>>4066731
>>4066734
25 -40 (Iron armor, master swordsman, a plan of attack, guns are way better than bows [-10], superior ranged weapons, element of surprise, and inhuman accuracy) = -15

Enemy gets -25 (Outnumber you, superior melee weapons, and full steel armor [-15])
>>
>>4067619
>>4067619
-15 vs 38 = Absolute success

You looked to your men and nodded, then drew your rifle, as your men drew their weapons. The patrolling soldiers hardly had time to react as you dropped their leader. Your men shot down the rest as you protected the guide from the gunfire. The guide yelled: "WHAT ARE YOU DOING?! You just shot men of the law in the middle of enemy territory. Even if no one hears you know, they'll find the bodies, and then we're fucked!" The men were now pilling up the dead, searching through their gear. Brandr was furious as he began getting up in your men's faces, telling them he had the situation under control. Spinesplitter had enough and, with your consent, knocked the old man out with a single punch, carrying him on his back to the horse. The guide was right though, now you had dead bodies with the imperial armor on them being very recognizable. You had the men strip them naked, and tied stones to their bodies, throwing them into the deepest part of the river, though that wasn't even below head height. The servant appeared from a trip to the 'toilet,' not knowing that you had killed some men, and you went on your way, reaching the nearby town of Mazzkaal late in the morning.

The town was half destroyed, and the parts that weren't were mostly occupied by soldiers. Now that the guide had recovered from his 'nap,' he somewhat begrudgingly translated what the servant was trying to say: "this town was one of the last that Yurtherik had taken, being the second appointed capital (after the first one had been taken) of the eastern-most kingdom. It fought valiantly, but Yurtherik was wise in the ways of siegecraft, managing to get a man on the inside to open the gates, storming the town at midnight." As you rode through to the markets, you saw many homeless, and hungry eyes on you. "The emperor fears a rebellion after ruthlessly sacking the place, and people would agree with him. This place will become a village soon enough, and the people here have already mostly deserted." You saw desperate townsfolk ripping apart pieces of the walls and elaborate architecture, with most of them using it as the stone foundations of their new shanty houses.
>>
>>4067657
As your men were getting something to eat, you saw a particularly wealthy man riding out of the markets in a wagon. The man was dressed in elaborate silks, and had drawn a crowd just by the contrast between him and his surroundings. As he began to leave, some homeless began begging a bit too close, grabbing at his beautiful garments as well. The noble kicked one down, though this didn't stop the others from getting closer and closer, with some jumping on the moving vehicle. Some soldiers tried to pull the peasants from the wagon, leading to confrontation and shoving. You saw one of the bums take something from the back and run, only getting a few steps before getting shot in the back. Your men had returned now, and you ordered them to stay far away from what was escalating into a fight. One of the peasants drew a knife, and stabbed the bowman that had downed his brethren, yelling a warcry to the others. They all started to draw weapons, with soldiers and peasants running in to join the bloody moshpit that was forming around the wagon. The noble was now standing up trying to fend off the weapon-wielding folk and, as you saw him draw his ornate sword, you also a great big coinpurse at his side:
>Rush to the aid of the noble
>Rush to the aid of the soldiers
>Rush to the aid of the peasantry
>Rush to the gate, to get the hell outta there
>Or write in

Roll 1d100
>>
>>4067660
>Rush to the aid of the peasantry
The perfect opportunity for propaganda.
>>
Rolled 30 (1d100)

>>4067660
>Rush to the aid of the peasantry
We can use these people to distract Yurtherik's men at home.
>>
Rolled 17 (1d100)

>>4067683
Whoops, forgot
>>
Rolled 32 - 25 (1d100 - 25)

17 -25 (Iron armor, guns are way better than bows [-10], superior ranged weapons, and inhuman accuracy) = -8

Enemy gets -25 (Outnumber you, superior melee weapons, and full steel armor [-15])
>>
>>4067723
-8 vs 7 = Victory

You ordered the men to open fire on the soldiers, with the melee troops running in to join the peasantry. As you were shooting down bowmen, you saw that the noble had been stabbed to death, and his treasures were stolen. Along the walls, townspeople took out the guards, and the gates were closed to stop reinforcements. By the end of the day you and the town had dealt with the enemy occupation, with them gutting the local lord, replacing him with one of their own. Your surprising interception in the rebellion switched the balance of the battle, and the town offered you many things in exchange for you and your men's great aid:
>Ask for them to pledge their allegiance to Urizen in exchange for further help against the western tyrant
>Ask for you and your men to be given equipment for the journey west (what do you want specifically?)
>Ask for nothing. You do as your god wills you (could make them follow Mashuk)
>Ask for a force of men to come with you westwards, and for them to be loyal
>Write in
>>
>>4067737
>Ask for you and your men to be given equipment for the journey west (what do you want specifically?)
Maps if there are any.
I don't want to rely on the guide any longer than we have to.
>>
>>4067742
>guide
Or rather, on the servant. The guide is suspect as well, but the servant is even more suspect.
>>
>>4067737
>Ask for you and your men to be given equipment for the journey west (what do you want specifically?)
Maps, road charts, anything and everything we can use to navigate.
>>
>>4067742
>>4067744
>>4067749

The townspeople are surprised by the small reward, and send a cartographer to gather his best maps for the empire, coming back with a few of different sizes and regions. You saw where the capital was, and you saw the web of towns around it. You had completed the journey to locate the city of Yurtherik, though you had not yet seen it with your own eyes. Maps were expensive (from lack of maps and compass), and you thanked the town before leaving. A fork in the road had appeared before you:
>Go to the capital for more recognizance
>Go back to Deaths-Head
>Send a few men under Fletcher to the capital, and go back with a few to Deaths-Head

The servant was also an issue: from you joining the rebellion against his liege, you had broken the law and were now a criminal in his eyes, though he kept quiet enough. He might tell his lord of your true allegiance, leading to a possible massacre of your men:
>Kill him
>Don't kill him
>Or make him promise to never tell his lord under threat of death (would reveal your intentions)
>>
>>4067759
>Go to the capital for more recognizance
>Kill him
>>
>>4067759
>Go back to Deaths-Head
>Kill him
I hate to do it but he'll sell us out in a heartbeat.
>>
>>4067764
>>4067765
Poor servant.

Need a consensus
>>
>>4067770
Oh, wait.
Switching to go back to Deaths-Head.
>>
>>4067764
>>4067765
>>4067774
You told your men the plan, and started heading back to the lords manner, going around where you had killed those guards this time. When the first night fell, you had Fletcher help you silently choke the servant to death using a rag stuffed in his mouth. As you dropped the body in the river, you heard the crunching of dead grass behind you. You turned around and drew your sword, aiming it at any possible witnesses, but you saw none. You stayed up with Fletcher for the rest of the night standing guard over the men, ensuring no one would escape. Someone had seen you in the act and, unless it was a local, the only man who wouldn't tell you would be the guide.

At morning you woke everyone up, including the guide, and questioned them all whether they were up last night. All but the ones doing night shifts (Spinesplitter and Ironarm) said they did not, though when Brandr spoke it was with a detectable hint of disgust. This was a problem, if he snitched, you were dead meat:
>Kill him
>Don't kill him
>Cut out his tongue/silence him
>Try to bribe him
>Make him swear under threat of death to not snitch
>Or write in
>>
>>4067824
>Kill him
I hate to do it, but he isn't necessary for our mission and it's the only way to be sure.
>>
>>4067824
>Kill him
This is the price of treachery.
>>
>>4067827
>>4067848
You looked at Fletcher, giving him the sign, then had the white hawk aim his revolver at Brandr's head, asking him again: "did you, or did you not get up last night?" The guide nodded, glancing sideways to see the weapon. Before you looked to Fletcher again, the guide said: "I didn't tell you why the lord looking after your cargo and I were so close, did I? Well, back in my youth I did the rounds, transporting stolen possession from one rival lord to another, with a seal from either one to legally (in their kingdom) steal those goods from their competitor. That lord was my right-hand man, and sure enough, we got rich doing that. I was chased out of the western kingdoms by bounty hunters and lawmen eventually, but my friend was able to lay low, keeping his wealth close to him. I, unfortunately, came upon a spree of bad luck, leading to me losing most of my money, with him doubling his. Why do I say this? Because if you kill me, then he's gonna come after you. And if he comes after you, all the mercenaries and bounty hunters from this land will come after you. So go ahead, shoot me." The men all had fear written on their face, while your hostage was as calm and collected as ever. You drew your sword to the man's neck, and had him kneel down. By Mashuk, this man will walk through the afterlife without a head! The guide looked up and shouted: "DO IT WASTER!!! BY ALL THE GODS IN THE SKY, AND ALL THE DEMONS IN THE GROUND, I CURSE YOU TO BE HUNTED TILL THE END OF YOUR DAYS!!!"
>Go through with it, beheading the bastard
>Let him live, but bound until you reach the lord
>Or write in (possibly an option listed in >>4067824)
>>
>>4067858
>Go through with it, beheading the bastard
By the time word reaches the lord, we'll be buddied up with Urizen and it'll be too late for him to do jack diddly shit about it.
>>
>>4067858
>Go through with it, beheading the bastard
>>
>>4067858
>>Let him live, but bound until you reach the lord

Going full "no witnesses" here is convenient, but bound to backfire.
>>
>>4067881
Right now he's of no use to us. In fact, he would actually be a liability because he'd fight us constantly, refuse to help us in any way and try to out us.
>>
>>4067866
>>4067872
>>4067881
>>4067889
You raised your sword up and cleanly beheaded the man, with some of your troops throwing him in the river with some weights attached. Now without the burden of disloyals in your party, you reached the lords land within a few short days. You saw no reason to bother the man, and drove off with Deaths-Head in the middle of the night. You knew that this mission could be a death sentence, but still you breathed a sigh of relief. When you came to the farmlands, Spinesplitter lifted up some wine that he said he taken from that rich noble in the rebellion, with Fletcher (the only literate member of your gang) not being able to read the writings on the front, theorizing the vintage to be from the ancients. When Spinesplitter opened the old cork, it made a pop sound and flew through the air like a bullet. Though all your men jumped at first and reached for their weapons, they all relaxed and started laughing from the strange drink that was now producing some sort of fizzy foam. The rest of the night was spent sharing stories and drinking, driving through grasslands at a dangerously leisurely pace.

When you woke up, it was with a slight headache, with most of the men still asleep. You started the truck back up, and continued on your way, with all the men slowly getting up, talking much more like friends than when they had departed on this mission. You knew you had the law on your tail, and now farmers and merchants were seeing the huge truck and running away. You learned of all the lives of your men, with some a little more interesting than others. Guzzler, for instance, said that he lived in the far east, hunting mutant wolves with his clan till he was captured by outsiders, and trained with a whip to kill in the arenas. Spinesplitter said he was a mercenary that fought against Urizen, then for Urizen, then against Urizen, till he finally was captured by Urizen and put into the arenas. The best part was that he was again freed by Urizen to fight for him. Fletcher was the most closed up in his story, but seemed to enjoy hearing others. The most you got out of him was that he had been an outlaw when he was young, then became a bounty hunter, though he didn't give specifics to the men's dismay.

On one of the mornings, you and your men heard something: the thunder of a thousand hooves. You were too slow, the law was now hot on your tail. You stepped on the gas as you saw the many horsemen come over the hillside, making the waster force that you escaped before look like nothing. You were days away from the capital, and weeks away from safety. You could face these men, you could try to drive away from them, or you could outsmart them:
>Write in what you do/what your plan is

Roll 1d100
>>
Rolled 14 (1d100)

>>4067908
Tell Fletcher to floor it, pray to Mashuk, and shoot to disable the horses near the front of the line.
>>
Rolled 65 (1d100)

>>4067908
What >>4067914 said. Add extra prayers for good shooting
>>
Rolled 10 - 85 (1d100 - 85)

>>4067914
>>4067924
14 -65 (Iron armor, Deaths-Head, guns are way better than bows [-10], flamethrowers, machine guns, minigun, explosives, superior ranged weapons, fortified position, inhuman strength [Guzzler], inhuman accuracy, and the blessing of Mashuk) = -51

Enemy gets -85 (Outnumber you 100 to 1 (-50), superior melee weapons, faster than you, element of surprise, an ambush force in front of you, traps to flip the vehicle, and steel armor [-10])

Let's hope that Mashuk is listening
>>
>>4069627
-51 vs -75 = Close defeat (for fucks sake)

You looked to your men, and had them all gather around you. You said to your soldiers: "I have chosen you men for this job for a reason, I have freed you from your shackles for a reason. Whatever we face, whatever rides over those hills to kill us you men will not surrender, and you will not be taken alive. I have chosen you because I know that you are warriors! I have chosen you because you will look into the face of death with your weapon raised high, greeting your end to live in the highest halls of our god, of Mashuk!" You picked up your rifle, as they picked up their weapons, and held your hand out, saying: "for honor." The men hesitated, then Fletcher put his hand in the center, saying: "for oaths made." Next Spinesplitter put his hand in, and said: "for blood and glory!" Ironarm put his hand in next, saying: "for the brothers who fight beside us." Ulast the hunter put in his hand, and looked at you men as he smiled and said: "and for the riches that await us." Lastly, Guzzler put in his huge hand last, as you all lifted them up while yelling at the top of your lungs "FOR MASHUK!!!"

[1]
>>
https://youtu.be/GGU1P6lBW6Q

You jumped in the front and drove full speed over the hills as Guzzler grabbed the hidden minigun and the rest of the men picked up the machine guns. They were close on your heels as your men shot down their first line, with Guzzler laughing at the top of his lungs with shells flying everwhere from his carnage. They started to get in range of their bows as you swerved left and right from their torrent of arrows and bolts: they were aiming for the bomb, most likely wanting to detonate it in the less populated farmlands. You saw the front line of their horsemen start to bring out hooks on chains from the side satchel of their steads, swinging them in a circular motion to build up momentum. As some of your men switched to the mounted flamethrowers, you saw what looked to be the huge flood-rivers that divided these lands, knowing that your truck could ford them while the enemies horses could not. As your hopes were rising, you saw something that made them drop again: another force of cavalry approaching from the northwest, intercepting your possible escape. You turned slightly away from this distant force, and told your men of the unfortunate news.

You switched out with Fletcher, and mounted one of the flamethrowers, seeing the enemy cavalry now pulling themselves up the sides from chain and hook, which you burnt off without much trouble. More came, swinging their boarding devices in arching motions, jumping off their horses to get to you, with some even getting their chains or gear caught on the wheels, meeting a gruesome death under the truck's wheels. Though Spinesplitter and Ironarm tried their best to pull off the hooks, more just came, till the task seemed impossible. The arrow fire from the horse archers was so vicious and constant that it became Guzzler's major target, shooting down many of the distant troops in so doing.

Your men and you were getting tired from the fighting, as they kept piling on, now with your melee troops skewering those who got too close. Guzzler had run out of fuel with the minigun, and had now switched to dual-wielding machine gun rifles, while you and Ulast were running low on flamethrower fuel. You were close though, the rivers were only a few hundred meters away. The interceptor force was just about to reach you with their tightly packed cavalry, when you decided to bring out the secret weapon: ancient explosives. You had Guzzler throw one of these precious items, with the thing ejecting a small parachute over the middle of the enemy charge, landing a few hundred meters away from you, creating a huge explosion that blew the men and horses around it to pieces. You then took the rest of the grenades and threw them at the charge, effectively disrupting it to the point that they just fell in line with the others.

[2]
>>
Though some enemy troops were now in the back fighting in melee with yours, it was too late for them: you were just a hundred meters from the river. As you turned around smiling to see your escape, your joy turned to dread: you saw a group of men who were hidden before jump up, triggering a spiked trap right in front of you, leaving Fletcher little room to maneuver the truck. Fletcher tried desperately to evade the trap, swerving the vehicle too fast, causing the whole thing to turn sideways in front of the river, with the spikes still popping one of the front wheels. You felt the cars balance tipping as the men all looked to you, with you yelling: "JUMP!!!" You saw the securements of the bomb start to snap as you dove headfirst into the water, using your iron armor to keep you weighted to the floor. You saw the blurry image of the truck above you, ducking down in preparation for it entering the river. You counted the men who jumped in just before the truck fell in: Ironarm, Spinesplitter, and Ulast. Deaths-Head hit the water's surface like a hammer against steel, making you swim backwards to avoid being crushed by it. You swam around to the front of the truck, and pulled Fletcher from the sinking truck, breaking the protective glass in the process. When you swam to the back, you saw all your men trying to pull Guzzler out from underneath the bomb: he had held it from hitting the side to stop it exploding, getting himself caught underneath it in the process. You swam over to the struggling giant, holding his hand with yours as he began running out of air. You saw as he stopped struggling to lift up the bomb, unable to stop it from crushing him, with him letting out the last bit of air from his lungs as he screamed under the water. You saw the life leave his eyes as his grip loosened, making you let him go, vowing that his death be not in vain.

You saw arrows hit the water's surface, knowing that a decision had to be made now to avoid capture:
>Swim south, trying to find an ally in the empire's enemies to aid you
>Swim north, further into the enemies territory
>Come out of the water, and give yourself up
>Come out of the water, and fight to the last (roll 1d100)
>Detonate the bomb
>Or write in

[3]
>>
>>4069694
>Swim north, further into the enemies territory
Guzzler's death will not be in vain, even if every one of us will be a ragged corpse when we've finished. If they threaten to overrun us, detonate the bomb but if not, do our damndest to reach the capital on foot.
>>
Rolled 16 (1d100)

>>4069803
>>
No need to roll anon
>>4069803
>>4069804
You had no way of carrying that bomb, but by Mashuk you would find one. You had the men follow you under the water, wading through the bottom of the river using weights to stay under. You had swum for only a few minutes before you had to rise to catch your breath. Luckily the brown murky freshwater of the river concealed your mouth as you took deep breaths just above the surface. After your men were ready to swim again, you continued up the river, walking through the murky depths for almost an hour till you reached your limit, rising to a riverbank to take a rest, warming yourself up in the sun along with your men. Luckily the horsemen of the enemy would not be able to haul that bomb out of the water, and it would take them bringing in a large wheeled device first, and a lot of men and ropes. You knew that most, if not all, of that army that came after that bomb, but a good chunk were after you instead, most likely paid by the noble to capture you. You would have hundreds of men on your tail, and you didn't even have a horse. Fletcher stood up and put his wet hat back on his head, saying: "well, we've got no guide, no transport, an army after us, and we're soaking wet to top it off." Your men were without hope, and Fletcher was not helping. "But," the white hawk said smiling, "we do have this." Fletcher lifted up a wet map from his side bag, putting it on the ground to survey. You were at the banks of the dividing rivers, and your destination was a few days travel in the truck, a week's travel on horseback, and many weeks on foot. First though, you needed to get that bomb back. You could hitchhike, but it would put you in the sight of the law, or you could travel through the back ways, avoiding the people and staying in the shadows, hoping to steal a horse when the time comes:
>Hitchhike:
>Go through the deep country
>Or write in

Getting that bomb back was top priority, and buying something able to haul it would only reside in a town, luckily the roads around here lead to a few close ones:
>To Silverspade: the closest town along the river, directly north of here
>To Catspaw: A town to the west that is a hub of trade from what the map says
>Or to Ulyv: A run down semi-deserted town far in the north, which will attract the least eyes but take the most time to travel to
>>
>>4069823
>Go through the deep country
>To Catspaw: A town to the west that is a hub of trade from what the map says
There is no other choice
>>
Rolled 84 (1d100)

>>4069832
Forgot to sneak. Hopefully they don't know what they're looking at with the bomb. Fuck that was a horrible streak of luck. Maybe Urizen can hold out, maybe we've fucked us all. Damn.
>>
>>4069823
>Go through the deep country
>To Catspaw: A town to the west that is a hub of trade from what the map says
They would expect us in Silverspade.
>>
>>4069832
>>4069833
>>4069834
This was serious now, you and your men went into the farmlands and roadless cropfields, avoiding townspeople and traveling at night as much as you could. The walk was long and full of fear, sometimes finding search parties just a few hundred meters away, traveling without the heat of fire and the comfort of small talk lest you be heard. When you reached Catspaw a few days had already passed, and the place was packed with troops and bounty hunters. You managed to sneak in through a wagon transporting wheat and hay into the town, jumping out once the guards let the vehicle through. When you were inside, you saw a few options for bomb transport:
>A state of the art ten-horse wagon: covered in guards and presented in the middle of the town
>Two four-horse wagons: Easier to get out of the town, but harder to transport the bomb
>Or a wagon with what looked to be a large exotic beast of burden: Hardest to steal, easiest to transport the bomb

Next you needed a plan for taking one of these items, using your somewhat weary 'hiest' team:
>Write in how your gonna get one of the wagons from the town square (the place has walls and guards constantly patrolling)

Roll 1d100
>>
Rolled 53 (1d100)

>>4069872
>>Two four-horse wagons: Easier to get out of the town, but harder to transport the bomb
>>
Rolled 97 (1d100)

>>4069872
>Two four-horse wagons: Easier to get out of the town, but harder to transport the bomb
>Knock out some unimportant-looking merchants, have two of us put on their clothes and steal their goods. Have the rest hide in the wagons, load them with goods to conceal them and leave the town.
>>
Rolled 25 (1d100)

>>4069937
This is the least likely to seal our fate
>>
Rolled 75 - 25 (1d100 - 25)

>>4069922
>>4069937
>>4070145
25 -40 (Iron armor, master swordsman, a plan of attack, guns are way better than bows [-10], superior ranged weapons, element of surprise, and inhuman accuracy) = -25

Enemy gets -25 (Outnumber you, superior melee weapons, and full steel armor [-15])
>>
>>4071513
-25 vs 50 = Victory

You waited in the back alleys till shadow covered the town, watching the merchants move between the peoples, selling their goods to the highest bidders. You managed to take out two who walked to close to the thin alleyway, changing into their breezy outer-garments to approach the wagons. The guards gave you a quick glance, and allowed you through to the wagons, with you knocking them out while behind them. You brought the undisguised men through the hole in the soldiers patrols, quickly taking out the merchants around the wagon, and loading up some stolen gear from the rich nobles. You and Fletcher (the ones disguised as merchants) rode the wagon out of the town, with the guards at the entrance being none the wiser. While your men were hiding in the back, they found something that interested them: a bounty poster with ten thousand dollars for each of you caught alive (five thousand dead), and an extra ten if you were all caught at once. You couldn't scam this bounty by breaking each other out of prison, because the money was only paid once you were given in shackles to Gierr, the noble and friend of Brandr.

You took to the backcountry once more, traveling through the pasture lands and grasses back to the river that housed the bomb. An army could be stationed there for all you knew, so a plan was needed to deal with them:
>Sneak at night to the river, and search for the bomb
>Send a message to the rebel town east of here, asking them to distract the enemy army
>Try to disguise yourself as a soldier, and figure out their plans in their camps
>Wait for them to start marching with the bomb, then (write in)
>Or write in

Roll 1d100
>>
Rolled 22 (1d100)

>>4071542
>Sneak at night to the river, and search for the bomb
>Send a message to the rebel town east of here, asking them to distract the enemy army
We'll have our rebel friends distract the army and then use that distraction to take the bomb back.
>>
Rolled 41 - 25 (1d100 - 25)

>>4071549
22 -40 (Iron armor, master swordsman, a plan of attack, guns are way better than bows [-10], superior ranged weapons, element of surprise, and inhuman accuracy) = -25

Enemy gets -25 (Outnumber you, superior melee weapons, and full steel armor [-15])
>>
>>4071571
-18 vs 16 = Victory

You had Ulast ride east to the rebel town using one of the wagon horses, while you had the men prepare their plans. After six days your man returned, and reported that a cavalry force of three hundred men would draw the almost a thousand men tomorrow, telling you to get ready to remove the weapon in that time. You prepared the wagons, and waited for the allies to attack.

You heard the fast marching from the enemy camps, seeing the troops moving away from your weapon to no doubt defend against the rebel force. You waited until most of the men left, then you, Ironarm, and Spinesplitter snuck into the river, concealed by the night sky. You swam to where the bomb used to be, and followed the drag lines along the thick river mud, finding the thing pulled just up to the river bank on the enemy's side. You and Spinesplitter tied a thick chain around the tail of the warhead, with Ironarm staying watch as you signaled the wagons to pull. When the chain across the river became taut from the two wagons on the other side, a few guards came to investigate the rattling sound. You pulled out your bow, as Spinesplitter and Ironarm hid behind the bomb. The guards began running when they saw the bomb turning from its tail end being pulled towards the river. Spinesplitter clothes-lined one of the men while Ironarm decapitated another, with you shooting the last through the head before he could blow his war horn. You saw more men coming towards the now moving bomb, following it into the water with weapons drawn. Guards blew the war horn to alert all the other men, with some jumping into the water to detach the chain. You took out the men before they could resurface, picking them off like this till the bomb had been pulled completely out of the river. You jumped out of the river with your men, and ran from the soldier's arrows. You had removed the tops from the wagons, and tied them together using rope, rolling the bomb onto the back using the things own momentum down the slight incline, jumping on the back and grabbing some guns to defend against the advancing enemy force.

You shot down the cavalry first and foremost, taking out at least ten or twenty before they reached you. You fought off the last few horsemen, finding that the remaining troops were out of cavalry to attack you, having given most of theirs to the distraction in the east. You laughed at the enemy soldiers as they ran out of breath chasing the wagon, shooting the ones that you could see in the black night.

You celebrated with your men as you rode into the deep country again, covering up the bomb with a canvas tarp as you rode. The next few days were quiet, and soon you looked again at the map, noting your possible routes:
>Go south through the marshes: It's depopulated, but tough terrain
>Go through the riverlands: Easy travel, but many searching parties
>Go far south around the marshes: Depopulated and easy travel, but a long detour
>>
>>4071658
>Go far south around the marshes: Depopulated and easy travel, but a long detour
We can't take any risks now when we're so close.
>>
Rolled 23 (1d100)

>>4071658
>Go far south around the marshes: Depopulated and easy travel, but a long detour
We can't risk losing the bomb a second time
>>
>>4071670
>>4071715
You decided to circumvent the travel, but the path you chose was weeks long, and you only had enough supplies for the first step. You traveled fast along the flat plains, with the watches and patrols you did see avoiding anywhere but the roads. You talked to your men as you drove, returning to the high spirit of before the destruction of Deaths-Head, making light of the previous weeks of fighting and death. You talked about your early days as a raider, riding along the dunes with only the thought of glory and honor on your mind. You told of how your father raised you; more like a tool than a son. Your men reciprocated the feelings of distant parents, some not even knowing theirs. Fletcher was the only one who didn't talk about his upbringing, simply saying it was like any others. You shared the strong wines of the stolen merchant's goods, and even smoked the tobacco that was hidden under the piles of packaged foods. You shared around the only vessel that could contain the tobacco: Fletcher's pipe, and Spinesplitter broke out into a marching song from his old days on the battlefield. All the men joined in with Spinesplitter, singing in a drunken fashion the song, which's lyrics told the story of Mashuk marching to battle against the other gods, casting them from their thrones, swearing to become the sole ruler of the world, with the phrase 'only the strong worship Mashuk' being repeated over and over.

For a few weeks, you rode with your men, talking about Urizen, war, the bomb, and the old world before ours. Fletcher seemed most interested in the old world, saying that many believe that Mashuk punished the weak and un-worshiping denizens, leading to him striking down the earth with his sword, flattening the world. Most who worship the deity do not believe this, however, seeing it as propaganda from the softskins, who worship their own plethora of gods. Ulast said that he believed that bomb in the back was the key, breaking the world city by city, with the technology of man leading to their own destruction. You thought of what Urizen said to you about the nature of Mashuk, and found it not entirely unlikely that the god was capable of that kind of wrath, and that maybe he used man's own weaponry against him. For the last few days before reaching the entrance to the western path, your men and you were quiet, pondering on the deeper points of the talks.

You had to restock your food, but how?
>Go to the town of Illig: The food there would last you the whole trip
>Go to a local village: It's safer this way
>Steal some food from farms, avoiding people altogether (roll 1d100)
>>
Rolled 78 (1d100)

>>4071742
>Go to a local village: It's safer this way
For some of of the food, then
>Steal some food from farms, avoiding people altogether (roll 1d100)
for the rest
>>
Rolled 62 (1d100)

>>4071767
78 -50 (Iron armor, master swordsman, a plan of attack, guns are way better than slings [-15], superior ranged weapons, superior melee weapons, element of surprise, and inhuman accuracy) = 28

Enemy gets no modifiers
>>
>>4071796
28 vs 62 = Absolute victory

You entered the village and bought bread, meats, and fresh vegetables. Next, you raided the countryside, taking grain and fresh meat. This raid would draw attention to you, but they wouldn't track you across the western path. You rode out of the reach of the local soldier patrols, going between the marshlands in a 'path' of farmlands. The days went by quickly, with your men passing the time by training in combat, talking about the possible paths of escape once the bomb is planted.

During the late afternoon, you heard the cry of a woman, looking over to the southern marshes to see someone trapped in the sinking muds. Your men looked at you for orders:
>Ride over to save the woman
>Ride past them, ignoring their cries
>Or write in

Roll 1d100
>>
Rolled 66 (1d100)

>>4071804
>Ride over to save the woman
Mashuk would expect nothing less
>>
Rolled 38 (1d100)

>>4071804
>Ride over to save the woman
>>
Rolled 38 (1d100)

>>4071804
>>Ride past them, ignoring their cries
>>
Rolled 35 - 10 (1d100 - 10)

>>4071842
>>4071846
>>4072207
38 -35 (Iron armor, master swordsman, guns are way better than bows [-10], superior ranged weapons, superior melee weapons, and inhuman accuracy) = 3

Enemy gets -10 (a plan of attack, and the element of surprise)
>>
>>4073019
Sweet, now we get someone to torture for information.
Unless it's a bandit, then the chick's useless.
>>
>>4073019
>>4073042
3 vs 25 = Victory

You took some horses over to the person, who was half-naked, covered in dirty rags. When you came over, you saw that the woman was tired, still trying to pull herself up from the wet mud. You threw her a side of some rope, and pulled her out of the soft ground. She collapsed as she crawled on the solid earth, with you going down and picking her up, putting her on one of the horses to take back to the wagon. As you tied the horses back to the wagons, and prepared to leave, you heard a voice from the wetlands that the girl came from, seeing ten or so men walking towards you, all with weapons raised. None of them have horses, and you could ride away from them before they even got to you. The presumed leader of the men yelled out: "Stop! That girl is ours! Stop your wagon or we'll be forced to attack!"
>Ride away
>Talk to the men, trying to buy the woman from them
>Talk to the men, giving them the girl in exchange for money
>Open fire on the obvious raiders, killing them then and there

No need to roll, the one before will carry over to this engagement
>>
>>4073049
>Open fire on the obvious raiders, killing them then and there
>>
>>4073055
You ordered the men to open fire, shooting down the distant soldiers before they could retaliate. From behind your vehicle came some more men, who had come from the other side to no doubt attack you when you weren't looking. The surprise attack ended quickly, with you shooting down the small group of men with ease. After looting the dead men, you rode on, with the woman in the back asleep from their long journey. The next day the woman was awake, but she hardly talked, drinking and eating much. The third day with this passenger was much the same, though you were able to buy her new clothes at the nearest village. You could see now that the woman was beautiful, and probably only a little younger than you, and when she washed the mud off of herself it was obvious that she was a noble, not a peasant.

The next day you saw signs of the lands widening out, now leaving the marshlands for good. As you were leaving this place you saw a line of patrols at the exit out, with you dressing up as merchants and hiding your men in the canvas tarp with the bomb. The woman reacted unlike you would've thought, hiding underneath the tarp with the men, clearly an outlaw too. As you approached the troops who were stationed along the farmlands entrance, they stopped you to search your wagons. As they were walking around the back, one of them started talking: "we heard of an escaped woman around here, who somehow managed to obtain a gun and kill all of the guards stationed to her. If you have her, we'll be forced to kill you and take her, but if you give her up, we'll escort you two to the capital for a reward. You can decline the reward here and now though If you want."

>Give them the woman
>Don't give them the woman
>>
>>4073075
>Don't give them the woman
If they go digging they'll find the bomb, and it makes no difference whether we give her up or not.
>>
>>4073075
>Give them the woman
>>4073122
They're already searching the wagons. Giving them the woman would distract them and give us a free ride to the capital, killing two birds with one stone.
>>
>>4073126
I suppose you're right. It matters more that the mission goes as planned.

>>4073075
Changing my vote.
>Give them the woman
>>
>>4073122
>>4073126
>>4073167
You lifted the woman from behind the tarp, giving her to the soldiers, who were happy that their job was made so easy. The woman turned around, and said: "wait, don't do this, they'll kill me!" One of the soldiers slapped the girl, shutting her up. They put her on the back of one of their horses, and you followed them as an escort. You rode for days, watching the guards while they talked in their westerner's tongue, looking back every now and then to see if you were listening in. The way that they talked was somber, and you guessed that it wasn't about them personally. You rode till you reached the heartlands; green and covered in farmlands. You have been traveling for weeks, possibly months, you didn't know, all you knew was that all those bumps and hurdles in the road wouldn't stop you from completing this mission, from defeating this great enemy. You saw the rivers of the capital, then you saw the city itself, almost as large as the ruins of the old world: with shining steel walls and towers that reached for the sky.

As you approached the entrance of the city, you saw the fifty or so guards at the front gates, covered in more armor than 'the shield of Kurrlon.' The soldiers showed them the girl, and pointed to you two, talking in their tongue about the reward. The leader of the guards slowly walked over, looking you up and down, looking at the good in the back as well as the tarp-covered concealed goods. As one of the men went to pull up the tarp to look inside, no doubt seeing your very uncomfortable men inside, you said: "I wouldn't do that if I were you, those goods are not to be touched until they reach the town center." The guard looked into your eyes, then went to continue pulling up the white covering, with Fletcher this time saying: "the punishment for a man who touches those goods is the removal of their fingers. Tell me, can you be a guard when you've got no fingers?" The guard looked this time at both of you, and stood back up straight, walking back over to the other soldiers. The leader of the guards, looking to confirm the hostage, removed their gag, asking them who they were. The woman immediately turned to you two, and shouted angrily: "Those men are criminals! Under that tarp is a bomb!" You looked to her, then to all the guards who now looked to you, all starting to draw their weapons realizing you were the enemy's behind their lines. The lady had pieced together who you were from all the reports of you, and the guards constantly talking about you on the trip. You were fucked now, and you didn't know whether the detonation from here would destroy the whole city, and the men attacking you would only increase. The gates were currently open, but you had to go through two to get into the walls, and you didn't know whether you could make it:
>What do you do?

Roll 1d100
>>
Rolled 95 (1d100)

>>4073315
"Are you going to believe an outlaw sentenced to death, or the people who brought her to you? She's gone mad with fear."
>>
Rolled 100 (1d100)

>>4073315
HAIL MASHUK
>>
>>4073607
Oh shit oh fuck, what the fuck have I done?
>>
Rolled 61 (1d100)

>>4073315
>>4073330
ROLLING!!!
>>
Rolled 36 (1d100)

>>4073315
>>
Rolled 4 - 45 (1d100 - 45)

>>4073330
>>4073607
I'm choosing the 36, but that nat 100 will affect the outcome still
>>4073611
>>4073664
>>4074025
36 -30 (Iron armor, master swordsman, guns are way better than bows [-10], superior ranged weapons, and inhuman accuracy) = 6

Enemy gets -45 (Vastly outnumber you [-10], superior melee weapons, fortified position, two gates closing on you, traps for the wagon, and full steel armor [-15])

Come on, we can do this!
>>
>>4074498
RIP.
>>
>>4074498
>>4074503
My god. When will Longshot get a break?

6 vs -41 = Absolute defeat


New thread has next post >>4074554



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