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File: goblinchieftain3.png (1.28 MB, 1417x1063)
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Your party of twenty goblins and four humans rides towards the town of Northwalden. Two of the humans are too heavy to ride on a goat, but they have long legs and walk quite quickly. The child human seems quite fond of the goats, but shies away from the goblins. You travel south for a couple of days until you leave the forest and reach the road, where you turn east. Travel is quick on the road and you can see the towers and walls of the town within a few days. It's only when you get close that you realise how large the human buildings are. The road leads directly to the gate of the town. The guards have seen you from a distance and barred the gate. A dozen bowmen stand atop the wall with arrows drawn. As your party approaches the gate, the guards on the wall shout something to you. Your translator Bolzag tells you that they are asking you to identify yourself. Bolzag had never met a human a week ago, but had eagerly practiced his human speech with those in your party over the journey. You tell Bolzag to tell them that you are the mighty Aknag Trollslayer, chieftain of the Lugbod goblins. Bolzag steps forwards and speaks to the guards. Beside you, Gedmog sends his translator forward, who announces the presence of the Bagnar chieftain. Some of the guards seem to recognise Gedmog, who you know has had dealings with the humans before. Gedmog has his translator explain that the Lugbods and Bagnars have worked together to defeat the Tablon goblins, and have brought their chieftain's head to collect the bounty placed on them. The lead guard asks about the humans in your party. You have Bolzag tell him that they were prisoners of the Tablons whom you have rescued and brought to the town. One of the men in your party comes forth and speaks to the guards, saying that you speak the truth. With a closer view, the guards recognise him. Through Bolzag, the man tells you who he is.

Please roll 1d100, average of the best three determines the outcome.

Part 1: https://suptg.thisisnotatrueending.com/qstarchive/2023/5621721/
Part 2: https://suptg.thisisnotatrueending.com/qstarchive/2023/5726173/
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THE STORY SO FAR:

You are Aknag Trollslayer, mighty chieftain of the Lugbod goblin tribe.

Other characters:
Gedmog - Chieftain of the Bagnar hill goblins, who you have befriended. Wears a suit of human-made steel armour in battle.
Bognod - The village elder and your advisor.
Zegbar - The general of the army and your loyal friend and right hand man. He is a strong warrior and capable commander.
Hoknar - The village shaman. He is learned in the ways of healing, herbcraft, and legend.
Bolzag - The cleverest student of Grinkob, the last village elder. He is one of the few in the tribe who can speak the human tongue.

After being elected as chieftain and cementing your power, you led your army to victory against the nearby Garbol tribe, defeating them for good and making their stronghold yours. You also looted a fine steel sword of human make, which you named Shmirgle, after the troll-riding goblin warlord of legend. You learned from the Garbol prisoners that the Yardak tribe, who they had been warring with, had managed to tame a troll and use it in battle. You had metal armour forged for the Lugbod army and formed an alliance with the Bagnar tribe of hill goblins, hiring them as mercenaries. After improvising some flaming arrows, you assaulted the Yardak stronghold with your army and allies and slew the troll yourself, earning the reputation of a troll slayer. You were badly injured by the troll, and took some months to recover. After studying the destroyed Yardak shaman's workshop, your shaman Hoknar has some ideas of how the Yardaks managed to tame the troll. The Bagnars hired you to fight against the Hagrot tribe with them, whom you defeated together. Gedmog told you about a bounty the humans to the south had placed on the Tablon goblins, who had been attacking travelers on the roads. Together you attacked their village and defeated them. Among the prisoners you found some Yardaks and some humans. The Yardaks told you that the troll was found on the mountain to the north-west. You agreed to take the humans to the town to the south, where you will also bring the head of the Tablon chieftain to collect the bounty. We pick up the story here.
>>
Rolled 74 (1d100)

>>
Rolled 87 (1d100)

>>5779702
>>
Rolled 53 (1d100)

>>5779702
>>
Rolled 57 (1d100)

>>5779702
>>
The man's name is Otto Grenberg, and he is a prominent merchant in the town. He had been returning with a caravan from another town when they were attacked by the Tablons. Most of the caravan guards were killed in the fight and he and his family were captured, along with one surviving guard. The townsfolk found the destroyed and looted caravan a month ago and thought there were no survivors. Otto says he will give you a reward of silver for rescuing him and his family.
A richly dressed man arrives at the gate and announces that he is the mayor of the town. After speaking with Otto, he has the gate opened and your party is allowed inside. You show the mayor the head of the Tablon chieftain and he says he will have the 30000 silver pieces brought to the gate shortly. In the meantime you are free to explore the town, though your men must leave their weapons with the guards at the gate. Goblins are not allowed to carry weapons within the town, except for chieftains. Where will you go first?
>Gedmog says there are some goblins that live in the town. Visit the Goblin quarter.
>Go to the markets. Maybe there will be something of interest to me.
>Stay by the gate and wait for my silver. I have no interest in dealing with these humans any further.
>Write-in
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>>5781812
>Gedmog says there are some goblins that live in the town. Visit the Goblin quarter
Lets see how our gobbo brothers are doing here
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>>5781812
>Gedmog says there are some goblins that live in the town. Visit the Goblin quarter.
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>>5781812
>Gedmog says there are some goblins that live in the town. Visit the Goblin quarter

Sounds interesting. maybe we can recrute someone there?
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>>5781812
>Gedmog says there are some goblins that live in the town. Visit the Goblin quarter.
>>
The goblins who live in the town seem to be the outcasts of various tribes. You see Yardaks, Garbols, Lugbods, Bagnars, Hagrots, and some other tribes you don't recognise, but notably no Tablons. The only humans to be seen in the streets of the Goblin Quarter are the town guards, who keep a close eye on the residents. Gedmog leads you to a tavern, a place where goblins gather to eat and drink. There aren't many goblins in the tavern at this time of day, but a group of eight sits at a table drinking and gambling. A human man stands behind a counter at the back of the room, chatting with a couple of guards. The group at the table notices your party as you come in and stops to look at you. You don't recognise their tribe, you think they might be from somewhere to the west.
Gedmog tells you that they are drinking ale, a drink brewed by the humans. He suggests that if you buy them a round of drinks, they would tell you whatever you want to know about the town. He also warns you not to drink too much ale, and to drink it slowly, because it has a strange effect on the mind. You have your men sit down at a table and you introduce yourself to the group. They seem suspicious at first, but open up when you offer to buy them drinks (-2 silver). One of the goblin servers brings over some mugs and you try some ale. It has a strange taste, and as Gedmog said it makes you feel a kind of pleasant lightheadedness.
The goblins tell you they are warriors from the Kagzob tribe and came to Northwalden some years ago when they fled the tribe after backing the wrong chieftain. Though the goblins here are for the most part all outcasts, they still tend to separate into their own tribes. They say there are almost a hundred goblins in the town. You imagine that with so many different tribes in one place, tensions would be high and fights would break out often. You understand why the humans forbade goblins from carrying weapons. Goblins in the town make a living doing various work for the humans. Some work on farms, some work in forges, some work in wood mills, and some take whatever odd jobs they can find.
They tell you that this is the only town in the human kingdom that allows goblins to live there. The humans in this kingdom are all ruled by King Haroldt, but there are other human kingdoms as well. Northwalden lies on the northernmost reaches of the kingdom, and the great cities are far to the south. There are rumours that there will soon be war with the kingdom to the east, which many goblins view optimistically as a chance for mercenary work.
You spend some time trading war stories with your new companions and you try some of the local food. The humans bake a food called bread out of grains from their fields. Here they bake a type of bread with animal fat and offal mixed in, which makes it palatable to goblins, though humans detest it. The taste is surprisingly good. You decide to keep it in mind in case you ever need to import food to feed the tribe.
>>
Goblins start coming in to the tavern as the work day ends. Among them, you recognise a group of five Lugbods who fled after angering your predecessor with failure. Your companions tell you they work as labourers for the local builders. You think that these workers might have learned much from the human builders, and if you bring them into the tribe they could share their knowledge and improve the stronghold's walls and buildings.
What will you do?
>Offer to hire them and bring them back into the tribe. (-2000 silver)
>We can do without them.

Where will you go next?
>Stay here for the night and go to the markets in the morning.
>Collect our silver and leave.
>>
And is there anything else you want to ask the goblins about?
>Write-in
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>>5782466
>Offer to hire them and bring them back into the tribe. (-2000 silver)
More goblins the better, even more when they bring new knowledge

>Stay here for the night and go to the markets in the morning.
We could find more interesting things.
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>>5782466
What will you do?
>Offer to hire them and bring them back into the tribe. (-2000 silver)
Where will you go next?
>Stay here for the night and go to the markets in the morning.
>>
>>5782466
>Offer to hire them and bring them back into the tribe. (-2000 silver)

>Stay here for the night and go to the markets in the morning.
>>
You hail the Lugbods and offer them a job and place in the tribe. You pay them 400 silver each and they eagerly agree, saying they will be ready to leave tomorrow. You buy some rooms in the tavern for the night and in the morning you head for the markets.
The merchants have all kinds of strange goods for sale. Other than the meat, the food does not appeal to you. Nor do the silks and luxury fabrics. But the weapons and armour for sale catch your attention. You spend some time looking at the variety of arms, and so do the goblins accompanying you. A couple of them buy steel daggers. The prices here are quite expensive for common goblins, but simple daggers are still affordable. You already have a good steel sword, but Gedmog points you towards the armourer who made his suit of steel armour. The bearded man offers to forge you a similar suit.
>Buy a suit of steel plate armour. (-7500 silver)
>Iron is all I need.
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>>5783107
>Buy a suit of steel plate armour. (-7500 silver)
>buy a suit also for Zegbar.
buy two suits, one for us and one for Zegbar, as a reward for being loyal and for taking a wound fighting the enemy chief last battle.
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>>5783107
How much do we have rn?
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>>5784850
Oops, forgot to include the stats from the last thread. You currently have 36109 silver and will soon gain another 15000 from your share of the bounty plus whatever Otto gives you as a reward.
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>>5783107
>Buy a suit of steel plate armour. (-7500 silver)
>buy a suit also for Zegbar.
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>>5784864
Thank you QM
Than I say we can >Buy a suit of steel plate armour. (-7500 silver)
>>
You decide to order a suit for yourself and also one for Zegbar (-15000 silver). The armourer takes your measurements and says your armour will be ready next month. He gives you some measuring strings and tells you what measurements he needs from Zegbar. You make ready to leave the town and you meet the mayor and Otto at the gate. The mayor gives you and Gedmog each your share of the bounty (+15000 silver) and Otto gives a reward of 20000 silver split between you (+10000 silver). You then begin the journey home.
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My IP keeps changing, not sure if formatting is going to work.
[b]Test[/b]
[red]Test[/red]
>>
Damn, forgive the unreadable wall of numbers. Last thread I made the parentheses red since they can mostly be ignored.

Month 33, November 707

Population:
Men: 510 (Lugbod village 285, Garbol outpost 95, Yardak outpost 90, Hunting outposts 40)
Women: 1240 (Lugbod village 781, Garbol outpost 231, Yardak outpost 228)
Children: 1949 (Lugbod village 1287, Garbol outpost 349, Yardak outpost 313)
Slaves: 673 (Garbol outpost 298 adults, 375 children)
Total: 4372

Tribe stats:
Cohesion: 71/100
Morale: 81/100

Resources:
Silver: 46416 (Base +510 monthly, Outposts -560, Mine +50, Slaves in mine +1490, Armour -600, Total +890 monthly)
Food supply: 21861 (Consumption -3210 monthly, Livestock +1746, Hunting/fishing +2480, Total +1016 monthly)
Livestock: 873/1700
Metal armour: 300/300

By the time you get back to the village, Zegbar has returned with the troops. The new slaves have been put to work in the mine and the silver is flowing in. Now that you've conquered your immediate surroundings, you consider where you can go next.
>Send scouts to the west.
>Send scouts to the east.
>Send scouts to the north.
>Write-in
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>>5785316
>Send scouts to the east.
let's see what awaits in the east
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>>5785316
>Send scouts to the west.
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>>5785316
>Send scouts to the east
There's some merc work that awaits us
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>>5785363
>>5785385
>>5785766
Votes are to explore the east.
>>
Month 34, December 707

Population:
Men: 517
Women: 1247
Children: 1987
Slaves: 658 (302 adults, 356 children)
Total: 4412

Tribe stats:
Cohesion: 71/100
Morale: 81/100 (Winter -5 monthly)

Resources:
Silver: 47306 (Base +517 monthly, Outposts -560, Mine +50, Slaves in mine +1510, Armour -600, Total +917 monthly)
Food supply: 21861 (Consumption -3238 monthly, Livestock +1774, Hunting/fishing +2480, Winter -75% Hunting/fishing, Total -844 monthly)
Livestock: 887/1700
Metal armour: 300/300

Your scouts return from the east with an interesting picture of the situation there. A tribe called the Kalgars are the dominant power in the area. Goblins are a cannibalistic species when it suits them, but the Kalgars make it their way of life. They conquer other tribes simply to eat them. They eat the men, women, and children of the conquered. They only take prisoners to keep the meat fresh. The Kalgars have three villages, each with about 500 fighting men. Your scouts also found the ruins of several destroyed villages, burnt to cinders by the Kalgars.
There are also two other tribes in the area, the Barnad hill goblins and the Dogbar mountain goblins. They were hospitable to your scouts and gave them information of the area freely. It seems they are desperate for allies. Both live in fear of the Kalgars, and provide a monthly tribute of goblins to be eaten. If they ever refuse the tribute, they will be destroyed. While scouting the Kalgar villages, three of your riders were killed (-3 men, -3 livestock). You doubt an alliance with the Kalgars is possible. They seem to be openly hostile to everyone. Regardless, any action to the east must wait. Winter is upon you. A pair of riders return from Northwalden with your steel armour just in time. They gave strings cut to Zegbar's measurements to the armourer, but he will have to wait until winter ends to receive his. He is still not fit to fight yet anyway. The armour is excellent quality. The plates are thinner than your old iron suit, making it light, but it is still stronger. You can't wait to test it in battle.
The winter will gradually decrease morale in the village. You could counteract this by giving the goblins coal from the stores to keep them warm. Will you give the goblins coal?
>Yes, give them enough to warm their caves. (+5 cohesion, -440 silver monthly, +5 morale monthly, lower death rate during winter)
>If they want coal, they will have to pay for it themselves. (No effect)
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>>5786066
>Yes, give them enough to warm their caves. (+5 cohesion, -440 silver monthly, +5 morale monthly, lower death rate during winter)
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Month 35, January 708

Population:
Men: 524
Women: 1243
Children: 1900
Slaves: 640 (Garbol outpost 305 adults, 335 children)
Total: 4307

Tribe stats:
Cohesion: 76/100
Morale: 81/100 (Winter -5 monthly, coal +5)

Resources:
Silver: 47783 (Base +524 monthly, Outposts -560, Mine +50, Slaves in mine +1525, Armour -600, Coal -440, Total +499 monthly)
Food supply: 21017 (Consumption -3190 monthly, Livestock +1738, Hunting/fishing +2480, Winter -75% Hunting/fishing, Total -832 monthly)
Livestock: 869/1700
Metal armour: 300/300

You have coal given to the goblins from the stores. The caves are filled with small fires and the air is warm inside. The builders you hired from Northwalden come to you after examining the outer wall and tell you that the battlements could be improved to provide more protection to defenders on the wall and allow them to drop stones and shoot arrows straight down at attackers. They estimate it would could be done in a month with the manpower available.
>Have it done. (-1000 silver)
>We don't need it.
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>>5786471
>Have it done. (-1000 silver)
With the next war being against around 1500 goblins we need every advantage we can get.
>>
Month 36, February 708

Population:
Men: 533
Women: 1223
Children: 1818
Slaves: 628 (306 adults, 322 children)
Total: 4202

Tribe stats:
Cohesion: 76/100
Morale: 81/100 (Winter -5 monthly, coal +5)

Resources:
Silver: 47282 (Base +533 monthly, Outposts -560, Mine +50, Slaves in mine +1530, Armour -600, Coal -440, Total +513 monthly)
Food supply: 20185 (Consumption -3132 monthly, Livestock +1704, Hunting/fishing +2480, Winter -75% Hunting/fishing, Total -808 monthly)
Livestock: 852/1700
Metal armour: 300/300

You have the stone battlements upgraded. You see how the holes below the crenellations would be useful for dispatching enemies who reach the bottom of the wall. Zegbar comes to you with a suggestion for the army. While steel blades are expensive, he supposes that simple spearheads would be cheaper. He suggests that you order a couple hundred steel speartips from the human armourers to issue to the common troops.
>That would greatly improve our capabilities. Order 200. (-10000 silver)
>We only need so many spears. Order 100. (-5000 silver)
>Unless facing metal armour, our iron spears are just as good as steel. The scouts said nothing about the Kalgars having metal armour.
>Write-in
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>>5786604
>We only need so many spears. Order 100. (-5000 silver)
we should save our silver, we don't have a lot of monthly income to spend that much on spears.
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Month 37, March 708

Population:
Men: 542
Women: 1221
Children: 1738
Slaves: 611 (306 adults, 305 children)
Total: 4112

Tribe stats:
Cohesion: 76/100
Morale: 81/100

Resources:
Silver: 42795 (Base +542 monthly, Outposts -560, Mine +50, Slaves in mine +1530, Armour -600, Total +962 monthly)
Food supply: 19377 (Consumption -3091 monthly, Livestock +1670, Hunting/fishing +2480, Total +1059 monthly)
Livestock: 835/1700
Metal armour: 300/300

The ice and snow melt as the winter comes to an end, and the forests teem with food once more. You send some riders south to Northwalden to pick up Zegbar's armour and order 100 steel spearheads for your troops, which will probably take a month to be ready. Now that travel is possible again, what will you do?
>Muster the army and march to the east with 300 men. We will fight the Kalgars with the help of the other tribes.
>Muster the army and march east. The Barnads are weak, we can defeat them first.
>We should wait to fight until we have our new spears. In the meantime we can send scouts to the west and send messengers to the Barnads and Dogbars to find out how much they are willing to pay for our help.
>Write-in
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>>5787496
>We should wait to fight until we have our new spears. In the meantime we can send scouts to the west and send messengers to the Barnads and Dogbars to find out how much they are willing to pay for our help.

Do we know how many troops do the Barnads and Dogbars have? and do the Kalgars have metal weapons? at least they don't have metal armour.
>>
>>5787496

>We should wait to fight until we have our new spears. In the meantime we can send scouts to the west and send messengers to the Barnads and Dogbars to find out how much they are willing to pay for our help.
>>
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Month 38, April 708

Population:
Men: 550
Women: 1227
Children: 1781
Slaves: 598 (308 adults, 290 children)
Total: 4156

Tribe stats:
Cohesion: 76/100
Morale: 81/100

Resources:
Silver: 43757 (Base +550 monthly, Outposts -560, Mine +50, Slaves in mine +1540, Armour -600, Total +980 monthly)
Food supply: 20436 (Consumption -3121 monthly, Livestock +1704, Hunting/fishing +2480, Total +1063 monthly)
Livestock: 852/1700
Metal armour: 300/300

The messengers return from the east with replies from the Barnads and Dogbars. The Barnad chieftain says he could scrounge up 15000 silver for help against the Kalgars. The Dogbar chieftain could pay 20000. The Barnads could field 150 fighting men and the Dogbars could field 100. However, neither tribe will want to leave their village undefended while the Kalgars are around. Each would pay you to help eliminate their nearest Kalgar village, but they wouldn't send troops to help in another battle before it is conquered. Both would accept your right to take over the Kalgar villages. The Kalgars themselves have plenty of bronze and iron weapons, which they use as well as their bows.
The party you sent to Northwalden returns with the steel spearheads, which you have the workers attach to poles. While they were there, they asked around in the goblin quarter and 52 goblin men would be willing to join you in a fight against the Kalgars. Many of the goblins in the town had fled from them after their villages were destroyed or subjugated. They would join for 50 silver each and a share of the loot.
The scouts returning from the west tell you about an alliance of three tribes, the Tarloks, Aktogs, and Yoknags. The tribes were civil with your scouts and send you a warning that an attack against any of them will be met by all of them. They also warn that from now on, your scouts should stay out of their territory without permission. The three tribes seem to be of about equal strength, with two villages each. The scouts estimated the villages had 200 to 300 men. One of the Tarlok villages is on the mountain where the Yardaks said the troll was from. Whether you can negotiate with the Tarloks to allow you to find one without a fight remains to be seen.
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The army is now ready and you can move with 300 men. Zegbar's injury has not fully healed, so he will have to hold the fort. What will you do?
>Lead the men to the Barnad village and help them fight the Kalgars. We can catch the Kalgars off guard. (+5 morale, +15000 silver, loot)
>Lead the men to the Barnad village and bring the Bagnars along. Of course Gedmog will want a share of the pay. (+5 morale, +7500 silver, loot)
>March to the Dogbar village. We will be moving through enemy territory so it is likely they will have plenty of notice we are coming. (+5 morale, +20000 silver, loot)
>March to the Dogbar village and bring the Bagnars. (+5 morale, +10000 silver, loot)
>Attack the Barnads by surprise, they are vulnerable and will even let us in. (+5 morale, loot)
>Attack the Dogbars by surprise. (+5 morale, loot)
>We should wait before attacking, there is something I want to prepare. (Write-in)
>Something else. (Write-in)
>>
And by the way, the Bagnars could send 250 men with you.
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>>5788960
>Lead the men to the Barnad village and help them fight the Kalgars. We can catch the Kalgars off guard. (+5 morale, +15000 silver, loot)
>hire the 52 goblins
>make the fire mixture again.

I say attack one village without the Bagnars to get silver, then the following ones with them to destroy the cannibals without thinning ourselves too much.

We could also advice Gedmog to attack the other village with the Dogbars(or vice versa, so that we are at least 450 men to siege both) at the same time so they don't march with a two village strong army on any of us later.
>>
Month 39, May 708

Population:
Men: 558
Women: 1233
Children: 1824
Slaves: 583 (308 adults, 275 children)
Total: 4198

Tribe stats:
Cohesion: 76/100
Morale: 86/100

Resources:
Silver: 41637 (Base +558 monthly, Outposts -560, Mine +50, Slaves in mine +1540, Armour -600, Total +988 monthly)
Food supply: 21499 (Consumption -3149 monthly, Livestock +1738, Hunting/fishing +2480, Total +1069 monthly)
Livestock: 869/1700
Metal armour: 300/300

You have some more fire mixture made (-500 silver) and send for the goblins from Northwalden (-2600 silver). The Northwalden goblins are a ragtag band but well armed, and most wear iron armour. You lead your men to the Barnad village, where you set up. Nogdar, the Barnad chieftain, tells you the Kalgars have grown complacent in their strength - they do not scout their surroundings thoroughly, and would not have seen you approach. You discuss war plans with Nogdar and your captains and settle on three campaign plans to choose from.
>Strike quickly and outnumber them: assault the western Kalgar village with 500 men, then march straight to the eastern village where the Bagnars and Dogbars will reinforce you with 350 more men. Then we regain our strength before marching on the final village to the south.
>Set a trap: wait in the Barnad village and withold the monthly tribute of goblins. Set up defensive spiked moats around the walls while waiting. When the Kalgars arrive in force, hide our numbers. They will have false confidence in their numbers and attack, then the armoured infantry will man the walls and kill as many Kalgars as possible. When they realise our true numbers and retreat, pursue them and use mounted troops to cut off their escape. With their numbers depleted, we march to the western village and continue with the first plan.
>Split up and attack where they are weakest: send for the Bagnars and split our forces into two with equal distributions of infantry and archers. I lead one group to besiege the western village while Gedmog goes around north and joins with the Dogbars. If the eastern village sends reinforcements to the west, Gedmog intercepts them with mounted troops and fights them in the open before moving on the eastern village. If the eastern village does not send reinforcements, Gedmog will besiege it. Our armoured infantry will hide their armour with skins and cloaks, so the enemy will underestimate our strength and meet us in the open.
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>>5790327
>Split up and attack where they are weakest: send for the Bagnars and split our forces into two with equal distributions of infantry and archers. I lead one group to besiege the western village while Gedmog goes around north and joins with the Dogbars. If the eastern village sends reinforcements to the west, Gedmog intercepts them with mounted troops and fights them in the open before moving on the eastern village. If the eastern village does not send reinforcements, Gedmog will besiege it. Our armoured infantry will hide their armour with skins and cloaks, so the enemy will underestimate our strength and meet us in the open.

Divide and conquer.
>>
>>5790393
>support
>>
Gedmog joins you at the Barnad village with 250 Bagnars. In total your forces number 450 armoured infantry and 300 archers. Before marching out, Nogdar warns you both to not try to take prisoners. The Kalgars are religious fanatics and will sooner die than be captured. They believe that eating the flesh of other tribes allows them to enter the afterlife. You send 100 Lugbod infantry with Gedmog and his group leaves first, taking most of the goats for mobility. You lead your 400 men to the western Kalgar village and turn to approach it from the south. When you arrive, the Kalgars are hastily sending riders to the east and south. You have your archers kill those headed south, but allow the ones headed east to escape. You form a siege line surrounding the village and wait. The Kalgars hold as well, seemingly waiting for reinforcements.
After a few days encamped, a rider arrives from Gedmog telling you that a force of 250 Kalgar men was sent from the eastern village. Gedmog's group wiped them out with 48 casualties. Gedmog is now assaulting the eastern village and will return to join you after it is taken. The Kalgars seem to have caught on that their reinforcements won't be arriving.
>>
Rolled 28 (1d100)

>>5790743
Rolling for whether the Kalgars attack you in the open. If roll is at least 40, they attack. If roll is less than 40, they stay within the walls.
>>
Though the Kalgars outnumber you, they don't take the bait. What will you do?
>Wait for Gedmog to arrive. Even with our armour, 400 against 500 in a fortification is unfavourable.
>Assault the walls now. We don't know whether Gedmog will be waylaid, and if scouts from the southern village travel this way and see us they will send reinforcements as soon as they can.
>>
>>5790749
>Assault the walls now. We don't know whether Gedmog will be waylaid, and if scouts from the southern village travel this way and see us they will send reinforcements as soon as they can.
>>
You prepare the men to attack. What is your plan?
>Use the fire mixture to burn down an open section of wall, then we can storm the gap. (Success chance 60%, casualties 0.4*1d100)
>Prepare ladders to scale the walls. We will force them back with a heavy assault then bring the rest of our forces over the wall. (Success chance 80%, casualties 0.8*1d100)
>>
>>5791639
>Use the fire mixture to burn down an open section of wall, then we can storm the gap. (Success chance 60%, casualties 0.4*1d100)
it has worked so far
>>
Rolled 5 (1d100)

>>5791646
Rolling for attack. If roll is 60 or less, the wall is burned down.
>>
There is no moon tonight, and your men advance under the cover of the darkness. Their shields protect them from the few stray arrows that find a mark. They lay the grease-soaked kindling at the foot of the wall, along with stacks of firewood, and retreat. Only two men were killed by enemy arrows, one Lugbod and one Northwalden irregular. Once ready, the archers loose fire arrows and the wall is quickly engulfed in flame. You watch as the Kalgars flee from the wall and listen to the shouts and cries. The fire eventually dies down and you order the men to advance over the pile of ash and debris. You chose a section of the eastern wall to burn, so when dawn comes the rising sun is to your back and in their eyes. Your men stay behind their shields as their advance is met by a rain of arrows. The Kalgars have set up a shield wall 30 yards behind the breach and are loosing arrows over it. Your archers take position behind the infantry and shoot their own arrows at the enemy.
>Charge now! (Casualties 0.8*1d100, enemy casualties 110-1d100)
>Hold this position for now, try to soften them with arrows first. Maybe we can force them to come to us where we will have a better advantage. (Casualties 0.2*1d100, enemy casualties 0.25*(100-1d100), 30% chance Kalgars charge your line)
>>
>>5791659
>>Hold this position for now, try to soften them with arrows first. Maybe we can force them to come to us where we will have a better advantage. (Casualties 0.2*1d100, enemy casualties 0.25*(100-1d100), 30% chance Kalgars charge your line)
Let's put the spears to good use
>>
Rolled 99 (1d100)

>>5791739
Rolling, if roll is 30 or less they charge.
>>
>>5791880
The Kalgars loose a concentrated volley of arrows which staggers your shield wall. Immediately, a second volley hits the gap. 4 irregulars, 12 Lugbods, and 4 Barnads are killed.
>Charge now! (Casualties 0.8*1d100, enemy casualties 110-1d100)
>Hold this position. (Casualties 0.2*1d100, enemy casualties 0.25*(100-1d100), 25% chance Kalgars charge your line)
>>
>>5791880
>>Charge now! (Casualties 0.8*1d100, enemy casualties 110-1d100)

well, now that the unlucky roll was cast, we can try charging now.
>>
Rolled 98 (1d100)

>>5791899
Rolling for attack.
>>
This exchange of arrows will get you nowhere. You order your men to charge. As they advance towards the enemy, the Kalgar archers inflict heavy casualties. Advancing over the pile of rubble breaks the shield wall formation and with arrows coming from multiple directions, your infantry can't protect themselves fully with their shields. When your line meets the enemy's, 78 of your men lie dead, to a dozen Kalgars.
>The damage is done and we've already closed in, keep pushing. (Casualties 0.4*1d100, enemy casualties 100-1d100)
>Retreat, we will wait for reinforcements.
>>
>>5792791
>>The damage is done and we've already closed in, keep pushing. (Casualties 0.4*1d100, enemy casualties 100-1d100)

unlucky today uh?
>>
Rolled 13 (1d100)

>>5792847
Maybe I should make high rolls good instead.
>>
Without being exposed to enemy arrows, you can fight much more effectively. The Kalgar shields don't hold up well to your new steel spears. You attack with your men and carve through the Kalgars like a hammer through ice. Your steel armour protects you well from their blows and you cut down at least five of them. You lose 5 men in the foray while killing 87.
>Keep fighting, we will crush them. (Casualties 0.4*1d100, enemy casualties 100-1d100)
>Retreat, we will wait for reinforcements.
>>
>>5792955
nah, rolls are a fickle thing, highter or lower is just flavor.

>>5792982
>Keep fighting, we will crush them. (Casualties 0.4*1d100, enemy casualties 100-1d100)
now the tide is turning.
>>
>>5793023
Rolling for attack.
>>
Rolled 86 (1d100)

>>5793134
Trying again
>>
The Kalgars manage to push your line back a little, where the archers do some more damage. 34 of your men and 14 of theirs are killed. 261 of your men and 391 of theirs remain.
>Keep fighting, we will crush them. (Casualties 0.4*1d100, enemy casualties 100-1d100)
>Retreat, we will wait for reinforcements.
>>
>>5793140
>>Retreat, we will wait for reinforcements.
>>
You have your infantry fall back while your archers provide cover. The arrows do a good amount of damage to the shattered enemy formations, killing 50 or so. You retreat to your siege lines where the healers begin treating the wounded. After a few days of holding, Gedmog's party arrives with 300 fighting men. By this time the Kalgars have built crude wooden barriers behind cover and moved them across the breach. They had first tried rebuilding the burnt wall directly, but your archers punished them for that mistake. You haven't been idle either, and have had the men build simple ladders and rams to attack the barriers. You discuss some attack plans with Gedmog and come up with a few ideas. With all the dead inside the walls, you don't expect to be able to starve them out.
>Charge the breach directly and attack the barriers. They aren't fixed to the ground and should be easily toppled. (Chance of breaking in 70%, casualties 0.8*1d100, enemy casualties 0.8*(100-1d100))
>Charge the breach and assault a different section of the wall with ladders at the same time to distract them. (Chance of breaking in 85%, casualties 1.2*1d100, enemy casualties 100-1d100)
>We used the last of the fire mixture already, but they don't know that. If we stack kindling against the barriers at night, they might flee in fear of fire again, allowing us to break through easily. (Chance of breaking in 40%, casualties 0.3*1d100)
>>
>>5794267
>Charge the breach directly and attack the barriers. They aren't fixed to the ground and should be easily toppled. (Chance of breaking in 70%, casualties 0.8*1d100, enemy casualties 0.8*(100-1d100))
>>
Rolled 29 (1d100)

>>5794605
Rolling for attack. If roll is 70 or less, you break through.
>>
You wait until nightfall and lead the men in a shield formation to the gap. They batter the barriers with the makeshift rams and the flimsy walls collapse. You charge through the first opening, thrusting Shmirgle into the chest of the nearest Kalgar. Your men follow you through. In the charge and ensuing melee, 23 of your men and 57 of theirs were killed. The Kalgars fall back to a second line of defence, a trench they have dug since the last attack. There are no other lines behind them. If you break them here, they will rout.
>Charge along the whole line. (Rout chance 50%, casualties 0.5*1d100, enemy casualties 80-0.8*1d100)
>Split into two groups and concentrate the charge on their flanks, then once we are inside the trench we push along it from both sides. (Rout chance 25%, casualties 0.35*1d100, enemy casualties 120-1d100)
>>
>>5794857
>Charge along the whole line. (Rout chance 50%, casualties 0.5*1d100, enemy casualties 80-0.8*1d100)
>>
Rolled 65 (1d100)

>>5795143
Rolling.
>>
The archers in the trench shoot everything they have at you. Your lead the charge into the trench and the carnage begins. Goblins are grappling and stabbing each other left and right. It's sometimes hard to tell who is friend and who is foe. With your armour however, you manage to avoid any real injury. 33 of your men and 28 of theirs are killed.
>Keep fighting, don't give them a second to breathe. (Rout chance 60%, casualties 0.4*1d100, enemy casualties 90-0.7*1d100)
>Regroup and stick together, then work our way along the trench. We can't afford too many more casualties. (Rout chance 25%, casualties 0.2*1d100, enemy casualties 80-0.7*1d100)
>>
>>5795143
>>Keep fighting, don't give them a second to breathe. (Rout chance 60%, casualties 0.4*1d100, enemy casualties 90-0.7*1d100)
One last push.
>>
>>5795453
>Regroup and stick together, then work our way along the trench. We can't afford too many more casualties. (Rout chance 25%, casualties 0.2*1d100, enemy casualties 80-0.7*1d100)

already lost to many people and we still have to face two more villages with 500 fighting men each and we also need to siege them
>>
Rolled 1 (1d2)

Checked but still rolling for tiebreaker.
1 for >>5795555
2 for >>5795665
>>
Rolled 95 (1d100)

>>5796402
Now rolling for attack.
>>
Continuing the melee, 38 of your men and 24 of theirs fall. They have about 230 men left and you have 467.
>Keep fighting, we outnumber them two to one. (Rout chance 70%, casualties 0.4*1d100, enemy casualties 90-0.7*1d100)
>Regroup and stick together, then work our way along the trench. We can't afford too many more casualties. (Rout chance 35%, casualties 0.2*1d100, enemy casualties 80-0.7*1d100)
>>
>>5796414
>Regroup and stick together, then work our way along the trench. We can't afford too many more casualties. (Rout chance 35%, casualties 0.2*1d100, enemy casualties 80-0.7*1d100)

well, we will have to slowly grind them to win it seems.
>>
Rolled 28 (1d100)

>>5796623
Rolling
>>
You order the men to regroup. In formation, you advance through the trench gradually. By the time 60 of their men have been killed, the Kalgars begin to flee. They leap out of the trench and escape into the village. You lead the men in pursuing them, and together you slaughter them. In the village you find many of the women and children already dead, some from suicide and some killed by others. The ones who live fight back, and soon join the dead. Some of the Kalgars managed to flee from the gates. No doubt they are headed south. Once the dust has settled, you survey the aftermath of the battle. Only 6 of your men were killed pursuing the Kalgars. No prisoners were taken. Once the men have taken their share of the loot, there is 19570 silver, 9120 food, and 155 livestock as your share from both battles. There are also two conquered villages, both of which you have the right to take.
>Take control of both villages. (+800 food monthly, -200 silver monthly, +1000 livestock space)
>Take the western village, Gedmog can have the other. (+400 food monthly, -100 silver monthly, +500 livestock space)
>Take the eastern village, Gedmog can have the other. (+400 food monthly, -100 silver monthly, +500 livestock space)
>We have spread ourselves thin enough.
>>
I like this quest QM, just caught up with the archives.
>>5796866
>Take the western village, Gedmog can have the other. (+400 food monthly, -100 silver monthly, +500 livestock space)

This is the village closest to Lugbod proper, and least sprawl. I'm inclined to take both to give all those children a place to go, but we're not there for another 3-4 years.
>>
>>5796866
>Take the western village, Gedmog can have the other. (+400 food monthly, -100 silver monthly, +500 livestock space)
If we keep our alliance with Gedmog then it is better to allow the Bagnars space to grow too.
>>
Month 40, June 708

Population:
Men: 417
Women: 1239
Children: 1865
Slaves: 571 (310 adults, 261 children)
Total: 4092

Tribe stats:
Cohesion: 71/100
Morale: 71/100

Resources:
Silver: 79695 (Base +417 monthly, Outposts -660, Mine +50, Slaves in mine +1550, Armour -600, Total +757 monthly)
Food supply: 31688 (Consumption -3029 monthly, Livestock +2082, Hunting/fishing +2880, Total +1933 monthly)
Livestock: 1041/2200
Metal armour: 300/300

You have the village secured and offer the other to Gedmog, who accepts. When the Dogbar and Barnad chieftains bring their payments of silver, you and Gedmog split it evenly because both Lugbods and Bagnars fought in both battles (+17500 silver). While you ultimately won the battles, it was a costly victory. Over 300 men on your side were killed, including 154 Lugbods. The loss will affect the morale of the village and cause some doubt over your rule (-15 morale, -5 cohesion). You could alleviate some of the damage by distributing some silver to the soldiers and captains as a bonus.
>Yes, do it. (-10000 silver, +5 morale, +5 cohesion)
>No, I will keep it.
The Barnad and Dogbar chieftains tell you that their villages have had food shortages and they offer some of their share of the loot if you give them some food from your stores.
>A good trade. (-10000 food, +5000 silver)
>Reject their offer.
>>
>>5798025
>Yes, do it. (-10000 silver, +5 morale, +5 cohesion)
>A good trade. (-10000 food, +5000 silver)
>>
>>5798025
>Yes, do it. (-10000 silver, +5 morale, +5 cohesion)
>A good trade. (-10000 food, +5000 silver)

we need to spend some time liking our wounds and replenish our numbers before we join any more fights
>>
Month 41, July 708

Population:
Men: 430
Women: 1245
Children: 1906
Slaves: 559 (311 adults, 248 children)
Total: 4140

Tribe stats:
Cohesion: 76/100
Morale: 76/100

Resources:
Silver: 75432 (Base +430 monthly, Outposts -660, Mine +50, Slaves in mine +1555, Armour -600, Total +775 monthly)
Food supply: 23621 (Consumption -3063 monthly, Livestock +2124, Hunting/fishing +2880, Total +1941 monthly)
Livestock: 1062/2200
Metal armour: 300/300

You distribute silver to the army as a bonus and sell some food to the other tribes. By now the damage to the Kalgar village has been repaired and some families are moving in. Bognod sends a message suggesting that you abandon one or both of the hunting outposts since food production is well above what is needed, and the expense of running them could be spared. They could be put to use again in the future if necessary.
>Abandon both hunting outposts. (-800 food monthly, +160 silver monthly)
>Abandon one outpost (specify east or west). (-400 food monthly, +80 silver monthly)
>We will keep both.
>>
>>5798914
>We will keep both.
>>
>>5798914
>We will keep both.
Just keep them, the amount of silver is not worth the loss of food production and besides it gives us the chance to sell it if opportunity arises.
>>
>>5798914
>We will keep both.

Could this leverage into permanent trade with the other tribes? I don't suppose our food also appeals to humans?
>>
Month 42, August 708

Population:
Men: 442
Women: 1251
Children: 1947
Slaves: 548 (312 adults, 236 children)
Total: 4188

Tribe stats:
Cohesion: 76/100
Morale: 76/100

Resources:
Silver: 76207 (Base +442 monthly, Outposts -660, Mine +50, Slaves in mine +1560, Armour -600, Total +792 monthly)
Food supply: 25562 (Consumption -3097 monthly, Livestock +2166, Hunting/fishing +2880, Total +1949 monthly)
Livestock: 1083/2200
Metal armour: 300/300

A scout rides into the Kalgar outpost and hurriedly seeks you out. He reports that the Kalgars are marching 300 to 400 men north from their last village, and they are travelling on the road that leads here. Anticipating this, you had kept 150 men garrisoned here. Your allies will be preoccupied with guarding their own walls, but you have enough time to send for 50 more warriors to reinforce you from the nearest hunting outpost and Lugbod stronghold.
>Do it. We need what numbers we can get. (+50 men to Kalgar outpost, -10 men from Lugbod stronghold, currently 118)
>We shouldn't leave our capital weak, only recall 20 men from the eastern hunting outpost and tell Zegbar to recall the men in the western outpost to the stronghold. (+20 men to Kalgar outpost, +20 men to Lugbod stronghold)
>>
>>5800327
>Do it. We need what numbers we can get. (+50 men to Kalgar outpost, -10 men from Lugbod stronghold, currently 118)
>>
>>5800327
>Do it. We need what numbers we can get. (+50 men to Kalgar outpost, -10 men from Lugbod stronghold, currently 118)
>start building an inner barricade

well, against 400 cannibals gobs the walls of the outpost will not last so we should start preparing so if the wall are breached we will have more defences than a spear wall.
>>
>>5800327
>Do it. We need what numbers we can get. (+50 men to Kalgar outpost, -10 men from Lugbod stronghold, currently 118)
Prepare rocks for throwing at the besiegers
>>
Month 43, September 708

Population:
Men: 455
Women: 1256
Children: 1987
Slaves: 537 (313 adults, 224 children)
Total: 4235

Tribe stats:
Cohesion: 76/100
Morale: 76/100

Resources:
Silver: 76999 (Base +455 monthly, Outposts -660, Mine +50, Slaves in mine +1565, Armour -600, Total +810 monthly)
Food supply: 27511 (Consumption -3130 monthly, Livestock +2210, Hunting/fishing +2880, Total +1960 monthly)
Livestock: 1105/2200
Metal armour: 300/300

The 50 men you sent for arrive just in time to reinforce you when word arrives that the Kalgar army is nearby. With a staked moat prepared outside the walls, stones and arrows ready on the battlements, and your men ready on the walls, you await the coming attack.
>>
>>5801184
That's the end of part 3, I'll start part 4 in a week or two. Thanks for playing!
>>
>>5801188
what a tease

Thank you for running QM.
>>
>>5801188
Thanks for running!



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