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You flee from the walls of Turtak, where the men trying to work their way through the breach into the sewers are no longer protected by the Bronze Priest's magic barrier. You carry the Bronze Priest in your claws, smoking and wheezing, but alive because you've stopped him from risking his life any further. Behind you, a bloody and exhausted Sharo leads by the hand the child you took from the city. Some of Ligish's soldiers crowd around the breach, desperate to get inside. Others flee with you, afraid of the arrows and stones that are now free to rain down on them.

> Go straight back to the Petty-wizards' camp.
> Find the king, or whoever's passing for the king. The Rain Priest will probably be around there, too. He'll know what to do.
> Go way to the rear and try to find some noncombatants who are willing to look after this child
> Where did Ninlil go? Maybe make sure she didn't go into the breach

Archives:http://suptg.thisisnotatrueending.com/archive.html?tags=Scorpion%20Girl%20Quest
Thread 11 (got mislabeled, please keep upvoting it so it survives the purge. Tags include "that guy" and "system") http://suptg.thisisnotatrueending.com/archive/29001446/
Twitter: https://twitter.com/ScorpGirlQuest
Character Sheet: http://pastebin.com/1667ZT3f
List of Characters: http://pastebin.com/Fc2Z81um
Wiki: http://emlia.org/pmwiki/pmwiki.php?n=ScorpionGirlQuest.RecentChanges
>>
>>29216340
First thing, go to the petty wizards and find the bronze priest a healer.

Then find where ninlil is and introduce her to the child.

Then go find someone to take care of it while we are busy fighting, and rush back to the fighting.
>>
>>29216394
this is, of course, assuming that there's a footman leader at the front who we could ask what we should do to. If they are with the king, then I guess we'll have to do that too. So [x]all the things
>>
>>29216340
>Make Sharo leave the girl with wizards, look for Ninlil
>>
>>29216340
>> Find the king, or whoever's passing for the king. The Rain Priest will probably be around there, too. He'll know what to do.
>>
>>29216340
Petty Wizards must be able to heal him, right?
Anyway, get the priest back to heal, and then go back into the fight.
>>
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>>29216340
You hurry back to the Petty-wizards. There are more wounded than the last time you came back here, and fewer magicians to look after them. The whole place smells of various human fluids, even as much as Turtak's sewers had moments ago. The lazy-eyed petty-wizard is dragging corpses toward a pyre that's been recently built at the base of the hill. Some of the others set aside their business to greet you. It takes them a moment to recognize the man in your claws. When they do, they react with astonishment "Is that... it is!" Exclaims the man in the robe painted with crude faces. "I could see his work from here! Never had I known he was capable of such a feat! Oh, he looks in a bad way. We'll see what we can do." He turns back. "Hey!! Empty that mat by the blood stores. That one's dead already. We have a new priority!"

You tap on his shoulder when Sharo and the little girl catch up to you. "Also see if this man needs any help. And just take care of the girl. Don't let her wander off."

He nods obsequiously. "Of course, of course! Does the Lady Scorpion require any more of our aid?"

> Have them heal your one wound. Roll 4d6 to resist fatigue.
> You're tired enough already. Run to find Ninlil.
> You're tired enough already. Run to find the king.
> Ask him what he knows about death curses.
>>
Rolled 38

>>29216729
>> Ask him what he knows about death curses.
>>
Rolled 1, 3, 2, 4 = 10

>>29216729
>> Have them heal your one wound. Roll 4d6 to resist fatigue.
>>
Rolled 5, 5, 1, 4 = 15

>>29216729
> Have them heal your one wound. Roll 4d6 to resist fatigue.
> Ask him what he knows about death curses.
>Then go find Ninlil
>>
>>29216729
tell him to look into death curses. He'll have to treat one next time we have a lull in the battle.

Then run off to find ninlil. Just to check on her.
>>
>>29216729
>ask him what he knows about death curses
>>
>>29216729
Talk about nameless curses. Now.
>>
>>29216729
>> Ask him what he knows about death curses.
>>
>>29216729
> Ask him what he knows about death curses.

Also, I suggest we find Ninlil and take her with Hunzuu into the city. We need backup to fight the infinite monsters in there, and we have no poison left.
>>
>>29216935
>infinite monsters
actually we've pretty much expended all of their llamassus with maybe one more left, and all but one of their lizardguys.

They're basically down to centaurs.
>>
Rolled 6, 5, 5, 1 = 17

>>29216978
>They're basically down to centaurs
NINLIL LET'S GO BOWLING
>>
Rolled 80

>>29216978
>They're basically down to centaurs.
And we killed more than a few of those.
>>
>>29216729
>>29216729
those death curses doe
>>
>>29217030
>>29217046
maybe we SHOULD visit the (kinda)king. They'd like to know that we've gotten rid of a lot of monsters, and we'd like to know how the human side of the battle is doing.
>>
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>>29216729
"Sure. I was tabbed back here. Could you patch that up while I'm here?"

"Of course, Lady Scorpion!" He leads you to the tents and brings out the last of their sealed jars of preserved blood. It looks like after this they'll be making do with what they can take from the dead.

"Hey, while I was in there, a dying lammasu cursed me and then exploded. I feel it, but I can't tell what the curse is doing. What could it be?"

He furrows his brow and takes off his robe of painted faces, to keep it from getting any bloodier. He sniffs at you. "Hmm... Blood mages who know themselves to be dying have been known to burn their own blood away to work some last bit of magic." You remember Pazur-Ea doing something similar back at the dig. "It sounds like that. Blood magic usually relates to life and death, but it could be anything. Something could be growing inside you, or your flesh could be waiting for some trigger to turn against you. We should find you some strong gold magic to identify it, or make your flesh speak."

As he pours blood onto your back and says the words that make the blood sizzle and glow in different colors, you feel the plates on your back shift as the flesh beneath knits back together. After being healed twice and marching and fighting all day, you're getting quite tired.

> Rolls for physical activity will take the worst of the first two rolls until you rest.

You look around. "Hey, where's Nakurtum?"
He points to the city walls. "When word got out that you' broken a way into the city, she went in to join you. I should hope that nobody attacks us while shes out."

> Go find Ninlil
> Go find the king
> Run back into the breach immediately
> Have them make your flesh speak, to perhaps identify the curse. Roll another 4d6.
>>
Rolled 3, 6, 6, 4 = 19

>>29217203
>> Have them make your flesh speak, to perhaps identify the curse. Roll another 4d6.
>>
Rolled 59

>>29217242
second
>>
>>29216978

The lizardgirl wasn't easy, and the remainning lizard won't be any easier. Hunzuu is also out of poison, and someone has to open the damn gates while we fight the monsters.

Centaurs are also more than enough to kill any human soldier we take with us.
>>
Rolled 5, 2, 1, 5 = 13

>>29217203
Have them make your flesh speak
>>
Rolled 2, 4, 4, 2 = 12

>>29217203
>Identify the curse and guard them
>>
>>29217203
INTO THE BREACH.
We can't let our friend die because of us.
>>
>>29217203
d-damnit!
All of these things are important, anu!
All of them.
Let's go and help with the building of fortifications at the breech, to prevent our troops from getting fucked by archers more. Then we'll have time for the other three options.
>>
Rolled 94

>>29217203
They are busy enough as it is. We'll talk to the Gold Priest after the battle.
> Go find the king
He should be able to put our talents to best use.
>>
Rolled 1, 5, 2, 5 = 13

>>29217203
make that flesh speak
>>
>>29217203
Oh no.
>Go find Ninlil
>>
>>29217289
Man I hope curse identification doesn't count as a physical activity.
>>
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>>29217203
"I have to get back in there to help her. But if I don't know what this curse does, I'm a danger to everyone. Get some more blood and make my flesh speak."

"Very well." He runs to get one of the unsealed jars of fresh blood, stacked up grimly next to the corpses waiting to be burned.

"Now, this will make you lose consciousness for the duration. But I assure you, it's perfectly safe."

He offers the familiar prayers to Aruru and pours another jar of seaming blood. The fumes go to your head. After a moment, you're insensible, but partially conscious. You can only hear your own blood rushing, as though there were shells up against your ears. You don't feel the ground under you. It'swarm, though. You almost feel like you're inside-out.

Some time later, you can see the world around you again, and your numb limbs start returning to life. You don't feel any more tired than you were before.

The man has put his robe of faces back on. "Welcome back, Hunzuu! Your flesh is tired, but it can't feel any remaining sickness or injury. I don't see a parasite or blood conjuration growing inside you. All your flesh can tell is that there's a spell inside you, and it's waiting for something. I hope that was of some use."

Across from you, you see Sharo still trying to convince the child that he's not so bad as he tries to make her drink some water. She's throwing a little tantrum.

> Find Ninlil
> Find the king.
> Into the breach!
>>
>>29217445
I'm more worried about the battle.

Also more worried about scorpion blood talking being HORRIFYING.
>>
>>29217478
>> Into the breach!
>>
>>29217478
either to the king or to the breech.

ONE of those options will tell us how ninlil is, depending on where she is, but I don't know which.
>>
>>29217478
>nilnil
>>
how much time could checking in on ninlil take? we're already at the camp.

Can we do that and get to the breech in good time?
>>
>>29217478
Into the breach!
>>
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>>29217478
Ninlil, then
>Into the breach!
>>
we should ask somebody when, exactly, all the fighting stops and we get to have a break.

Because we've been fighting all day and we're tiiiireeed
>>
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>>29217478
You head back into the breach to catch up with Nakurtum. There are some Archers and Slingers trying to hit the men up on the walls, and they tell you that Ninlil went back to rest after killing the last of the blight demons. She hasn't come back around to the breach. They speculate that she went back to the king or to Ninurta-Nasir when she couldn't determine who the acting Archer commander was.

Without the Bronze Priest to protect it, the last few hundred feet between you and the breach are dangerous. The ground is open, and Ligish has not looted enough precious lumber to build a turtle or other siege fortification. Fortunately, few Footmen remain outside the walls. Most of them have either gone in or fallen back. Even some Charioteers have dismounted and ventured inside, if the empty chariots and loose horses nearby are any indication.

> Roll 3d6 to run in without getting shot at.
> You're not going in without Ninlil.
> Maybe it would help if you broke down the front gate, too. That would distract the people on the walls.
>>
>>29218034
>> Maybe it would help if you broke down the front gate, too. That would distract the people on the walls.
>>
>>29218034
>> Maybe it would help if you broke down the front gate, too. That would distract the people on the walls.

Can we do it effectively? If so then go for it. Even if we can't it could be a good distraction and if we can we have two points of entry. It'd be much harder to defend.
>>
>>29218034
ah, ninlil is safe, good.
Now it's a choice between the gates and the breach.

I guess we could give the gate a shot, but if they start pouring hot oil, let's retreat and just go to the breech.

Burns aren't so good for exoskeletal creatures. I think.
>>
>>29218034
>Maybe you should try and break down that front gate too
>>
Rolled 6, 2, 2 = 10

>>29218034
> go inside!

Can't open the gate from the outside. Their monsters will be waiting, we Hunzuu is getting worn down already.
>>
>>29218185
>Their monsters
They have Centaurs. And we throw those around as projectile weapons.
>>
>>29218185
it really depends on how heavy the gate resistance is.

we'll leave if they move some serious archer or monster fire to us.
>>29218211
Don't get cocky, kid!
>>
>>29218034
> Maybe it would help if you broke down the front gate, too. That would distract the people on the walls.
>>
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>>29218034
A young archer smiles as a lucky shot sends a Turtaki tumbling over the walls along with the heavy stone he was about to drop. He looks to you. "Are you going back in?"

You see that all of Turtak's attention is on the breach now. They're bringing everything they have to this section of wall and sending men and monsters down into the sewers to cut Ligish off. Maybe now would be a good time to work on the front gates, force them to fight on two fronts, and help your people bring their numbers to bear more effectively. Or at least those are all words the eunuchs taught you. They seem to make sense here.

You skitter around to the front gates. Sure enough, there are only some token watchmen looking down from the walls here, maybe a few more inside the gatehouse. A deep ditch protects the area immediately surrounding the gate, with some bronze caltrops at the bottom.

> Roll 3d6 to sneak along the wall and climb across the pit without being noticed
> Roll 4d6 to run and leap over the pit
>>
>>29218221
>>29218211

The gate was stated to be too heavy even for Hunzuu last thread. There is also the lizardman, and the archers/oil.
>>
Rolled 6, 6, 5 = 17

>>29218355
>> Roll 3d6 to sneak along the wall and climb across the pit without being noticed
>>
Rolled 6, 6, 1 = 13

>>29218355
let's sneak. That's not too tiring.
>>29218369
valid points. Let's make a loud noisy pounding distraction for as long as it takes to re-route troops, then go to the breech.
>>
>>29218384
I was gonna leap, but then I saw this roll

Sneaking it is
>>
Rolled 2, 4, 2 = 8

>>29218355
> Roll 3d6 to sneak along the wall and climb across the pit without being noticed
>>
Rolled 3, 5, 3 = 11

>>29218355
Sneak Sneak
>>
>>29218384
We solid scorpion now.
>>
Rolled 2, 3, 3 = 8

>>29218355
LIke a shadow in the night

>>29218384
Damn, we a master theif
>>
>giant scorpion sneaking
this works way more often than it should, and every time it is hilarious.
Mostly because giant scorpion trying to look inconspicuous.
>>
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>>29218355
The watchmen are watching for large units of men with rams, bridges, other large objects used to besiege gates. They're looking outward. It doesn't occur to them that a single monster might sneak right up against the wall, almost directly under them, and damage the gate.

The gate is appropriately heavy. You're not sure exactly how heavy, but you estimate that lifting it would tax the limits of your strength, and even then it would drop again when you let go of it.

> Roll 4d6 to lift it, slip under it, and try to get into the gatehouse from the inside. Worst of first 2 rolls counts.
> Roll 4d6 to damage the gate with your mighty claws. Worst of 2 rolls counts.
>>
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Rolled 3, 4, 5, 1 = 13

>>29218454
>> Roll 4d6 to damage the gate with your mighty claws. Worst of 2 rolls counts.
>>
Rolled 5, 5, 2, 5 = 17

> Roll 4d6 to lift it, slip under it, and try to get into the gatehouse from the inside. Worst of first 2 rolls counts.
>>
Rolled 4, 3, 5, 6 = 18

>>29218512
let's just try to bend an opening. Lifting it is too haaard
>>
Rolled 5, 1, 5, 3 = 14

>>29218512
I guess slip under it? Try not to break our back as we lift.
>>
>>29218512
>> Roll 4d6 to damage the gate with your mighty claws. Worst of 2 rolls counts.
>>
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>>29218512
You pound away at the gate. People can probably hear you by now, and progress is slow, but soon the priceless bronze-banded gate starts to crack. It takes them a few minutes to bring some hot oil back around to pour on you. By then the gate is damaged considerably but not collapsed.

> Roll 4d6 to keep blasting away at the gate with your claws. Worst of two rolls counts. You'll try to deflect any attacks on your human bits with your shield.
> Retreat at the first sight of attack and go back to the breach
> Retreat at the first sight of attack, and try to keep them tied up by retreating and advancing again. Roll 3d6, worst of two rolls counts.
>>
>>29218751
eh, let's go to the breach. We REALLY don't want hot oil. That fucking hurts.

Just that we tried this is enough to force them to maintain a larger guard at the gates.
>>
Rolled 4, 4, 2, 2 = 12

>>29218751
Into the breach.
We gotta save our friend.
>>
Rolled 2, 5, 3, 2 = 12

>>29218751
>> Retreat at the first sight of attack and go back to the breach
We're the tired scorpion
>>
Rolled 4, 6, 4 = 14

>>29218751

You can't block oil properly with a shield. At best, we would likely deflect it onto our own body.

> Retreat at the first sight of attack and try to keep them tied up
>>
>>29218815
>>29218813
>>29218799
keeping your rolls on here might confuse him into thinking you are going to keep attacking
>>
>>29218839

I made no mistake, I rolled the appropriate amount of dice to continue assaulting the gate after a brief retreat.
>>
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>>29218751
You satisfy yourself with the fact that you have confused and terrified the defenders of Turtak, and left their gate in pretty rotten shape. As soon as you hear hear an order given to pour hot oil, you skitter away, getting away just in time to see the smoking, viscous mess splash onto the lip of the gate and flow into the pit.

> Roll 3d6 to go back around to the breach without getting hit by arrows. Worst of two rolls counts.
>>
Rolled 4, 6, 5 = 15

>>29218751

> Retreat at the first sight of attack, and try to keep them tied up by retreating and advancing again. Roll 3d6, worst of two rolls counts.

Try to bait them into loosing the oil early like before. If they're over here the breach is clear for our men.
>>
Rolled 6, 1, 2 = 9

>>29218930
>> Roll 3d6 to go back around to the breach without getting hit by arrows. Worst of two rolls counts.
>>
Rolled 2, 6, 2 = 10

>>29218930
dodgy scorpion.
Also geez we're tired.
>>
Rolled 1, 2, 4 = 7

>>29218930
We're doing alright despite being tired.
I don't want to know how our flesh bitched and moaned at us for forcing it to continue after it's so worn out.
>>
Rolled 4, 2, 2 = 8

>>29218930

We still using the combat music bonus?

http://www.youtube.com/watch?v=ZSS5dEeMX64
>>
>>29218965
I sort of do, actually, that sounds interesting.
>>
Rolled 4, 5, 5 = 14

>>29218930
>go back to the gate and finish the job

Fuck, it's almost done.
>>
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>>29218930
By keeping your shield raised up over your head, you can avoid the worst of the arrows and stones coming almost straight down on you. Arrows pound at your scorpion back, the easiest target on you, but luckily your thick barding protects you. You can only imagine what your flesh would be saying if it could still talk, but you take some comfort in knowing that armor as heavy as yours would completely immobilize a mere human.

You reach the breach, where all of the men who wanted to get in have either gotten into the sewers or been shot down. You hurry to catch up to them.

> Hiss as you approach, striking terror.
> Be sneaky. Maybe you can surprise them when you re join the battle.
>>
>>29219106
Sneaking hasn't done us wrong yet, we solid scorpion.
>>
>>29219106
so, sewer battle is going on RIGHT NOW?

Hiss and charge in. Don't be afraid to take corners by putting your legs on the walls, makes it even scarier.

Though, do be careful about not running over your own men.
>>
>>29219106
Hiss and charge in.
>>
Rolled 1, 2, 2, 3 = 8

>>29219106
>> Hiss as you approach, striking terror.

Eat them to regain energy!
>>
>>29219155
>implying that won't make us sleepier
It's like you WANT to doom us to the lunch-naps.
>>
>>29219106
hiss for intimidation
>>
>>29219106

If battle is joined, there is little need for stealth I would imagine. I am having a little trouble understanding what is going on right now, all truth be told. Are we about to be fighting inside of the sewers? Has the fight been engaged yet?

> Hiss as you approach, striking terror.
>>
>>29219187
apparently there's a sewer fight and we're getting into it.
>>
>>29219106

> Hiss a rallying cry: "For the glory of Ligish!"

Inspiring scorpion is best scorpion.
>>
>>29219217
I don't disagree with this notion.
>>
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>>29219106
You hiss and charge in. You have no torch with you anymore, but you see dim flickering light far ahead of you as you wade through the stinking, blood-laced water. It must be the rearmost of your own forces that you're catching up to.

You follow the path your men are taking, away from the rift and into the dry part of the sewers. You hear the sounds of an intense battle. Soon you catch up to a unit of Slingers who can't progress further because the tunnel is choked with a bloody melee. Your hissing makes them cheer and chime in as they curse at their enemies.

> Shove all your men aside and make your way to the front lines
> Roll 4d6 to climb up the walls and over them, though it looks dangerous. Worst of two rolls counts.
> Knock bricks free from the wall and give them to the Slingers to throw
> Find another way to stay useful in the back.
> Go around to the rift
>>
Rolled 4, 5, 1, 6 = 16

>>29219281

There is no time to be lost!

>climb up the walls and over them
>>
>>29219281
>>29219281
>Shove your men aside
>>
>>29219281
let's just gently shove our way through to the front. having a scorpion there will help immensely. If we can break the lines a bit and move the fight outside, we'll start getting ranged support.
>>
>>29219281
Knock our boys aside and wade in. Just showing up should demoralize the enemy, especially with stories of us chucking centaurs about.
>>
>>29219281

> Knock bricks free from the wall and give them to the slingers to throw.
>>
Rolled 1, 4, 4, 4 = 13

>>29219281
Up and over
>>
Rolled 2, 4, 5, 5 = 16

>>29219281
>> Roll 4d6 to climb up the walls and over them, though it looks dangerous. Worst of two rolls counts.
>>
Rolled 5, 3, 3, 3 = 14

>>29219281

Do a barrel roll

> Climb up the walls and over them, though it looks dangerous
>>
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>>29219281
"Coming through!"
With a running start, you run up one of the walls, digging your claws into the brick as quickly as you can find purchase. Soon you can see the point where the two forces are locked in combat, climbing atop the corpses to get at each other. Turtak has one of those red giants, hacking apart Ligishi spearmen with a large curved sword.

> Drop onto the enemy, even at the risk of squishing your own men. Roll 4d6, worst of two.
> Lower yourself more carefully and challenge the red giant.
> First strike where the opponent is weakest. Keep climbing a little further and drop yourself onto the human soldiers accompanying the red giant. Roll 4d6, worst of two.
>>
Rolled 4, 5, 2, 1 = 12

>>29219518
I forgot about the red giants.
> First strike where the opponent is weakest. Keep climbing a little further and drop yourself onto the human soldiers accompanying the red giant. Roll 4d6, worst of two.
>>
Rolled 5, 6, 3, 4 = 18

>>29219518

> First strike where the opponent is weakest
>>
Rolled 5, 4, 1, 1 = 11

>>29219518
Strike where weakest, we need to isolate it and attack from behind.
>>
Rolled 5, 3, 5, 5 = 18

>>29219518
>> First strike where the opponent is weakest. Keep climbing a little further and drop yourself onto the human soldiers accompanying the red giant. Roll 4d6, worst of two.
ANd then eat the red giant.

NAPTIME!
>>
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>>29219518
Just when you don't think you can hold onto the sheer vertical wall any longer, you see that you are above some enemy spearmen. You launch yourself down onto them, smashing one into a bloody pulp and knocking several others aside. The red giant turns back to look at you, and the warriors of Ligish take the chance to surge forward.

>Because the men with you are fresh, I'm going to give you a break and roll the bonus dice here, not subject to the worst-of-two penalty. Roll 4d6, worst of two, and add this result to it.
> You may choose to flank the red giant or keep butchering humans for as long as possible
>>
Rolled 3, 1, 5, 1 = 10

>>29219645
let us go directly for the giant. we come for monsterfights.
Also you missed your troop dice.
>>
Rolled 6, 5 = 11

>>29219645
Here's the roll.
>>
Rolled 6, 1, 6, 5, 2, 4 = 24

>>29219645
>butcher all the humans first
2 extra dice since your roll didn't work out
>>
Rolled 4, 5, 2, 4 = 15

>>29219645
butchering humans
>>
Rolled 1, 6, 1, 5, 6, 2 = 21

>>29219645

What bonus dice are we talking about here?
>>
Rolled 3, 5, 2, 1 = 11

>>29219645
>>Because the men with you are fresh, I'm going to give you a break and roll the bonus dice here, not subject to the worst-of-two penalty. Roll 4d6, worst of two, and add this result to it.
>>
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Rolled 3, 3 = 6

Your men need space. You figure the easiest way to do that is by mowing down the human spearmen around you. Though you are weary, you fight well. Even your dead scorpion-person kin would be proud if they could see how our claws shatter shields, pry open breastplates, and stab into wet bloody flesh. You even manage to fight your way forward through the enemy's middle ranks, forcing the red giant to turn around if he wants to face you.

>>29219645
These: >>29219663

> Now it's time to flank the giant. Roll 4d6 and add the above bonus.
> Perhaps your men can damage the giant when it turns around. Keep fighting through to get past all of the enemies and to the sewer entrance. Roll 4d6 and do not add the above bonus.
>>
Does the worst of two rule apply to crits too? Wait, there are no crits in this quest.

Anyway, Hunzuu can't face a monster alone now, with this debuff. We already roll poor enough normally, this has the potential to outright kill Hunzuu.
>>
Rolled 3, 4, 5, 6 = 18

>>29219812
>> Now it's time to flank the giant. Roll 4d6 and add the above bonus.
>>
Rolled 6, 6, 2, 5 = 19

>>29219812
let's take the giant now that our men are with us on it.
We'll be able to move forward as a unit.
>>
Rolled 3, 3, 4, 6 = 16

>>29219812
Try to get through the enemies while the men poke the giant to death.
>>
Rolled 1, 5, 6, 4 + 6 = 22

>>29219812
>>
Rolled 1, 3, 6, 4 = 14

>>29219812
>flank the giant

Leaving the men alone has showed to be a bad thing to do. With the debuff, Hunzuu needs them more than ever.

Also, giants? How many monster do they have?
>>
Rolled 3, 1, 6, 5, 1, 6 = 22

>>29219812
flank giant
>>
>crawling along the cieling to drop on your foes
Just like real scorpions! How horrifying!
>>
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Rolled 2, 3 = 5

>>29219812

>>29219838
>>29219836
Damn! That's pretty good!

When you see that the giant is still hacking at your front lines, you throw a corpse at it to get its attention. Right as it turns, you and your Footmen engage it at the same time. The giant's slick red hide is lumpy and misshapen, and nipping at its legs with your claws breaks the skin and exposes congealed blood like black pudding. The giant raises its weapon to chop you in two even as you claw at its poorly-protected legs and sides. Spears, and a few sling stones, bit into its back.

> Roll 3d6 to dodge its sword. Worst of two, but add the above bonus.
> Try to just take it on your shield and finish it off quickly
>>
Rolled 5, 1, 6 + 5 = 17

>>29220050
>> Roll 3d6 to dodge its sword. Worst of two, but add the above bonus.
>>
Rolled 2, 5, 5 = 12

>>29220050
let's dodge, our shield's not the best, and already has arrow holes. We'd probably take a wound.
>>
Rolled 6, 4, 5 = 15

>>29220050
pls no
>>
I hope nakurtum is somewhere around here. We should be seeing her, soon as we beat this giant.
>>
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Rolled 2, 4 = 6

>>29220050
As it raises its heavy, blood-caked falchion, you have ample time to react. You leap forward right up to its flank, closer than the reach of the long sword. Just as the weapon strikes the brick floor, you swing your heavy-headed glaive and chop into its back. As the giant's men start to retreat and the Footmen bury their spears in it, you tear its arm off with your claws and hold it high for all to see. You hiss in triumph as unclean red-black blood pours onto you.

> Press forward. See what other ways they're using to defend this sewer entrance.
> Tell your men about the other way into the city, on the far side of the rift.
>>
Rolled 2, 4, 3, 6 = 15

>>29220178
Tell them about the way into the city, search for Nakurtum, and for the love of god, go back to camp and have a nap.
>>
>>29220178
>tell men about other way into city
doesn't hurt to share info
>>
>>29220178
tell them that if they're brave, there's an alternate path around the rift. It may or may not have a giant fish problem.

We'll be going up the dry path, as we have to be at the forefront of the main force for the push. so
> Press forward. See what other ways they're using to defend this sewer entrance.

Also keep an eye out for where nakurtum might be.
>>
Rolled 4, 5, 3 + 5 = 17

>>29220178
EAT THE FUCKING ARM
>>
Rolled 4, 3, 1 = 8

>>29220178
>> Press forward. See what other ways they're using to defend this sewer entrance.
>> Tell your men about the other way into the city, on the far side of the rift.

I don't see why we couldn't do both
>>
>>29220178
Tell the men about the other way. That way isn't defended, and we can cause some more mayhem

Hell, we might get the gate open this time.
>>
>>29220203
you might be right. Maybe we'll ask nakurtum if it's okay for us to take breaks.
>>
>>29220178
Both.

Tell them about the other path and a group of them could try to get in that way but we are going to help push forward.
>>
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>>29220178
You tell the men that there's another way in that might not be defended, back on the other side of the rift. Since you're not going that way yourself, though, you don't see any who look like they're ready to chance it.

You don't see Nakurtum, or her corpse. It's possible that Nakurtum found the other way in already. Creeping around and acting alone or in small groups is the traditional specialty of Adventurers, after all.

This part of the sewers is quite dry, and it keeps sloping gradually upward. You see a ramp leading up to an opening where a large stone slab is hastily being pushed to close the way to the surface. You hear footsteps going away from the ramp and into another unexplored part of the sewers. Maybe they were men who didn't reach the surface in time and got sealed in.

> Run up the ramp and knock the slab away. Roll 4d6.
> Chase the stranded men. Roll 4d6.
>>
Rolled 1, 4, 2, 6 = 13

>>29220388
> Chase the stranded men. Roll 4d6.
>>
Rolled 3, 1, 2, 3 = 9

>>29220388
>> Chase the stranded men. Roll 4d6.
>>
Rolled 5, 4, 3, 3 = 15

>>29220388
fuck the men, the important part is the slab.
HEAVE SLAB.
>>
Rolled 2, 1, 2, 3 = 8

>>29220388
Keep up the momentum of the attack, they must be getting desperate. Push the block away.
>>
we may need a tiebreaker.
>>
Rolled 5, 5, 5, 1 = 16

>>29220388
> Run up the ramp and knock the slab away. Roll 4d6.
>>
Rolled 3, 2, 2, 2 = 9

>>29220388
Run up the ramp and knock away the slab
>>
>>29220388
>>29220388
Push the slab out of the way! We are almost there
>>
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Rolled 4, 6 = 10

>>29220388
You run up the ramp and try to charge into the slab. Your weariness gets the better of you, though, and you end up just awkwardly pushing up at the stone with your human arms. They finish sealing up this exit, and the slit of torchlight on the other side disappears. Your men join you in bracing themselves against the slab and trying to heave it out of the way.

> Keep pushing the slab. Roll 4d6 with the above bonus.
> Smash the slab, even though the falling rock might hurt you or the men. Roll 4d6 without the above bonus.
>>
Rolled 3, 2, 6, 3 = 14

>>29220626
Our men are credit to team.
Push.
>>
Rolled 3, 5, 2, 6 = 16

>>29220626
>> Keep pushing the slab. Roll 4d6 with the above bonus.
>>
Rolled 4, 5, 2, 5 = 16

>>29220626
try once more to move the slab.

Maybe vocalize that we are pretty damn tired.
>>
Rolled 3, 4, 2, 6 = 15

>>29220626
>>
Rolled 2, 1, 2, 2 = 7

>>29220626
We must be more inspiring than we thought, our boys are doing just fine.

There are going to have to be claw hugs when we push the slab away.
>>
>>29220717
well, we're at least trying not to trample them.
That helps.

Also we've been fighting like all damn day, and our appearance generally heralds a victory.
>>
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Rolled 5, 5 = 10

>>29220626
The men of Turtak had dragged the slab across the ground, but you and the men lift it the hard way. You bring up one end of the thing and strain to shove it aside, where it cracks on the hard ground.

You all emerge from the ramp to find enemy forces surrounding you. Men and centaurs on the ground, another red giant, sharpshooters and spellcasters on nearby rooftops, and the lizard-man watching over it all from a balcony.

> Charge! Roll 4d6 plus the above bonuses.
> Advance, but advance slowly enough that the men will overtake you and you won't be on the front lines.
> Hold, watch each other's backs, and silently wait for them to make a move.
> "Your walls have failed. This will not last long for you. Let's talk terms of surrender."
>>
>>29220840
tell 'em they should start discussing terms of surrender.

I'd like the battle to be done sooner rather than later, and if it goes on too long, the men will start looting.
>>
>>29220840
Call for them to surrender. We've murdered the vast majority of their monsters, laid waste to their defenses, and their gate will fall fairly soon.

Tell them that they can avoid total destruction if they just bend their knee, we will not allow our boys to loot or rape or anything like that. Just pay the tribute that their city owes to us.
>>
>>29220900
actually, this was a fight over THEM wanting tribute from US.
As vengeance for us taking tribute from them in the past.

So our demands would be more along the lines of cut that shit out, and then hwoever much our politicians gouge for.
>>
Rolled 2, 4, 2, 5 = 13

>>29220840
Charge!
>>
>>29220840
>> "Your walls have failed. This will not last long for you. Let's talk terms of surrender."

That's a good bonus but they have a formidable force here, I say if they refuse we retreat and use the other entrance where they won't be prepared for us.

Or maybe tell the men to take the other entrance while we stall and surprise attack, seems like a long shot though.
>>
>>29220962
This looks like their last line of defense, honestly. I see all the monsters that they have left around this one gap. If they refuse, our boys should be able to hold long enough to slip around the other way, and maybe take the gate when they are distracted in here.

So as an action, I would send a runner back to tell our folks to press from the other angles that we have opened up.
>>
>>29221024
Sounds good to me, anyone know just how many men we have?
>>
>>29221087
nope. We missed the chance to talk to the (not)king and ask.
>>
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>>29220840
"Your walls have failed. This will not last long for you. Let's talk terms of surrender."

The lizard-taur shouts out a command and gestures to the archers on the roofs. "HOLD!" He then looks down at you and folds his arms. He has a glaive, exactly like your own, leaning on the railing. "You are the one who killed my wife. Your king gave *you* the authority to speak for your city?"

> [lie] "Yep!"
> "No, but I don't want to kill any more. Let's set up a meeting with our king and yours. Or whoever's in charge here."
> "I don't need permission from him. I'm the real power here."
> "Hold on, let me check exactly what our orders are from him." Then whisper to the men to retreat and do something else.
>>
>>29221190
[x]No, but I don't want to keep killing. Let's set up a meeting between our leaders instead of fighting.
>>
> "No, but I don't want to kill any more. Let's set up a meeting with our king and yours. Or whoever's in charge here."
>>
>>29221190
No, but further killing is pointless. This is obviously your last desperate attempt to hold us out of your city, and I already know other ways in if necessary. Your gate is sagging on it's hinges, ready to fall at a moment's notice. You have lost, plain and simple.

I do not apologize for killing your wife, as she was a combatant, but I will say that I am sorry for your loss. Please, call forth your leaders so that we may end this before others die.
>>
Rolled 52

>>29221190
>> "No, but I don't want to kill any more. Let's set up a meeting with our king and yours. Or whoever's in charge here."
We are not versed in this sort of thing. We're better at smashy.
>>
>>29221190
I don't really need permission. They'll go along with whatever I say. But I don't see why you wouldn't surrender. I've already killed most of your forces, and if I'm forced to kill any more I might be too tired to try and stop the men pillaging, looting and burning. And what a shame that'd be, eh?
>>
>>29221190
HEY
Did you leave a child anywhere? You and your late wife? I found this orphan kid, and I don't want to have to bring her up just for her to find out that I killed her mother, hell, even father depending on how silly daddy is.
>>
>>29221190
> "No, but I don't want to kill any more. Let's set up a meeting with our king and yours. Or whoever's in charge here."

With a bit of we don't need permission because they will listen to us.
>>
>>29221190
>> "Hold on, let me check exactly what our orders are from him." Then whisper to the men to retreat and do something else.
Well this certainly won't be influenced by any personal bias. He probably didn't care for his wife. Right?

I say have the men take the other entrance and prepare a surprise attack. We try diplomacy and if that fails we lure them into the sewer, then the men can take them from the back and we can deal with a bottle-necked enemy. Perhaps keep some of the men with us so it looks less suspicious and we have a little back up.
>>
>>29221314
you know, I'm also sort of curious about that.

Oh shit, what happened to the WOUNDED guy that nakurtum was taking care of?

I completely forgot!
>>
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>>29221190
"No, but I don't want to kill any more. Let's set up a meeting with our king and yours. Or whoever's in charge here."

The lizard-taur calls up a soldier from inside the building he's watching from. They whisper to each other, then the solider is dismissed. The lizard-taur smiles down at you. "Take these men back the way they came and leave this city. Send your boy-king, or whoever speaks for him, before the front gates, and negotiations will begin."

> Agree and do as he says.
> Agree and leave some men to sneak around to the other sewer entrance.
> Agree and sneak around to the other sewer entrance yourself. Maybe they won't notice that you don't walk out of the breach.
> Disagree. They can't be allowed to pretend that they still have control here.

>>29221338
That wounded man was almost certainly on Ligish's side. Unless he somehow survived a fall off the city wall. The only things on Turtak's side to have taken the field outside the walls are lammasus and blight demons.
>>
>>29221588
>> Disagree. They can't be allowed to pretend that they still have control here.

Nope.
>>
Rolled 2, 3, 4, 2, 3, 6 = 20

>>29221588

Sending our king up to their gate might result in a slaughter.

> Agree to send a formal courier once optimal strategy has been discussed.
>>
>>29221588
Ok, they're definitely going to assassinate the king if we do what he says. Disagree or just kill them.
>>
>>29221623
Very reasonable, seconded.
>>
>>29221588
Ah, I may be look like a child, but I'm a teenager now. And with adolescence comes cunning. You'll murder the messenger and make this a lot harder than it has to be for everyone.
I shall not be moved.
>>
>>29221588
I don't know where all the men are. Some may be fighting in the city right now.
We will retreat into the sewers, as if we go any further your men may decide to betray us and open fire.

After that, the talks will be done by courier, if you aren't willing to have a face to face talk between the kings.
>>
>>29221588
>> Disagree. They can't be allowed to pretend that they still have control here.

This would put us in a horrible position if they were lying. They could close the breach and fortify the gate if they wanted.
>>
>>29221588

> Disagree. Agree to detach messenger to the "king". Leaves us with little more manpower than we had before, and stalls this contingent equally well in having to watch us. He'll come back with word from the "king". Then we act accordingly.
>>
I say we bargain him down to our men hold positions but stop firing on the walls, and the king talks through a diplomat.

If the diplomat is killed, well, we'll batter down the gates.
>>
>>29221724
Sounds pretty good to me.
>>
>>29221703
I like this
>>
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>>29221588
"You think we'll just give up our king? What if you're lying?"

"Him or whoever speaks for him. If nobody can speak for him, what is there to discuss?"

"Look, we'll go back if your men stop shooting at us. Then we'll send somebody to speak for the king and bring him forward to talk."

"Let nothing delay you, then!" He points back to the sewer entrance. "There will be a cease-fire. Your man will talk to our prince's man."

You and the men warily head back down to the ramp. The lizard-taur shouts out to you again, a hand extended. "Stop. Just you, scorpion. Your weapon. Lay it down. It is not yours."

> Put the glaive down, as a sign of good faith. All you need is your claws anyway.
> Keep walking and pretend you didn't hear him. You're going to learn to use this damn thing, just to spite him.
>>
>>29221588

"I'm sorry for your wife, but you were trying to kill my men at the time. Had our positions been reversed, I doubt I would be anymore alive than she is right now. I hate it, but we are soldiers and this is war. That's why I want this to end with as few more lives lost as possible. I'm willing to negotiate, but as a soldier I can't just leave newly won ground and trust you at your word. Your position is compromised and as we speak, my men fill the sewers. I can't command them back, but I can halt our advance long enough to send a messenger back to our king. This is a job for diplomats, not soldiers. Halt your men, and I will halt mine until my messenger returns."
>>
>>29221945
Give the glaive back.
it -is- his wife's. And honestly, it's too big for us.

We've just been using it until we take our next trip to the camp armory.
>>
>>29221945
>put it down. We did kill his wife
>>
>>29221945
Drop the glaive.
Ask him if he has a 5 year old daughter.
>>
>>29221945
>> Put the glaive down, as a sign of good faith. All you need is your claws anyway.

Tell him that we will give it back to them as a sign of good faith.
>>
>>29221945

> Put the glaive down, as a sign of good faith.

> "I'm sorry for your wife. I didn't want to kill her. I never wanted to kill anyone. I'm just fighting for my homeland, like you are fighting for yours. But now I'm so tired of fighting I can barely stand it anymore. Keep your word so that we can have an end to this blood shed. What was her name? I'll remember it."
>>
>>29221945
>Throw it down.

Our smiths make much better weapons anyway.
>>
>>29222026
>> "I'm sorry for your wife. I didn't want to kill her. I never wanted to kill anyone. I'm just fighting for my homeland, like you are fighting for yours. But now I'm so tired of fighting I can barely stand it anymore. Keep your word so that we can have an end to this blood shed. What was her name? I'll remember it."
That sound way too girly.

Lets just praise her prowess in battle and say that she died with honor.
>>
>>29222009
oh, shit.

Do be sure to ask this as we're leaving.
>>
>>29222057

Thing is, Hunzuu is a little girl. Warped and twisted into a murderer, but still just a little girl. Humanity is important to a believable and fully fleshed out character.
>>
>>29222086
Saying about how we regret it when he probably has night terrors about how his lovely wife was butchered and eaten by an unsettling little scorpion will probably just make him feel worse.
>>
>>29222121

He does not know that we ate her, and gods be good he never will. We should return her bones to him when all this is done.
>>
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>>29221945
You lay down the glaive. "I am sorry. It was war, and I didn't want to do it. She fought very well."
He nods, still angry but grateful that you've laid down the glaive. "Yes, I'm sure she did."
You remember the young girl you took from this city. "Oh, and just out of curiosity, do you have a young child?"
He scowls. "No. And thanks to you, I never will."

You're not sure what to say to that. You turn and head back to the sewers. They do not replace the slab. They would prefer to watch you leave. You hear orders echoing across the city above you for the men on the walls to stop shooting.

> Stay down here in the sewers until you hear about the results of negotiations
> Leave the sewers and tell the king yourself. Maybe take a nap, too.
> Test the other entrance into the city and make mischief.
>>
>>29222026
lets say this. she really did not deserve to die, hell even that lamsus guy did't seem that much of a dick when we got him.
>>
>>29222173
>tell the king yoself
>>
>>29222183
yeah, it turns out they're not actively evil and just kind of dicks who probably have really tough economic times because of our city's past wartime activities.
Tragic, like most wars.

>>29222173
let's go take a nap with ninlil. I hear she's resting.

We're so tired.
>>
>>29222173
Stay in the sewers for the time being, so that we can rush to the other entrance if needed. Have the guys guard us so that we can take a nap for the time being.
>>
>>29222183
War is ugly. If that petty prince didn't start a war with us, we could have found friends and allies in these monsters.
>>
>>29222222
yeah, pretty much this.
It's sad and shit sucks, but it's how it is.
>>
>>29222173

> Investigate the pit.

Last time a random monster woke up and died on a rampage, there was treasure left over. Luck withholding, we can get some now that it's gone.
>>
>>29222263
Hunzuu tired.
Hunzuu need rest.
Hunzuu need to rest before her flesh starts flinging obscenities.
>>
>>29222173

Can we ask her name before hopping back down into the sewers? Knowing that the murderer will never forget might at least help fix the obvious fuckup of asking if he had little human children.
>>
>>29222299
>Hunzuu need to rest before her flesh starts flinging obscenities.
Or worse, before she becomes the grumpy scorpion.
>>
well, the lizard man is being STARTLINGLY bro-ish about this. I appreciate it, though we'll never be friends with him.
>>
>>29222299

Hunzuu needs to remain an active threat in case the enemy tries to dislodge the non-fortified contingent from the sewers. Sleeping here isn't really an option, unfortunately.
>>
>>29222342
Go back to camp, take a nap, and tell someone to wake us if a storm of wind meets the pile of dung.
>>
>>29222333
He's your typical proud warrior type.

Those type usually seek the most glorious death possible. Dying to defend your city against a flesh eating abomination from before the flood probably ranks among the most honorable deaths.
>>
>>29222398
My main regret with those two is the thing about them never having kids. They coulda totally repopulated the lizards, if shit works on biblical rules.
>>
>>29222453
They may be able to make more.

But he probably won't take another mate.
>>
>>29222499
well, if they can make a few more pairs, I'll feel less overwhelmingly bad. But who knows with this artifact shit.
>>
>>29222173

> Leave the sewers and tell the king yourself. Maybe take a nap too.
>>
>>29222535
>But who knows with this artifact shit.
Its up to OP

Pray to the great Anu!
>>
>>29222570
I always pray for things to go happy.
>>
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>>29222173
You call out to the lizard-taur from the top of the ramp. "May I ask her name?"

He leers down at you, one hand lifting his own glaive and clenching it tightly. "Her name was Gamelat-Ishtar. You chased her as we retreated. You killed her."

You decide to join the men who are heading all the way out through the breach. These include the wounded Footmen and Slingers, the Carioteers who want to get back to their horses, and the men who just really don't want to participate in sacking a city, if it comes to that.

You wearily hike up the nearby hill to the commanders' tent. With ragged breaths, you call out for the king. "Your Majesty! They... they've agreed to a cease-fire. They won't shoot at us until we've sent someone over to talk."

You see the "king" pull open the tent flap. He has a sword drawn and blood drops on his skin and clothing. He looks around suspiciousy. "Hunzuu. Did you see her escape?"
"Did I see who?"
"The girl. She looked ten or so. She killed half our command staff before we noticed her. I cut her, but gods, she was fast!"

> "I know who that was!" Scour the camp for her without delay.
> "Well, there's still a cease-fire. That includes her, too. Spread the word loudly through the camps, and she'll return home."
> "Wait, who did she kill? She didn't kill Ninlil, did she?"
>>
>>29222797
> "Well, there's still a cease-fire. That includes her, too. Spread the word loudly through the camps, and she'll return home."
> "Wait, who did she kill? She didn't kill Ninlil, did she?"
If she's who I think she is, we can break her if/when we find her.
>>
> "Wait, who did she kill? She didn't kill Ninlil, did she?"
>>
>>29222797
>> "I know who that was!" Scour the camp for her without delay.

Wait, wasn't the girl we brough with us 5?
>>
>>29222797
way to guilt bomb, lizard. Fuck. We need to pay closer attention to the rules of war.
as for the girl, it can't be that little five year old we found, can it? This one is ten.

Is it our crazy footman friend/captive?
>>
>>29222797

We brought back a 5 year old, right?

> "Where is Ninlil?"

She'll probably go after high priority targets.
>>
>>29222856
>>29222872

This is the spy that tricked us into leaving the city. The one that stole valuables from the Blood Priest and murdered some guards.
>>
>>29222797
Wait, would this be that one assassin that fooled us into thinking that she wanted to set up a meeting between us and the king, or is it the crazy bitch from back home? I thought the little girl we stole was younger than 10.
>>
>>29222797
>> "Wait, who did she kill? She didn't kill Ninlil, did she?"
> "I know who that was!" Scour the camp for her without delay
>>
>>29222916
her...
In that case, she will have to suffer.
Suffer she will.

Besides, how did that footman girl and that spy got so strong? Something magical in here.
>>
>>29222916
oh THAT girl
Fuck.
Well, there's a ceasefire.
>>29222797
ask who she killed
>>
Rolled 94

>>29222945
also reiterate the cease-fire to the not-king.
>>
>>29222797

> Send up an alert through the camp. We have an accord to a ceasefire. She'll at least stop at that point. Also, who did she kill? She didn't kill Ninlil, did she?
>>
>>29223007
yes.
>>
>>29222972
>Well, there's a ceasefire.
That may or may not include captured spies.

And we may include her grisly death as a condition for peace with the city.
>>
>>29223023
hey, no need to get all vengeful.
That's what causes these talks to break down.
>>
>>29223063
You can be the voice of reason, I WILL BE THE VOICE OF RAGE.
>>
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>>29222797
"Wait, who did she kill? She didn't kill Ninlil, did she?"
A booming voice cries out behind you. "NO!" Ninlil trots over to you and wipes her brow. She whispers to you once she's close enough. "i mean no. i would have been next, though. when the king saw her, she fled. we tried to chase her, but we lost her. i'm sorry, hunzuu..."

You pat her back and accept her apology. "Well, you can help us now. We have to tel the whole camp that there's a cease-fire. No more killing until our people and their people have talked. Tell everyone that!"
Ninlil smiles. War feels out of her element, but this sounds like a task she can do. "sure!"

> "I'll help you spread the word."
> "Wait just a few minutes. Maybe I can catch her first."
> "With you yelling it to everyone, it won't take long. I'm going to go check on another little girl I know..."

>>29222856
Yes, the girl you rescued was 5. This is probably a different girl. It may very well be Ku-Aya, the ten-year-old who killed some pyramid guards and robbed the Blood Priest's workshop.
>>
>>29223091
Eh, whatever. Just remember the lizard guy feels the same.

>>29223099
Marvelous! let's go help her spread the word.

I sort of want to introduce the little girl to ninlil.
>>
>>29223099
>> "Wait just a few minutes. Maybe I can catch her first."

I wonder what she tastes like.
>>
I wonder if this one is another disciple of Punzuzu.
>>
>>29223099
Yeah, hold on a few minutes so we can see if we can murder this little bitch. Leaving her alive would be a major issue later on, since she might infiltrate the city again after the ceasefire.
>>
>>29223099

> "Call out to the men to tell them about the ceasefire, but also tell them to watch the perimeter of the settlement. She's not getting away."
>>
>>29223099
>> "I'll help you spread the word."

As much as I'd like to catch her it's unlikely since we have no idea where she is and we're tired as fuck.

I have a feeling she's actually not their spy but a third-party. Pure speculation though, we will likely find out soon.
>>
>>29223174
>I have a feeling she's actually not their spy but a third-party. Pure speculation though, we will likely find out soon.
I don't care, I want her to taste her own lower intestine either way.
>>
>>29223099
>"wait a bit, maybe I can catch her"
>>
>>29223190
eew. That's not even the good part.
>>
>>29223099
>> "I'll help you spread the word."
And then take that nap.
>>
>>29223099

What we get by capturing her isn't worth what we might lose by keeping the camp ignorant.

> Have Ninlil call out to the camp, telling them about the assassin, the ceasefire, and telling them to make sure she doesn't escape.
>>
>>29223099
Wait a few, then go tell everyone.
Then go to our little one, ask for her name and her parent's names.
>>
Well, now that we know war rules, let's not repeat the lizard incident.

We gotta let folks who are running go.
>>
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>>29223099
"I'll help you spread the word."

You and Ninlil make your way around the perimeter of the camp. You keep an eye out for Ku-Aya. Ninlil cups her hands to her mouth to make her roar project even more. "HEY! THERE'S A CEASE-FIRE! NO MORE FIGHTING UNTIL EVERYBODY CAN TALK! OKAY? NO MORE KILLING!"

You add in another point as an afterthought. "And there may be a spy in the camp! A girl of ten with gray eyes. Take her alive!"

Ninlil hears you and repeats after you. "AND THERE MAY BE A SPY IN THE CAMP! A GIRL OF TEN WITH GREY EYES! TAKE HER ALIVE!"

You meet up with Ninlil again. She brings her voice back to a whisper, since she seems physically incapable of anything in-between. "i didn't see any girl like that, hunzuu. it's mostly grown-ups around here..."
You nod. "That's all right. She's very sneaky. We'll get her sooner or later."

> Okay, nap time.
> Take a full inventory of which of your friends are alive, dead, and missing.
> You can't nap at a time like this. See if the Petty-wizards' healers have anything that can pep you up.
>>
>>29223402
>> Take a full inventory of which of your friends are alive, dead, and missing.

And then it's nap time.
>>
>>29223402
Check on friend status, then have a nap.

Where the hell is our trainer. She was like, the only solid friend we had for our first weeks at the temple.
>>
>>29223402
As much as I'd love to figure out who's still amongst the living, nappy time. We'll be needed if negotiations break down.
>>
>>29223402
Friend inventory, then go to the wizards.
Ask them specifically what our flesh thinks of its current state, and anything that could pep us up.
>>
>>29223402

> Take a full inventory of which of your friends are alive, dead, and missing.
> See if the Petty-wizards' healers have anything that can pep you up. Tell them to have it on standby.
> Take a nap

Also, did we get any of that red giant blood? It could be really useful to the healer's efforts.
>>
>>29223533
that would have been smart to think of at the time. Darn.
>>
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>>29223402
You make your rounds one more time around the camp, checking up on people you know and asking what's been going on while you were out.

Sharo is asleep just outside the Petty-Wizards' makeshift hospital. His injuries were minor, so they just bandaged him and didn't use any blood rituals on him. The Bronze Priest is unconscious and clinging to life. Some kind of metaphysical waste has built up in his body that the healers cannot purge. The five-year-old girl is sitting with the camp of the Petty-Wizards who work more aggressive kinds of magic. Someone gave her some wooden beads to play with to keep her distracted. Ninlil is well, of course. She has a bandage around her neck, though. Maybe being strangled by that lammasu broke the skin a little.
Nakurtum is missing. She must have snuck into Turtak and not come back out. You hope she's all right.
Buth-Shamash is dead, crushed by a lammasu's force blast. The fancy bald man has taken over in his stead. Ku-Aya has killed the commanders of the Charioteers and Slingers, along with some lieutenants and guards. She also killed Ninurta-Nasir. The Rain Priest is still alive. You hear that he and his acolytes have gone out to the river West of here, to work some ritual that will cause the land to forgive him and allow him to work more magic in this area.

> Anyone else I forgot?
> Sleep lightly, asking Ninlil to wake you up as soon as there's any kind of news.
> Sleep until you are fully rested, unless there's a serious emergency.

>>29223533
Some of the red giant's dried blood is on your armor and chitin and even in your hair, but it's not enough to do anything with.
>>
>>29223402
We have been running on adrenaline for quite a while. With the immediate threat of combat gone for the moment, we should be crashing soon.
>>
>>29223778
sleep deeply, ask ninlil to wake us if something important happens.
Or if anyone finds out just where the hell nakurtum is. Much worry.

And I don't think you forgot everyone, though it's kind of sad that all the leaders of the various combat folks are gone.
>>
> Sleep until you are fully rested, unless there's a serious emergency.
>>
>>29223778
>She killed Ninurta
Thank you based loli.
Sleep until we're rested now.
>>
>>29223778
>sleep well
>>
>>29223778

Troop movements are likely at a standstill right now, meaning it is unlikely we can get at any of that delicious red giant blood. If they aren't, we should send a messenger to tell some troops to withdraw discretely with the corps in tow. Otherwise, we'll just have to hope it keeps.

> Sleep until you are fully rested, unless there's a serious emergency. Tell Ninlil to wake us up if there is serious news, as I wouldn't trust anyone else in camp with Nakurtum gone.
>>
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>>29223778
"I'm going to sleep now, Ninlil. Only wake me up if something really serious happens, or if Nakurtum comes back."

"OKAY! i mean, okay..."

You collapse into slumber, not even bothering to dig yourself a burrow. Your dreaming self feels the connection to the underworld, but it feels somehow different, more dangerous.

> Danger is your middle name. Roll 2d6 and go get advice from dead scorpions.
> Distract yourself by thinking about that child you rescued, or memories of Nakurtum, or anything!
>>
>>29224003
get distracted. We're too tired to do underworld things.

We'll probably have to fight dead people there anyway.
>>
>>29224003
NO
NOT TRIGGERING THE CURSE
Think about our scorpion dress waiting at home, and our friends.
>>
> Distract yourself by thinking about that child you rescued, or memories of Nakurtum, or anything!
>>
>>29224041
I hadn't even realized it was the curse. I just figured we're too tired for our nightly sparring.

Now I sort of want to go to the dream to see what happens.
>>
>>29224003
Distract yourself
>>
>>29224067
>We roll double 1's
>Trapped in the underworld forever.
>>
>>29224003
> Danger is your middle name. Roll 2d6 and go get advice from dead scorpions.
>>
Rolled 1, 2 = 3

>>29224003

Only voting this, because it's outvoted.

> Danger is your middle name.
>>
>>29224041
this. no going to the underworld while under an unknown curse.
>>
>>29224281
Sorry bro, but I am most likely going to vote for underworld sleep next time we sleep and aren't completely exhausted.
>>
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>>29224003
You think about your pretty dress! You'd almost forgotten about it. Funny how dreams can remind you of things that the stresses of the day made you completely forget.

You wonder, can someone like you ever be truly pretty again? Will you be doomed to fight for the rest of your life, hip-deep in blood, with an ever-growing collection of scars? Or will you find peace and get to do the things a girl like you would really prefer to do? Maybe the scars on your lip, arms, claws, and back will fade when you shed your skin. And maybe the scars on the inside will just take care of themselves...

Your body is sore, and the dawn is breaking, but it seems like hardly any time has passed. You hear a voice that must be Ninlil's. "HEY! WAKE UP!!!"

>I'm going to break here. Hope it was long enough!
> Archived at http://suptg.thisisnotatrueending.com/archive.html?tags=Scorpion%20Girl%20Quest . Thanks for all upvotes!
> Next thread will probably be Saturday at noon EST.
>>
>>29224292
Having a pretty dress will be nice. Maybe we won't have to war for a while after whatever emergency ninlil is waking us for.

Thanks for running, I'll see you saturday! And yes, six hours is certainly long enough for a mid-week fix.
>>
>>29224292
D'aww
Just... D'aaawwww
That is cute. Thanks for running.
>>
>>29224337
Hey, our normal sleep is important. It's dreams of things we like, instead of dreams of scary and weird underworlds.

I wonder what colors we can get dresses in other than black. Is white available?
>>
>>29224361
It is! The priests only dress you in black because dressing you in white, red, blue, brown, or gold would suggest that you like one of them the best. Other neutral colors could be found, though.
>>
>>29224448
that's basically what I was asking, if a priest already nabbed the color.

We could go super ritzy and get a purple dress I suppose, or maybe something in green. Orange and yellow are too close to gold.

What color's hunzuu's chitin? Also black? Red?
>>
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>>29224478
It's black, sort of like this.
>>
>>29224545
well, that will help with color coordination in the future.
>>
>>29224545
I would say black kinda kits with our new "body"
>>
>>29224605
eh, I like something more contrasting.
I'd go with a white or a gold to go with the black, but those are taken. The remaining colors aren't as good. Black might be the best out of currently available colors, though.
>>
>>29224658
We could just tell the priests to get over it and understand that maybe we just want to wear a certain color because it makes our eyes dance.

Maybe orange? Fancy man said to wear warm colors to offset the blue tint our blood gives us now.
>>
>>29224759
That might be a good plan.
Maybe we'll start with multicolored affairs, to not give them the impression we're favoring any one.
>>
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>>29224915
All the colors!
>>
>>29225059
My dress has the most colors, that means it's prettiest!

At least, until someone gives us honest fashion advise.
>>
I realize far too late that nakurtum was totally down the wet path in the breach we made


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