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/tg/ - Traditional Games


Thread XVIII:
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Lamia%20Legacy%20Quest
Twitter: https://twitter.com/LamiaLegacy
Opening Theme: https://www.youtube.com/watch?v=RCQmQwKEEOM

Apologies on the delay on updates and threads, had to finish off my degree and my last few classes decided to take a graduate student style of teaching that failed horrifically but boosted my GPA in a hilarious cavalcade of poor performance. That said, outside of job hunting, I'm free to do my old standby of super long runs, provided the tornados and storms that showed up two days ago don't make a reappearance.

"What's Left Undone."

Veles seizes the moment to usher yourself and the other two outside before easing the tunnel door back down, where it settles into the rock face near invisible save for a V shape outcrop of quartz in the middle of it. You look at it, curious how it was inset into the stone and going over how exactly you went from mourning your adoptive father's death to exploring what is most likely land untouched by anyone from the UFK in the span of two months.
>>
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>>32129206
Between meeting Veles, the smugglers, keeping your ranch going, finding out your foreman was once a notorious outlaw, to dealing with a group of bandits that are using said foreman's name for their own notoriety, something as historic as this seems to pale in comparison. Speaking of your foreman, he introduced himself to Captain Keel as Mr. McCain, saying he had no relation to aforementioned bandits. Keel for his part simply quipped back that his family were a bunch of shipwrights, and didn't had much hope for him as his given name was Flint. Your attention is pulled back to Veles giving a light cough, and you turn to see the two bipedal members of your party still standing and surveying the valley in a sort of awe.

"Never rightly expected for all this to happen," McCain says, noticing your stare, "Miss, this is history book stuff right here."

"Something like that." Captain Keel responds still looking ahead, "Though I suspect the real history book event will be the diplomats extending formal greetings to the... centaurs, you said?"

"They call themselves Casimiran, descendants of troll Casimir." Veles responds, obviously not having made as much progress on learning your language proper than you had spent on learning Casimiran.

"Regardless, I brought a journal to keep notes." The captain says, producing a leather bound book from his person.
>>
Ah, college misadventures.
>>32129241
Time to go meet some horsemen.
>>
>>32129241
You head out of valley and into the badlands proper, making contact with the Casimiran is important, but who you run into first might make a difference. For that you turn the Veles who is currently unhooking Dahz from her lead.

>You said the kozaks were directly beholden to the royalty yes? Do you know where they are right now?
>Szlachta and the Folwarks seems like a good plan, what's the nearest town?
>Doesn't matter who we run into first, lets try and avoid the bandyta
>Other

Also, as we are into a new arc, please pick another skillset.

>Intrigue (Dealing with Serrak, and for that matter, Keel has given you an aptitude for clandestine deals.)
>Animal Handling (An appreciation for dealing with more than just your standard ranch fair from Coyotes to Daisy has given you insight into dealing with animals.)
>Natural Abilities (You've spent some time going over the book on lamia physiology and even more practicing them, additional bonuses to lamia based abilities.)

For reference, current your skills are: Scholarship, Ranching, Marksmanship
>>
>>32129285
I don't remember very well the exact names of these centaur folk's places, but let's go
>Szlachta and the Folwarks seems like a good plan, what's the nearest town?
why not. Seems finding the nearest settlement is as good a start as any.

As for abilities, let's go with
>Natural Abilities (You've spent some time going over the book on lamia physiology and even more practicing them, additional bonuses to lamia based abilities.)
so as to be basically proficient with snake stuff. It's all pretty handy to have.
>>
>>32129285
>>Szlachta and the Folwarks seems like a good plan, what's the nearest town?
At least get to know their settlements so in any case we can have a trade route

>Intrigue
Seems to me that diplomacy is more our stock in trade so this.
>>
>>32129413
Intrigue works too. I don't really have a strong opinion on upgrade routes, and they're all handy to the things we've been doing.
>>
>>32129357
Around the major towns, the rule is decided by the szlachta, basically a council made up of members of the landed families. They decide the rules and tenants of their town while remaining loyal to the crown. They have a small standing army made up of elite troops that, while are mostly for show and to please their South Court advisers, are nonetheless fearsome lancers in their own right. These troops are bedecked in heavy silvered armor, winged with eagle feathers, usually dyed to the color of the szlachta they pay fealty too.

Outside of the folwarks and in the badlands proper, you find the Kozaks, independent drifter that form a loose community. United under a group of leaders known as Atamans, the kozaks eschew the laws of the szlachta and live a more militaristic survivalist lifestyle. This is permitted however, as the Atamans maintain close ties to the crown itself rather than the szlachta. They are commissioned to defend the towns and cities from all threats, namely, from the degeneracy afflicted trolls on the coastal mountains, on the other side of the basin from you. They have a ranking system here your status in its society corresponds with your effective military rank, all the way from the Kazak initiates to the Yesaul heads of the roving bands who answer only to the Atamans.

tl;dr: Kozaks are the nomads that Veles has dealt with in the past, Szlachta are the landed elite with house troops.
>>
>>32129447
Oh, well then. Head for the szlachta, but expect to meet kozaks first, as they wander the outlands, and our party is suspicious.
>>
>>32129481
I agree. Might have to talk or fight our way out of the plains but once we reach the towns, its all talk and tongue, hopefully
>>
would have to say either intrigue or natural abilities seeing as we're kinda built for long range combat and something that could make us a little better up close in a fight or lets us avoid the fight all together might be a wise investment.

Oh and I feel that it would be better to start with the kozaks just because Veles has some history with them
>>
>>32129957
Kozaks are a bit better of a starting point, but we may or may not run into them, as they wander.

I'm fine with them first if they show.
>>
>Deadlocked for Natural Abilities and Animal Handling, will split bonus among the two.
"Szlachta and the Folwarks seems like a good plan, what's the nearest town?"

"Not sure, it has been while since I've dealt with Szlachta. Mostly traded with Kozaks as a loner." Veles says with a shrug

"How long ago was that?"

"Dealing with Szlachta? 30 years. Last time I ran into Kozaks, barring scouting party you saw, probably 2 years?"

You frown, "That's quite a while, are you sure that's still how they are?"

"Their system survives upheaval fairly well. Besides, I've known about them for far longer than I have known about your UFK."

"Well, where would be the nearest town that you remember?"

"Probably would be Bralin. It's to east south east of here. Farther south is royal city of Wesola, Kozak lands historically form a crescent shape of the southern and western mountains extending north to a bit east of here. They have semi mobile encampment known as Ursus but that could be anywhere along their lands depending on where degenerates or bandits appear."
>>
>>32130332

Keel cuts in, "Degenerates?"

"Offspring of mutual ancestor to Casimiran, bipedal like you, highly regenerative, fire usually best way to deal with them."

Keel makes a note in his journal, "So we head to these folwarks first, yeah."

"Something like that, though expect to run into the Kozaks before that." You say, "I just hope we don't run into those bands of outlaws Veles mentione. I'd rather not have first contact be cause for a war."

McCain cycles his revolver, resting the hammer on an empty chamber for travel. "What happens, happens, Miss. Doubt they'd be missed if'n the Cossack fellows fight 'em too."

You shoulder your rifle and make your way down the valley, Veles taking the lead (and the rear, given how long he is) with your and Keel on either side, McCain behind Keel providing a proper rearguard as you make your way into the badlands and toward Bralin.

>Need a d20 spotting roll and a d20 travel roll.
>>
Rolled 5, 2 = 7

>>32130362
Have two rolls, then.
Weird to not be travelling on a wagon. Try not to trip folk.
>>
Rolled 4, 17 = 21

>>32130362
First is spotting 2nd is travel
>>
Rolled 12, 14 = 26

>>32130362
so 2d20 then?
>>
You make decent progress through the badlands, Veles' navigation and memory proving to be sufficient and leading you through the badlands avoiding some of the rockier areas to make it easier on McCain and Keel. Eventually you get to a point where it is safe for them to properly mount up. You make better time then, Veles and yourself propelling in 'step' with the horses. Its strange being here, especially with the local flora clumping into stands of grass or a shrubbery with naught but dirt between them. Veles explains that the badlands are prone to yearly flooding, taking with it the nutrient rich topsoil down towards the center of 'the bowl' he calls it. Apparently the Casimiran lands are geologically equivalent to a drain, only on a monumental scale, collecting water near the center of a massive basin and flowing into a series of underground rivers that lead to an area unknown. Your geology lesson is interrupted by McCain holding up his hand and signalling over to the south of you.

"Smoke over the ridgeline." He says, pointing at a small wisp making its way up to the sky.

>Action?
>>
>>32130737
Let's go and make friendly. Chances are they're not banditos if they have an open fire going, right?

Remember the fish rivers for later.
>>
>>32130737
Scout it out. Could be bandits, could be anybody.
>>
well lets check it out.

I say have the two lamias sneak up and see who's up there and see if it would be safe or not. Don't want to take the whole party as that would be easier to spot but still think we should bring Veles along simply because he has the best idea of what's what around here.
>>
Rolled 18 + 4

>>32130787
>>32130845
>>32130860
Scout and sneak with veles then? Give me a 1d20+2 roll.
>>
Rolled 13, 17 = 30

>>32131090

hey I go
>>
Rolled 14 + 2

>>32131133
oops
>>
Rolled 17 + 2

>>32131090
sure okay
>>
>19
>22

You motion for the group to stop, looking to Veles and gesturing toward the ridge lest your sound carry. Dropping down low, the two of you slither toward the smoke, keeping to the small clumps of plants and moving from cover to cover. You crest the ridge with Veles, and look to what you see. Not 100 feet from you at the base of the hill is an encampment with 4 centaurs, two eating, one tending a small peat fire, which a appears to have a roast rabbit over it, and a third with a longbow standing watch. They don't appear to have seen you yet.

<What do you think.> You hiss to Veles, trying to keep your voice down.

<Looks to be a Kozak scouting party. Note the leather armor. Bandyta are rarely that uniform, and even then those that do are deserters.>

<So what should we do?>

<Depends, I've not been in a group before. I normally wander into groups like that and try to be nonthreatening. That said, they don't like being surprised.>

>How to handle this:
>Call out to them, see if you can talk first
>Head back to the group, see if you can't try to wander in.
>>
>>32131586
>>Call out to them, see if you can talk first
Tell 'em we've got two others in our group, and are looking for the nearest gathering of people.
>>
>>32131586
>Head back to the group, see if you can't try to wander in.
And then all of you come out openly, so they can see you. If we suddenly appear, it will look threatening. If its a bunch of people openly walking the trail, its less threatening.
>>
>>32131618
>>32131712
either way, introduce ourselves to them friendily, and we won't have troubles.
>>
>Head back to the group, see if you can't try to wander in.

seems safer if they think they saw us first
>>
>Head back to the group, see if you can't try to wander in.

<Lets try that then, give a wide berth to the hill and see if we can't avoid any complications.>

You make your way back toward Keel and McCain, who looks to you expectantly.

"What have we got, Miss?"

"Looks to be a Kozak scout party. Going to try and ease up by taking the long way around the hill. Go up nice and easy. Give the no reason to be alarmed more than we have to."

The men nod, and you make your way around the hill with Veles taking the lead. It takes a good five minutes before you catch sight on the encampment again, and even though you don't show it you are pretty sure you noticed them before they noticed you. The one on watch, of a lighter build than the others, and gestures towards you while notching an arrow on his bow. You see McCain tense, but then see a more heavily built one, a female, slap the shoulder of the other and you hear her chastising the smaller one. As you approach you hear a muttered argument and the word 'kutkh' said several times, before the lighter one relents and removes the arrow from his bow. The other three regard you with less suspicion, but still warily. The two other males being powerfully built, and carrying a heavy mace and a sword between them, the female with what looks to be a massive crossbow and heavy bolts in a sheaf heading down her flank.

>Action?
>>
>>32132567
Wave, be obviously friendly, and try to ask for directions to the nearest large gathering of people in your best horse language.
>>
let Veles talk since he doesn't sound like someone trying to strangle a cat when he speaks the language. Maybe ask what they're doing around here?
>>
>>32132567
Be friendly. Maybe let Veles introduce us. Say that were looking for a settlement to trade.
>>
>Action?

<Veles, talk to them. You know them better than I.>

He nods and moves forward, the leaner one flinching a bit as he does so. What follows is a stream of Casimiran that you can barely follow, said with a speed and fluidity that leave you scrambling to translate. Veles explains that it is challenges of identity, and that the older ones remembers Veles from the last time he came. After the pleasantries between Veles and one of the burly males, who you presume to be the leader of this group die down it turns into a series of terse questions.

[This is your entire group?] the female asks.

[Yes.]

The lean male looks at your companions and ventures, [South Court?]

[No. Kutkh.]

During this time, the leader had been regarding you. You felt uncomfortable as he appraised you and your rifle, seeming to try and decipher its usage. [Related?]

Here Veles chuckles, [Something like that.]

His answers seems to pass muster. and they ease back into an alert but relaxed state. Veles tells you that they are indeed a Kozak scout force, and that your arrival will be reported to the host on their return, but for now we are free to share their camp for now

You were a bit hesitant when McCain and Keel dismounted. They did not seem to take affront to treatment of your horses however. It would appear that you have successfully made non hostile contact, and have a place to make camp for the night.
>Talk to Veles, 'Kutkh? South Court?"
>Try and speak with one of the Casimiran
>>
>>32133098
>>Talk to Veles, 'Kutkh? South Court?"
>Try and speak with one of the Casimiran
Thank them for the camp, at least.
>>
can't we try both?
>>
>>32133098
>Talk to Veles, 'Kutkh? South Court?"
Explain please
>>
"South court is somewhat familiar, but what's this business with a kutkh?" You ask Veles as he puts Dahz back on her lead heads toward the horses.

<Kutkh is a term for outsider that they use for me. A literally translation is 'that which is not born of our creation' or rather those not of the blood of Casimir.> He says while fastening the lead to the base of the shrub the horses are near.

"And not literally?"

<Outsiders, not of this place. It is not quite as negative as you would think, I believe I was the only Kutkh for as far as they remember, more is probably of interest to their leadership, but what can 4 do to them?>

"And that business with south court?"

<They mistook your two friends as south court Fae. It is a good sign because other than them, the only other bipeds are the lesser trolls, which would be an issue.>

"I take it the trolls are not good news?"

<Cannibals mostly, travel in loose warbands. Main reason why the rule of four came to be I suspect. That way each flank is guarded.>

"Should we try and talk to them?"

He shrugs, <Up to you, but expect it to be a one to one exchange of questions between them and you.>

>Any particular questions you have? If you so write them.
>Roll me a 1d20
>>
Rolled 4

>>32133574
"How has the patrol treated you so far?"
>>
Rolled 12

>>32133574
Let's just ask them for directions, then. Find out where their folk are staying so we can visit.
>>
Rolled 6

>>32133574
"Any settlements or villages nearby? We're exploring this area for a trade route so... any of those close by?"
>>
Rolled 10

start with a greeting, maybe ask how well they know Veles. You know just to get the ball rolling. Then start asking questions about them like what are they doing all the way out here, what are some of the dangers we can expect to run into out here. You know that sort of thing.
>>
>12

With some trepidation you head toward the group of Centaurs.

[Hello.] you manage, [I'm Sasha Masterson, might I ask who you are.]

The lean one, who you mentally name awkward, whispers something to the female who promptly cuffs him upside the head, there is some chuckling amongst them before the grizzled older one responds.

[I am Elim, and we are patrol 23, consisting of Mitay, Aleska, Adok and myself. If I may make a suggestion, do not speak to Adok, as he is young and prone to foolish question.]

[Oh... ] you say, a bit at a loss, [Well, we were heading through here looking to create a trade route and we were wondering what you had in the way of settlements near here.]

[She answers before asked. Curious. Where do you come from little one?] The lean one calls out, ducking as the females arm as it swings around to hit him again.

You stiffen a bit as the female begins to chew out the lean one while the other male, Mitay, sighs. [Since young Adok can't seem to mind his mouth,I shall answer your question. Ursus is far from here, however if you mean the Szlachta and their ilk, they hold Bralin to the south.] He says, pointing toward what looks to be the start of a Valley. [Now, what town do you and yours hail from?]

You are just about to answer when a series of keening wails begins to pick up on the horizon. You almost take it for Coyotes but it appears more guttural. The centaur rise from around their fire, alert and drawing their weapons.

>Action?
>>
>>32134616
Ready your arms too.
Ask them what kind of freaky huge coyotes they have in these parts.
>>
>>32134616
Don't draw your weapons yet. Might be trolls, might be someone else. If there's an attack then we draw steel and fight.
>>
>>32134708
Let's at least ask 'em if it's a problem, then, and inform our team if it is.
>>
>>32134755
Fair enough. We'll follow the centaur's lead on this one.
>>
look to where they are looking to and put your hand on your weapon but don't draw it yet. Ask Veles if he knows what that noise was since we don't owe him an answer.

also make sure the rest of your party is ready for a fight.
>>
Putting your hand to the stock of your weapon you look over to Veles who mouths a single word 'trolls' and you pull back toward your party. McCain draws his pistol, cycling the empty chamber and putting a fresh round in while Keel opts to go for his rifle. You see the centaurs form up in a foursquare stance, with the Adok and Aleska behind, with Elim and Mitay between the two and the source of the noise.

The keening picks up in intensity and you hazard a look over the embankment. What you see is frankly disturbing. Nearly 30 shapes appear heading toward you in the sunset, and they don't look like what your books have for their illustrations of trolls. They have the same height and build, the smallest of them towering at nearly 7 feet, but they are far more spindly than you expect, gnarled hands and aid them in loping quadrupedal strides, some standing up as they vault bushes and hillocks.

The mob, and you call it that for there is no better term, begins to turn toward you as you see the centaurs readying themselves.

>Move in toward the centaurs, try and get stuck in with them
>Provide fire from the back
>Other ideas?
>>
>>32135097
>>Provide fire from the back
Just start shootin'. There's a lot of them, and we need to at least empty our rifle of all its shots by the time they get close.
>>
>>32135097
>Provide fire from the back
>>
we got three guys (us included) that have guns and one magic user. I think we'd be more helpful if we just provided fire support from the back. and if these things do get close don't be afraid to bite the shit out of them.
>>
>>32135097
>>Provide fire from the back
Be ready to move if they start flanking us.
>>
Rolled 15, 15, 9, 14, 15, 13 = 81

McCain, Keel and yourself move to a as good of cover as you can and sight in the approaching things. You begin firing when you hear Adok's longbow go off, picking off the frontrunners of the mob as you go, emptying your rifle as you lever more rounds into the chamber. Dropping down, you begin feeding rounds into the tube you hear the crack of pistols and the sporadic roar of a Nitor falling block carbine as a hum builds emanating from Veles' blade. You watch as your targets go down, the spindly forms tumbling like wheat as your bullets cleave into them. The noise of your salvo faltering the horde a bit on their approach.

You look over while load and see the two lead centaurs still holding position, while the longbow continues to fire arrow after arrow into the crowd. Curiously Aleska has yet to fire, you see her load a thick bolt into the heave crossbow and heft it up aiming at the group. The bolt flies in an almost lazy arc as it impacts a troll in the middle of the mob and engulfs it and the surroundings in flames.

The effect is staggering to say the least, the cloud of flame lasts for a second before it expires, but coats a wide arc of the lead trolls in flames as they go down shrieking. The horde, whittled down by a third before even reaching you, closes the distance. You might have time for one more salvo.

>Keep firing.
>Get ready for melee.

Need a 2d20 roll here regardless.
>>
Rolled 6, 17 = 23

>>32135752
>>Keep firing.
Finish this last gun-full of bullets, and only then switch to melee.
>>
Rolled 9, 18 = 27

>>32135752
Keep shooting
>>
Rolled 7, 10, 10, 2, 9, 2 = 40

>9+2 (Marksman)
>18+1 (Lamia)

They close the distance far sooner than you'd like, only managing to get half your rounds into the incoming trolls before they hit. You see a mob of them go flying as Mitay swings his maul into the mass, another group falling to the heavy blade Elim is carrying. One menaces you and you manage to duck, rolling the spindly thing over yourself and it recovers crashing into Veles, breaking his concentration. Meanwhile the two archers have dropped their weapons and drawn short swords much like the ones Veles has carried and are hacking their own way through the melee. You manage to extend your spines and claws, digging into any that threaten you. Keel has stowed his rifle and has his cavalry saber drawn, attempting to cut his way to McCain, who is gamely punching another troll in the face with another in a headlock. One troll flanks the captain, but is taken down by Dahz who begins the maul the creature.

You see Veles brandish his own claws, clear leaking from his fangs as he bites into the neck of one of the trolls. It falls to the ground writhing. A bright light appears over oyur shoulder as you see both Mitay's maul and Elim's blade catch afire, cleaving through flesh and charring what remains. It is then you begin to see some of the trolls you shot earlier on beginning to stir...

>Action?

>Need another 2d20 roll regardless of choice
>>
>>32136463
>>Action?
Get moving from dead troll to dead troll. Hit 'em again. I don't know how to kill these things, but we can at least keep them down while the centaurs work. Maybe try to give 'em one poison or another willy nilly, some might work.
>>
Rolled 12, 8 = 20

>>32136482
>>32136463
forgot my dice
>>
Rolled 16, 4 = 20

>>32136463
Rolling for >>32136482 action.
>>
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Rolled 7, 16, 18, 17, 2, 2 = 62

You detach yourself from the melee, moving to the stirring forms of fallen trolls and sinking your claws into them. They stop moving as you continue your grisly work and you look to your allies. It appears you've broken the back of the mob, the centaurs mopping up the ones that had engaged them and are now moving toward your party. Dahz is sent flying off the one she was mauling, landing heavily near the horses, but before the troll can rise it is ran through by Veles who, upon removing his claw from the things chest, lops the head off with his blade as it begins to melt.

Over by McCain and Keel, McCain is giving you a first hand look at what made him a good partisan fighter, who upon creating some distance between the troll he was punching an himself, ventilates the thing with a fluid draw of his pistol. He then releases his hold on the limp troll in his arms and puts a round in that as well and staggers a bit as Keel offers him a shoulder.

The fight is over as quick as it began, with nearly 15 bodies charred or melted, and quicker still is the movements of the Kozaks, dragging the dead toward the merrily blazing pyre that Aleska created. Its is only then they begin to take stock of their own wounds and begin to treat each other.
>>
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>>32136737
For your part, you party got off fairly well. McCain bruised his knuckles on the one trolls face, and apparently cracked the finish on his revolver handle pistol whipping another. Keel is no worse for wear, if a bit disheveled. Veles has a nasty bruise running down his right shoulder, but is more focused on tending to Dahz, who is limping a bit. You yourself managed to get by with only a few scratches.

You wonder to yourself how something like those came to be...

>Pausing here, been about 9 hours, will resume later today. Depends on when I regain consciousness.
>>
>>32136756
Ah, marvelous, time to pass out.

Also, we're introducing centaur men to the guns ahead of schedule even. Good.
>>
>>32136765
>>32136756
Oh, and thanks for running!
>>
>>32136756
Thanks for running so far. I was missing this quest.
>>
bump
>>
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[Is something like this normal around here?] You ask Elim as he heaves the last body onto the pyre and heads toward where the other three are being treated.

[Yes, is it not the case for you?]

[Well I mean we get the occasional coyote pack but...]

He turns to face you, [Then I will give you this, as it is what we tell our children. The fallen are numerous, strong of grip, but brittle. The danger in them lies in their ability to recover from all save fire or vitriol. Crushing the head works, but only occasionally. This was a small group.]

[There were nearly thirty of them!] You exclaim, gesturing to the towering pyre.

[Our host deals with much greater numbers to the west. This is the furthest north we've seen anything more than stragglers in recent memory, but is of no concern. What is of more interest are those sticks you and yours were using. What runes power those?]

[Runes?]

He shows you a sigil [Yes, runes, like the one that controls the fire in my blade. A kutkh long ago showed the host these runes. It is how we keep the fallen contained. What powers yours?] You look over the Veles, who had been listening in and is now grinning sheepishly.

>Response?

Also:
>Stick with the Kozaks, follow them to Ursus
>Continue on to the Szlachta stronghold of Bralin.
>>
>>32142357
>>Stick with the Kozaks, follow them to Ursus
Sure. We've made contact, might as well meet with their group.
>Response?
Well, they're not powered by runes. Instead, they're powered by a cleverly designed mixture of things that burn really fast. They're one of the things we'll probably end up trading.
>>
>>32142496
I like this generally. Maybe show a cartridge to highlight what we mean.
>>
>Stick with the Kozaks, follow them to Ursus

[Well, they're not powered by runes. Instead, they're powered by a cleverly designed mixture of things that burn really fast. They're one of the things we'll probably end up trading.]

He gives you a blank look for a second and turns back to where Mitay is applying a poultice to a rather nasty cut on Aleska's flank. If ever there was an expression for something going over ones head, that would be it.

For lack of anything better to do, you head back to your own party. McCain is unrolling some bedrolls as Keel is scribbling furiously into his journal.

"Change of plans, instead of Bralin, we are going to go with the Kozak's to Ursus if we can." you say to the assemblage. "We've made contact, and it would be a shame to waste it. Unless you think it wouldn't be prudent Veles."

"It might be ideal, but Ursus is more of rolling collection of tents that meanders along western badlands, so would be ways away. That said, I would not imagine that Kozaks would have problem with this." the elder snake responds.

"We've got a good two week supply, how far out are we talkin'?" McCain calls from his bedroll, which you notice matches the style of the one Keel is apparently penning a novel in right now if significantly more worn.

"At good pace, 3-5 days. If we are lucky."

>Talk to someone? (Specify)
>Try to get some sleep, suns nearly set.
>>
>>32144206
That sounds perfect. we've easily got enough supplies.

Let's talk to the captain about the degenerate trolls. Think it'll mess up the trade route plans?
>>
>>32144206
Let's talk to McCain about the trolls and how they might effect our plans for a trade route
>>
ask veles what he knows of the trolls, and maybe some taboos we should watch out for since we're heading to the centaur's home base
>>
>>32144385
>>32144921
>>32144929
well we certainly talk to SOMEONE about the trolls.
>>
>>32145015
How about mccain tiebreaker, as I cede my vote for captain?
>>
we could just talk to everyone if we're not short on time
>>
>>32145458
hold a little group meeting or whatever.
>>
>>32145655
What the fuck, group pow wow regarding the trolls.
>>
You address your three companions by clearing your throat.

"Well, this is a complication if we want to set up a trade route. Did you know that they were this far north Veles?"

"I usually just avoid these. Besides, it is not like I do not have access to fire or acid. Crushing the brain stem works as well on these. They've got interestingly redundant nervous system, but its regenerative properties robs it of self awareness. They are more natural hazard than anything"

"I'd imagine traders wouldn't have as ready access to fire or acid, so that'd be a problem." you say, as McCain puts a hand on his chin, thinking. Another thought comes to you. "Also what was the deal with that look when Elim spoke of those runes?"

"I am most likely responsible... It was more idle fancy I was working on long ago when I ran into a small host of them. Traded my notes with them to save me gathering some materials. I guess it caught on, that and I am the only kutkh they probably know of."
>>
>>32146857
Keel interjects, "Hold on, how long ago are we talking here?"

"Five, maybe five and half centuries? I have not kept track."

Keel begins frantically writing in his notebook. McCain takes this time to speak, "Well, I went in on two of the things, they really wouldn't be a problem a doubled caravan guard couldn't manage. Like the aid wagons during the troubles in First Wood."

"Were you there then? That was some bad times I've heard. Before my time, of course." The captain says.

That was a question with a hook on the end, but McCain dismisses it. "A bit yeah, not much I like to talk about. That said, I'd imagine a trading route would need something worth trading for. So I suppose we ought to be lookin' for stuff worth the effort."

That's a good point.

>Any other questions?
>>
>>32146872
Nah, that seems pretty good.
We'll keep our eyes out for things worth risking trolls. There's got to be something out here in the big mainland.

At least we'll have explorers
>>
should be it for now. Let's just get some sleep and see what needs doing in the morning.
>>
You take the time to place your own bedroll down, though it is more or less a glorified bag that you firmly stake into the ground so as to not get stuck and bid your fellows good night before drifting to sleep. Your dreams are a myriad of image, some familiar, some foreign, and you wake up multiple times throughout the night. Despite this, you do manage to get at least enough sleep so you aren't dead on your tail when you crawl out of your makeshift den the next morning before everyone else has gotten up. You manage to get the tin pot out of a pack without waking anyone, and your companions awaken to the smell of coffee roasting.

You're actions attract the attention of the centaurs, but they do not move to come up to you. You put it down to them being occupied, while they are packing their camp up, you do ask them about accompanying you to their base. A request they grant without contention. After a quick breakfast of some of Tai's preserved food, you head out with Veles taking the lead once again, trailing behind the Kozaks and heading off back the way you came, and hopefully, toward this town of Ursus.

>Give me a d20 travel roll.
>Also as always if there is anything you want to do during this travel, by all means mention it and I'll see about working it in or if a roll is necessary.
>>
Rolled 4

>>32148153
HAH! we were up early enough to coffee everyone for a change.

As for on the road actions, well, start making a mental map. And start looking for things of value. The more valuable things we find, the higher the wealthy merchant/poor explorer ratio will be.
>>
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Just caught the thread! I found this image you might like to use. I don't remember if you posted it before, though.
>>
>>32148492
Well, it's still running, albeit at the normal slow pace.

I think I nailed the travel roll. Or screwed it. We're doing lowest for travel I think.
>>
>>32148492
Not one I had no, though the theory of male lamias to either be a contestant for the Taiwanese ladyboy tournament or a Fabio stand in seems to be holding so far.
>>32148666
You did well, I was just waiting for others to try their hand, or at least say if they passed. Last thing I want to do is misrepresent someone
>>
Rolled 13

we need three roles before we move on right?
>>
Rolled 5

>>32149087
Eh, sometimes he just goes with however many are given, but it'd hurry things up.
>>
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>4

Your first day on the trail is thankfully clear of any more of the trolls, time passing almost lazily as the group makes its way west. Along the way you try to make a mental map of the area, noting off in the distance the valley you came out of when you first set tail in this land. You see keel has had the same idea in mind, and has devoted the last several pages of his journal to making a hasty map of the area. Surprisingly it is to a fairly accurate scale, which is an impressive feat on horseback. Also, you do come across your first prospective trade good.

As the heat of the day rises, you notice the centaurs removing portions of their leather coverings, revealing a dark fabric underneath that you recognize as the same that of the undershirts Veles wears. You question the old snake on it and he tells you that they are made of silk that some of the folwarks specialize in producing. They then create a fabric treatment that wicks water away from the body and off the cloth, while maintaining core temperature. Keel mentions that outside of very small productions in the UFK, only the Pheonix Empire has a steady supply of silk.

By the end of the day, you have passed the valley you entered, and manage to make camp without encountering incident.

>Anything you'd like to ask before bedding down? If not, give another d20 roll for the next days travel or plan of action. As always suggestions other than this are welcome.
>>
>>32149932
Well, a silk road running through our back yard won't be so bad.

Maybe ask when the trolls are most active, night or day. And maybe how to act around the leaders of this centaur group. Otherwise, things are going well.
>>
Rolled 20

>>32150009
>>32149932
dropped my dice yet again
>>
Rolled 17

>>32150035
Oh boy.
>>
Rolled 18

>>32149932
might ask the team what they think a potential silk trade would do for the UFK just to get an idea if nothing else.
also >>32150035
ah hell
>>
Rolled 1

>>32150035
>>32150052
>>32150128
looks like we're do for a fight, WHO else thinks we're going to have to fight a true troll, as in the ones the dragons of old mated with to form the first Naga?
>>
>>32150152
...really? oh god damn it
>>
>>32150152
Nah, super unlikely. And they're way fucking huge.
>>
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Rolled 16, 16, 19, 8, 6, 9 = 74

>>32150152
>>32150035
>20

You wake from another vivid dream, but are unable to recollect anything specific from the wave of images so you opt to continue moving. Today you question the centaurs as you move, mostly about the trolls and when they come out. It is then you hear the keening once again.

[We try not to speak of the fallen, lest they hear us.] Adok says, before wincing as Aleska clips him once again.

[Don't let the young idiot fool you, they are deaf. This is just coincidence.] Before drawing their weapons. You can see the mob of them much earlier this time, but that also means you've not as much cover. You see a swarm roll across the badlands, larger than the previous one. Your associates have drawn their weapons as well.

>Plan of action?
>>
>>32150636
Are you SURE they didn't hear us?

Also, are they coming after us, or just passing by? Hold position until they turn towards us, and once they start moving towards us open fire.

Try to hold fire until the centaurs start firing themselves, though, so as to not fuck up their stealth if they're trying for that.
>>
let the centaurs act first since they have more experience with the trolls then your party. But as for a plan of attack, same as last time. stay in back and provide fire support and just try to then them as much as you can before they get close enough that guns won't be as effective.
>>
Rolled 19, 13, 14, 2, 3, 7 = 58

>>32150669
>>32150747
So follow the centaur's lead? Give me a 2d20 then.
>>
>>32150914
sure, sure.
>>
Rolled 18, 10 = 28

>>32150914
>>
Rolled 20, 18 = 38

>>32150914
>>32150955
mine didn't work.
>>
Rolled 14, 20 = 34

>>32150914
>>
>20, 20

You opt to follow the lead of the Kozaks, watching as the move to engage, but try and keep up. Fortunately, you are easily able to move into an ideal firing position, and channeling some of your mother's vaunted skill, are able to empty your rifle into separate targets with each shot, dropping 15 of the beasts. Keel has similar luck, lining up a shot on a particularly tall troll and toppling it, tripping up those behinds him. McCain holds his fire until he gets a clear shot on two of them, emptying his six rounds into them and dropping them as well. You manage to get off three volleys of your rifle before they even get within leaping distance of the trolls. It is here Veles makes his presence known. Having had time to actually focus, he lets fly with a massive plume of magical fire. The blaze appears to leap from his blade and arcs toward the assemblage, coating the onslaught with a liquid fire that seems to cut through the trolls that it hits.

Before too long you are manage to pick off the those lagging behind, and this horde is all but obliterated before the centaurs have even be able to fire a shot. You look over to see them staring at your party, you do note with some satisfaction that Mitay and Adok are both standing still mouth agape at what just transpired. You've got the feeling you've impressed them.

>Action?
>>
>>32151544
Cough nervously, try to carry on like no big deal has occurred.

Ask if leaving all these dead trolls lying guys lying around won't have some kind of adverse effect, perhaps.
>>
>>32151544
"If everything goes well you can get rifles like these of your own! You'll vouch for their effectiveness, won't ya?"

Setting up trade will be 2ez. And then continue on.
>>
"so, should we start burning the bodies then?"

heh, if this impressed them I wounder how they'd react if they ever say a spell-shot (I think that's what they were called) in action?
>>
You give a light cough as they stare at you. [So, uh... I suppose we burn the bodies yeah, and that doesn't hurt the land? I mean, poison it or anything.]

Aleska is the first to shake herself out of the stare followed by Elim, who answers you. [They turn to ash easily. I think some of the peons the szlachta have sometimes look to the fallen for fertilizer.]

With that bit of info in hand they continue onward, leaving the smoky remnants behind. You've made an impression, that much is certain. You just hope that you don't run into anymore complications like this, as your ammunition supply is finite.

You make camp later that night far from the site of the battle.

>Action? If not, give another d20 roll for the next days travel.
>>
Rolled 17

>>32152344
rolling
>>
Rolled 4

>>32152344
Oh man, traveling.
>>
so how much further till we hit the town?
>>
>4

Thankfully, today is more reminiscent of the day before last and you don't run into anything that even so much as looks like a deformed spindly orc. However, you do see some signs of life in the distance, a field of green and what looks to be fortifications. The kozaks identify the place as Purobka, a smaller folwark that only consists of one house. It remains uncontested as they create the solution that the wild silk is placed into to give it its water resistant properties.

When you camp for the night, you see smoke in the distance and what looks to be a mass of pale whites and faded yellows. Veles confirms that the place is most likely Ursus, you suspect you'll be there by midday tomorrow if all goes well.

>Roll again, lest there is anything you want to do before arriving.
>>
Rolled 8

>>32152578
>>32152344
also
>>
Rolled 2

>>32152602
nevermind
>>32152592
so lets try this again
>>
>>32152592
Wait, a single house like, one BUILDING? Or house as in family?

And yes, proceed. Nothing other than smalltalk at this point.
>>
>>32152677
As in noble house. The Folkwarks are effectively serfdoms with a ruling council made up the of the landed families in each fortifications, which are known as houses. Purobka would probably be better classified as a village, but they have a noble house and it has house troops, so it is a folwark.
>>
>>32152766
good, good.
>>
>2

In your anticipation, you wake up well before everyone else and have everything prepared and ready to go by the time the sun has fully risen. Following the centaurs into the tent city of ursas you are struck by the scale of it. Equal parts bazaar, home, and training ground, a vast number of centaurs can be seen. You can see that other than Veles, your associates are also feeling a little trepidation as you follow the four centaurs into this mass of civilization.

>Calling the thread here as I'd rather not end it right as it gets good. This will be it for this weeks thread, got some obligations I need to take care of. Will definitely see about running again far sooner than the last delay. Thanks for participating.
>>
>>32153062
See you next week. We'll talk to some horses.
>>
>>32153062
Thanks for running! I always look forward to this.



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