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Last thread: http://suptg.thisisnotatrueending.com/qstarchive/298705/
Twitter: @Artic Kobold

Premise: You are in control of the Counsel State of Valornia, and it is your job to do whatever you see fit. Suggest something political, cultural and/or military inclined and it will be done with events at the end and rolling for its effects- as long as its within the boundaries of the time-frame. Every 40 rounds is a year.

NEW CHANGES To make things easier on me:

Research limitations - there can only this many researched at a time. New tech can only be researched when one slot is empty. Things that were already being researched are still being researched but past that, you may not go overboard. Certain things may change how many research slots you have but for now, this is what you have:

2 TECH - Includes Industrial Tech and innovative other such
2 MILITARY - What it says it is
1 CULTURAL - Religious, arts or otherwise, this is the slot you'll be using.
1 POLITICAL - Any changes in government will be done here.


Events will come and go and will bring new things along with them and its your job to do as you see fit during some.


Recap:

War has finally come and the name it has been given is the Haven Coalition Wars. Zureis has attacked the Galliem Order and in response the south shore duchies have attacked Zureis' allies. You have voted on joining this war along with your new mainland allies, Kalisia, Albrinn, Nordhalen and the Muinal Knights- all of which are going to be landing in Zureis soon. Your main army is proceeding to make its way to the Duchy of Arthunbrook to land there and march to Zureis through their land. Of course, the only way to get there is by sea. Which presents problems.
>>
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>>313915

Current Research:

Coal-Burning – 2
Secret Guard – 3
Biology – 6
Rocketry – 20
Combustion – 15
Grenades – 27
Percussion caps – 2
Marines – 3
Underwater search – 4
Slide Rule – 2
Air Pump – 8
Barometer – 4
Artifical Bay – 13
Mortar – 11
Star Fort – 13
Swivel Gun – 7

Budget:

Turns till income – 7 - Current KYR – 141,750


====

This is the current war plan. The darker purple arrow is Valornia's current route to Haven Island, 10 Frigates being escorted by 11 Galleons along with the navies of Kalisia, 12 Frigates and 4 Carracks, and Albrinn, 7 Frigates and 2 Carracks.

On the way, you its almost certain you will encounter Zureisian naval units and you have!

Roll1d10 to see who you will face.

1-4: Blockade - 15 Galleon and 10 Frigates
5-7: Large Patrol - 9 Galleon and 5 Frigate
8-10: Small Patrol - 2 Galleon and 3 Frigate
>>
Can we get the knights of Holy Azelf to join us in this war? After all, Zureis and their allies are clearly going against what Arceus wants them to be, what with genocide and all that. We should be bringing faith back to them.
>>
Rolled 1 (1d10)

Also roll oops
>>
Rolled 6 (1d10)

>>314000
YOU MOTHER FUCKER
>>
>>313976
You may call upon them to war if you wish. Of course, I will be handling their tactics but they will be there.

>>314000
This will definitely be taken into account in some way.
>>
>>314034
CAN WE CALL UPON AZELF?! WE'RE GOING UP AGAINST A MUCH LARGER COUNTRY WE'RE GOING TO TAKE OVER ANOTHER ISLAND PLEASE ARTIC!!
>>
>>314023
LOOK I'M SORRY I DIDN'T EXPECT THAT
>>
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>>314066
YOU'VE DOOMED US ALL YOU FOOL WHAT HAVE YOU DONE?!?!
>>
Rolled 14 (1d20)

>>314065
Considering that you're not really outnumbered, calling for HOLY POWER, won't help.

>>314023
(6, Large Patrol and 1 Critical Fail)

Your combined fleet sails in to see a what looks to be a large patrol of ships although it looks more like they're trying to set-up a blockade.

(All mil stats here - http://pastebin.com/K5ydbEM8 - navy is at the bottom.)

There are 11 Galleon and 8 Frigates on their side.

There are 29 Frigates, 11 Galleons and 6 Carracks on your side.

Roll 1d20 for initiative.
>>
Rolled 4 (1d20)

>>314100
FUCKING SHIT KHORNE BLESS MY ROLL!!
>>
Rolled 7, 19 = 26 (2d20)

>>314104
Sorry for the delay, something came up.

14>4. Zureis goes first.

Their frigates choose to take a volley at the carracks on your side while the Galleons shoot at the other Galleon's.

Roll 2d20 to see if they hit. I must beat player rolls. Damage will be determined if I win the rolls. I encourage everyone to roll, the more the better your chances are but no re-rolls.
>>
Rolled 17, 3 = 20 (2d20)

>>314386
>>
Rolled 18, 16 = 34 (2d20)

LET'S TRY AND NOT ROLL LOW THIS TIME
>>
Rolled 15, 14 = 29 (2d20)

>>314386
just got here, reminder that we have the becari on our side also
>>
Rolled 134, 2, 7, 121, 90, 147, 69, 38, 115, 26, 58 = 807 (11d150)

>>314509
They have no navy but yes they are their. They're troops are on your ships as well. Like the Holy Order, since they aren't actual Valornian forces, you have no control over them but can assign them to war plans.

>>314496
(7<18 Zureisian Frigates lose. 19>16 Zureisian Galleons hit)

While the Frigates shot wide, missing the Carracks completely, the Galleons, on the other hand did hit their marks.

I roll 11d150. One for each ship.
>>
>>314584

Your 11 Galleons take damage:

1 - 513/650

2 - 648/650

3 - 643/650

4 - 529/650

5 - 560/650

6 - 503/650

7 - 581/650

8 - 612/650

9 - 535/650

10 - 624/650

11 - 592/650

=--=--=
It is VALORNIA'S Turn, how will you retaliate? Remember, you don't have to destroy them, just damage them enough to demand them to surrender to win.
>>
>>314615
what is the positioning of our ships? since their setting up a blockade, are they blockading where we wanna land? a port?
-try to go around them, staying at the edge of range and broadside them
> < ^
> < ^
> < ^
them us
something like this?
>>
>>314643
cont. have all non-troop carrying frigates screen the galleons as they broadside. troop carriers will try to get out of range
>>
>>314653
>sorry about the broken up posts, doin research as it goes on
-have our men fire above the hulls, trying to disable their sails (if it misses it'll be more likely to hit their hull anyway)
>>
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>>314643
It looks more like in the pic.

You reposition your ships, having all troop carrying ships drop back, which leaves you 15 Frigates and have them all sail around their half-ass blockade while broadsiding as they pass.

>>314653
>>314673
You order all Frigates to fire broadside at them, particularly at the sails to see if they can disable.

What of the Carracks and your Galleons?
>>
>>314814
same shit basically, frigates are screening so galleons can get closer to fire effectively, have carracks fire but hang back incase to intercept
>>
>>314814
forgot to say, have troop carrying ships move around our "line", swooping up/right to come back around on top to broadside flank
>>
Rolled 4, 2 = 6 (2d20)

>>314846
>>314872
Alright, you have the 14 go up and around to flank while the rest all fire at the enemy Galleons.

Like before roll 2d20 (1st is Light Ships and 2nd is Heavy Ships) to see if it hits.
>>
Rolled 9, 11 = 20 (2d20)

>>315282
>>
>>315286
>9/11

wew
>>
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HI GUYS, DID YOU KNOW ABOUT BR??????????????????
>>
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BRAZIIIIIIIIIIL, FILHO DA PUTA! SAMBA! GOLPE! FEIJÃO CARO! CP DE CRIANÇA PELADA! SUA MÃE DE QUATRO! FUTEBOL! VAI CURINTXA!
>>
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>>315376
>>
>>315286
(4<9, 11<2)

Roll 2 separate rolls,

Light Ships - 15d100

Heavy Ships 11d150
>>
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BRAZIL BEST PAIS WE HEVI MUSIC FUNK WE HAVE GOD WOMANS WE LIKE DO WIN AT SPORTES PARSA
>>
Rolled 27, 53, 88, 57, 81, 8, 7, 20, 58, 12, 84, 12, 36, 41, 75 = 659 (15d100)

>>315381
>>
7-1
>>
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>>
Rolled 36, 58, 143, 76, 49, 46, 46, 97, 140, 122, 112 = 925 (11d150)

>>315381
should I report these guys?
>>
Rolled 35, 26, 95, 99, 13, 63, 89, 89, 76, 33, 54, 30, 46, 94, 61 = 903 (15d100)

>>315381
>>
Rolled 122, 74, 87, 88, 117, 113, 48, 63, 110, 64, 13 = 899 (11d150)

>>315381

>>315399
go for it
>>
>>315399
Go ahead but all they're doing is bumping the thread because newfag shitposters have zero concept of saging. I've seen worse on /v/ trust me.
>>
Rolled 1, 17 = 18 (2d20)

>>315399
>>315400

You deal damage to the enemy Galleon's! The last 4 Frigates deal 21 extra damage to all ships as they have no ship to single out. (30+46+94+61)/4 = 21

1 - 558/650

2 - 554/650

3 - 391/650

4 - 454/650

5 - 567/650

6 - 520/650

7 - 494/650

8 - 443/650

9 - 413/650

10 - 474/650

11 - 463/650

=---=---=

The third Galleon of the enemy fleet breaks off to intercept the troop carrying Frigates while the other 10 fire another volley at the Galleon's and the 8 Frigates try to hit the Carracks once more.

Roll 2d20, first is Galleon's vs Galleon's and second is Frigates vs. Carracks.
>>
>>315471
Well fuck those Galleon's then.
>>
Rolled 18, 20 = 38 (2d20)

>>315471
>remember to have some carracks intercept after firing
>>
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>>315546
ah yeah son
>what's our flag look like, it's yellow with a scorpion right?
>>
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>>315554
I'm writing, give me a minute or ten. Here's the flag though.
>>
>>315546
(1<18 Critical Fail, 17<20 Fail against Crit. Success)

Most of the Zuresian Galleon's volley fail to hit their opposition but it got worse when two of the ships exploded in fire as their cannons back-blasted harshly, destroying two of the Galleon's.

The Frigates came upon the Carracks similarly, there shots missing badly but not only that- the Carracks fired back, hitting and destroying two Frigates and disabling the intercepting Galleon.

Current Unit outlook.

Zureis:

8 Galleons:

1 - 558/650

2 - 554/650

3 - 454/650

4 - 567/650

5 - 443/650

6 - 413/650

7 - 474/650

8 - 463/650

8 Frigates: Undamaged

Valornia and allies:

11 Galleons:

1 - 513/650

2 - 648/650

3 - 643/650

4 - 529/650

5 - 560/650

6 - 503/650

7 - 581/650

8 - 612/650

9 - 535/650

10 - 624/650

11 - 592/650

29 Frigates and 6 Carracks, undamaged.

What will you do now?
>>
>>315654
Whoops, meant 6 Frigates on the Zureisian side.
>>
>>315654
Demand their surrender while we fire upon them

Send a few of our carracks around to intercept the galleon going for our troop transports
>>
>>315684
+1
>>
>>315684
>>315722


You demand them to surrender as you fire a volley. The admiral that leads Valornia's navy, Amálie Ciernik, a rather stout and tricky Purrloin yelled her demands:

"Poslouchejte , vy všichni! Surrender to Valornia and live to see another day or die in these waters and met death himself!"

Roll 1d20 to see if it has an effect
>>
Rolled 11 (1d20)

>>315753
>>
Rolled 18 (1d20)

>>315755
>>
Rolled 10 (1d20)

>>315758
(18, Major Success)

The remaining enemy Frigates pull up white flags signaling surrender as they drop anchor as well. The disabled Galleon as well as two others surrender as well.

The remaining 5 Galleons are now open to be attacked. Roll 1d20 once more to see if you hit. Attack roll doesn't matter since you vastly outnumber them.
>>
Rolled 13 (1d20)

>>315983
>>
Rolled 6 (1d20)

>>315997
Reroll
>>
>>315999
CZECH
? You beat it first time. No need for the re-roll.

>>315997
Your cannons tear through the remaining Galleon's destroying them and more than likely killing the crew.

You have won the Battle of Pešek's Plight!

You have captured: 5 Frigates and 3 Galleons

What will you do with them before continuing to Arthunbrook?
>>
>>316024
>how many ppl are on the ships?
Take the crew prisoner, separate them among the ships and take their weapons and armor. Leave skeleton crews with guards on the captured ships and take them along
>>
>>316108
this
>>
>>316108
>how many ppl are on the ships?
Around 65 mon. per Frigate and around 100 per Galleon. So you basically just captured 625 people.

You take the crews prisoner and separate them amongst the your navy and take their weapons, mostly muskets and shortswords, and armor, regular leather armor.

You leave a skeleton crew of around 15 each on the captured ships and take them along for the ride.

=-=-=-=-=

The voyage to Arthunbrook's main port, Clifton, was without event but once there, it seems all clear but the town is eerily quiet, as if something had gone down.

You can settle down for the night or march towards Zureis.

Your army has an average movement of 1 provinces per 2 rounds.
>>
>>317547
so it's nighttime? search the town and secure it if possible. be wary of ambush. send out some scouts around the area, have the sharpshooters set up nearby, and some flyers to try and stealthily survey the area.
>probably going to find something but whatevers
-secure the area, walls if they have any, set up perimeters with guards, caltrops, "spider:" webs
-dont have everyone go inside the town, make sure the ships are secure, if we can we want to leave by late morning
>also wanted to talk about the actions, since time is still passing we can still do the 2 tech, 2 military, etc. stuff right? also 2 tech is on top of what we have going on, but from now on we cant go over that limit?
>>
>>317595

You start searching the town for anyone and secure it as best you can. Your scouts go building to building but there is no sign of life anywhere. It's as if the town had been abandoned but that shouldn't be, the Zuresian's should be busy with the Galleim Order.

You flying soldiers go around from above but like the scouts, see nothing while the sharpshooters, who have taken residence at the local church belfry, see no movement apart from Coalition soldiers.

After an hour, a perimeter is set with traps, guards and. courtesy of Spinarak and Ariados soldiers, spiderwebs to keep out intruders from the night camp, which was actually a pair of warehouses on the docks. After making sure the ships are secure, most the soldiers go to sleep, leaving on a small guard to watch out.

The sharpshooters, holed up in the church instead, are getting more and more uncomfortable by the hour. Even though not much can get up top, they fell a presence of some sort. Roll 1d20 to see if they see anything.

-=-=-=-=-
>also wanted to talk about the actions, since time is still passing we can still do the 2 tech, 2 military, etc. stuff right? also 2 tech is on top of what we have going on, but from now on we cant go over that limit?

You may. Battles are technically all one round. And yes, you may not go above the two slots, besides what's already being done but the time it takes to research has shortened to compensate.

All Research Slots are empty.
>>
Rolled 14 (1d20)

>>317800
-research ballistics
-research centerfire cartridges (if we cant right now do it after we finish researching percussion caps)
military: since we have cannister shots, develop incendiary ones with the flammable powder
>>
Rolled 15 (1d20)

>>317800
>>
>>318031
(15, Average Success)

As one of the Murkrow sharpshooters was looking over Clifton's western housing area, he spotted something climbing one the roofs but due to the distance, it was rather unremarkable until he saw it through the lenses on his musket.

Glowing red eyes.

What in Azelf's name...?

Quick roll 1d20. Pray you get a high roll because this Civ. Evo just went to hell.
>>
Rolled 1 (1d20)

pls
>>
>>318281
WHY

WHAT IS WRONG WITH ME
>>
Rolled 11 (1d20)

>>318271
>>
Rolled 15 (1d20)

>>318298
reroll
>>
>>318290
>>318281

This is definitely not ending well. The only way out of this is a 20.

I'll give it 10 minutes.

Your new name isn't really helping.
>>
Rolled 6 (1d20)

>>318271
sigh
>>
Rolled 9 (1d20)

>>318315
And here is my reroll
>>
dammit, hopefully everyone doesnt die
>is it shadow pokemon?
>>
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>>318281
>>318312
>>318356

As the Sharpshooter sits there, confused by what he's seeing, he suddenly feels burning agony and something warm on his chest. Not only that, but he starts to feel cold and woozy as well. He looks down in pain as his vision starts to wane to see the end of a what looks like a spear poking out from his stomach. This was the last thing he saw before he collapsed dead on the floor.

Whatever killed him killed all of the Sharpshooter in the tower as well. You have lost 3 Murkrow Sharpshooter Units.

Whatever that was, is not finished yet. Back at the main camp, the guards spot something. Once more, roll 1d20 to see if they notice whatever it is.
>>
Rolled 18 (1d20)

>>318472
>>
>>318474
>im guessing we notice whatever it is
-put the camp on full alert
>>
Rolled 2 (1d20)

>>318472
CALL UPON AZELF TO STRIKE DOWN THIS EVIL!!
>>
>>318608
FUCK AZELF HAS ABANDONED US RUIN AND DESTRUCTION CAN ONLY COME

LIGHT EVERY SINGLE FUCKING LAMP IN CAMP DAMN IT
>>
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>>318608
Good thing I take highest roll as the one I use unless it's a crit. fail.

>>318474
(18, Major Success)

The guards at the northernmost checkpoint to the camp were the first to see something familiar but yet... not at all.


Floating toward them is what appears to be a Haunter but... it's alomst completely transparent, the darkness going through right through it. It also had bright red glowing eyes and what appears to be horns on its head.

The guards alert the camp posthaste on the strange intrusion when they also realized the Sharpshooters in the church in the distance had not noticed this mon' coming to them...

Something was going on here...

What will you have the guards, and there only two at this gate, do?
>>
>>319492
Have them start yelling at the top of their lungs. One goes to wake the camp the other backs away and calls upon azelf for help
>>
>>319492
Dark types fuck this nigga up!
>>
>>319492
>if there are demons, are there angelic pokemon? Is there magic in this world?
>>
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>>319573
>Magic
No
>Angels
That's for those who die to find out. I mean, there is canonically a hell (the Voidlands) so why not a heaven?

=---=---=
>>319547
You hope this would work but...

>>319523
The Haunter?? starts to float closer and as it does, pulls out a spear with a rather menacing spearhead.

The two soldiers start screaming like madmen, one of them Private Renáta Marek (Purrloin) backs away in fear and started praying to Azelf as best she could while her partner, Corporal Peter Janda (Zigzagoon), ran off, screaming as loud as he could, towards the camp, waking everyone up. As he did however, the Haunter suddenly throws it spear at him!

Roll 1d20+2 (Zigazgoon are agile, they deserve a bonus)
>>
Rolled 6 + 2 (1d20 + 2)

>>319710
>>
Rolled 13 + 2 (1d20 + 2)

>>319710
>>
Rolled 20 + 2 (1d20 + 2)

>>319710
reroll
>>
>>319765
That is one lucky Zigzagoon. I'll get drawing.
>>
>>319778
make sure he zigzags
>>
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>>319781
Peter zigzagged out of the way and managed to not be skewered! Not only that but now the spear is stuck in the ground! The haunter is without a weapon and open for attack!

Will you order fire!?
>>
>>319789

I will order fire

FUCK THAT NIGGA UP!
>>
>>319789
yes, then immediately keep running if it does nothing
>>
>>319789
I ask for them to stand down or else.
>>
>>319796
this! ask why a ghost type is attacking us when we're here to help them
>>
>>319796
Renata asks before firing her rifle. "Duch! Why do you hunt us!?"

It does not respond with words but holds out its hand and rematerializes its spear.

Shit.

>>319793
>>319792

Most of the now awake soldiers fire their rifles at the Haunter but all of the bullets do nothing but pass through it, not because its a ghost (special processes make it possible in this world to shoot a Ghost-type)

Private Renáta's fire on the other hand did incredible damage, wounding the demon easily.

It seems prayer has helped wound the demon.

It is now a 1 V 1 fight!

Demon:

45/60 HP

Private Renáta

40/40 HP

What will you do!? I'll tell you, roll 1d20 for initiative!

Never thought you'd ever see a pokemon holding a rifle shooting a demon now did you? /k/ would be [insert words here].
>>
Rolled 15 (1d20)

>>319847
Get our most religious troops to pray and then shoot
>>
>>319847
>>319851
>we should start manufacturing holy symbols and setting up shrines after this
>>
>>319853
wait a minute.... holy lake water....
>>
>>319854
Now you're glad I made sure we got those statues made, aren't you? :)
>>
>>319847
>>319851
I actually had the idea for every troop to have a drop of blessed lake water on them but didnt think itd be worth anything
-also, get the miunel? knights to help
-after this, take the sharpshooters' gear so we dont need to buy it again and cremate? them to avoid possession maybe
>>
Rolled 18 (1d20)

>>319851
I forgot to roll myself.

>Get our most religious troops to pray and then shoot

All of them then?

>>319854
Thank all the past anons who decided to be very devoted to Azelf in thanks for making Valornia stronk.
>>
Rolled 16 (1d20)

>>319883
Well guess i gotta roll now
>>
Rolled 9 (1d20)

>>319883
(18<15) Haunter?? goes first. I'm sorry for the late roll, it ruined some things didn't it?

It decides to take a jab at Private Renáta!

Roll 1d20 to dodge or get hit!
>>
Rolled 18 (1d20)

>>319886
>>
>>319885
>>319886
Does this count?
And yes all the soldiers, sing any holy hymns if we have any
>>
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>>319892
Yeah, I'll count it. Still lower than the other though but it's the thought that counts.

>>319890
(9<18, Haunter?? misses!)

Vojín Renáta dodges out of the way, taking a leap only a cat can make as well. Not so graceful looking though.

As she does, the other soldiers start praying as much as they could, some singing whole hymns. The mass prayer is enough to allow the other soldiers to help but surprisingly, only 10 still had functioning rifles, all the others have jammed for some reason.

You have 11 soldiers, including Renáta. What is your action?
>>
>>319927
Fire on the demon but beware of more. Have the other soldietd reload While praying, light some lamps and scan the area in groups
>>
I'll be going to sleep now. See you all in the afternoon.
>>
Okay the second this battle is over we're calling for the knights of the Holy Azelf Order. This is the kind of stuff they were made for.
>>
Rolled 15 (1d20)

>>319946
I am back.

>>319933
You have the 11 soldiers fire on the demon and have all the other soldiers either try to unjam their rifles, light the area or watch out for more demons.

Roll 11d20 to see which soldiers hit their mark.

Last roll of the 11 is Private Renáta. As usual, must beat my roll to get a hit.
---
>>
Rolled 16, 13, 1, 13, 11, 20, 15, 8, 15, 6, 4 = 122 (11d20)

>>321248
>
>>
Rolled 13, 16, 4, 13, 11, 20, 2, 9, 19, 1, 4 = 112 (11d20)

>>321248
>>
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>>321261
>>321383

(15<20 Critical Success)

Most of the soldiers miss their marks horribly but a few of them get their shots out and hit the demon, one the demon Haunter?? right between the eyes, killing it! Or so it seems for a moment as he disappeared and reappeared right next to the small group. All the other's stopped what they were doing in shock: if they couldn't kill it, what could!?

Expecting the worst, every soldier there prepared to die when the Haunter?? materialized a note in its other hand. In a deep, otherworldly voice, it spoke.

"If you fools hope to defeat Zureis, I'd advise you all read this- you could not defeat even one of Yveltals best warriors- what hope do you all have?"

The demon throws the paper to the ground and Renáta picks it up to read it only to see its not in any known language they know of.

"What!? This is unreadable! What will we do with this!?"

"That's for you all to decide." he responded.

The demon seems to be lingering. You may be able to question him a little but be warned, if he is provoked into attacking once more, it will surely be a bad time for the Valornian soldiers.
>>
>>321437
I should add some suggestions:

>Who are you?
>What are you doing here?
>Why did you try to kill us?
>Write In
>>
>Why did you try to kill us?
>What are you doing here?

Also
>Why are you trying to help us?
>>
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>>321668

"Why did you try to kill all of us?"

"Because Master Yveltal demands for blood and servants. Unsuspecting fools like you all are perfect."

"I'm assuming that's why you're here then?"

"Yes but there is another reason- one I do not have to tell you. You have no leverage to make me either so don't even bother."

"And... why are you helping?"

"That paper is far from help, hahaha! I can tell you this- it's a warning. And the only reason I stopped attacking is on the order of my master. You're going to need more than prayer to kill a demon."

The demon Haunter laughs before disappearing. The experience with this one demon did not give anyone hope... or sleep for that matter as well- most of the soldiers and officers were paranoid beyond belief that another attack may come but come morning, nothing else happened although most swore that they were being watched at all times.

What will you do now? You may move the army wherever you please- all movements take two rounds due to size and units.
Your army is currently in Clifton, Arthunbrook. Your navy is docked in Clifton, Arthunbrook.
>>
>>321890
ok so like I said before, take the sharpshooters gear and burn their bodies (we can scatter their ashes at a lake another time)
-talk about what happened with the knights
-send some messengers back (flying type, on a frigate if we have to) back to valornia
-they will have the info about what happened, the note, and to tell the government this: start researching (holy ppl or libraries i guess) on yveltal and demons and to decode the message; also (as a social policy) encourage faith based things (implement that every citizen has a drop of holy lake water on their person ((in a glass pendant thing around their necks)), have blessed salt layed on the entrances of buildings, holy candles, the carving of the symbol of azelf on walls (kinda like runes), whatever else you can think of. also ask for reinforcements
-have the army move inland, concentrating their forces with a couple units scouting
-search for any survivors or mass graves; we will head towards any settlements on the way
-have them beware of night as thats when the demons come, build shrines wherever we can
>>
>>321890
>>321970
>would we know about xerneas?
-forgot to say, talk to the prisoners to see if they know anything, try to convert them to our side if possible
-have a couple frigates scout up and down the coast for any fleets, do not engage but if they're not too big, lure them here
>>
>>321890
>doin pokemon research, if yveltal is trying to do this wouldnt either xerneas or zygarde arrive to combat them (maybe later?)
>>
>>321890
Bring in the War Psions. Psychic types.

Any fire type pokemon we arm and bring to the assault. If their mons are steel we shall melt them down for Azelf.
>>
>>321970

As the army is packing up to get going and leave this hell town as quick as possible, a couple of brave scouts head to the church to check on the Sharpshooter soldiers to find no sign of them- not a single body but a large amount of blood, feathers and scratches everywhere in the tower.

Whatever did this did not take the weapons and armor, which the scouts took before high-tailing it in fear.

You send a messenger to the north where the Knights are making their landing to discuss what has been found. What the messenger finds is the Knights cleaning their swords and burning what look like skulls with horns on their heads.

"What is this!?" the messenger Yanma asked. "Are these demons!?"

One of the soldiers replied to him while tossing in another skull. "They were. We took care of them. Nothing a couple of swords blessed in Holy Water and some prayer can't take out. Then again, we also outnumbered them 10 to 1 as well."

"So... blessing your weapons makes them effective against them?"

"Yes. Is that why you came out here?"

"Our entire army couldn't defeat one demon, only hurt him slightly."

"Haha, prayer can only get you so far. Actual blessed weapons are the key. I'd advise this though, we've never tried blessing rifles and muskets so the effect is unknown."

"Thanks." the messenger takes to the sky and heads back south.
=---=---=

You send a ship back to Valornia with the message to start deciphering the note they brought and to start researching on demons/Yveltal. You also tell them to make it policy to have holy water from the lakes at all times on person and holy symbols on important buildings.

[SOCIAL - FAITH POLICY] 4 rounds

[MILITARY - DECODE] 3 rounds

[TECH - RESEARCH] 3 rounds.

I'll continue this later, I have to go for a couple hours.
>>
>>322409
-ask the knights how they blessed their weapons
-if we're going to do this, we'll bless the guns, the "bullets" if possible, the bayonets, and armor
>>
>>322463
forgot, send news of this to the other landing parties as well
>>
Continuing where I left off:
>>321970
You also ask for reinforcements. What unit would like to train?

You move the army west, inland. It will take 2 rounds to get to the next province.

You search for survivors along the way and before you leave Clifton but all you find are bloodstains everywhere. It seems those demons have killed everyone and left with the bodies. Even in smaller towns and rural communities were devoid of life but had plenty of blood.

You set up a plan to build shires whenever the troop stops for the night, hopefully warding off anything malicious or demonic.

>>322025
Not yet. The people of Valornia have no clue of either god.

Interrogation of the prisoners went well until they were asked about demons, Yveltal and the general slaughter found throughout Arthunbrook. Most refused to answer while others' seemed to scream in pain at the mention of Yveltal. The only straight answer found was that the demons wanted the bodies for something. What it is, is unknown.

A couple of frigates were sent up and down the coast to see if there are more fleets but find nothing, mostly due to the fact that the other nations have fought a good amount of the rest of the Zureisian navy.

>>322463
As said in the earlier post, the knights bless their weapons with Holy Water touched by Arceus' golden light... or so it goes. Still, it is Holy Water. The lake water would count as this.

You bless the guns, bullets, bayonets and armor in Holy Water.This will hopefully help against any more demon encounters.

>>322471
The officers sent messengers to each ally landing party, telling them of what they encounter and got messages of similar sightings, besides the Knights who lopped of the heads of the demons they saw- they're some crazy fuckers.

===
UPDATE [TECH - CIVILIZING MISDREAVUS] Roll 1d100. 20% chance success, must roll 80 or higher to finish. If fail, you will roll again in 3 rounds.
>>
Rolled 4 (1d100)

>>323500
>I wanted the messengers to also tell them how to fight these demons
-retrain three murkrow sharpshooters and train 2 war psions
>are the blastoise and venonat units finished developing
-develop some war priests: brigandine/flintlock pistol/holy water sprinkler (it's a mace that dispenses holy water with each swing)
>>
Rolled 34 (1d100)

>>323500
>
>>
>>323555
>>323749

(34, Moderate Fail) Looks like it's going to take some more time.

---
The messengers tell the others, besides the Knights, how to fight the demons and the act accordingly.

You start to train 3 more Sharpshooters, filling the other Military Slot. I know it says research but I should clarify that it's action slots not research slots for military, social, and politics. They stand for both making things happen and research.

[MILITARY - TRAINING SHARPSHOOTERS] - 2 rounds.

---
Blastoise are done in one round. The Venonat have finished now. You have 3 Venonat Beserkers equipped with Goggles/Flintlock Pistols/Brigandine/Shell Bell

You would start researching war priests but both Military slots are full but I will queue the request.

=-=-=-=-=

Your army makes it to the other province without further issues and gets to its main city, Redding. Once there, the same thing witnessed before is seen here- an abandoned town, an eerie feeling of being watched and bloodstains everywhere.

One of the braver scouting parties is in the market when they feel a presence.

Roll 1d20
>>
Rolled 1 (1d20)

>>323849
>>
Rolled 11 (1d20)

>>323849
>>
Rolled 1 (1d20)

>>323849
re-roll
>>
Rolled 17 (1d20)

>>323871
Reroll?
>>
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>>323891
>>323871

Holy crap. Two 1's.

(1, Critical Fail)

Far from the market, at the night camp- a small amount soldiers where putting the finishing touches to the shrine when they horrible screams from afar. Every soldier and officer in that camp turned their heads to the market to see a massive beam of red light coming out of it.

The scout team is dead.

The camp hears a loud roar from the market. It seems whatever just made that explosion of red, which is now coming back down in the form of rain, showing that it's blood, is now heading towards the camp.

Roll 1d20 once more. Will the shrine stop this demon?
>>
Rolled 4 (1d20)

>>324178
>>
Rolled 11 (1d20)

>>324178
>>
Rolled 15 (1d20)

>>324178
>>
>>324212
(15, Moderate Success)

As the demon clambered into view, blood all over it, the soldiers dropped whatever they were doing and ran closer into the camp and as close to the shrine as they could. The demon followed until it stopped at the entrance to the park the shrine was in.

A great success for the soldiers who shoot in glee, until they all realized they left their weapons behind when they ran for it. Most only have the standard shortsword on them and not their rifles, which would've been a great help in this situation.

Map included shows the shrine (white dot) and the demon (red dot) and a little inset of him as well.

What will you do?
>>
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>>324314
Forgot the map.
>>
>>324331
so where are their weapons? have the fastest of them go around left+right to flank it. They will distract it and try to die while a multiple groups will head towards the weapons
>dont know how many soldiers there are or how far away the weapons are
>>
>>324382
*not die
>>
>>324382
Well they have swords but most of them either dropped them or never had them. The weapon storage is towards the east (right). There are around 100 soldiers, nowhere near unit amount (1-2k). Just a small fraction on the northern boundaries.

Also >>324384
>try to die
>not die
I hoped you aren't trying to get them killed.

>They will distract it and try to die while a multiple groups will head towards the weapons

Are you sure about this plan? If not, make another. If you are, tell me.
>>
>>324395
yes, they will go to distract the demon while a group goes for the weapons. there will still be ppl at the shrine in case
>try not to die
>>
Rolled 20 (1d20)

>>324400
Okay then.
----

A small group of 15 fast soldiers volunteer to distract said demon while another group of 20 go and try to get some rifles while the demon is distracted.

The distraction group, with their blessed shortswords, went out the left side to draw the demon to them. He charges towards them, his intent to kill strong.

Roll 1d20, it's time for initiative.
>>
Rolled 16 (1d20)

>>324437
>>
>>324437
re roll
>>
Rolled 19 (1d20)

>>324437
actual re roll
>>
Rolled 6, 7, 16 = 29 (3d20)

>>324437
>>324450
Last post before I hit the sack.

(20 Crit Success>19)

The demon Tyranitar charges straight at the soldiers with incredible speed! He is aiming to kill at 3 of them in this charge.

Roll 3d20, must beat player rolls to damage/kill.
>>
Rolled 9, 14, 3 = 26 (3d20)

>>324485
>>
Rolled 10, 14, 14 = 38 (3d20)

>>324485
>324485
>>
Rolled 13, 3, 2 = 18 (3d20)

>>324437
>>
>>324831
I should just stop rolling dice Jesus Christ
>>
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Rolled 20, 19 = 39 (2d20)

>>324485
>>324610
Back from the sleep.

(6,7<10,14: No hit) (16>14 Hit)

The demon rushes forth and while all the soldiers tried to dodge, one of them was too slow and was the unlucky victim.

Rolling 2d20 for Stomp.

Soldier: 40/40 HP
>>
Rolled 1, 18 = 19 (2d20)

>>325709
>>
>>325719
I'm rolling for damage, I'm just saying it to be clear. Sorry for any confusion.

>>325709
Holy fuck this Mothim almost died.

Soldier 1 : 1/40 - Critical Condition, Cannot fight.

The stomp from the demon almost kills the soldier but his determination to live is very strong and hangs on by a thread but if he's not out of the woods yet.

The other soldiers may attack the demon now.

---
The group sent for guns has come back with guns AND reinforcements of around 500 soldiers! They can't attack yet, the distraction group must go first then the demon once more before the reinforcements go!

It's not hopeless yet.
>>
Quest has been archived - http://suptg.thisisnotatrueending.com/qstarchive/313915/

See you next quest, sila vule.

Twitter- @Artic_Kobold



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