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File: OPImage5.jpg (388 KB, 1920x1200)
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The ashes have blown away, and the fervor of the night has faded. The excitement when the chieftains made the blood oath, the nervous energy that followed… all gone, replaced by a dull ache. Longing, perhaps. Anticipation. Either way, didn’t stop some idiot from tripping into the fires at sunrise and waking the settlement. Threetans was a blur of activity - people shopping at the market erected seemingly out of nowhere near the bonfire, gazing at the strange men talking with the chief, and swimming in the sea.
Of course, it won’t last long. With the agreement, war has been decided upon, and judging by the grim looks some of the men hold, it’s coming soon.

As soon as they finish breakfast.
>>
“Rokdamn, this is pretty good stuff!”

“What kind of meat is this?”

“The fat is actually the best part you guys…”

“No, you’re wrong.”

Conversation carries on at the long table in the chieftain’s hut, but most quiet down around the time he squats on the rock. The rock being his seat, of course. By his eyes most can tell he’s been thinking, but uh. You can’t be sure with this kind of dude, really. His face is covered in paint, like many in Threetans. The Tans are artists, and it shows. Looking around, he begins to speak.

“The way I look at this, there are two ways we can rescue my father, and start this war. Either we go ahead and organize some kind of group to hide and find him inside their camps, or we start forming up and get our men and weapons ready.

What say you all?”

A. Infiltration
B. Organization
>>
>>1716620
A
>>
>>1716620
>B
>>
>>1716620
A
>>
>>1716620
A
>>
>>1716620
>B
>>
>>1716620
A
>>
“Infiltration then… from what scouts have shown over the years we know the location of one of their settlements, but not further than that. Any who have attempted to get past there in order to find out have died or been captured. Only reason I know my father is alive is what they sent me of him.”

At this, Khop points to the necklace he’s wearing. It’s got a finger on it.

“A warning? A sick joke? I don’t care. It was wrong of them to do that. I say we take about 20 men to the camp, and wreak havoc. It’s the first time we Tans have gone to war with them, so they won’t know what hit them. While we’re there, we should also look for my father.

Those of you who want to go, stand up.”

You notice that before anyone else, Khop stands himself, on top of the rock.

Anything to add?
>>
>>1716702
Standing up, Temun takes up the challenge: "I shall fight with you, it's been too long without bloodshed.
I'll bring two of my brethren with me. They're both brave warriors and well trained with the spear and staff."
>>
>>1716702
I will go with 2 acolytes alongside me. Your father and the others who are captured will need medical assistance no? Dont worry, we will pull our own weight.
>>
>>1716702
"I will send three of my men. We aren't great in numbers but are unmatched in wit and strength. I would go myself, but I cannot risk expending my strength in case of greater battles to come."
>>
>>1716702
"My son Willzhek and three priests will assist the brave warriors risking their lives. I'm not too certain I want to risk his life but he has convinced me otherwise, take goo care of him."
>>
>>1716702
"I swore I would help rescue your further and Aid the Tans against the Gnolls. I will join along with two of my hunters."
>>
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"It's decided then, these men and uh... give me a moment to make a selection to turn this number (15) up to 20.

Hmmmm... Lakh, and Shash."

The chief walks forward and taps two people on the shoulder. Two stranger looking folks - one is a ghoul taller than anyone you've seen here so far, with darker hair, the color of ash, and a small girl, with a youthful complexion and something that appears like stones in her hand.

"We'll depart next evening if you wish. I understand you will wish to get prepared - my second in command will take charge here while we're busy. I assume the same for Tor."

You're given the next day and a half to get prepared.

Feel free to roll d100s for preparations, or to not roll at all.
>>
Rolled 87 (1d100)

>>1716798
Time to gather up supplies, mend all our clothes, sharpen our weapons and bring several spare spearheads.
And then to feast and drink together in the Hall of the Spear, offering sacrifices to all the gods that might bless us with victory.
>>
>>1716806
You gather everything necessary, and then some. You spend the night with a local girl, working on your spear work. Not like that you pervert, though yes, also like that. She taught you how shields and spears can work in tangent, and also taught you how spears and other things can work in tangent.

Since it's dead, we'll continue tomorrow I guess - we'll start with the opening to the expedition.
>>
Rolled 93 (1d100)

>>1716798
Work with Khop to prepare our villages for the coming battle against the Gnolls. They may be attacked while the raid is underway and they need to be prepared.
>>
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>>1716864
Waking up in the soft embrace of a warm maiden, Temun reflects that constructing the Hall of the Spear with private rooms rather than one communal sleeping room was a pretty neat idea after all.
As she finally wakes up, he quickly pledges to take her as his wife upon his return from the upcoming raid, giving her both his necklace and comb as tokens of his commitment.
>>
>>1716864
>>1716702
I will bring 2 men of the Erabenim, and camels enough for those that want them.
>>
File: Slingshot.jpg (1.35 MB, 3456x3456)
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>>1716973
A delegation system is established - each according to their needs, each according to their own. A basic perimeter has been established outside Threetans and Khoral, with logs being used, and several houses near the market deconstructed and made to form a secondary perimeter. While it isn't much, larger cacti are being cut up, with needles placed within the barricade. It's a great start, and more will be done by the time you get back.

>>1717040
She promises to wait, and as a symbol of unity, you perform a brief blood pact. One that can only be broken by death - best make it back, lover boy.

(Also considering it was a period of a day you would have been in Threetans or Khoral, nowhere near where you thought you were - but semantics. You were tired, and it was a fun evening.)

You’re all assembled by the next evening. Tired jokes mark most of the conversation, but what can you do? It’s a war. A war. That thought weighs heavily on most people’s minds. All except the two strangers from the Tans. The tall one, Shash, is armed with a shield about a head shorter than most of you, carved with strange symbols on it. One of them, some of you recognize… it’s the same image that the giants referred to you as. He sees you glancing at it, and smiles.

“This? A family heirloom. Don’t know where we got it, but the art style has been passed down for generations.”

The little one isn’t seen until she emerges from behind the shield. It seems strange that such a youngling is getting sent out, but she’s armored in thick leather, and is wearing a strange object at her hip. Before you have time to think on this, Khop calls you all to the edge of the village, away from the center where you’ve been standing. His face is grim, but he seems to be in good spirits.

“We’ll be heading through a mountain pass some distance away from here, and from there we’ll make our way to the settlement of the gnolls. We don’t know what it’s called, so we’ve always referred to it as the Outpost. You’ll know it when you see it. As far as we know, it’s mainly women and children there. An easy target. We'll move at night, and sleep during the day. It's about 14 sunrises away from here... let's get going."

Give me 3 d100s, taking the average.
>>
Rolled 58 (1d100)

>>1719692
>>
Rolled 59 (1d100)

>>1719692
>>
Rolled 83 (1d100)

>>1719692
>>
Rolled 44 (1d100)

>>1719692
>>
File: no sun here.jpg (102 KB, 1024x683)
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It’s been 7 sunrises since you started, and you’ve made good progress - fitting current expectations, you should be there as the sun begins to lighten on the night of the last of the next 7 sunrises. So far, the trek hasn’t been all that bad - the weather is mild, the sun is out, and a stiff wind blowing, meaning any tracks you make in the sand are blown away. The trek through the mountains was easy - it’s the same one reported to you by earlier adventures, yet strangely, the ghoul corpses are missing. An embelishment perhaps - after all, who wouldn’t want to say they’ve been on such a dashing adventure?

You emerge from the pass sometime later, with the sea air rousing even the sleepiest among you. You’re on the edge of cliffs overlooking the sea, and the sun is just beginning to fully come out. It’s morning now, and all you can see is, eh, the sea. You cover yourself in ash and sleep, and when the night comes, a strategy discussion is called. It seems Khop is anxious to get his father back, and wishes to hear if anyone has any ideas. It’s also a time to rest and prepare - you won’t be leaving til around the middle of the time you usually set off, so you have time to talk, eat, and learn more about each other.

Enjoy it while it lasts, and for any actions outside regular discussion or strategy making, roll for it.
>>
>>1719758
"Your father will most likely be in a cage of some sorts, we shall scout the village first allowing us to figure out where he is located. When we strike we shall light fire to many buildings force them to rush outside where we have the advantage on their paniced state."
>>
Rolled 37 (1d100)

>>1719758
Prepare blood potions for the injured captives and emergency uses
>>
Rolled 73 (1d100)

>>1719758
Explore this area around camp, not far mind you but this is an area we have not seen before, stay sneaky.
>>
Rolled 75 (1d100)

>>1719758
The House of Ivory has a brief sniff around...possibly having a look at the coast to see any signs of caves, if so what lurks or can be found within? Information is key and so is knowing we can have a hide hole in future
>>
>>1719758

"Khop before we strike is there anything about these Gnolls we need know?"
>>
>>1719787
"B-but what about the women and the children? I don't want to kill innocents..."

Khop seems pensive about your suggestion.

>>1719797
You feel a bit whoozy, and most of these potions are stored in less than ideal containers, like shells, or leather bags. There is a lot of sloshing when you walk.

>>1719809
You move around, and check out the rest of the beach - but it seems to be that. Just a beach. There are a few rocks with what look like symbols in them, but you're not sure what they mean.

>>1719815
You find a cave, and hear some rattling around inside... roll me a d100 again.

>>1719826
"Aim for the mouth. They can't bite truly if they're choking on their own blood."
>>
>>1719836
"This is war, innocents may die. Such is the world we live in.
A rapid and brutal strike without giving them time to organize is our best chance for a quick and overwhelming victory."
>>
Rolled 97 (1d100)

>>1719836
Law of averages says I got a 30 something incoming
>>
>>1719836
"BAHAHAHAHAHA! Innocents? They are blood to be consumed by the Children of Ier! They have dared to strike against Ghoulkind and now they shall pay the price! We shall roast their children over a fire and drink the blood of their women!"
>>
Rolled 46 (1d100)

>>1719836
Gather up all these strange rocks.
>>
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>>1719851
>>1719877
Lakh speaks up. She looks reasonably upset with your sentiments.

"Killing children gets ghouls nowhere. Why should it be different for gnolls?"

She slings mud at you and hides behind Shash's shield.

>>1719868
You find something strange hidden back there - though it turns out your dogs were just fucking back there. It looks like a skull, but not one you've seen before... You'd mistake it for a crab if your dogs didn't bring some out of the cave. It seems you'll be eating crabs for lunch.

>>1719884
The rocks are decorated with swirls of all types - but the strangest one is this symbol with hard edges, almost sticklike. 4 stick out from the center, and from those 4 are another 4 sticking out to the side. There are dots in the gaps left. They're all decorated with that, in some form or another.
>>
>>1719907
"If you were not now part of Ier woman I would crack open your skull and feast on your blood! Your clan is weak and that is why the Gnolls prey upon you! Your blood is weak and that is why you come begging to Ier for help!"
>>
>>1719907
"Khazir is a useful man to have in a fight but he let's his temper get the best of him. We dont plan on killing any babies but we need hostages. Some may die. That's the way war works, kid."
>>
>>1719907
"I understand your hesitation Khop. But will the gnolls offer us the same mercy? They have taken Tan and Ier Ghouls already to do all kind of vile things to them. We can't afford to hold back."
>>
>>1719907
The only mercy we could afford to give them is a swift and painless death, girl. War is cruel like that.
>>
Rolled 76 (1d100)

>>1719907
Naturally we take the skull and search around in the cave anything about? Then head back to show the others what we have found, after taking note of the location and what those patterned rocks look like by copying them onto our own leather. We too shall take a number of said rocks for study.
now its meant to be around the low teens
>>
Rolled 50, 9, 38, 8 = 105 (4d100)

>>1719957
>>1719943
>>1719935
>>1719942
All of you roll me a d100 for mud protection.

>>1719958
Only thing in the cave is a lot of crabs. So many crabs that you're starting to wonder where the crabs are coming from.
>>
Rolled 63 (1d100)

>>1719967
>>
Rolled 13 (1d100)

>>1719967
please luck dont fuck me now
>>
Rolled 49 (1d100)

>>1719967
>>
Rolled 70 (1d100)

>>1719967
Try and dodge it
"This is not the time for mudslinging Lakh!"
>>
"Stop slinging mud damn it! There's enemies that should be mudded, not ghouls!"
>>
>>1719967
Sorry to interrupt but look what we've just found.
*show the crowd the skull*
Also it's Crab for food...
*The two Painted Ghouls sit down and begin to observe the rocks they found*
"We will do what we can, though Enkir the Painted desires a number of the Walking Dingos young, for what he would not say?"
>>
"You're all dicks, and I'm having a nap," Lakh declares.

You all escaped the mud, except >>1719973, who is temporarily blinded.

Khop excuses her - apparently she was a survivor of the last Tan settlement, and was saved by her father, dressed in a gnoll pelt. He received several arrows in the back, and only relented hold on her when a gnoll approached and took her from him. But she wasn't killed, she was found days later close to Threetans. She swears it was the gnoll who saved her, but she was only 3 - her memory wasn't all there. Most don't believe her.

>>1719993
They become a talking point, but not for long. It's time to go now, and they're stored away, ready for another day.

Another 3 d100, taking the average.
>>
Rolled 26 (1d100)

>>1720020
>>
Rolled 32 (1d100)

>>1720020
>>
Rolled 81 (1d100)

>>1720020
>>
Traveling becomes a bit of a hassle - with all the rocks to carry, the bags are weighted down. But you make it in decent time, and stand before a tunnel in bare rock - rock that stretches a good 30 feet high.

It is jagged, and assuredly painful, but you climb, as Khop instructs you to. Before long you stand atop a cliff, on a rugged area. And below you, you see the town. The lights and figures of gnolls below you make you shiver with anticipation, and the fact that none of them can see you makes that anticipation turn to pleasure. This is the first strike against a menace to ghoulkind - the first retaliation.

When you're ready to begin, roll 3v1.
>>
Rolled 84 (1d100)

>>1720072
>>
Rolled 84 (1d100)

>>1720072
Ensure the wind blows our scent away from them... it is time
>>
Rolled 1 (1d100)

>>1720072
>>
Rolled 20 (1d100)

>>1720072
>>
>>1720072
193 (dubs bonus) vs 20 (surprise bonus means they roll one less die)

rocks are shot down from on high by Lakh, while your men rush in. Khop and Torlak command from the clifftop, shouting their orders as blades slash left and right, cutting what's in their way. But then, tragedy.

Rocks crack underneath Torlak's feat, and as much as he scrabbles at the cliff face for support, it cannot hold him. He plummets, some 30 feet, and lands with a wet splat. As if to say, "then fall, Torlak."

Everyone freezes, including the gnolls. Some 20 of them lie dead already but no one - no one was expecting this.
>>
Rolled 53 (1d100)

>>1720139
>>
Rolled 51 (1d100)

>>1720139
While everyone is paused go for the cheeky shank
>>
>>1720139
"Avenge our chief!"
>>
Rolled 3 (1d100)

>>1720154
>>
Rolled 78 (1d100)

>>1720139
>>
Rolled 31 (1d100)

>>1720139
>>
Rolled 18 (1d100)

>>
107 v 109 (lost element of surprise, so 2d100)

The ghouls' spirit is broken, and the male gnolls who can fend for themselves in this camp stride out, armaments in hand. One cuts Temun's arm - he drops his spear, blood pouring out - but is saved by Shash, shield in hand.

"Guess this thing was useful after all," he mutters more to himself than Temun.

The tides have changed, and now each ghoul faces an opponent unique to them. Only one of us has died so far, but these seem to be the champions' of their camp. This fight is just beginning. Those of you who wish to fight a champion, roll. I will respond in turn, and this bloodshed will determine a victor.
>>
Rolled 16 (1d100)

>>1720210
I go for their throats
>>
Rolled 4 (1d100)

>>1720210
Bloodcaked on his face from the throat of the Gnolls throat he had just torn out Khazir looks over at the large gnoll that has come to challenge him. He smiles grimly shouldering his club as he lifts the corpse with one hand tossing it with great strength at the gnoll charging at the same time using the corpse to block view as he moves to smash into the creatures knees with his club.
>>
Rolled 29 (1d100)

>>1720139
Knock their teeth out!
>>
Rolled 44 (1d100)

>>1720210
Karak and Orak with their hounds go for a champion...its now or never...
>>
Rolled 64 (1d100)

>>1720210
>>
>>1720210
With temun down for the count,one of his men step forward to take his place.
Terras, the one who accidentally invented staff fighting.
>>
Rolled 67 (1d100)

>>1720233
>>
Rolled 54, 18, 30, 65, 25, 21 = 213 (6d100)

>>1720221
>>1720225
>>1720226
>>1720228
>>1720228
>>1720230
>>1720240
>>
>>1720221
>>1720247
You go for their throats, but before you can, your arm is cut by a wicked looking thing, a curved blade made of metal. It penetrates your left arm, before being removed. That arm is disabled now.

>>1720225
The gnoll uses the corpse to block your attack, putting it in front of your club. Neither attack goes through.

>>1720226
You headbutt your opponent, but it dazes him but for a moment.

>>1720228
Your dogs are knocked to the side and you are lifted from your feet - but for a moment. Orak knocks him away, and you fall to the ground, winded.

>>1720230
You pick up the blade of your kin, and use it to cut at the legs of your opponent.

>>1720233
While your opponent holds a spear, you are better trained. His weapon is knocked from his hand.
>>
Rolled 56 (1d100)

>>1720293
Time to press the advantage, knock him down and take him captive.
>>
Rolled 14 (1d100)

>>1720293
Fake the winding is worse than it is and use it to bait him in for kill, he might try to double tap. Then spring up and spear the champion. Hopefully the doggos will rise in this time and pile on him.
>>
Rolled 19 (1d100)

>>1720293
Khazir smiles this was good, he was going to get a good fight. He would rain blow after blow against the Gnoll, he was stronger, he was faster, the blood of Ier flowed within him!
>>
Rolled 7 (1d100)

>>1720293
Hit him in the head with a rock
>>
Rolled 72 (1d100)

>>1720293
Try to kill Gnoll war leaders to break their morale.
>>
Rolled 89, 40, 79, 54, 49 = 311 (5d100)

>>1720310
>>1720314
>>1720322
>>1720328
>>1720336
something wrong
I hold my head
chief is gone
ghoul is dead
>>
Rolled 75 (1d100)

>>1720293
Neit lets out a scream of anger and pain and tries to take the gnolls weapon and use it against it.
>>
Rolled 27 (1d100)

>>1720310
It seems his earlier attack was a feint to draw you closer - he bites your shoulder, tearing at it.

>>1720343
let's see...
>>
Rolled 36 (1d100)

>>1720351
Bite back! Grapple and strangle the bastard.
>>
>>1720314
The dogs are whimpering now, while Orak is seized. His arm is broken.

>>1720322
He was stronger, not neccesarily faster - the corpse is thrown at Khazir, and he crumples under the weight. The ghoul is standing over him, axe in hand.

>>1720328
As you move to grab one, he headbutts you, and you see stars. You stumble back as he steps forward.

>>1720343
You cut your arm taking the weapon but you thrust it aside and kick him where it hurts.

Another round...
>>
>>1720336
Oh, as for you - you spot one wearing a fancy looking necklace, and rip it off, before using a rock to bash at his knee.
>>
Rolled 28 (1d100)

>>1720385
RIP AND TEAR! THERE IS NOTHING LEFT BUT BLOOD AND BONE! NO MORE KHAZIR NO MORE GHOUL ONLY A BEAST CRAVING BLOOD!
>>
>>1720385
Back up a bit and regain composure before he has a chance to rip out our throat.
>>
Rolled 6 (1d100)

>>1720385
Finish off the gnoll I took the necklace from.
>>
Rolled 25 (1d100)

>>1720385
Finish him off and stab him through the skull
>>
Rolled 48 (1d100)

>>1720407
woops
>>
Rolled 3 (1d100)

>>1720385
Karak enraged, furious drinks the blood of the Enemy champion from his weapons. The Sight of his brother, his pack in peril driving him forward. As he approached from the blind side since his brother is held Karak, he does not know to whom he prays..is it even a prayer...the shear anger and rage flooding though him
>>
Rolled 7, 79, 11, 13, 22, 22 = 154 (6d100)

>>1720404
>>1720410
>>1720413
>>1720415
>>1720421
>>1720355
A ghoul wearing some yellowish thing approaches from behind the dead civilians. Looking at his men, he barks something to them - literally.
>>
Rolled 48 (1d100)

>>1720385
Me and my acolytes to treat our ally's injuries
>>
Rolled 42, 81, 55, 80, 68, 92 = 418 (6d100)

>>1720440
Nah nah, like dis
>>
>>1720355
You do and get a taste of his blood. It's intoxicating, and you can feel it flowing through you - you feel faster, though his face is harder to make out.

>>1720404
You rip, tear, and... as you emerge from the corpse, receive a blade to the stomach. You're coughing up blood, but not dead yet.

>>1720410
The ghoul takes it back, and withdraws some kind of circular blade from its side.

>>1720413
You slip, and stab it into his foot instead. The ghoul howls.

>>1720415
You do so successfully, as he stumbles, approaching.

>>1720421
Orak is turning pale in the gnoll's hand, you can't tell if he's breathing.

>>1720472
You rush in, trampling the ghoul - one of you makes it to Khazir, and makes him chug something. Bottled gnoll blood.
>>
Rolled 85 (1d100)

>>1720782
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
Rolled 78 (1d100)

>>1720782
Charge him! Go for the eyes!
>>
Rolled 39 (1d100)

>>1720782
Grappling with the craven dog, Terras attempts to work his way behind him, getting a firm hold of his neck.
Gonna strangle the bastard into unconsciousness.
>>
Rolled 11 (1d100)

>>1720782
Continue the fight against the blade wielding gnoll. dodge his strikes and wait for an opening.
>>
Rolled 21 (1d100)

>>1720782
Time seems to slow of Karak, he cant be this weak, no. seeing his brother pale and turn to the colour of death? of bone? No. Not so long as he draws breath. They entered this world togather, they would either fall together or live together. Drinking more of the Gnoll Champions blood as he does, he tries to faint an attack from the right but attempts to bring his spear around and impale the Gnoll
>>
Rolled 68 (1d100)

>>1720782
Pocket sand!
>>
Rolled 14 (1d100)

>>1720782
Neit takes her mistake and uses it against the gnoll, going for a slice to the stomach
>>
Rolled 14, 75, 18, 89, 46, 68, 72 = 382 (7d100)

>>1720788
>>1720790
>>1720794
>>1720802
>>1720804
>>1720822
>>1720824
And as you fight, so too shall the enemy.
>>
>>1720788
>>1720838
Your enemy is taken by surprise as you leap from the corpse's innards, covered in blood and completely dazed. But your aim is true, and with gnollish speed you strike - as you pierce his stomach, you draw your hand away, and watch the gnoll burn. Your fight is finished, and you pass out, succumbing to exhaustion.

>>1720790
You go toe to toe with your opponent, clawing at his eyes as he claws at yours - but you move to the side, ghoul eyes ever helping. He doesn't have them - well, now he only has a single eye at all.

>>1720794
You take him by the neck and you squeeze...

>>1720802
You attempt to dodge, but are disemboweled as you mistime it.

>>1720804
The gnoll's attention is on you, as your brother drops to the ground. He's not breathing, but he doesn't seem to be quite dead yet.

>>1720822
You throw sand just as you receive mud in the face from above.

"Sorry," Lakh calls.

>>1720824
You go for the slice but receive further damage to that arm - to the extent where it comes cleanly off. Fuck.

>>1720782
(ghoul taking a wound to the foot was meant to be gnoll)
>>
Rolled 17 (1d100)

>>1720897
No letting up before he seizes his struggling.
>>
Rolled 39 (1d100)

>>1720897
Get the fuck up and find a Gnoll to munch on!
>>
Rolled 58 (1d100)

>>1720897
Rush to aid Gaer's wound
>>
Rolled 66 (1d100)

>>1720897
Try to stay on in his blind zone and hit him with the rock
>>
Rolled 6 (1d100)

>>1720897
Neit backtracks and hides behind a nearby rock, bandaging her arm as best she can before going in for one final strike
>>
Rolled 81 (1d100)

>>1720897
Karak looks at his brother laying still in the dirt, so still, so wrong, so very wrong...Orak was the lively one, he always had been, he had always been the brave one coming to cover Karak's own mistakes and now this...

Karak felt a heat like never before, the fighting around him seemed to dull, all he could see was the Gnoll that had done this to his brother. All he could see was red as he charged again using his speed and fury to try to slide under the Gnoll to slice some tendons or to simply bury his spear in its heart.
>>
Rolled 40, 6, 62, 64, 23, 90 = 285 (6d100)

>>1720904
>>1720911
>>1720923
>>1720938
>>1720968
>>
>>1720911
Your stomach begins to burble, and you gasp in pain. It burns through you, and before long you are dead. But you're not forgotten. Shash grabs your body and drags it to the side, where you are slung over a rock. Covered in dirt, sweat, and blood, the look on your face is serene, despite the anger you were in when during the battle.

>>1720922
Try as you might, it is far too late. He dies in your arms, entrusting you with his blade.

>>1720904
>>1720923
>>1720938
>>1720968
The rest of you fall back, as Khop cries out.

Turning around, you see he isn't injured - that the blood on his body isn't his. Around he and the rest of your party lie dead gnolls, women, children, men. A fire has started, while you weren't aware.

The ghouls behind you panic, not willing to fight to the last. They flee out the tunnel, as Khop turns to you.

A battle won? Perhaps. But the war has just begun, and this is as personal as it's going to get. Today, this village and you - tomorrow, who knows? Only thing you can say is that a lot more ghouls are going to be dead before this is finished.

(Tomorrow, a return to the village.)
>>
>>1721092
Temun, supported by Terras and Kevak, staggers back with the rest of their kin.
Victory gained, but little glory to brag about this day.
>>
>>1721092
Karak carries the weak body of his brother as their remaining Dingos follow behind them, their pace is slow but they are alive. Orak is yet to stir but he is alive leaving his brother too his thoughts. Had he failed him? His brother covered him in that fight and almost died for it? That Gnoll Champion had held them all off so easily? Was this the level of enemy that would now come for him and his kin? Alone with these thoughts he looked into the dark sky and felt weak and alone, yet as the trudge continued along with first light he felt hope...No the sun will rise again and he could get stronger, he would be ready next time, When the Gnolls next come he'd be ready for them a fire burning in his chest he didn't recognize spurning his drive onward.
>>
Of the 15 or so sent, 8 return, bedraggled, tired, and bloodied. Lakh broke her foot on a brief fall from the top of the cliff, luckily stopped by windswept trees that dangle from the cliff’s rocky exterior. Most others are injured in some way, with the worst being Neit. An entire arm of hers is completely cut off below the shoulder. The blood has been stopped, and infection hasn’t set in. It’s a small miracle she remains alive, but alive she is, as the group wanders back into Threetans.

It is a transformed village - children no longer scuttle about freely, and leather flaps that close off entrances mark once open doors. Smoke still billows freely though. A clear sign that life continues, in spite of this war. Paths once walked down - gone are the familiar houses, their wood repurposed for a much darker use. Turned into fences and barricades, their families are stacked twofold in any available house in nearby Khoral. This is where they have been evacuated, to be spared the hardships of war.

And when you arrive, you are met with silence. If you’re not taken to the side to be given medical treatment, you’re wondering what has happened to the gathering spot. The markets have been replaced by armories of shields and swords, and the firewood moved to the barricade, in case flame is needed as a last resort.


But beyond all that, stands your group. You need a plan, and you need a leader. Speak your mind, and decide who you shall follow. Know that Shash supports the Threetans chief, while Lakh supports no one. You can also pick a member of your own tribe.
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>>1725346
Also, note that Threetans chief means Khop. His father was not there - no prisoners at all were. Khop is grim about this.
>>
>>1725346
I propose that Torlak's brother be named temporary leader in the interregnum. A proper selection will occur later.
>>
>>1725418
>>
>>1725346
>>1725418

"With my brother dead I Gaer will take leadership our tribesman in war."
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>>1725423
i agree with this
>>
>>1725424
I support Gaer
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>>1725418
This has my support
>>
It seems leadership has been decided upon, but a strategy?
>>
>>1725484
We have bitten them so now they will try to bite back. They will strike at the Tan village and we must be ready. We will hide a force in the Khorl forest to flank them while our remaining warriors will hunker in and dig trenches with stales in them.
>>
>>1725500
>>1725484
Sounds good to me
>>
>>1725484
>>1725500
Agreed we should get to work immediately.
>>
Alright. Roll me 3 d100s, taking the middle roll for the trenches. The Khoral forest group will allow for an extra d100 when they attack. It will take three turns for them to attack when signaled.
>>
Rolled 30 (1d100)

>>1725537
>>
Rolled 59 (1d100)

>>1725537
>>
Rolled 72 (1d100)

>>1725537
>>
Rolled 62 (1d100)

>>1725537
>>
File: War map.png (10 KB, 525x384)
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Our basic formation has been assembled - gnollslayer, as it has been dubbed. While attempts are being made to reformat the trenches and push them further back, they are filled with spiked logs designed to put off any gnoll that comes near/kill them. They will be funneled into the corridor and there be killed by the remaining forces.

All available men have been moved to the village, with women and children being put even further back in the two weeks we've been doing this extra building - as far back as the main Ieran settlement. We have 60 men in each trench, 120 behind the second perimeter, and 60 in the forest group. This should be enough we hope.

Shall we do more, or wait?
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>>1725697
Give the forest group a doggo swarm
>>
>>1725697
The Erabenim will send some mounted dudes to scout for the enemy.
>>
Alright, Erabenim, a roll for scouting.

Forest group receives canine reinforcements, to the number of 20-25 or so.
>>
Rolled 17 (1d100)

>>1725734
>>
>>1725697
best move dem bench-shield thingys to the walls
>>
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The scouts bodies are found days later, asphyxiated by the ropes they had taken with them in case they were useful.

We assemble days later, after a patrol spots dust gathering on the horizon. They are approaching. As the battle begins, there are two clear groups among the gnolls - some kind of war group, with a leader on some form of chair, and a unit with armed gnolls. They appear to be in leather armor reinforced with copper, and holding blades both curved and straight. They are more organized than the others.

We estimate their forces at around 400 men, and ours at 300. With our defences, we may just stand.

3v3, as the battle begins.
>>
Rolled 38 (1d100)

>>1725791
>>
Rolled 63 (1d100)

>>1725791
>>
Rolled 91 (1d100)

>>1725791
>>
Rolled 6 (1d100)

>>1725791
>>
Rolled 17 (1d100)

>>1725791
>>
Rolled 1 (1d100)

>>1725791
>>
>>1725791
launch the forest group when the enemy is fully committed, so that they may be surrounded.
>>
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192 + 10 (morale) + 10 (strategy) vs 24 - 10 (strategy) (crit fail)

The gnolls charge forward, expecting a slaughter, and in a way, they get one. Their main row advances too fast for the side line, causing a gap - however, the side line doesn't try to catch up. No, the attack group does - and they fail spectacularly. They push too far ahead, and by the time the center group has caught up, they have essentially pushed themselves up against the spears. However, their men block the view of the center column, and a group of it eagerly splits off to join the attack group - only to find half of their number impaled on the stakes sticking out of the pit. They're completely disorganized, and the side row isn't sure what to do.

3v3, again.
>>
Rolled 98 (1d100)

>>1725851
>>
Rolled 41 (1d100)

>>1725851
>>
Rolled 53 (1d100)

>>1725851
>>
Rolled 66 (1d100)

>>1725851
>>
Rolled 56 (1d100)

>>1725851
>>
Rolled 93 (1d100)

>>1725851
>>
Rolled 20 (1d100)

>>1725851
>>
192 vs 215

The war group does the only thing it can do - it waits. Meanwhile, the group that had split off begins to move into the trenches, using the corpses of their allies to move past and into it. The side row advances, and the center row advances as well. Ghouls are beginning to fall now too, though the bodies that lay dead on the field are still majorly gnolls.
>>
Rolled 76 (1d100)

>>1725909
>>
Rolled 40 (1d100)

>>1725909
>>
Rolled 4 (1d100)

>>1725909
>>
Rolled 46 (1d100)

>>1725909
>>
Rolled 13 (1d100)

>>1725909
Have the trench groups fall back and lure them deeper in.
>>
>>1725909
Signal the forest group
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Rolled 54 (1d100)

>>1725909
>>
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120 + 10 (morale) + 5 (strategy) vs 113 - 10 (strategy)

Our forces are not crumpling - this is their village. They will defend it to the last. They move back and pull the enemy closer into the trench, using the proximity to their enemy to use their strength to maximum efficiency. Stakes are splintered as they are thrust at the gnolls, but some avoid the heavy wood. The gnolls stop advancing temporarily, watching their comrades fight before proceeding.
>>
Rolled 45 (1d100)

>>1725942
>>
Rolled 39 (1d100)

>>1725942
>>
Rolled 75 (1d100)

>>1725942
>>
Rolled 35 (1d100)

>>1725942
>>
Rolled 52 (1d100)

>>1725942
>>
Rolled 56 (1d100)

>>1725942
>>
>>1725942
we ought send in the forest team now
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>>1725981
Support
>>
>>1725942
Forest warriors strike now!
>>1725981
>>
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159 + 5 (morale) + 10 (strategy) vs 140 - 10 (strategy)

Our units pull back by moving through gaps in the perimeter fence. Those who aren't able to are left in the trenches. The enemy is pushing forward, but they're stuck in the trenches. Their raid group is stuck in the trenches, as is some of their men that split off from the side row. While they're slowly advancing, their progress is being delayed, and we have signaled the forest group using a flame within the camp.
>>
Rolled 9 (1d100)

>>1726021
>>
Rolled 100 (1d100)

nat 3
>>
Rolled 76 (1d100)

>>1726021
Stand Strong! Phalanx formation!
>>
Rolled 100 (1d100)

>>1726021
>>
Rolled 4 (1d100)

>>1726021
>>
Rolled 49 (1d100)

>>1726021
>>
Like this u Ruthenian gypsy
>>1726022
>>1726042
>>
File: War map.png (28 KB, 525x384)
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The gnolls are battered, bruised, but not quite down yet. And as their feet stomp the bloodied ground, it is clear that a red line has just been crossed. They've entered the camp. But how? It seems our line to the left has fallen, with them finally managing to break through the fence, but that's when Lakh gets an idea. One that would not be condoned by most sane people, but an idea.

Grabbing cinders from the fire, she launches the still burning pieces littered around at the fence, along with flaming wood. In minutes, a flame is sparked, and the perimeter is aflame. The gnolls trying to get through are on fire, and with their greasy fur, they catch like matches. It spreads along their war band, and while the center still advances, drawing ever closer, the war band is in disarray - even their leader knows the pain, by the looks of it. Tongues of red don his now empty chair. Their right flank had tried similarly, and as it was a smaller group, they all lay charred by the time it consumes the majority of the left flank.
>>
Rolled 58 (1d100)

>>1726112
>>
Rolled 53 (1d100)

>>1726112
>>
>>1726112
And as for the rolls - 185 + 10 (morale) + 10 (FIRE) + 10 (Strategy) (crit success) vs 153 + 15 (morale) - 10 (strategy) - 5 (oily fur) (crit success)
>>
Rolled 36 (1d100)

>>1726112
>>
Rolled 65 (1d100)

>>1726112
>>
Rolled 5 (1d100)

>>1726112
>>
Rolled 90 (1d100)

nat 97
>>
Rolled 59 (1d100)

>>1726112
>>
147 + 10 (morale) + 10 (FIRE) + 10 (Strategy) vs 160 + 5 (morale) - 10 (strategy) - 5 (oily fur)

The gnolls are finally through the main entrance to the camp, and while the fire rages in their flank, their main force advances. And they look hungry. However, they are beaten and bruised. How long can they last?
>>
>>1726171
>>
Rolled 80 (1d100)

>>1726171
Slaughter them all!
>>
Rolled 86 (1d100)

>>1726171
>>
Rolled 38 (1d100)

53
>>
Rolled 57 (1d100)

>>1726171
>>
Rolled 25 (1d100)

>>1726175
>>
Rolled 18 (1d100)

>>1726171
>>
File: the fire rises.jpg (336 KB, 1104x1404)
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204 vs 120

1309 us vs 868 them

As the flames spread, a lone gnoll reaches for the ankle of his brother. Claws grip around a furry foot, and that is all it takes. A spark, and the keg is lit. The flames engulf the main body of the gnoll army - no one is escaping this unharmed. The trickier of the gnolls attempt to rush into the village, and burn the houses of their enemies, but they are stopped by the spears prepared beforehand, and the defenses within the village itself. Only a handful or so even make it into the village proper. This victory will go down in history for securing the first major tactical battle for the Ierans, led by Gaer Tor, Khop Trot, and Lar Khazirson, the leaders and strategicians of the battle.

Tonight, the women need to do no preparing. For the men - or, eh, Lakh - have done the cooking themselves.

However, a scattering of gnolls escape - to tell of the terror of the ghouls, perhaps. Or perhaps they have a darker purpose...




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