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File: Ready for War.jpg (199 KB, 1024x640)
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+Intro+
In the grim darkness of the 41st millennium there is only war. Imperium of Man, once strong and proud, now is slowly crumbling, whole regions of space are lost to the horrors that lurk in the darkness of the void. Sector Deus is just one of the thousands of Imperial provinces that form the front line in the war to defend Humanity itself. Corruption from within and aggression from without threaten it. But the Emperor sends us hope. High Lords of Terra commissioned a Chapter of Adeptus Astartes, finest warriors Humanity has ever seen, to defend this region of space. They are the last line of defence that hold Age of Ruin at bay. They are the Ghosts of Retribution and this is their tale.

+Briefing+

Chapter Chronicles and starting point for the novice initiates:
http://chapterquest.wikia.com/wiki/Chapter_Quest_Wiki

Datalogs from the previous thread:
http://suptg.thisisnotatrueending.com/qstarchive/1817746/

Battle voxcaster frequency, all allies are welcome to join:
https://client02.chat.mibbit.com/?channel=%23RisingSons&server=irc.Rizon.net


+Hardest chains to break are forged in the fires your own sins.+
>>
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As decided in the last thread, Librarian Eudoras will join the Chapter!

http://chapterquest.wikia.com/wiki/Eudoras

Do you wish to proceed with the interrogation of brother Astelion or pursue a different course of action?
>>
>Do you wish to proceed with the interrogation of brother Astelion or pursue a different course of action?

I think we should keep him locked up and send a message to the REAL Minotaurs that we have someone claiming to be one of their members.
Send the message to Terra or something, they'll know where to forward it.
>>
>>1878398
Agreement, he could be trustworthy, but let's not take risks for no reason.
>>
>>1878398
>>1878393
Dont lock him up.
Tell him that we are a new chapter (true) and very limited on ships(also true, can see chapter inventory if so desired), so it might take a while to organize a suitable and stealthy transport
>>
>>1878408
Well not lock him up so much as keep him confined to comfy quarters. But yes, I agree with the statement to him.
>>
>>1878406
>>1878408
Forgot my name
>>
>>1878412
>>1878408
>>1878406
>>1878398
Astelion nods in agreement:
>I understand. Should I assume then that you will let my Chapter know that I am here with you? Also, as it seems that we are not sure when I will be able to rejoin them, is there any way I could be of use for your Chapter? I don't want to boast, but I have over a century of experience behind my belt, I think I could teach you scouts a thing or two to pass the time, unless you have some more serious tasks for me.

+++

Do you keep him on Aspera Dominus, Tombstone or somewhere else?
>>
>>1878432
I'd say we let him help with oddjobs, but keep a tracer on him.
Also, of course we tell him that we let his chapter know.
>>
>>1878432
"Intriguing Astelion, perhaps you could write some battle reports of previous operations? One of our weaknesses is a lack of sheer experience, we can come up against situations we have not yet known. Some reports on more unusual situations you've found yourself in would be most welcome."

Keep him on the Aspera Dominus, confined to small region. Make sure he's heavily guarded but just make them look like standard corridor guards (they secretly have orders to watch for him specifically).

Y/N guys?
>>
>>1878449
>. Make sure he's heavily guarded but just make them look like standard corridor guards (they secretly have orders to watch for him specifically).
Can't we just place invisible guys instead?
>>
>>1878454
Invisibility doesn't last forever and if spotted (however unlikely) would be incredibly suspicious.
>>
>>1878456

Let them work in shifts and keep a certain distance, isn't that what they are trained for?
>>
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>>1878446
>>1878449
>>1878454
>>1878456
>>1878463
Astelion agrees to teach occassional lectures from his previous combat operations, as long as specifics of where/when missions happened are kept classified, he will continue to do so into the foreseeable future. Please roll d100, target 70.

Note: you are pretty sure that he will soon realise that he is being watched and that his movements around the ship are constricted. I will need a clear clarification whether Revenants are used though.

Where does Aspera Dominus plot her course next?
>>
Rolled 89 (1d100)

>>1878468
>Please roll d100, target 70.
>>
Rolled 11 (1d100)

>>1878463
This is all probably unnecesary. It's a military vessel just tell him it's for security reasons.

Also have Trianon check his mind, ostensibly to make sure he's healthy but if possibly scan a little bit.

>>1878468
Just tell him he must be confined to certain areas for security reasons.
>>
>>1878468
>Where does Aspera Dominus plot her course next?
Continue interrogating Larissa Mahian with Lord Inquisitor Garant.

Continue investigating the defensive presence inside her.
Get all available librarians together to help us figure it out.

Go find Cagirates and ask him if he remembers anything more of his time in the Honour Guard since we last spoke.
>>
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>>1878469
>>1878471
>89/11
Chaplain Axon and a few of the Sternguard Veterans have met with Astelion to see what kind of experience can he share with the Ghosts. Axon comes back in awe:
>Milord, that man is a very formidable warrior! We have spent with him just a day and his insights have greatly impressed some of our strongest brothers, I believe that our younger initiates might have much to learn from him. I understand that for security reasons he must have only restricted access, but please reconsider it - his experience could be of great use to the Chapter.


You gain +1 NPC xp
OR
You can roll again for a Chapter wide bonus if you give him less restricted access.

+++

Please roll d100 for Trianon.

>>1878493
>Mahian
Are you sure that you want to pursue this further? You can:
a) Try a concerted effort with all of the available Librarians to uncover the source/origin of the presence within her (roll d100). This is very dangerous to prisoner.
b) Dive into the depths of her soul yourself through the Immaterium (or ask someone else to do it). This is very dangerous to whoever is doing this. (roll d100)
c) Put her under long term observation (no immediate results, you can try again interrogating her in a few months/next year).
>>
Rolled 52 (1d100)

>>1878505
>Please roll d100 for Trianon.
BREAK THE ETERNAL ANGLOS CURSE LYK
>>
>>1878505
>c) Put her under long term observation (no immediate results, you can try again interrogating her in a few months/next year).

Meanwhile send emissaries to the other factions and tell them of the rogue witch develipement. Have Lord Inquisitor Garant add his testimony if he wishes, or at least an =][= seal to the info.
Get the factions' revised thoughts & demands.
>>
>>1878505
>c) Put her under long term observation (no immediate results, you can try again interrogating her in a few months/next year).
Can't we visit her from time to time?
She seems like an interesting lady.
>>
Rolled 60 (1d100)

Rolling for natural Astartes resistance.

I assume that he is doing 'subtle' mind scan/check, which gives Astelion +30 to resist. Correct me if I am wrong.

+++

Cagirates doesn't have anything else to comment upon at this point. However he is eager to get back at Ursus Dynasty for what was done to him.
>>
>>1878527
>I assume that he is doing 'subtle' mind scan/check, which gives Astelion +30 to resist. Correct me if I am wrong.
Yeah, we wanted to be polite.
>>
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>>1878531
>>1878527
Trianon comes back to you with empty hands.
>His mind is well shielded, unconventionally, but securely. I couldn't get anything off him without announcing my presence. However I don't feel Chaos taint or corruption in him.

>>1878522
You can visit her, but serious psychic interrogation can inflict damage that will takes months to recover from.

+++

There is a message from Varda, it seems that the gang-related violence there has recently intensified. Please make a d100 roll to see how well is your war on crime going there. Then roll another d100 for the damage inflicted on the planet.
>>
>>1878551
>You can visit her, but serious psychic interrogation can inflict damage that will takes months to recover from.
Man, just have a conversation, no need to bring out the mindshredders.
>>
>>1878551
Spend 50w making a spy network on Noctis to investigate the spook production there, its sources, its customers.

Rolling for war on crime.

I propose we spend 40w to build an arbites precinct on Varda.
>>
Rolled 15 (1d100)

>>1878551
>Then roll another d100 for the damage inflicted on the planet.
BREAK FREE FROM THE PERFIDIOUS ALBION LYK
>>
Rolled 72 (1d100)

>>1878560
whoops
>>
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With a distortion of space the Morbid returns to Sector Deus, emerging in the Mormark system and carrying the Fourth Company of the Ghosts of Retribution.

>It's good to be back brothers!

Captain Dreidor's booming voice crackles over the vox. What follows is an extensive datapacket chronicling the events of Operation Tidebreaker, the fourth company's intervention in the massive ork invasion of Barivia in neighbouring Sector Paxia.

http://chapterquest.wikia.com/wiki/Operation_Tidebreaker

After several years spent in orbit above Barivia, repairing their battered ship and helping to rebuild the agri world - the fourth company have returned and brought with them a few things.

Firstly they have added several highly experienced officers from Battlefleet Paxia to their bridge, officers who lost their ship during the battle, including their new Captain Alexis London and her XO.

>Morbid gains Veteran Officers (+10)

http://chapterquest.wikia.com/wiki/Morbid

Barivia also offered the chapter a slew of favours including Imperial Guard regiments, but Captain Dreidor politely declined. Instead Barivia has sworn to repay their debt to the Chapter when asked.

>Gain reputation: Indebted (Barivia)

+++

Furthermore, Lord Governor of Sector Paxia, pleased about the success of the Operation Tidebreaker, which inadvertently helped the general strategic situation in the region has also sent his regards to the Ghosts of Retribution and requested additional supplies to be sent to Varda by the Administratum. These supplies help you reduce the expenses of running your colony and Varda generates unexpected +50 Wealth over the coming year.
>>
>>1878580
>Barivia also offered the chapter a slew of favours including Imperial Guard regiments, but Captain Dreidor politely declined. Instead Barivia has sworn to repay their debt to the Chapter when asked.

TAKE THEM AS VASSALS!
>>
>>1878587
nvm too far away
>>
>>1878587
1) They're a vital agri world to their tiny sector, the sector won't let us take it
2) That's much too big of a favour
3) They're like a years travel time away
>>
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>>1878587
That would be an interesting possibility, but they are far away.

>>1878561
>>1878563
War on crime in Varda is not really progressing anywhere. Immigrant communities are very defensive and don't want to give up their livelihoods. Also the fact that Governor Kvei Lohar has decided to pursue tough on crime policies means that different gangs have made truces amongst themselves until this situation is resolved. Smart strategic approach on Lohar's part and presence of your marines means that damage on the planet is very localised, you lose d7W this year.

>>1878560
Your relationship with Adeptus Arbites is good enough to arrange this. Do you want to proceed with this? If you do, pay 40W and roll d5. It would double your chances to eradicate this infestation of criminals that you are currently dealing with.
>>
Posting to purchase the following to fill Morbid's empty machinery bays:

1x Rhino - 10 wealth
5x Land Speeder Tornado - 22 wealth
10x Drop pod - 18 wealth
10x Warbikes - 10 wealth
1x Teleportaria - 15 wealth

also for other usage
3x Land Speeder Storm - 15w

Total cost 90 wealth.

>>1878608
I vote YES to building a precinct.
>>
>>1878608
>Your relationship with Adeptus Arbites is good enough to arrange this. Do you want to proceed with this? If you do, pay 40W and roll d5. It would double your chances to eradicate this infestation of criminals that you are currently dealing with.
drawbacks?
>>
>>1878612
I like the precinct idea, but would want to know what it entails first
>>
>>1878612
You can see an evil glint in Destros' eyes.
>Good, good, Chapter Master. We need more machines!

>>1878614
>>1878616
Arbites will be keeping their own independent channel with the High Justice Halls. If either planetary or Chapter institutions would fall to heresy, they will report it and fight fanatically to the last man, their first duty lies to Imperial Law, only then to the planetary government. They will technically won't be subservient to the Chapter at all, but you will be able to control them to certain degree through Kvei Lohar.
>>
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>>1878637
>You can see an evil glint in Destros' eyes.
wat
>>
>>1878637
Do we have any chance to install a loyal leader?
Loyal to us, of course.
>>
>>1878637
I still say yes build a precinct
>>
>>1878644
He is merely happy that Chapter is increasing the number of machines available to us to spread misery and destruction among the Emperor's foes.

>>1878646
If by 'loyal' you mean someone who will choose Chapter over Arbites if pressed against the wall, then that would be VERY hard without having prior infiltration inside Adeptus Arbites. As you neither have spy networks in Tachion Primaris, nor inside Arbites, that would require creation of a very unique character who would be an Arbitrator officer who also holds Space Marines in at least as much of a regard as Lex Imperialis. This is a tall order and would cost you 7 NPC xp + extra 15W.

If you are interested in merely Imperial loyalty then all Arbites are loyal (as a matter of fact more loyal than most guardsmen, navy servicemen, etc.)
>>
>>1878637
>You can see an evil glint in Destros' eyes.
>>Good, good, Chapter Master. We need more machines!
good man.
more tanks i agree.

fine build the arbites thing. i am not exactly in favor due to no longer being master of varda (undisputed) but fine.
>>
>>1878670
I can see the benefits of a totally lotal marshal, but I don't think it's worth the trouble of suspicion from outside entities etc.

I say buy the precinct as-is.
>>
>>1878670
>hat would require creation of a very unique character who would be an Arbitrator officer who also holds Space Marines in at least as much of a regard as Lex Imperialis. This is a tall order and would cost you 7 NPC xp + extra 15W.
against it. unneccessary

>>1878674
was me
>>
>>1878505
>You gain +1 NPC xp
OR
>You can roll again for a Chapter wide bonus if you give him less restricted access.

I assume that you picked +1 XP option, am I correct? Astelion remains restricted and only a few individuals get to train/talk to him.

+++

What are current Aspera's location/heading?
>>
>>1878684
>I assume that you picked +1 XP option, am I correct?
yus
>>
>>1878684
>I assume that you picked +1 XP option, am I correct?
Indeed.

>What are current Aspera's location/heading?
I'm guessing still near Sygma-477. Which reminds me, does Garant want to send a team to retrieve the xenos artefact?

We need to wait to interrogate the witch some more. Send out emissaries to the factions to inform them of this new evidence.

Send Xyptus to Noctis and start investigating the spook production there, where Larissa's stuff was said to come from. Set up a spy network there as well with 50 wealth.


Another operation. Glass Eye 2.0. Now that the Styrian Kruun Fleet has been decimated send another expedition to scout out the area.
Same mission objectives and composition as last time. Under the command of Scout Sergeant Zenn.

Thoughts guys?
>>
>>1878700
yes to all
>>
>>1878700
Yes to all as well
>>
>>1878700
>Thoughts guys?
Agreement
>>
>>1878670
something that came up in chat:
how legal is spook?
can we buy some?
is there a legal and an illegal version?
>>
>>1878700
Addendum, rename the new scouting operation to Operation Right Eye
>>
>>1878700
>set up a spy network there as well with 50 wealth.

That is to say, a Subsector Tyranus Spy Network.
>>
>>1878800
*Subsector Tyranus Spy Network. Focusing on Noctis.
>>
>>1878736
Generally spook is illegal as it is a psychoactive psychotropic substance. While nobility can get away with it to certain extent, generally it is not legal in any properly integrated Imperial worlds. Spook can activate latent psykers and wreak havoc, because of this reason there's no legal version of it within Imperium, there are only places where it's less frowned upon.

>>1878700
Garant thinks about it and decides to notify Inquisition about it, for the item to be retrieved later.
>I have more pressing matters to attend to currently. It doesn't seem to be too dangerous and it's been there for decades, a couple more years will not change anything.

+++

Xyptus arrives in Noctis and immediately starts working on establishing an intelligence network for the Ghosts of Retribution. This intelligence network will cover most of Subsector Tyranus and will be useful in other planets as well. Which approach do you want to pursue here?

a) Bribe, threaten and coerce existing individuals to make them your agents - up to 1+d3 years to create spy networks, effectiveness ratio [3-1.5:1]
b) Have your agents infiltrate the organisations, but boost their ranks with defectors [2-1:1] 5+d6 years
c) Use only your own recruits to slowly infiltrate and build up your network, allowing them to climb the hierarchies undetected [1.5-0.5]. Will take 10+2d10 years - a generation

You can also roll d100 for establishing the network(Spying 78), this will improve the success of establishing network.
>>
>>1878820
>a) Bribe, threaten and coerce existing individuals to make them your agents - up to 1+d3 years to create spy networks, effectiveness ratio [3-1.5:1]
My vote personally. We want this asap.
>>
>>1878820
>a) Bribe, threaten and coerce existing individuals to make them your agents - up to 1+d3 years to create spy networks, effectiveness ratio [3-1.5:1]
This
>>
>>1878847
T'was me
>>
>>1878820
i say as fast as possible, we cannot wait too long as this is couprelated
a) Bribe, threaten and coerce existing individuals to make them your agents - up to 1+d3 years to create spy networks, effectiveness ratio [3-1.5:1]
>>
>>1878853
>>1878852
>>1878847
Please make rolls for the spying and time. Also please specify should Xyptus if he's successful try to establish a stronger network or do it faster.
>>
Rolled 3 + 1 (1d3 + 1)

>>1878860
Time!
Gotta go fast!
>>
Rolled 57 (1d100)

>>1878860
>Please make rolls for the spying
auctoritate imperatoris benedico
>>
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>>1878879
>>1878866
Subsector Tyranus and Noctis specifically is know for the closed and untrusting society. It will take some time to see the fruits of Xyptus' works to flourish.

Investment of 50W will get you 23% influence. Also Xyptus' additional efforts can add either extra d10% influence or reduce the time required to establish the network by a year. Please clarify which one you wish to pick. Focusing on Noctis will give your network Focus[Noctis +10].

If you wish, you can spend 10W to reroll Xyptus' dice, you will have to keep the result.
>>
>>1878926
>Investment of 50W will get you 23% influence. Also Xyptus' additional efforts can add either extra d10% influence or reduce the time required to establish the network by a year. Please clarify which one you wish to pick. Focusing on Noctis will give your network Focus[Noctis +10].
reduce time
>>
>>1878933
me
>>
>>1878926
Reduce time

Does the 10w reroll include rerolling for the time?
>>
So lads we're building the arbites precinct yeah?

Should I roll d4 for build time?
>>
>>1878976
do iiit
>>
>>1878976
>Should I roll d4 for build time?
I have a bad feeling about this
>>
>>1879001
It'll be fiiiiiiine
>>
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>>1878945
>>1878940
>>1878933
This will only be a reroll of Xyptus' spying skill. However if he will get a better result, it might be more than 1 year that you will be able to strike off the preparation time.

>>1878976
>>1878984
>>1879001
Please roll
>>
Rolled 13 (1d100)

>>1879006
>This will only be a reroll of Xyptus' spying skill.
D:
>>
Rolled 1 (1d4)

>>1879006
Precinct build time!
>>
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>>1879012
>>1879007
>>
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>>1879020
>>
>>1879012
Arbiter precinct on Varda will be ready next year. At first there will be 500 Arbiters housed there, but as planet grows, so will the Precinct.


>>1879007
Well done. Xyptus has decided to invest some extra money into bribing the right people and managed to improve his initial results. You can now either:
A) reduce the time required to set up the network to 1 year
B) Add 3d10 to the strength of the network.
>>
>>1879036
>A) reduce the time required to set up the network to 1 year
vote for dis

>Arbiter precinct on Varda will be ready next year. At first there will be 500 Arbiters housed there, but as planet grows, so will the Precinct.
will add to expected events
>>
>>1879036
>A) reduce the time required to set up the network to 1 year
reduce the time.
we need results. fast.
>>
>>1879036
reduce time
>>
>>1879046
>>1879040
>>1879037
So it shall be done. As a matter of fact, is there anything else you want to do just now or are you happy to fast forward to the next year then?
>>
>>1879061
Conduct Operation Right Eye. A clone of Operation Glass Eye now that the Kruun fleet has been destroyed.

http://chapterquest.wikia.com/wiki/Operation_Glass_Eye
>>
>>1879074
Understood. Please state who is leading the forces if the composition of forces is the same. Any Revenants present? What are the main objectives once on the ground apart from gathering as much info as possible?
>>
>>1879096
Scout Sergeant Zenn will lead the small force. Only use scouts but make sure a couple of the others are veteran scouts rather than total newbies.

Objective is the scout out the styrian presence specifically, try and estimate their forces, the machines they control. Try to map out their key locations as well as possible, including orbital defences.

Agreed guys? Any additional objectives?
>>
>>1879096
>>1879105
try to find anything unusual. maaaaaaaaaybe even capture someone higher ranking and make it look like an accident
>>
>>1879105
targets of opportunity if possible should be taken, whether capture or elimination up to on site commander
>>
>>1879119
>>1879114
>>1879105
Please roll for the following:
d100 to approach the system [+ warp travel]
d100 for the planet fall
d100 for the operation on the ground
>>
Rolled 40 (1d100)

>>1879135
planet fall
>>
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Rolled 15 (1d100)

>>1879135
>d100 to approach the system [+ warp travel]
>>
Rolled 56 (1d100)

>>1879135
Rollin' ground ops.
>>
>>1879135
Drop them off at the edge of the system with one of our fast Hunter Destroyers.

Pick them up in the same place 3 months later. That should give them time to explore much of the planet.

Y/N?
>>
>>1879167
Roll another d100 for retrieving the scouts.
>>
Rolled 55 (1d100)

>>1879105
scout recovery
>>
>>1879139
>>1879138
>>1879142
>>1879175
Approach to Kruun was smooth and uninterrupted. You've heard that recently Imperial Navy inflicted a serious defeat upon Triarchy's fleet in this region of space, most likely because of this reason by the time your ships reach Kruun, there are no enemy vessels in the system. This allows for a secret and relatively easy planetfall - Scout Sergeant Zenn and his men descend without interference.

Over the coming few months they gather intelligence about the planet. While it's quite dangerous, your men are professionals and soon they have enough information to realise the situation on the ground.

After the Ghosts of Retribution retreated from the planet, Imperial defences quickly collapsed, because local prisoner population was both armed and agitated by the Triarchy to take up arms against the Imperium. In the coming years after the victory in Kruun, it became an unofficial de facto staging area for Triarchy - both a listening post in the Imperial space, a first line of defence and an obstacle to deal with if Imperium would ever grow hungry for Triarchy itself.

Kruun was refashioned into a tough outpost. It now has some Styrian orbital defences - not enough to fight off a fleet, but enough to make life miserable for a task force of a few ships if they would decide to approach the planet.

In addition to this Styrian military advisors have used the years since the fall of the Imperium to shape Kruunians into a dependable, drilled planetary defence force. A whole generation was born since then and they grew up under the flag of "independent" Kruun. Nationalistic fervour, combined with the anti-Imperial sentiments of the older prisoners and religious fanaticism of those who already converted to the new Triarchian faith of Bahal'din'Murr, make for a deadly mix. Zenn in his report notes in at least a few places that even after Imperium takes this world back, pacifying it will be hard.

You also know that at least 60 nuclear warheads are available to defenders. Unfortunately mission was too short to find out more information about this.

Scout Sergeant Zenn estimates the planet to have between 8.5 - 17 million fighters at this point who would be willing, equipped and trained to resist an invasion.

Important locations:

1. Haldur Fortress Complex - extensive range of fortifications in the mountains (about 200 km in length, 30 km in depth), contains some AO defences and has a moderate void shield. Expected garrison strength in case of invasion - 2 million men.

2. Kateran mine-cities - former penal mines that have been converted into cities and shelters, that's where most likely a significant part of the population would flee in an event of invasion. Expected strength - 5 million soldiers, but little in the way of defences.

3. Daraga base - main location of AO defences on Kruun, well guarded, on an island in the northern ocean.
>>
>>1879250
Well
fuck
>>
>>1879250
However despite high morale and serious numbers, Kruun has severe shortages of military equipment, aircraft, armoured vehicles, etc.

Triarchy, after losing the space battle, for the most part retreated, but they left some troops and priests behind to organise and support the new Kruunian government - it is democratically elected by the former prisoners. You don't expect there to be more than a few tens of thousands of advisors max.

Unfortunately your mission wasn't a complete success - one of the land speeders was noticed and destroyed by Kruunian sky patrol. All three brothers on it were lost. Another land speeder got into a fight when retreating from a base where scouts tried to take communications officer as a prisoner. Unfortunately he managed to commit suicide after being kidnapped, but one of the scouts was killed as well.

You suspect that Kruunian High Command now has suspicion that invasion of Kruun is being planned and will accelerate their preparation timelines.

The rest of the scouts together with Sergeant Scout Zenn have managed to retreat safely together with information.

Also, it seems that Kruunian HQs have not changed their positions since when you retrieved that information. This is good news for you if you would plan to try to take them out in the event if invasion.

+++

Session Over

+++
>>
>>1879297
Thanks Skargan!
>>
>>1879297
Couple of questions:

Where were they getting their food from? Kruun is an icy wasteland.

What are the observations of their religious practices? How did they worship? Were there any priests? What did they do?
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Rolled 3 (1d7)

>>1878608
lost wealth on varda
fucking criminal scum




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