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File: King of the Wastes.jpg (204 KB, 640x960)
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>Urizen's army:
400 Veteran Rattle-Tail heavy cavalry, 300 Veteran heavy Eye-Eaters, 460 Veteran heavy Crimson Chosen, 1600 veteran heavy elite raiders, 440 veteran heavy elite crossbowmen, 40 veteran heavy biker semi-automatic gunners, 3 veteran armored car turret gunners, 300 veteran heavy gunner infantry, and 3000 militia. (6,546 men)

>Vassal armies:
Harlotsville's armies: 750 veteran militia, and 1000 militia (1,750)
Y'arak's armies: 100 veteran light cavalry, 800 veteran militia, 400 veteran bowmen, and 1000 militia (2,300)
Black-Hands Deal: 600 elite light cavalry, 800 veteran militia, and 1000 militia (2,400)
Scoundrels-Toll: 1000 veteran raiders, 400 elite raiders, and 1000 raiders (2,400)
Kurrlon: 800 Kurrlon veteran militia, 400 Kurrlon veteran bowmen, 60 veteran bolt-action gunners, 100 veteran heavy cavalry, 2 veteran armored cars, 8 veteran biker gunners, 2 RPG veteran gunner infantry, and 2000 militia (3,372)
Ulmuran: 1000 militia, 500 militia crossbowmen, and 1000 militia (2,500)
Vitcur: 1000 elite militia, 1000 militia, and 400 militia crossbowmen, and 1000 militia (3,400)

23,268 men in total
Enemy has 100,000 men in total (unsure of their level of skill and ability)

>Lands owned:
Urzenthus (Current capital and your town [12,000 freemen, 4000 slaves])
The Kadine Pass (Murdas Brukus's town [3500 freemen, 3500 slaves])
Trident's Break (Balak's town [3000 freemen, 2000 slaves])
Buckport (Rathadu's town, [3000 freemen, 1000 slaves])
Bollvine (Mazgrund's town [1000 freemen, 300 slaves])

>Current generals:
You, Rathadu, Mazgrund, Murdas Brukus, and Balak

>Garrison:
700 town guard in Trident's Break, 1000 heavy elite town guard in Buckport, 800 elite town guard in the Kadine Pass, 400 town guard in Bollvine, and 1600 veteran heavy town guard in Urzenthus
>>
>>3477738
Previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Apocalypse+Raider+Quest (forgot to include)
>>3474096
>>3476758
>>3477627

You would not let the black sun rise... you will find a way to beat this foe. You rallied the men, and had Balak, as well as the lord of Black-Hands Deal, reinforce the town, so as to buy you time for preparing your kingdom. You told Balak that this was his chance to redeem himself. You left Rathadu in charge while you left, and had all generals fortify the towns surrounding the enemy army.
You had just three armored cars accompany you on your pilgrimage, with only three or four men inside each one. You had all your armor strapped on, and had the men prepare their journeys. If these ruins can somehow provide a weapon or defense against the enemy, then it will all be worth it. Just before you left, you heard that the engineers had almost finished up remaking and doing up Deaths-Head, and that it will be ready when you come back. You got in one of the cars, turned on the engine, and drove out of your town: to the ruins of the old world.

You had driven for days now, and followed a long mountain path. The three cars had the strongest, roughest, and most veteran of your forces, only numbering around ten men, but they were all ready to die for you. The cars drove along the rocky terrain, and the turret men on the back had their guns constantly facing the weathered mountains to the north of the old trail. You heard tales of wasters with strange habits, and almost bestial lives. It is even said that the further east one goes, the further into the abyss... something only a fool would do. Just as you were contemplating, a clan of strange looking, almost monstrous wasters jumped your men:
>Try to drive through or around the mutants, shooting before questions asked
>Stay where you are, and talk with the fiends
>Write in
Roll 1d20
>>
>>3477752
*Roll 1d100
>>
Rolled 37 (1d100)

>>3477752
>Stay where you are, and talk with the fiends
>>
Rolled 61 (1d100)

>>3477752
>Stay where you are, and talk with the fiends
>>
Rolled 23 (1d100)

>>3477752
Stay where you are and talk
>>
Rolled 76 (1d100)

>>3477752
Safe passage baby!
>>
>>3478873
Oops and stay to talk of course
>>
Rolled 70 - 30 (1d100 - 30)

>>3477766
>>3477769
>>3477789
>>3478873
>>3478879
23 -40 (guns, turrets, armored cars, veterans, better equipped, your natural charisma, your status as the 'king of the wastes,' and you're the chosen of their god) = -17

Enemy gets -30 (outnumber you, monstrous mutations, cannibals, don't like diplomacy or talkers, you have equipment they want, and they have an ambush set)
>>
>>3479475
"Hello, fellow raiders! I and my crew wish to pass through this land... are you the humble inhabitants?" You said, after pulling your head out of the side of the car. The mutants, numbering around twenty (that you could see), looked at each other and laughed.
"We saw sum ov yer otha types coomin thru, all 'igh an mighty like. They tried ta towk to uz as well, bu' when we asked fer some of their men as a food for the toll; they tried to fight uz." The mutants started to cackle, holding their various clubs and spears, but still visibly tense. "Les' just say tha' they weren' espectin' such resistance from some no-good wasters. We ate well tha' night."
You looked to your men, who were nodding to you, ready to draw their weapons. "I'm sure you are quite the warriors, for I was once a waster like you: I am a king now, owning lands larger than all you've seen in your life," you said, looking for the inevitable ambushers that are hiding somewhere. "We don't have many people to offer, wasters of the east; but if you help guide us to our destination, you can have whatever your heart desires."
"We iz no guide, we iz raidurs. We hunt people who try comin thru 'ere, and we were kicked ou' of our good huntin' grounds by a bigga clan. We iz hungry, and you iz our meal."
Just as the cannibals prepared their weapons for attack, you quickly spoke: "wait, what clan? We have firepower... we could maybe kill these competitors in exchange for your guiding."
The raiders looked at each other and, after a small amount of discussion, agreed to this proposition. The rest of the men appeared from their hiding places, and the clan started leading your cars to where the enemy is:
>Try to break away at an opportune time
>Try to kill the enemy clan with your men (with help from the mutants of course)
>Write in
Roll 1d100
>>
Rolled 16 (1d100)

>>3479549
>Try to kill the enemy clan with your men (with help from the mutants of course)
>>
Rolled 89 (1d100)

>>3479549
Kill the enemy clan.
>>
>>3479549
"Hello, fellow raiders!"
This made me laugh
>>
Rolled 94 - 20 (1d100 - 20)

>>3479571
>>3479612
>>3479623
16 -40 (your abilities in martial combat, mutant raider allies, guns, turrets, armored cars, veterans, better equipped, and you're Mashuk's Chosen) = -24

Enemy gets -20 (outnumber you, monstrous mutations, don't get scared from casualties from their sides, and live for blood and battle)
>>
>>3480053
They didnt stand a chance
>>
>>3480053
>>3480057
No, no they didn't
-24 vs 74 (great success)
You had the fifty or so waster mutants lead your men, making the cars cross the mountains to the north. After half a day of traveling east, the men all entered the enemies territory. Skulls on sticks littered the borders, scaring any competitors. These people are more beast than man. You saw a scout appear on the far ridge, running back before one of your gunners could kill him. It only took ten minutes or so before the enemy came charging across the rocky landscape, numbering almost two-hundred. You told the anxious allies to wait till they engage them, so as to give the turreters as much space to shoot them as possible.
The enemy were good at dodging and weaving, using boulders and rocks as cover. They, though after losing more than a quarter of their men, were able to engage your mutant raiders, smashing into them like their morale was not changed from being shot at. You had the armored cars drive around to the right flank of the enemy, and had all but the driver and turret men exit the vehicle. All the veterans went behind the cars, and shot at the mutants with semi-automatic rifles. Though the enemy being defeated was inevitable, it took more time and bullets than you expected.
After your allies finished scavenging and eating the enemy, they lent you one of their brightest to lead you as far as he can; giving you all the directions to bypass ambush points, etc.

Three days past, and the guide exited to go on his way, telling the men that the way east is cursed further than this point. Your men drove ever onwards, coming to a large horse skull attached to a human skeleton, tied to a wooden post. There was now one of these every mile or so, eventually stopping once the landscape changed. The ground grew black, and old dead trees could be seen every now and again. On the horizon, a huge silhouette of a rectangle could be seen:
>Aproach the ruins in the cars, turrets pointed at any possible hiding place
>Aproach the ruins on foot, going the sneakiest way in, clearing out any possible enemies hiding
>Have one group take a car into the main road, while another shadows it, clearing out the buildings from possible enemies
>Write in
Roll 1d100 (Due to the mutant fight, you now have less ammo)
>>
Rolled 54 (1d100)

>>3480193
>Have one group take a car into the main road, while another shadows it, clearing out the buildings from possible enemies
We aren't at a point where our ammo is critically low, we can still get some mileage out of the car's turret. But this is definitely an ambush road and I don't really want a mutant with a rocket launcher to fuck our group over so we should probably have some guys make sure we aren't going to have to walk home.
>>
Rolled 85 (1d100)

>>3480388
This
>>3480193
>>
Rolled 33 (1d100)

>>3480193
Hmm, I’m thinking we should try to bring the mutant wasters into our fold.

>>3480388
The Iron City of Dis
>>
Rolled 48 - 55 (1d100 - 55)

>>3480388
>>3480448
>>3480519
33 -30 (low ammo [+5], your abilities in martial combat, guns, turrets, armored cars, veterans, better equipped, hidden group clearing out buildings, and you're Mashuk's Chosen) = 3

Enemy gets -55 (outnumber you, feral/insane, traps and ambushes everywhere, guns, kevlar, RPG's, mines, giant mutant with minigun and full armor, monstrous mutations, don't get scared from casualties from their sides, and live for blood and battle)
>>
>>3482252
3 vs -7 = defeat (though a close one)
You could now see what the huge rectangles were: giant mega houses, almost scraping the sky due to how huge they were. A fell wind blew from the ruins, one which stopped you and your men dead. A vile evil lived in this place, one which most men chose to forget. You had to venture further, for your kingdom and god. Your men looked at you for confirmation to proceed, which you replied to with a slow nod. Once you got close, you noticed moving shadows in some of the old buildings, which seem to have not noticed your men yet. You had six of the men (three in each car) take two armored vehicles down the main road, while the other four and you shadowed them by traveling through the surrounding buildings. You wanted to conserve ammo, so the men shadowing chosen by their ability with a melee weapon. You took the small squad around the side, and waited for the two cars (one was hidden in reserve and not used for now) to drive in far enough to gather any possible enemy eyes. You had the men do a mad dash to the closest ruin, and had them crouch for the last part, resting their backs on the building's side.
You mimed counting down from five, and ordered a push at zero, running into the building with a revolver (Thronus's) and your spear held. You saw a mutant, who turned around, and growled at you as if he was an animal. You, using your better instincts, threw your spear with one hand, skewering the creature before it could warn the others. You ordered two men to clear the upper levels with you, while the other two would clear out this lower level. This skyscraper only had a few floors, which had only one or two of these ferals in. You reached the top and saw a sniper mutant aiming at the slow-moving vehicles. You slowly approached, then chocked out the sniper, taking his gun on your back (only a few bullets). You signaled the two below of your success with a hand symbol, and walked cautiously back down. The rest of the buildings were much of the same, with the car moving slow as a sort of decoy, while your group methodically cleared out the buildings of hostiles. These stupid creatures had managed to get their hands on advanced tech, which you hod your men store in safe places for the way back.
>>
>>3482470
At the sixth building, a large explosion was heard, leading to you looking out the building, seeing one of your vehicles turned over, and half the men inside dead. You quickly cleared out the building, and you set up a spot on the top for sniping. You had not gotten to the center of these ruins, where the megastructures were; so the clearing out of buildings wasn't too difficult. The car squad was now pulling off all the good parts from the flipped car (drove over a mine), as well as rescuing the men underneath. You ordered the men to fire at will. You saw a mutant appear on the opposite side of the road with a rifle, aiming it at the men below. You shot him with the sniper before he could get a kill.
You reloaded the bolt action and shot another mutant who showed his ugly head. Mutants were now appearing everywhere, with all your men now shooting (especially the turret men).
You reloaded, and shot a rather well-armored mutant that appeared on an adjacent building, who was about to throw a genade.
You reloaded, now with only three more armor piercing rounds, and shot a fast running mutant who was about to gut one of your men on the ground. One of your two men now had to watch the entrance, shooting all mutants trying to reach your position.
You reloaded again, and then saw a huge mutant turn the corner, who had several armor vests strapped on his body. He turned to face the men using the cars as cover and prepared to unload his mini gun on them. You aimed, but shot his shoulder instead, leading him to just get angry, now pointing the giant gun towards you.
You reloaded, now with only one bullet left, and aimed right at his neck (where the armor was weakest). Just as you were about to shoot, one of your men pulled you down, and saved your life from the oncoming bullets. Your spot was now under fire, and you were suppressed (you could no longer cover the men below). You hit the ground with your fist in anger: you were beat. You commando crawled across the building's top, and had the squad exit the building. You ordered your men in the car to take all they can, and to run to your position in the building: driving along the road was now too dangerous. The men drove the car into a safe place, and pulled the turrets off, taking all the ammo and goods out of the vehicle. You were able to get out of there with only two casualties, but with one vehicle destroyed, and another in enemy territory. You did have more high-tech guns and armor now though:
>Have all the men clear out the buildings this time, all in one or two squads
>Have all the men load onto the last car, guns blazing
>Try again with the same plan
>Write in
>>
>>3482475
*Roll 1d100 btw
>>
Rolled 15 (1d100)

>>3482475
>Have all the men clear out the buildings this time, all in one or two squads
>>
Rolled 34 (1d100)

>>3482475
>Have all the men clear out the buildings this time, all in one or two squads
Put an emphasis on melee combat. It would probably be a good idea to avoid having someone yell for help and bring big man over to our block.
>>
Rolled 32 (1d100)

>>3482475
>Have all the men clear out the buildings this time, all in one or two squads
>>
Rolled 21 (1d100)

>>3482475
Stay in one squad. How many guys we got left?
>>
Rolled 2 - 45 (1d100 - 45)

>>3482629
>>3482642
>>3482701
>>3482719
You have 8 men left:

15 -35 (your abilities in martial combat, guns, turrets, armored cars, veterans, better equipped, hidden and stealth combat, and you're Mashuk's Chosen) = -20

Enemy gets -45 (stupid [+5], hate each other [+5],outnumber you, feral/insane, traps and ambushes everywhere, guns, kevlar, RPG's, mines, giant mutant with minigun and full armor, monstrous mutations, don't get scared from casualties from their sides, and live for blood and battle)
>>
>>3482966
What a fucking disaster this has been
>>
>>3482976
We will return the only survivor
>>
>>3483005
I hope this just adds to our legend instead of making us seem like an incompetent quack.
>>
>>3482966
>>3482976
>>3483005
>>3483026
-20 vs -43 (close defeat)
You had the men camp for three days: enough time for the mutants inside the ruins to go back to their usual ways. After the long rest, you had all the men grab the ammunition and weapons from the cars; clearly, only stealth is the way to go.
As before, your men and you went about clearing buildings, slowly getting back to the position they were in before. The men passed the spot where it all went down, and saw that the car was now gone from its position. All the soldiers used melee weapons for their killing up until now. The men had now gotten to the first sky scraper, and waited for your command. You signaled a breach through the window frame, with the bowman (there was only one in the squad) to clear the room of potential hostiles. Your bowman, after the group got into position around the window, stood up, and loosed several arrows into the room, with a few grunts coming from inside. You, with the other melee troops, jumped into the building, and finished off the creatures.
Each room was relatively easy, and the first floor was cleared before noon. Just as your men were about to go up the second floor, you heard a low humming from the ground. You knelt down, and put your face to the floor, hearing a chant from below. You signaled the men to find a hidden entrance: maybe this basement has the tech you needed. One of your men found a large vault entrance that was obscured before, and you ordered the men to open it. The large metal seal was opened and you lead the way by entering first, holding a spear forwards. The chanting was now incredibly loud, and a large metal door was between you and the unseen worshippers.
It took six of your men to open that door, even though you only left enough room for the men to squeeze through. You catausly entered the room, and saw hundreds of tightly packed mutants all bowing to a huge bone sculpture in the center of the room. You recognized the chanted word as Mashuk, and realized the Genesys of this dark age: your god. You saw encased within the ribcage a peculiar object: a huge bomb that was big enough to wipe out a whole army (not a nuclear bomb, but not small fry either). Just as you were about to leave, you heard a loud sound, as well as bright flashing red lights that made all the mutants jump up. The door must have been booby trapped. You heard the loud sounds of mutants behind you, and all your men took up arms to take care of the ones in front of you:
>Fight your way through the mutants in the vault, and lock yourself inside: waiting for a rescue operation
>Fight your way out of the ruins, and try to book it to a safe place
>Surrender
>Write in
No matter what option is chosen, a lot of your men will die (roll 1d100)
>>
>>3483101
>attempt to challenge their greatest and largest warrior and show them you are the chosen of mashuk and it is there duty to follow you and slaughter the pink skins.
>>
Rolled 23 (1d100)

>>3483101
>>3483165
>>
Rolled 98 (1d100)

>>3483165
“MASHUK, BRING STRENGTH TO YOUR CHOSEN!”
>>
Rolled 27 (1d100)

>>3483101
>Fight your way out of the ruins, and try to book it to a safe place
We probably don't even have enough food to last until a rescue operation.
>>
>>3483101
Shit, changing my vote from this
>>3483188
to this
>>3483165
>>
Rolled 35 (1d100)

>>3483165
>>3483101
Fuck, only way to go now
>>
>>3483166
This
Start screaming MASHUK MASHUK and shit.
>>
Rolled 61 - 30 (1d100 - 30)

>>3483165
>>3483166
>>3483186
>>3483188
>>3483194
>>3483297
>>3483314
23 -45 (Wooden leg [+5], godlike spearman, master swordsman, Mashuks chosen, lifedrain, Primal rage, strength and speed of Mashuk, full steel armor, refurbished weapons, hidden revolver [Thronus's] ,and unconventional fighting style) = -22

Giant Mutant gets -30 (dumb/stupid [+5], humongous, super duper strength, kevlar and steel strapped on body, master hammerman, advanced healing ability/mutation ability, Primal rage, and unconventional fighting style)
>>
>>3485770
Looks like we're getting a nuke out of this
>>
>>3485909
>reread the paragraph
A-at least it's a big bomb, right? A bomb we might learn ti make more of...
>>
It should be said that Urizen is now sure that his god is equivalent to satan (though he doesn't know who that is), and would now rather have died a warrior than have his soul in evils hands. Urizen is by no means a good guy or paragon, but you must understand that he does not want to work for the being that destroyed humans and their history. Rather, he would want to somehow gain knowledge of his god's sins and deliver justice/vengeance upon them.

>>3485770
>>3485909
>>3485914
That depends whether you can get that huge bomb back with just you and one car (kek)
-22 vs 31 (Great success)
The mutants within the vault all turned around and, although they had no visible weapons, prepared to jump on your men. You had to think fast, and your men were waiting on your commands. If I am Mashuk's chosen, and they worship him with that much faith; then surely they know of the sanctity of warriors and duels. You stood in front of your men, and pointed your spear towards the bone sculpture that cast a shadow on the room, and said: "I am Urizen, and I challenge your best and strongest warrior under the eyes of our god: MASHUK!" Though the mutants could not understand your words, they did know the name of their god in any language, and they understood your challenge due to both you pointing a spear, the tone you used, your predicament, and the fact that your a warrior.
You and your men were lead out of the bunker, and into the street again, which was now crowded with mutants who growled and snapped at each other, as well as you and your men. The squad was lead to a huge stadium right in the center of the city, which was adorned with skulls and blood. The building was similar to an arena, though it was at least four times as big as the ones back home. The ground was brown dirt, and the mutants were pouring into the veiwing parts of the structure. Your squad (including you) was prodded into the very middle of the huge arena, and were made to wait till enough mutants were watching.
>>
>>3485947
It was at the setting of the sun when your opposition entered the arena, numbering eight to make the duel fair. You saw that they were lead by the mini-gun wielding mutant from before, who pointed his large cement headed hammer at you and roared. You ordered a melee charge, and all the men gave their war-cries, attacking an opponent each. You and the giant clashed, with you dodging his slow strikes with superior speed, cutting the brute in his weak spots. A single strike from his hammer could kill you easily. Within the hour you had severely wounded the giant, and now prepared to end him. The mutant held up his hammer with both hands, and just missed you with his downwards arc, getting the hammer stuck in the arena's side (which you had been leading him to). You ran up the huge hammer, and cut the creatures neck artery quickly with your serrated spear side. You jumped off its back to face the other enemy mutants, who had now finished killing all your men. You now had to face three mutants who bested veteran troops of the highest caliber.
Just as you were about to start fighting, you heard the sound of a hammer being pulled out of metal. You turned around just in time to see the giant swinging his hammer with one hand, which you jumped out of the way of. The mutant was now holding his wound, now minutes away from death, though still capable of fighting. You spent the next few minutes dodging and parrying attacks from all the enemies, waiting for the giant one to collapse. The mutant took a knee, and you threw your spear right into his face, ending him now that his guard was down. It was finally just you and the three other mutants left:
>Fight the three exhausted mutants
>Surrender
Roll 1d100
>>
Rolled 10 (1d100)

>>3485949
>Fight the three exhausted mutants
>>
Rolled 67 (1d100)

>>3485949
>Fight the three exhausted mutants
>>
>>3485953
Them's some dead mutants.
>>
Rolled 36 - 25 (1d100 - 25)

>>3485953
>>3485957
>>3485961
10 -35 (Wooden leg [+5], winded/exhausted [+5], godlike spearman, master swordsman, Mashuks chosen, lifedrain, strength and speed of Mashuk, full steel armor, refurbished weapons, hidden revolver [Thronus's] ,and unconventional fighting style) = -25

Three Mutants get -25 (dumb/stupid [+5], outnumber you, kevlar and steel armor, master melee fighters, advanced healing ability/mutation ability, Primal rage, and unconventional fighting style)
>>
>>3488236
-25 vs 16 = victory
You readied your spear, and prepared for the next round. The enemies, due to the rules of the duel, attacked you one by one, with the least winded one going first. You easily parried his first strike, and tripped the mutant over, pointing your spear at his throat. Before you could finish him off, another mutant tried to attack you while your back was turned, and you drew your spear-sword to block the attack. With one hand you disarmed the other mutant, and now had two of them by the throat. Before you could execute them, the third one went for a thrust behind you which you moved to the side of, catching the weapon in your armpit. You cut the throat of the mutant to your left quickly with your spear and, after a neat spin of your spear, decapitated the one behind you with his weapon in your grasp. You forced the last one to his knees, and slowly slid your sword through his throat, finishing the fair battle surprisingly quickly.
You were, after an apraisal from the crowd, let free to wander the surrounding wastes. As soon as you turned back to ask for the things they took, you were met with some hostile mutants: clearly, the ruins were out of bounds for you. You took the car that was hidden, and prepared to drive back to your kingdom.

+Switching to Balak's perspective now+
You had served your king faithfully, though you did lose both the towns to the west due to it. The army you saw was bigger than any you could have imagined, and they fought with discipline and formation. You now knew some of what your enemy was capable of, and you were desperate to redeem yourself. You were given the task of defending Black-Hands-Deal till Urizen came back. You knew that Naius Margus -the man who enslaved you when you were a mercenary, forcing you to work in a salt mine for several years, then kill men in the arena- was among the enemies ranks, keen to take back the independence of Kurrlon (and from what you saw as a mercenary under his command, he was almost as capable as Thronus himself). You decided that the best batlle plan was to:
>Focus on harassing the enemy army with light cavalry, and having the infantry set up defences and fortifications
>Focus on bringing in the stores of food into the castle, and getting the citizens to safety
>Focus on levying willing men from the area, and hiring mercenaries from the black market
>Have a trench set up, and all your men put in front of it, positioned out of the towns defensive structures. You will then make all the cavalry charge at the enemy before they could be supported by infantry, making a cool spectacle or something. Oh, and have all your artillery in front of the spearmen and only use them during the useless cavalry charge (kek)
>Write in
Roll 1d100 (you can choose more than one option, but you will have to roll a 1d100 for each one chosen, making the chance of failure more likely)
>>
Rolled 79, 79 = 158 (2d100)

>>3488696
>Focus on harassing the enemy army with light cavalry, and having the infantry set up defences and fortifications
>Focus on bringing in the stores of food into the castle, and getting the citizens to safety
>>
File: um what.gif (1.9 MB, 364x364)
1.9 MB
1.9 MB GIF
>>3488755
>>
>>3488696
>>Focus on harassing the enemy army with light cavalry, and having the infantry set up defences and fortifications
Also nice Battle of Winterfell Jab, OP
>>
Rolled 7 (1d100)

>>3488769
>>
Rolled 98 - 50 (1d100 - 50)

>>3488755
Getting some crazy rolls on this quest. Do dice ties, critical successes vs critical failures etc happen often in /qst/? Cause we've had all those
>>3488758
>>3488769
>>3488772
I'll take it that everyone wants the 7 instead of double 79's

7 -25 (Mazgrund is leading the cavalry, Balak is leading the infantry, used to be mercenary from Black-Hands Deal [you have history there], you're a salt-of-the-earth kinda guy; helping the men out in making the trenches and all that [good for moral], and light cavalry and vehicles are faster than heavy cav) = -18

Enemy gets -50 (amazing general, king fights on the battlefield with his men, zealots, vastly outnumber you [+10 instead of +5], siege equipment, oil, strong formation and discipline, large veteran force, and the black sun banner is raised [no quarter, and no chivalry])
>>
>>3491271
Haha wow, I dont even think we need to show up for this one
>>
>>3491271
>we still win
You're pretty good, Balak
>>
>>3491271
Who cares that Mashuk’s a demon if he gets us these kinds of results?
>>
>>3491315
It wasn't him, it was Balak. I for one agree with Urizen about Mashuk
>>
>>3491271
>>3491300
>>3491302
>>3491315
>>3491327
-18 vs 48 = victory at delaying the enemy for long enough/giving them a pyrrhic victory

You had to buy enough time for your king to come back from his expedition, and enough time for the men to be properly levied out. Black-Hands Deal is a sprawling independent city-state that, until recent history, has defended against almost all who seek to take it. The name refers to its founder who made a deal with a black-handed man (generally believed to be Mashuk) for a town and lordship in exchange for his soul. The walls were thick and reinforced, and the dried rivers (they fill when there is flooding) provide rough terrain for the enemy to attack. Due to the flats being now owned by Yurtherik, you now have to conserve your oil, as well as giving them theirs.
Mazgrund was sent out with all the available cavalry to skirmish and attack the huge army while it was still in the wastes, using the knowledge of our land to poison the nearby wells and scare off the food sources as well.
Black-Hands Deal's general was given direct orders by you to form the main wall defense, while your men positioned themselves mostly on the walls.
For the next few days, you spent packing the earth, and making the surrounding dry moat bigger and deeper. Another trench was made around the gate, so as to add another layer of defense. You built, using the siege engineers available, a makeshift area with a murder hole above, with the men ready to drop both rock and oil on the attackers.

You received word that Mazgrund was successful in both scouting and scorching, finding out much about the enemies army. Mazgrund will be coming back only a short time before the enemy, but this messenger told you that, "They are ruthless and cunning, strong and devout. An enemy, unlike the ones we have faced in the past. I have also noticed that they missed one thing: advanced technology. Our three hundred gunmen (who are crack shots by now) could hold off a thousand or more of their bowmen if we position them right. I believe we can beat this great enemy from the west if we play to our strengths. For Mashuk!" The messenger was sent back to his lord, and you prepared for your defining battle. You could almost taste your vengeance.
You spent the last peaceful night before the battle drinking alcohol with your hard-working men.
>>
>>3491456
The next day, near its end, you saw a large force of cavalry return: your cavalry. Mazgrund looked weary, and so did his men. They said that the enemy will be here by nightfall, though they would be lower on morale due to his efforts.
As Mazgrund predicted, the enemy came during the time between day and night, hitting their war drums and marching in synchronicity. They absolutely covered the distant horizon, slowly getting closer with their siege towers and battering rams. It was midnight when they reached the walls, sending their towers with eager men to take this pitiful town. You had dealings with smugglers in your youth, and new of a small passage they used to take to bypass the guards of the city, that was hidden within a back ally. While you and your men held the gate, and the men of Black-Hands Deal held the further walls, men were slowly ferried through the smuggler's passage out of the town.
Your gunmen and crossbowmen were doing an excellent job at deterring the enemy, but they did eventually get through the first gate, only to find a second wooden one (the one your men and you made). The trap was set, and the oil was poured on the attackers, who ran back into their lines on fire and screaming. This repeated for a what seemed like the rest of the night, with their men getting inches closer to breaching each time they attacked.

The next day dawned, and your men kept on fighting, on and on after barrage and barrage of enemy arrows and bolts. Another day after that your men held the line, with them taking back the first gate long enough to bar it. The next day was much the same. You had been fighting this siege for a lot longer than they clearly wanted and, as the battle finally seemed to turn to their favor, they broke into an empty town. All of your men, including you, had been slowly ferried out the back past their patrols and blockades, and they received no compensation for their long fought siege.
You had done what your king commanded, but vengeance would have to come a later day.

You learned that the enemy was splitting up, with Naius heading to Kurrlon with a small contingent of men to retake it. He clearly has delusions of grandeur:
>Intercept his men with yours, attacking them in an ambush
>Send a messenger to Kurrlon, but your own men with you back to Urzenthus
>Write in
Roll 1d100

Armies before the siege
>Balak's army:
400 veteran rattle-tail heavy cavalry, 300 veteran heavy elite crossbowmen, 300 veteran heavy gunner infantry, and 2000 militia (3,000 men)
Black-Hands Deal: 600 town guard, 600 elite light cavalry, 800 veteran militia, and 1000 militia (3,000)
>>
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>>3491460
>Intercept his men with yours, attacking them in an ambush
>>
Rolled 19 (1d100)

>>3491460
>Intercept his men with yours, attacking them in an ambush
>>
Rolled 56 (1d100)

>>3492540
>>3493024
>Intercept his men with yours, attacking them in an ambush
WAAAAAAAAAAGH
>>
Rolled 45 (1d100)

>>3491460
>Intercept his men with yours
Our time is now!
>>
Rolled 51 - 25 (1d100 - 25)

>>3492540
>>3493024
>>3493698
>>3493734
19 -30 (Mazgrund is leading the cavalry, Balak is leading the infantry, you're fighting on the front line, riflemen, lots of veterans, and you set up an ambush) = -11

Enemy gets -25 (great general, low morale after the long siege [+5], outnumber you, oil, strong formation and discipline, large veteran force, and the black sun banner is raised [no quarter, and no chivalry])
>>
Rolled 81 (1d100)

>>3491460
Ambush them!
>>
>>3493989
>>3494007
Little late
-11 vs 26 (victory)
This was your chance at revenge, when Naius was weakest and without enough men. He will not become another king of Kurrlon while you still draw breath. You immedietly rallied the army out from their hidden camp, and had them march towards the trail between this place and Kurrlon, opting to hide in the fresh ruins of Gurvon, waiting for the army to either pass through or around. They had around ten thousand men, while you had under five thousand. They were still detaching their men by the time you were marching yours, now leages in front of them. In a few days your vanguard had reached the ruins, and were setting up camp there so as to wait for the rest of the troop to arrive. A day or two later the full force was in the ruins, and the scouts and messengers were sent out.
The next day the scouts came back to report the enemy armies whereabouts. They would arrive early next morning with their forces in their military ranks; probably expecting an ambush.
The morning was slow, as the men put out their fires, and the camp was packed up. Just as the men had their breakfast, the enemy force was spotted on the horizon. You signaled silently for everyone to get into position. You saw, after a few hours, that the enemy was bypassing the ruins on the north side, avoiding any possible trap (their scouts that scoped out the ruins before had gone through without finding your men though).
You pulled out the warhorn as their forces was bent around the towns remains, now slightly out of formation. The cavalry, led by Mazgrund, rode out to meet there before they could react, and your infantry engaged theirs in a fully formed shield wall. Though your men were spread thin, you had followed the tactic of your lord at the battle for Saltmarch: have the weaker units in the center while the stronger ones held the wings. You ordered the center militia to pull back, making them push forwards. Their spears and shield phalanx was hindered when they marched over the dead bodies, and the town guard and veteran militia on the flanks were pushing forwards well. The gunmen and crossbowmen on the half broken walls were doing a good job as well, picking off many men. The battle was decided when the cavalry broke theirs, and flanked their men, who broke after little effort.
Though the casualties were high on their end, they had escaped with a good portion of troops, and their cavalry was led still by Naius:
>Order the men to engage the force trying to get back to Yurtherik
>Order a withdrawal: heading to Kurrlon to wait for another inevitable attack attempt on the city
>Order just the horsemen to ride out to try and capture the general (high risk)
>Write in
Roll 1d100
>>
Rolled 56 (1d100)

>>3494083
Order the men to engage the force trying to get back to Yurtherik

Can't let them go, but harrass only.
>>
Rolled 71 (1d100)

>>3494746
>Order the men to engage the force trying to get back to Yurtherik
Backing >>3494746 also. Don't go all in, this has been a victory for us as is.
>>
>>3494083
Whatevers clever
>>
Rolled 52 (1d100)

>>3494083
Made a mistake.
>>
Rolled 41 (1d100)

>>3494083
>>Order the men to engage the force trying to get back to Yurtherik
Reeeee we'll catch this fuck one day



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