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File: King of the Wastes.jpg (204 KB, 640x960)
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Ever since you could grip a handle you've been fighting; against either man or machine. You don't remember when you were a child, and hell, you might've just been born a man. For in the harsh wastes and desert mountains of the distant future, only the strong remain, and for them childhood is just a luxury.

You are a:
>Canyon Waster, born and bred: Blood is your god, and the blade is your truest friend. (Start with a ripper spear, and some hide armor)

>Red desert Waster: A nomadic lifestyle and frequent raiding have given you supreme horse riding ability, as well as knowledge of lands all across the known world. (Start with horse, a bow and hatchet, but no armor)

>Cannibal Waster: Deep in the rocky lands to the east you hunt, killing and devouring everything you capture, and using the thin valleys as easy traps. (Sharpened teeth, and gut hooks [daggers attached to chains], but no armor)

This takes place during the events of a previous quest, where we played as Urizen, and conquered the lands surrounding us as a waster. Check out the archives:
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Apocalypse+Raider+Quest

(You don't need to read the archives though, and Urizen won't be the point of view character)
>>
>>3950494
>Red desert Waster: A nomadic lifestyle and frequent raiding have given you supreme horse riding ability, as well as knowledge of lands all across the known world. (Start with horse, a bow and hatchet, but no armor)
>>
>>3950494
>Cannibal Waster
The Patrician Choice
>>
>>3950494
>Canyon Waster
Dad was a slave, he fought his way to the top, now it’s mine turn to be a legend
>>
I look like this guy I guess
>>
*Cue epic opening theme*
https://m.youtube.com/watch?v=H-POzIrRh0c
>>
>>3950494
>>Canyon Waster
>>
>>3950494
>Red desert Waster: A nomadic lifestyle and frequent raiding have given you supreme horse riding ability, as well as knowledge of lands all across the known world. (Start with horse, a bow and hatchet, but no armor)

Can't wait for you to drop this one too, OP. :^)
>>
>>3950591
Yeah, sorry about that. I'm just glad that you and other anons remember it

Need another post to break the tie btw
>>
>>3950494
>>Red desert Waster: A nomadic lifestyle and frequent raiding have given you supreme horse riding ability, as well as knowledge of lands all across the known world. (Start with horse, a bow and hatchet, but no armor)

we must name the horse little maple
>>
File: Red Desert Raider.jpg (206 KB, 2100x1406)
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(Pic does not represent ethnicity)
>>3950530
>>3950591
>>3950618
You've been fighting in various waster bands for many years now, taking heads and loot like any other. But after a prominent waster warlord absorbed a warband you were a part of, you were made one of his generals due to your:
>Sheer physical ability and fearlessness

>Mental prowess and tactics

>Renowned accuracy with your bow on horseback, and your honor and trustworthiness

The size of the mobile warband was now sporting almost three hundred warriors, with most of them being mounted archers. Your warlord, who goes by the name 'Vorvin Qan,' has now been preparing to attack a huge caravan train leaving 'the flats' [a town in the red wastes that produces oil out of its many salt lakes], to travel to 'Berkeran' [a town to the west of the flats renowned for its distance from any other town, residing by a river going right through the desert]. The cargo of the caravan is said to be not just oil, but also guns and crossbows. The hundred or so guards are fully armored in iron plate, and wield crossbows, with the caravan leader and his bodyguards wielding rifles. Vorvin Qan asks you which of his attack plans is the most effective:
>Set up an ambush along the trail, and attack from two sides with your horsemen

>Constantly harass the guards, and when they're weak from attrition, attack full force

>Attack with all your men, but ride away after the engagement, and try to lure them in with a feigned retreat
Roll 1d100
>>
Rolled 59 (1d100)

>>3950635
>Renowned accuracy with your bow on horseback, and your honor and trustworthiness
Someday we'll get a pistol and throw away our name.
>Set up an ambush along the trail, and attack from two sides with your horsemen
Raiders shouldn't be trying to wear anyone down, and luring them in won't work because their primary mission is to guard the guns.
>>
Rolled 16 (1d100)

>>3950635
Seconding >>3950637.
>>
Rolled 55 (1d100)

>>3950637
support, I was serious about the name of the horse.
>>
Rolled 71 (1d100)

>>3950635
>Renowned accuracy with your bow on horseback, and your honor and trustworthiness
>Set up an ambush along the trail, and attack from two sides with your horsemen
>>
Rolled 49 - 15 (1d100 - 15)

How the rolls work is the lower the number, the better. So 16 is the best roll. Each modifier is worth -5
>>3950637
>>3950642
>>3950655
>>3950677
Don't worry, the horse is named little maple, though the POV character doesn't really make that known to anyone but himself.

16 -15 (Superior numbers, all cavalry [superior manueverability], and the element of surprise) = 1

Enemy gets -15 (Guns [superior range], iron armor, and oil)
>>
>>3950707
1 vs 34 = Absolute success

Vorvin Qan said that he would be leading the men at the front of the caravan, and lead the ambush, saying that it would be necessary for him to be there to see the plan followed through. He gave you the job of attacking at the rear with most of the men.

It was late in the day when the long caravan trail was seen on the horizon. By the time you could see that they numbered ten caravans, with at least ten guards for each one, they were almost on the ambush site. You hid the horsemen behind some red dunes, and waited for the signal from Vorvin. You saw from your vantage point that your warlord was in position, and once he looked at you and held up his fist, the signal was struck.
You notched your arrow and had your horse climb up the dune, and let out a warcry to get your men to join you. The caravan guard immediately turned to you, and soon they were aiming at dunes covered in desert wasters. Before they could fire, about a hundred of Vorvins men jumped up from under the red sands next to the trail and slaughtered the unprepared crossbowmen. Vorvin charged from the opposite side with horsemen, and you had your men loose a volley on the caravan guards, then had your men ride down the hill with sabers out, all screaming their warcries. Only a few were taken out by bolts and bullets before you clashed with the remaining defenders, causing the caravan leader to throw guns to any man willing to defend him. The remaining guards had strengthened their position and were all equipped with guns.

You saw the caravan leader, and:
>Rushed through the enemy lines to kill him in melee, and take his gun
>Alerted your men to his fortified position, ordering a last charge
>Stayed at a distance to shoot at him with your bow and arrow, so as to play to your strengths
>Ignited the oil tanker underneath him with a fire arrow (can save many lives, but can lose lots of cargo)

Roll 1d100
>>
Rolled 29 (1d100)

>>3950740
>Stayed at a distance to shoot at him with your bow and arrow, so as to play to your strengths
Better not to risk it.
>>
i like the picture :)
>>
Rolled 76 - 15 (1d100 - 15)

>>3950775
Thanks

>>3950743
29 -10 (Master bowman, and on horseback) = 19

Enemy gets -15 (Gun, iron armor, and fortified position)
>>
Rolled 63 (1d100)

>>3950740
>>Rushed through the enemy lines to kill him in melee, and take his gun
>>
>>3950804
Well, that's an unqualified success.
>>3950806
you're a little late, anon
>>
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>>3950804
19 vs 61 = Absolute success

You saw the caravan leader, and notched an arrow on your bow. You steadied your aim and slowed your horse. Just when the leader turned his gun towards you, you shot your arrow, hitting him right in the neck. The bullet meant for you was shot into the air as the caravan leader flailed around, trying to breathe through the blood rushing through his windpipe. When the remaining soldiers saw this, their moral was quickly broken, and the survivors were captured as prisoners.

After an hour or two of celebrating your victory with Vorvin, the men inspected the major cargo: four large tanks of oil, three large tanks of water, a wagon-full of food rations, scrap metal, and of course the guns. Vorvin, of course, had the first pick (he took the caravan leaders equipment), then came you. First you would choose a weapon:
>Take a rifle
>Take a crossbow
>Or keep your bow

Next would be the armor:
>Take some light leather armor
>Take some Iron armor
>Stay armorless

This caravan was worth a lot, and therefore both Berkeran and 'The Flats' will be searching for it. Vorvin proposes that the loot be taken to Black-Hands-Deal (a scummy town to the far south, which deals with even wasters and cannibals), which most of the men agree with. Vorvin, though, is less sure about the route to take to the city, so you propose to:
>Cut straight through the desert, using your knowledge of the dunes, the warband can easily avoid the inevitable search parties
>Go east until you meet the river, then follow it south to where it goes through Black-Hands-Deal. It's less risky than option 1, but takes longer
>Follow the road from Berkeran to Black-Hands-Deal, avoiding the patrols that will go across it. This option will be the quickest, but will be the most risky
>>
>>3950813
>Take a rifle
>Take some light leather armor
Lo, I am shooterman.
>Cut straight through the desert, using your knowledge of the dunes, the warband can easily avoid the inevitable search parties
>>
K I’m back, what about me?
>>
>>3950818
Support
>>
>>3950813
>>Take a crossbow
>Take some Iron armor
>Cut straight through the desert, using your knowledge of the dunes, the warband can easily avoid the inevitable search parties
>>
>>3950813
>Take a rifle
>Take some Iron armor
I'm fine voting for light leather armor if there's a tie for too long.
>Cut straight through the desert, using your knowledge of the dunes, the warband can easily avoid the inevitable search parties
>>
>>3950818
supporting, I can't remember if i supported it already
>>
>>3950813
>>Take a rifle
>Take some Iron armor
>Cut straight through the desert, using your knowledge of the dunes, the warband can easily avoid the inevitable search parties
>>
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>>3950864
You talking about these posts here >>3950541 >>3950543
I can include this character later if you want. The POV switches between characters sometimes anyway.

>>3950818
>>3950906
>>3950910
>>3951503
>>3951511
>>3951533

You took a sturdy looking bolt action rifle, as well as twelve bullets that you packed in a side bag. You have never had the chance to shoot a gun, but you've shot a crossbow plenty of times. This gun was worth more than anything you had ever seen in your life, and its effectiveness was legendary. You tied a length of fabric to two sides of the gun, and slung it on your back. As per the agreement, you put the bow and arrows onto the loot pile, so as to be sold in place of what you took.
Though the heat of the desert made you wear breezy clothing, the armor in the pile was too effective to let pass. The caravan leader had a breastplate that was reinforced to stop bullets, which Vorvin of course took. The caravan guards only had chest armor of iron, with some having helmets also. After finding that none of the helmets fit you, you just took a chest piece, strapping it on over your cloth garments.

Now that you were kitted out, you went to your war boss. He was deep in thought when you entered his tent, only standing when you stood close. You said "after a few days Berkeran will send messages to The Flats about the cargo, and when it's understood that it has been taken, they will send out a sizeable chunk of elite troops to hunt us. This cargo could fund an army, and they know that."
Vorvin replied, "so, what is it you propose to stop them?"
You stood straight, and answered, "we should cut straight through the desert sir, and using our knowledge of the dunes, we can cover our tracks, and make it to Black-Hands-Deal within the week."
Vorvin put his hand on your shoulder, and said: "so be it."

After a night of rest, the Warband departed at dawn, surrounding the horse-drawn wagons with hundreds of well-armed men. The men rested at midday under breezy tents, then they embarked again. This process was repeated for a few days, without so much as a sign of the enemy.
On the fourth day, while doing reconnaissance, you heard a loud pop sound, reminiscent of a gunshot. It came from behind a large dune to your west:
>Ride behind the nearest cover, and wait for someone to appear
>Ride to the dune, and crawl up to where you can see what made the sound
>Ride as fast back to the caravan
>Drop down from your horse, and have it lie down (like you trained it) so you can use it as immediate cover

Roll 1d100
>>
Rolled 66 (1d100)

>>3951843
>>Ride behind the nearest cover, and wait for someone to appear
>>
Rolled 69 (1d100)

>>3951843
>Ride behind the nearest cover, and wait for someone to appear
>>
>>3951843
>>Ride as fast back to the caravan
>>
Rolled 60 (1d100)

>>3951843
>>3952170
Forgot to roll.
>>
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>>3952171
>>3952112
>>3952101

nothing below a 60
>>
>>3951843
Aight sounds good
>>
Rolled 45 (1d100)

>>3951843
>>Ride behind the nearest cover, and wait for someone to appear
rolling for fun.
>>
Rolled 19 - 15 (1d100 - 15)

>>3952101
>>3952112
>>3952170
>>3952171
>>3952180
>>3952612
>>3952800
45 -15 (gun, iron armor, and cover) = 30

Enemy gets -15 (gets the first shot, dunes as cover, and guns)
>>
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>>3953223
30 vs 1 = absolute defeat

You stoped your horse, and unslung your rifle, and held it with one hand (other is on the reins), you looked around: you were surrounded by large dunes on all sides, and you were a sitting duck right in the middle of it. You knew it was necessary to find cover, so you rode back, remembering where an outcropping of rocks and boulders around a hundred meters back. You kicked your horse with both legs, and yelled "Haa," making your horse ride its fastest to the rocks, which you saw after riding over a few dunes. While riding, you turned backward with your gun (similar to the Parthian shot) and aimed where the sound came from.

A silhouette of a figure appeared at the top of the dune, and immediately you fired, but due to not having ever shot a gun before, you missed dramatically. The figure jumped from the gun blast and, caught unaware, struggled to get into a good position. You reloaded your gun, and aimed for another shot, but by that point you had reached the rocks, and your horse stopped without you knowing, making you lose your suppression of the enemy. You quickly jumped off the horse, and put it behind a boulder, and made your position between some rocks. Just as you prepared to lay down in the rocks, a bullet shot from the enemy rickocheted off of a nearby rock, and hit you square in the chest. You ducked behind cover, and unstrapped your first overgarment, finding a bullet lodged in your iron armor.
You waited to regain your breath, then you positioned yourself once more. The figure immediately shot, but he missed by a sizeable margin. You shot right at his head, but your unsteady aim made you hit the dune underneath him, making a splash of sand and little else. You reloaded your bolt-action rifle, and aimed again, but before you could shoot, you felt the cold metal of a gun barrel on your temple. You dropped your gun, and held up your hands.

"Get up, nice and slow." You stood up, and faced the opposite direction to the enemy. "You're gonna tell us where your Warband is, or you're gonna die." You knew your horse was behind the boulder to your right, you just had to whistle it to come over, but you needed to wait for a distraction. Just as you were thinking, you heard another voice coming from where you were shooting at, saying "hoowee, he almost got me, but he didn't. Did you see that Fletcher?" You heard that the man pointing the gun at you had slightly changed position:
>Take the chance now, and ride for the hills
>Try to grab your gun, and then ride
>Don't take the chance, considering this is your life on the line
>Try to attack Fletcher, and take his gun from him

Roll 1d100 (be warned, this could end really badly)
>>
>>3953284
>>Don't take the chance, considering this is your life on the line

its time to play ball we are on the wrong end of a gun and will most likely get blown away if we try anything
>>
Rolled 4 (1d100)

>>3953284
>>Don't take the chance, considering this is your life on the line
play it safe.
>>
Rolled 69 (1d100)

>>3953284
>Try to attack Fletcher, and take his gun from him
>>
Rolled 68 (1d100)

>>3953284
>>
>>3953287
>>3953301
>>3953313
>>3953341
Going with 'Don't take the chance.' Forgot to mention that you don't need to roll for this option

Although the chance to escape was tempting, you decided that another (better) chance would appear. You could hear the figure that was talking to Fletcher walking closer, and when he stopped, you reckoned that both of them were standing right behind you.
"So, how much did they say that caravan trail was worth anyway? Do you think the bounty is worth all this trouble?" So, these guys are bounty hunters.
"It's well worth it, and I would recommend that you shut up in front of our hostage. Go ahead and tie him up so I can relax, will ya." Fletcher's voice was older and wiser than his friend, and it's clear to you that he'll be the one to kill you if the time comes. After you were tied up, you were instructed to sit down on a rock, now having a chance to look at your captors: Fletcher was wearing a large broad-brimmed hat, and a white coat that went down to his knees. Fletcher's face was wrinkled with age, and he had a long pure white goatee (without the mustache). The other guy was wearing nothing more than some pants, shoes and a hat. You recognized Fletcher though, seeing as he was one of the most dangerous bounty hunters this side of the red waste (wasters call him the white hawk). His friend must just be a tracker or something.
"I'm gonna give it to you straight, waster: we want that money, and you want that money. What if I was to propose to you a deal? You show us where your friends are, and we'll give you a cut for your troubles. If you don't agree, I will personally have you walk barefoot through the desert behind me. Your choice." Fletcher took off his coat and put it to the side, seeing as this would take a little while.
>Take the deal
>Try to sweeten the deal (roll 1d100)
>Decline the offer
>Offer your own deal (write in)
>>
>>3953407
>Offer your own deal (write in)
"Real nice deal you got here. Here's my counteroffer: you let us go to Black-Hands-Deal and sell the guns, and we'll pay you the bounty they put out. You get your money, we get our money, and we can all stick it to the man. So what's it gonna be?"
>>
>>3953417
Seconding this.
>>
>>3953417
>>3953435
"Real nice deal you got here. Here's my counteroffer: you let us go to Black-Hands-Deal and sell the guns, and we'll pay you the bounty they put out. You get your money, we get our money, and we can all stick it to the man. So what's it gonna be?"
Fletcher raised an eyebrow at this remark, and then looked to his companion. When he looked back at you, it was with a smile. He said "all that effort for the same bounty and reward? We'd be breaking the law, and I'd be out of a job for what? Some wasters Warband on the loose with guns and an army, while I get the same cut as what I'd get for just alerting the search parties of their whereabouts. Your deal stinks Waster, and if you don't accept mine, I'll make you walk a hundred miles across the scorching earth without water."
>Playhardball: It's your deal or nothing
>Change your deal to give them a much larger cut
>Agree to his deal
>Decline his deal
>Or write in

If you don't convince him, he'll make you walk
>>
>>3953541
>Change your deal to give them a much larger cut
Now, we enter the bargaining stage. Better start with three times the bounty, go higher if necessary.
Of course, we're totally gonna kill him and his tracker later. Nobody fucks over the man with no name.
>>
>insert me just sitting around waiting for something to happen
>>
>>3953541
>>Agree to his deal
on the condition that little maple remains in our ownership
>>
>>3953620
+1
>>
>>3953541
>Change your deal to give them a much larger cut
>>
>>3953541
>Decline his deal.
>>
>>3953541
>>Change your deal to give them a much larger cut
>>
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>>3953620
>>3953665
>>3953866
>>3954003
>>3954566
>>3954676
Fletcher pulled out a handmade pipe from his sidebag, and you saw him take a long puff from it before saying anything. "I see you're quite a wealthy bounty hunter, to be able to afford such a luxury. If this is the case, I guess I'll have to triple your cut. But only if you protect us from being found by the search parties."
Fletcher took a few short puffs of his pipe, then let the smoke come out of his nose. "How do I know you ain't gonna kill me the first chance you get? Wasters arent exactly the trustworthy types."
You sat in silence for a while, contemplating an answer, then said "You western folk believe in the sanctity of an oath, right? And that if someone breaks said oath, they are cursed for life? Well, I give you my oath, as a man to a man, that you will receive your end of the deal, no matter the cost. Of course, we can't affirm this deal without a strong handshake right, and for that, I'll need a free hand."
Fletcher staired in an unnerved silence for what seemed like a minute. then when his tracker urged him to make a decision, he shot a piercing glare at his companion, and walked off to the dunes, to contemplate this deal (smoking the pipe all the while).

About an hour later, at sunset, Fletcher returned to what was now a camp fire, and his face was sullen with thought. He sat down, and put his empty pipe next to him.
"I'll... agree to this deal, IF you ensure that my name and knowledge of it is kept from this act. You must re-pledge your oath, and shake my hand. Then you will lead us to your Warband, and you will make sure that this deal is agreed to, and every single person in your camp agrees to this oath. ONLY THEN will I not take the aforementioned bounty over your deal." The tracker then untied one of your hands, and after you repeated your oath, Fletcher extended his hand, after spitting in it of course. After a brief bit of hesitation, you both shacked hands. After this you repeated with the tracker.
Fletcher smiled after this, and said "Then by oath we are bound, and therefore we should rejoice, for today we are under the protection of our gods (an oath making is seen as a sacred time, where the deal makers are protected by their deities from harm)."
Fletcher picked up his wineskin and passed it to you, and said "for a deal to be true and right, both particapants must give their true name. Tell me waster, what is yours?"
>Give him your true name (write in name)
>Give him a false name/nickname (write in name)
>>
>>3954690
>>Give him your true name (write in name)
>>
>>3954690
>Give him a false name/nickname (write in name)
Longshot
>>
>>3954690
>>Give him your true name (write in name)
Arda.
>>
>>3954690
>Give him your true name (write in name)
Nathaniel steele
>>
>>3950494
So if Urizen was a melee killing machine i guess this guy is gonna be Legolas at range


>Give True Name
>>
>>3954690
>Give him your true name (write in name)
Longshot, us red wasters are named for what can we do
>>
>>3955092
>>3955167
>>3955334
>>3955770
>>3955873
>>3956062
(Getting a native american vibe, like crazy horse and black hawk)
"My people call me longshot, and it is my true name, though I did not receive it at birth." Fletcher seemed unsurprised, and said "a name only a waster would have, though I can't say that it isn't fitting."

The next day, you guided the two bounty hunters to the caravan, and made them wait beyond your warrior's sights for the time being. As you entered on your horse, you were greeted with by your clan, with them asking why you were gone for a day without notice. Once you were out of the range of Fletcher and the tracker, you:
>Rode straight to the warrior camps, and made them attack the two bounty hunters
>Rode to Vorvin, and told him of the oath. You'll try to convince him to take the deal
Roll 1d100
>>
Rolled 60 (1d100)

>>3956184
>Rode to Vorvin, and told him of the oath. You'll try to convince him to take the deal
>>
>>3956184
>>Rode to Vorvin, and told him of the oath. You'll try to convince him to take the deal
>>
Rolled 38 (1d100)

>>3956196
son of a bitch. fucked up the roll.
>>
Rolled 88 (1d100)

>>3956188
>>3956196
>>3956198
Rolling to see if you convince Vorvin (38 is your number)
>>
>>3956317
Shit, this is a roll under system, yeah? I thought I got a shit roll. Nice, man.
>>
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>>3956326
Yeah, it's a roll under system. You best be glad you could convince him

>>3956317
38 vs 88 = Absolute success

You rode through the camp, and found at the center the large tent of Vorvin. Inside he was looking over a map of the nearby lands, trying to find a direction to head through the deserts.
"You know, I thought you had gotten lost out there, so I had the caravan stop, and search parties sent out. And now I see you, standing at the entrance of my tent, with barely a scratch on you. Tell me, did you find someone out there?" Vorvin didn't even look up when he talked to you, he simply walked to his weapons rack, and drew out his sword from its scabbard. He sat at a chair on the far side of the room, and began oiling his blade with a rag.
"Come, sit." Vorvin Qan gestured at a chair opposite to his, which you positioned, then sat on.
You took a deep breath, and then began telling Vorvin of the oath, the capturing, the firefight, and Fletcher. You spent about half an hour going through the story with your leader, and when you finished, sheathed his sword, and had you leave the tent, so he could think about the proposition. You knew he didn't have much choice, as you were the best tracker in the Warband, and without you, days would be lost going through the desert sands.

After a few hours of you talking with your companions, and informing the general Warband of the oath and your deal, Vorvin exited his tent. "I will agree to this deal with Fletcher, but know this Longshot: I will not be so kind next time you put me in this position." Vorvin Qan had all the Warband rallied up, and came out to meet Fletcher, who proceeded to do the oath (including the handshake) with every single participant. Then the tracker did the same. By the time the whole thing was over, it was midday. "I will ensure this deal is followed through, and that both parties will see their end of it," said Fletcher, who left to patrol the area on his white horse.

The next few days were spent constantly traveling, without break or rest, and soon the company arrived at the center of the red waste. This area was not controlled by the soft-skins (what wasters call citizens), and thus it was swarming with bands of waster raiders. Now the caravan was experiencing huge detours due to the incredibly sheer dunes, that were the size of hills. While passing over a lesser hill-dune, you heard a muffled deep sound. Then you saw, from the dune beyond, over a hundred wasters riding, and the leader was blowing a war-horn: this was an attack.
>Have the men position on the dune, using it as cover
>Have the men mount up, and ride to meet the enemy forces
>Divide the troops so that one group stays on the dune, and another tries to flank the attackers with horsemen (riskiest option)
>Try to negotiate with the raiders
>Challenge the enemy leader to an honorable duel (could get back your honor, but you'll have to use melee weapons)
Roll 1d100
>>
Rolled 48 (1d100)

>>3956336
>Have the men position on the dune, using it as cover
Being on the hill gives us the advantage as defenders, because the enemy has to come to us first. We can afford to wait for a bit, but they can't because they initiated the attack.
>>
Rolled 98 (1d100)

>>3956336
>>Have the men position on the dune, using it as cover
>>
Rolled 26 (1d100)

>>3956336
>>Have the men position on the dune, using it as cover
>>
Rolled 28 (1d100)

>>3956336
>>Have the men position on the dune, using it as cover
>>
Rolled 60 (1d100)

>>3956336
>>Have the men position on the dune, using it as cover
I'm glad your quest is back, let's hope we don't run afoul of Urizen
>>
Rolled 12 - 15 (1d100 - 15)

>>3956348
>>3956459
>>3956471
>>3957053
>>3957249
I'm glad it's back too. Life got in the way as per usual. Been thinking about an ending to Urizen and this quest for a while now, so I made a new POV so we can see it through fresh eyes.

26 -20 (numerically superior, fortified position, guns, and the high ground) = 6

Enemy gets -15 (element of surprise, light horsemen, and hidden flanking force)
>>
>>3958229
6 vs -3 = Close failure (Pyrrhic victory for the other side)

Vorvin was at the back of the caravan (which was spread out across the dunes), so de-facto generalship fell to you. This was your chance to get back on the good side of your companions. As soon as those horsemen rode over the horizon, you swung into action, riding along the front caravan line with your gun raized, yelling for the men to "get down, and into position." Guns were handed to the warriors from the cargo, and soon the Warband was positioned prone along the large dune, aiming at the enemy raiders. After you shouted fire over the enemy's warcries, all the guns shot in unison, creating a sound that could be heard from this desert to the next.
After two more volleys, you had your men draw their sabres and spears, and made them hold the line against the remaining force, who still held onto their moral despite their losses. The clash of the two forces was bloody and unorganized, with both 'armies' intermingling to create a mosh pit of blades and dying men. You dismounted, and joined the frey (you were firing from the sidelines until you ran out of ammo), with more of your men rallying behind you for one last push.

After what seemed like an hour of battling, you were finally able to push the enemy force back, with their leader calling a retreat with his war horn. You were tired, and most of your men were injured or dead. After sitting on a nearby wagon seat to wipe off the blood from your face, you received word from a messenger that the back of the caravan had been attacked while you had been preoccupied, and that Vorvin had sent almost all his men to join you in the fight, leaving him with only his bodyguard to defend him. The messenger hesitated before saying the next thing, forcing you to shake the information out of him. He said that Vorvin and his men died valiantly defending your flank, and that the raiders were able to take supplies from the food and water caravan (they weren't able to take most of the stuff).
You stared into the messenger's eyes, and only found the truth. You walked from the wagon, and mounted your horse, riding to the far dune, so as to watch the escaping enemy raiders, heavy with loot and treasure:
>We will hunt these dishonorable scum down, leaving none alive
>Leave them to their fate. Now you must reach Black-Hands-Deal all the faster (don't need to roll for this one)
>Ride by yourself, and tail them to their camp. Then take them out rambo style
Roll 1d100
>>
Rolled 34 (1d100)

>>3958257
>We will hunt these dishonorable scum down, leaving none alive
>>
Rolled 35 (1d100)

>>3958257
>Ride by yourself, and tail them to their camp. Then take them out rambo style
Sensible? No. Legendary? Fuck, yeah.
>>
>>3958257
>>I’d steal one of our men’s horses And ride by myself, tail them to their camp, and take them out, Rambo style
Rolled 2
To quote Rambo himself: “They drew first blood”
>>
>>3953659
Also it’s me again
>>
I just picture me and >>3958600
just killing all those fools and everyone else shows up late and I’m like “what took you so long”
>>
Also using 1d100
>>
Rolled 46 (1d100)

>>3958257
>>Ride by yourself, and tail them to their camp. Then take them out rambo style
You know the truth is mine.
>>
>>3958612
>>3958619
Put it in the options field. dice+1d100
>>
Rolled 54 (1d100)

>>3958257
>Ride by yourself, and tail them to their camp. Then take them out rambo style
>>
Rolled 15 (1d100)

>>3958257
>>We will hunt these dishonorable scum down, leaving none alive
>>
Rolled 53 (1d100)

>>3958257
>>We will hunt these dishonorable scum down, leaving none alive
>>
Rolled 9 - 15 (1d100 - 15)

>>3958596
>>3958600
>>3958612
>>3958615
>>3958616
>>3958619
>>3958663
>>3958664
>>3958802
>>3959243
>>3959504
Looks like taking them out singlehandedly wins

35 -25 (gun, iron armor, horseback, element of surprise, and the will of Mashuk [he loves things like this]) = 10

Enemy gets -15 (far superior [-10 instead of -5], and fortified position)
>>
>>3960103
What's with their stupid luck
>>
>>3960103
>>3960135

The new thread:
>>3960194
>>3960194



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