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You are Noel Tiberius di Hazaran, warrior-queen of the highland nation whose name you share and former single-digit monster slayer of the nameless Organization which now threatens your homeland from the north.

At the moment you and a team of three of your close companions are in Sakia, your northern neighbor, with a contingent of Hazari soldiers. With their help you’ve created a foothold within the port town that the Organization’s military arm initially seized in their invasion – a foothold within a foothold. After sending a message to all the enemy forces scattered about in and around the town, your team quickly responded when one unit started shooting at each other.

You gather there’s been a tension building there, between two distinct groups of soldiers with different goals in mind and reasons for being here. The first of these are predominantly officers, and a small number of “true believers” in the Organization’s goals. Drawn heavily from the more wealthy families on the continent, many of the officers are career-minded and results-focused. They’ve found some support in a number of other soldiers who are here because they either genuinely hate the ‘Dragon-kin’ of the far-off continent, or else believe in the goal of rekindling the war between those beings (which you have yet to meet or see any direct evidence for) and humanity.

On the other hand you have a group comprised mostly of enlistees and lower-ranked officers, who joined this effort to escape poverty or to learn technical skills (to escape poverty) – and definitely not to start a war against silver-eyes witches like yourself, or to die in what to them must seem to be the middle of nowhere.



After leaving the aftermath of the fight you broke up to Valentina, you manage to sleep about ten minutes before Serana gently rouses you.

“What is it?”

[Listen.]

You shut your mouth and do as Serana insists, and you can hear the rapid cracks of an exchange of gunfire in the distance – in multiple directions. The trouble is that it’s coming from multiple directions.

“Do you think that’s multiple units having their own mutinies?” you guess.

She nods. [Only explanation.]
>1/2
>>
>>6009702
“Valentina!” you call out. “How are we doing with the prisoners?”

“The Hazari troops can handle it from here,” she assures you, having just now passed off the task of overseeing the surrender of defeated ‘loyalist’ officers and soldiers to the professional carabineers you brought into Sakia with you.

“First sergeant,” you demand of the man she was dealing with. “How many men can you spare?”

“Three squads,” he answers immediately. That means twenty-seven men, split into groups of nine with one sergeant leading each. Not bad, but definitely not as many as you’d typically like given the amount of area you’re going to have to cover. That also doesn’t cleanly align with the number of your fellow warriors – four warriors, three squads.

>You’ll coordinate the three squads, each working with one silver-eyed warrior.
>The three squads will follow after the silver-eyed warriors, who will take the lead.
>You, Aurora, and Valentina will each take a squad. Serana will remain here as a rearguard.
>Other?
>>
>>6009703
>>You, Aurora, and Valentina will each take a squad. Serana will remain here as a rearguard.
>>
>>6009703
>You’ll coordinate the three squads, each working with one silver-eyed warrior.
>>
>>6009827
Doh, I forgot Serana was mute. Changing to
>The three squads will follow after the silver-eyed warriors, who will take the lead.
But leave a warrior behind as a rearguard.
>>
>>6009703
>>The three squads will follow after the silver-eyed warriors, who will take the lead.
>>
>>6009703
>3d10 best of three
>>
Rolled 2, 10, 5 = 17 (3d10)

>>6010559
>>
Rolled 2, 4, 2 = 8 (3d10)

>>6010559
>>
Rolled 9, 6, 2 = 17 (3d10)

>>6010559
>>
>>6010559
“Valentina, Aurora,” you decide. “You and I are going to lead those three squads. Serana, please act as our rearguard. Make sure the processing of prisoners goes smoothly and that we have a defensible point in town to fall back to if we have to.”

Serana nods in agreement. [Understand. Leave to me.]

“Thank you,” you nod politely.



You soon meet with the squad of soldiers you’ll be leading, nine men led by one Sergeant Konstantin Freisen – a young man with stern eyes and black hair cut close. “Ma’am.”

“We’re moving out immediately,” you order. “Follow me.”

“Of course.”

>Take the lead and move straight in – suppress both sides again.
>Identify the loyalist faction and take the lead, let your soldiers back you up.
>You’ll be the distraction.
>Other?
>>
>>6011743
>Identify the loyalist faction and take the lead, let your soldiers back you up.
>>
>>6011743
>>Take the lead and move straight in – suppress both sides again.
>>
>>6011743
You’re not entirely sure whether you should take down both sides again on principle, or whether you should focus on identifying the loyalist faction and taking them down. What you do know is that it should be you that takes the lead, serving to create a distraction that your soldiers can take advantage of.

>3d10 best of three
>>
Rolled 4, 10, 6 = 20 (3d10)

>>6012848
>>
Rolled 9, 1, 1 = 11 (3d10)

>>6012848
>>
Rolled 9, 9, 7 = 25 (3d10)

>>6012848
>>
>>6012848
Your decision to throw yourself headlong into the fray and sort things out as you go along actually works out nicely. It’s another street battle that’s broken out, almost the same as the last time with both sides taking cover and taking opportunistic shots at each other. So when one side starts shooting at you and not the other, it becomes immediately clear which side you need to focus on disarming first.

It’s a task you carry out with practiced efficiency, without any serious incident. Fragments of a bullet you cut from the air manage to draw blood on your cheek, and you huck an enemy soldier through a nearby window which causes him some messy but not life-threatening injuries, but your assault allows time for the Hazari soldiers under your personal leadership to sweep in after you and put bullets into the cover surrounding many of the loyalist officers and men.

The sound of the impacts and the spray of brick fragments have a predictable effect, which is to force the enemy troops into cover – which lets you get up close to them and toss them around. And once you have the enemy troops more or less under control, your Hazari soldiers set to work forcing the mutineers to stop fighting.

>Take the loyalist soldiers into custody, same as before.
>Disarm the loyalists, turn them loose, and move on to the next problem.
>Leave the loyalists in the hands of the mutineers with explicit instructions not to kill them.
>Other?
>>
>>6013831
>Disarm the loyalists, turn them loose, and move on to the next problem.
Make them take off their pants, and tell them that anyone caught with a weapon and no pants will get no quarter.
>>
>>6013838
>>6013831
lmao I'm down with this.
>>
>>6013831
>>Take the loyalist soldiers into custody, same as before.
>>
>>6013831
>3d10 best of three
>>
Rolled 5, 9, 5 = 19 (3d10)

>>6014787
>>
Rolled 9, 8, 4 = 21 (3d10)

>>6014787
>>
Rolled 9, 6, 4 = 19 (3d10)

>>6014787
>>
>>6014787
You consider it for a moment, before issuing an order that comes as a surprise to basically everyone listening. “Drop your weapons and your pants, in that order.”



There aren’t any female soldiers among the loyalists this time, which somewhat simplifies things for obvious reasons of appearance. After some grumbling your enemies are disarmed and rendered obvious at a glance, so you explain the rest of your reasoning.

“Anyone caught ‘out-of-uniform’ but armed will be dealt with harshly,” you declare to them, your gaze cold and stern as iron. “Other than that, you are free to leave.”

There are a few disbelieving looks among the group, but no arguments.

“… interesting choice,” Sergeant Freisen muses. “But I suppose that works.”

“So long as it keeps them out of trouble,” you counter.

Listening carefully you hear less gunfire now – the other two teams must have succeeded in their own objectives. So you move on to the next fight, which is close to the waterfront. From a nearby building you can tell that the open boulevard running past the docks has become a no-man’s land due to how open the lines of sight are, with most of the soldiers having taken cover closer to the first row of buildings which overlook the harbor.

Separately there are a few soldiers who have positioned themselves on or around the wooden docks, taking cover behind wooden crates and barrels or creeping along the rocks at the base of the seawall.

“Sergeant,” you draw the man over to look at what you’re seeing. “What’s your assessment?”

“Well,” the young man frowns. “There are a few ways to do this – we would have to establish which side was which before doing any of them.”

“Go on,” you nod.

“We could turn the enemy’s side and flank them, set them up in a crossfire,” he suggests. “That could convince them to surrender.”

“As opposed to joining the mutineers and helping with whatever strategy they had in mind,” you declare.

The sergeant nods. “Third option’s helping them flank along the waterfront. We’d have to approach from the water though – tougher, yes, but totally unexpected.”

>I like unexpected. Let’s do it.
>We should coordinate with the mutineers.
>Let’s turn the flank ourselves, on dry land.
>Other?
>>
>>6016567
>>We should coordinate with the mutineers.
>>
>>6016567
>Let’s turn the flank ourselves, on dry land.
>>
>>6016567
>Let’s turn the flank ourselves, on dry land.
>>
>>6016567
>3d10 best of three
>>
Rolled 9, 7, 1 = 17 (3d10)

>>6017992
>>
Rolled 5, 10, 8 = 23 (3d10)

>>6017992
>>
Rolled 2, 6, 7 = 15 (3d10)

>>6017992
>>
>>6017992
“We’ll flank,” you decide. “On dry land – no sense going for a swim if we can make the necessary maneuver without doing so.”

“Agreed,” the sergeant replies, before gesturing curtly to his men. “We’re moving out down the road that runs parallel to the portside promenade. Gaelio, take the lead. Jasper, cover him. Lady Noel and I will be behind you.”

“On me, Jasper.”

“Got you, Gaelio.”



The two men in the lead quickly guide you and their squad through the streets, past where you can hear your enemy firing from cover one street over towards the north, and into the ground floor of a nearby building. From the windows nearest the corner, you can look down onto the enemy soldiers from behind and above, completely negating their advantage of cover. Some of the men are holed up in the ground floor of a different building, and some are too close to the wall to see. But there are also men completely vulnerable on and around the docks, to the left of your new position.

“What do we do?” the sergeant asks you urgently. “If we fired on them from here we could cut their numbers to something manageable right quick.”

“And if we didn’t they might turn their fire on us,” you add, completing his thought.

>Shoot to startle them, force them to surrender. That’s the plan.
>Fire on them to force their surrender. I’LL give them something else to shoot at.
>You have my permission to fire seriously on the enemies on the docks.
>Other?
>>
>>6019257
>>Fire on them to force their surrender. I’LL give them something else to shoot at.
>>
>>6019257
>Fire on them to force their surrender. I’LL give them something else to shoot at.
>>
>>6019257
>3d10 best of three
>>
Rolled 4, 6, 1 = 11 (3d10)

>>6020421
>>
Rolled 6, 6, 8 = 20 (3d10)

>>6020421
>>
Rolled 9, 1, 4 = 14 (3d10)

>>6020421
>>
>>6020421
“Well,” you decide, “don’t worry about it. I’ll make sure they have something else to be shooting at.”

“What do you…” the Sergeant begins, only to find that you’ve already leapt from an open window and started running off towards your enemy while waving your sword like a maniac. As they start firing on you, your answer is to begin weaving erratically through their field of fire. You evade or parry their shots in the midst of the frenetic action, allowing your squad to take your enemy under fire.

Their first targets are the enemy soldiers along the waterfront, who find that bullets are suddenly striking all around them – striking, what’s more, on the wrong side of their cover. Those soldiers quickly realize how exposed they are, and seek shelter closer to the buildings on the other side of the road.

Of course, that leaves the mutineers free to move up along the waterfront and take the flank. Taking fire from three sides, the soldiers become too panicked to shoot at you any more, and seem close to having their morale shattered under the crossfire.

>How dare they forget about you – use your position to give them the last push into surrendering.
>Fall back for now, let the flanking maneuver do its job.
>Other?
>>
>>6021776
>Fall back for now, let the flanking maneuver do its job.
>>
>>6021776
>Fall back for now, let the flanking maneuver do its job.
>>
>>6021776
>>Fall back for now, let the flanking maneuver do its job.
>>
>>6021776
>3d10 best of three
>>
Rolled 10, 2, 6 = 18 (3d10)

>>6022510
>>
Rolled 6, 8, 3 = 17 (3d10)

>>6022510
>>
Rolled 9, 3, 7 = 19 (3d10)

>>6022510
>>
>>6022510
You decide to immediately fall back, and not a moment too soon – the fire starts coming back your way, not just from the loyalist faction but a few stray shots from the flanking group as they come up from below the seawall. So after blocking a few bullets with your sword, and taking a rather painful piece of shattered bullet to your left eye, you find yourself back in cover on the ground floor of a nearby building. You’ve had to jump through what was left of a window to do so, and you crawl away from the broken glass across the front parlor of some family’s apartment to get around onto the safer side of the back wall.

When you turn the corner you find the family sheltering in their modest kitchen – a mother, son, and daughter, with the children each being somewhere in their teens you’d guess. Then you glance down, realizing that the mother has a shotgun in her hands as she motions for her children to get behind her.

Carefully, and painstakingly slowly, you return your sword to the holster slung across your back and hold your hands up over your shoulders. “Okay, I think we got off on the wrong foot here.”

“Mom,” the daughter asks nervously, “why is her eye doing that?”

“I don’t know, Jessie,” the mother insists quickly, in a state bordering on panic. “Hush now, the both of you.”

“It’s healing,” you inform them.

“Now, I don’t know what kinda demon you are miss, but… I’m sorry?”

“It’s healing,” you repeat. “I was shot there and it’s healing. Sorry if it frightened your children, but it’s a reflex for me. May I wipe the blood away?”

After a tense moment, the woman nods. You wipe the blood off from around your eye, blinking a few times to test it until it’s clear. “Thank you.”

Then you raise your left hand back level with your right. “I mean you no harm.”

>Will you let me stay in your kitchen until the shooting stops?
>Is there any other way out of your apartment I could use?
>I apologize, but I may need to knock a hole in your wall.
>Other?
>>
>>6023381
>>Is there any other way out of your apartment I could use?
>>
>>6023381
>>Is there any other way out of your apartment I could use?
>“Okay, I think we got off on the wrong foot here.”
Ha!
>>
>>6023381
>Is there any other way out of your apartment I could use?
>>
>>6023381
>3d10 best of three
>>
Rolled 10, 2, 4 = 16 (3d10)

>>6024159
>>
Rolled 2, 1, 2 = 5 (3d10)

>>6024159
>>
Rolled 8, 7, 8 = 23 (3d10)

>>6024159
>>
>>6024159
“Is there any way out of your apartment that won’t get me shot again?” you ask with a slight frown. “For like the third time today?”

“The back door is blocked,” the mother insists curtly, still refusing to lower her weapon.

“Is there a window?”

“On the upper floor,” she replies.

“May I use it to escape?” you ask politely. “Then you can see the back of me.”

She considers your point for a few seconds, during which you can hear more gunfire outside. Eventually she nods, while still holding you at gunpoint. “The stairs are over that way.”



After leaping out of the second-floor window and landing in the back garden, you step through another apartment’s ground-floor door and walk through their kitchen. An older couple watch awkwardly as you then walk calmly through their front room and out through their door without offering a word of explanation.



“Well, I’m back,” you tell your own men as you rejoin them in the building where they’ve taken shelter. “How have things gone?”

“One wounded,” the sergeant informs you. “He’s resting in back.”

>Then let’s move up and put this firefight to an end before too many civilians get drawn into it.
>We’ll hold tight here for the time being, wait for the mutineers finish things down there.
>We’ll withdraw for now, let the mutineers handle their own business. We’re needed elsewhere.
>Other?
>>
>>6026125
>>Then let’s move up and put this firefight to an end before too many civilians get drawn into it.
>>
>>6026125
>Then let’s move up and put this firefight to an end before too many civilians get drawn into it.
>>
>>6026125
>>Then let’s move up and put this firefight to an end before too many civilians get drawn into it.
>>
>>6026125
>3d10 best of three
>>
Rolled 2, 8, 4 = 14 (3d10)

>>6026926
>>
Rolled 6, 7, 9 = 22 (3d10)

>>6026926
>>
Rolled 1, 3, 10 = 14 (3d10)

>>6026926
>>
>>6026926
Civilians are already being drawn into this fight, more so perhaps than in other instances around the town – you’ve already seen one family sheltering in their home. One of your soldiers is wounded this time as well, so you decide that the time is right to put this to an end before anyone else gets hurt.

“We’re moving up,” you declare. “There are civilians in that building, so shoot carefully.”

“Understood, ma’am,” the sergeant nods curtly, before waving his men towards the stairs in back. “You heard the lady! You’ve got a purpose, so let’s see you move like it!”



After considering the situation for a moment, the sergeant decides that the best approach is to move forward as aggressively as possible without it becoming a blind charge into certain death. That means moving quickly to cross the open ground until they reach something reasonably approximating ‘cover’, then opening fire on the loyalists again.

With that last push the last of the loyalists throw down their weapons and throw up their hands in surrender. When your soldiers cease fire the mutineers also cease fire, seemingly surprised at the development but still alert. Some of them move to secure their new prisoners, while a few others approach you and your Hazari squad. The mutineers have the muzzles of their weapons lowered slightly which is a good sign, but are still obviously ready at a moment’s notice to resume the violence. Your own soldiers are in much the same general attitude.

>Demand that the ‘mutineers’ stand down. Your Hazaris did them a massive favor, so they have no business picking any fights here.
>Insist that you’re here as a not-quite-neutral arbiter… you may want the loyalists to lose, but you’ll also ensure their fair treatment.
>Propose that with several units of mutineers having succeeded, now is the time to start organizing them.
>Other?
>>
>>6029659
>>Insist that you’re here as a not-quite-neutral arbiter… you may want the loyalists to lose, but you’ll also ensure their fair treatment.
>>
>>6029659
>>Insist that you’re here as a not-quite-neutral arbiter… you may want the loyalists to lose, but you’ll also ensure their fair treatment.
>>
>>6029659
>Insist that you’re here as a not-quite-neutral arbiter… you may want the loyalists to lose, but you’ll also ensure their fair treatment.
>>
>>6029659
>Insist that you’re here as a not-quite-neutral arbiter… you may want the loyalists to lose, but you’ll also ensure their fair treatment.
>>
>>6029659
>3d10 best of three
>>
Rolled 8, 10, 3 = 21 (3d10)

>>6030675
>>
Rolled 2, 8, 5 = 15 (3d10)

>>6030675
Love how we're turning this from a war against us into them accepting our legitimacy as an arbiter in their little army civil war. Now that's charisma.
>>
Rolled 2, 4, 4 = 10 (3d10)

>>6030675
>>
>>6029659
“We’re from Hazaran,” you declare with a frown, slowly reaching for the sword on your back. “In so much as you’re all invaders here, it’s our intent to see that you’re all treated reasonably.”

“You’re one of those silver-eyed witches we’ve heard about,” one of them realizes.

“I am,” you confirm. “Our kind are drawn from all over this region, from all walks of life.”

The man raises his weapon. “Why’re you going for your sword?”

“If I’d meant to use it on you,” you counter, “I wouldn’t give you time to ask questions about it.”

“That doesn’t answer my question.”

“It should,” you insist, “It’s just not the answer you were looking for. So if it convinces you to stand down – I’m tired of getting shot today, so I’m taking a precaution. That’s all.”

“… how many times have you been shot today?”

“Twice, and I’d rather keep it that way,” you grumble. “In any event, we’re here as arbiters. Not quite impartial, since we have a preference in terms of which side in your little civil war wins, but neutral in the sense that we want you all to leave equally.”

After a moment, the man lowers his weapon back to where it was before. “And so what do you have in mind for that?”

“Getting you out of our homeland?” you muse.

“That’s right.”

>Well, I was planning to put you all on boats. That’s as far as my planning has gotten.
>We have someone heading for the continent right now, trying to arrange a diplomatic channel.
>I can’t say anything for sure until the fighting is actually stopped. That has to come first.
>Other?
>>
>>6031480
>>We have someone heading for the continent right now, trying to arrange a diplomatic channel.
>>
>>6031480
>I can’t say anything for sure until the fighting is actually stopped. That has to come first.
>>
>>6031480
>>I can’t say anything for sure until the fighting is actually stopped. That has to come first.
>>
>>6031480
>3d10 best of three
>>
Rolled 1, 9, 3 = 13 (3d10)

>>6032048
>>
Rolled 4, 8, 3 = 15 (3d10)

>>6032048
>>
Rolled 5, 1, 6 = 12 (3d10)

>>6032048
>>
>>6032048
“The first step is that the fighting has to stop,” you insist curtly. “I can’t make a decision until after that happens.”

“And when do you reckon that’ll be?” a different man interjects.

“Depends entirely on you,” you reply. “Not you specifically, mind you. I mean ‘you’ as in those of you who have invaded our homelands.”

“So you’re putting the proverbial ball back in our court?” the first man presses you.

You think about that for a moment. “If I understand the analogy yes, it’s largely on you and what I’m thinking of as the ‘loyalist faction’ to both work out your own disagreements and to agree to stop attacking my people, as well as the people of Hazaran’s neighboring nations.”

“Stop killing, recognize our sovereignty, and piss off forever. That’s all you need to do – pretty simple, in my view, but people often make simple things more complicated than they need to be.”

“And so you plan to do… what, precisely?”

>We’ll stay out of your way, for the most part.
>Neutral-ish arbiters. We’ve got plenty of experience dealing with prisoners by now.
>Well, we can help you mutineers organize, outfit yourselves, and ultimately win.
>Other?
>>
>>6034142
>Well, we can help you mutineers organize, outfit yourselves, and ultimately win.
>>
>>6034142
>Neutral-ish arbiters. We’ve got plenty of experience dealing with prisoners by now.
>>
>>6034142
>>Well, we can help you mutineers organize, outfit yourselves, and ultimately win.

We can enforce civility, but we do have a side to actually favor.
>>
>>6034142
>>Well, we can help you mutineers organize, outfit yourselves, and ultimately win.
>>
>>6034142
>3d10 best of three
>>
Rolled 2, 2, 4 = 8 (3d10)

>>6034938
>>
Rolled 9, 8, 4 = 21 (3d10)

>>6034938
>>
Rolled 6, 9, 4 = 19 (3d10)

>>6034938
>>
>>6034938
“Well, you should recall that I am a leader,” you offer, “and where others talk tactics, a true leader considers logistics. That’s what I think Hazaran and my fellow silver-eyed warriors can offer – helping others like you organize against the loyalist faction, supporting you as you outfit yourselves, and ultimately help you acquire the tools you need to win.”

“Okay,” the man replies. “See, my problem is that sounds like a good deal – and that’s a little hard to believe.”

“Of course it does,” you muse. “That’s always how it feels when someone offers you something you wouldn’t offer in their place.”

It almost seems like he has no way of answering that.

“Alright, so let’s say we accept your offer,” he eventually continues. “What happens next?”

>First thing we do is deal with your prisoners in a fair and appropriate manner.
>We’ll need to start coordinating with other mutineers, establish a command structure.
>You need a strong point where you can fall back, resupply, treat your wounded, and so on.
>Other?
>>
>>6035958
>>First thing we do is deal with your prisoners in a fair and appropriate manner.
>>
>>6035958
>>We’ll need to start coordinating with other mutineers, establish a command structure.
>>
>>6035958
>You need a strong point where you can fall back, resupply, treat your wounded, and so on.
>>
>>6035958
>>6036050
revoting/tie-breaking for
>You need a strong point where you can fall back, resupply, treat your wounded, and so on.
>>
>>6036248
>>6036531
Alright, putting a pin in it here.
>>
>>6035958
>3d10 best of three
>>
Rolled 5, 10, 2 = 17 (3d10)

>>6037629
>>
Rolled 3, 6, 6 = 15 (3d10)

>>6037629
>>
Rolled 10, 10, 5 = 25 (3d10)

>>6037629
>>
>>6035958
“You need a good strong point,” you insist. “Somewhere defensible, where you can stockpile medical supplies and ammunition, and where you can treat your wounded in relative safety.”



This group of mutineers discusses your points for a few minutes, eventually coming to an agreement that your suggestion has merit and that they’d be better off following it. They’re more divided however on what exactly they should be looking for to get the most out of the strategy. After a few more minutes they seem to settle into two competing camps – one that favors taking over a civilian apartment building, blocking off the windows and entrances on the ground floor and using the green ‘courtyard’ at the center as a stockpile and encampment. It’s certainly attractive in terms of its simplicity and effectiveness, and it’s a move that you and your forces have, at least on a temporary basis, made yourselves.

The opposite camp favors identifying and taking over an advantageous location, either one with a structure already there or where digging in will become necessary. The advantage to this strategy is that while there may not end up being as much room to maintain stores or as relatively high a degree of comfort, it will come with a higher degree of security. If the location is good enough, it could actually serve an active military purpose as the mutineers work to undermine the loyalists.

>Tell them to factor this in – that you will, under no circumstances, offer any military assistance with either plan.
>Tell them that you’ll offer some assistance if they need to secure a location to reinforce into a base of operations.
>Offer assistance with relocating the civilian occupants of the apartment block they choose to serve as their base.
>Other?
>>
>>6039601
>>Tell them that you’ll offer some assistance if they need to secure a location to reinforce into a base of operations.

Better to not unduly impact civilians.
>>
>>6039601
>>Tell them that you’ll offer some assistance if they need to secure a location to reinforce into a base of operations.
>>
>>6039601
>3d10 best of three
>>
Rolled 4, 6, 1 = 11 (3d10)

>>6040360
>>
Rolled 7, 3, 5 = 15 (3d10)

>>6040360
>>
Rolled 7, 1, 8 = 16 (3d10)

>>6040360
>>
>>6040360
“We can offer some assistance,” you interject. “Especially if you need help securing a good location.”

“And what exactly can you offer us?”

“Simple,” you continue. “There are several warriors like myself in the area, and while we specialize in killing monsters we’ve grown quite good at undermining human armed groups.”

The man who seems now to be speaking for his comrades frowns at you. “How so? I heard that your kind refuse to attack humans.”

“When it comes to lethal force yes, that’s true,” you admit. “But instead we’ve focused on sabotage, destruction of supplies and weapons, and general harassment. We set the stage for others to finish the job much more easily, or else demoralize our enemies into quitting.”

“And there’s nothing that says we can’t knock regular humans around a bit without killing them.”

The soldiers debate among themselves for several minutes, seemingly floating several ideas for good places where they can regroup. But they do seem to have largely adopted the idea of choosing a location based on security first, which increases the likelihood that you’ll have to make good on your promise of helping them take it.

>Insist that they think about access routes – if they corner themselves then they’re doomed to lose.
>Ask them about any nearby fortifications – even relatively modest defensible walls would help.
>Really what you need is flat ground and a good strategic location where they can dig themselves in.
>Other?wsm28
>>
>>6041989
>Insist that they think about access routes – if they corner themselves then they’re doomed to lose.
>>
>>6041989
>>Ask them about any nearby fortifications – even relatively modest defensible walls would help.
>>
>>6041989
>>Insist that they think about access routes – if they corner themselves then they’re doomed to lose.
>>
>>6041989
>3d10 best of three
>>
Rolled 6, 8, 8 = 22 (3d10)

>>6042800
>>
Rolled 8, 5, 6 = 19 (3d10)

>>6042800
>>
Rolled 3, 5, 10 = 18 (3d10)

>>6042800
>>
>>6042800
“In your position I’d be considering access,” you observe. “Where can you attack from the location you choose, where can you be attacked from, and how you can escape if need be.”



After consulting among themselves and with the help of a map, the rebellious faction selects what to your eyes appears to be a good defensible position on the outskirts of town. It overlooks one of the main roads in and out from atop a low hill, and can’t be easily attacked from any nearby elevated location like a wall or a building or another hill. The slope is gentle enough that there shouldn’t be any hollows or blind spots where attackers could hide in deep cover while approaching either, which makes it a great location. There’s even a low stone wall at the top of the hill where goats and sheep used to be penned.

There’s just one little problem with it – the fact that it’s already occupied.

Two of your enemy’s gun-carriers are positioned at the top of that little hill behind the stone wall, with infantry tucked into trenches dug out around them.

>You and your company can deal with the heavy guns, but it’s on the rebels to deal with the infantry.
>The best you can do is offer to shield the rebellious troops from fire while they advance.
>If you use the cover of night, you may be able to ‘convince’ your enemies to leave that location.
>Other?
>>
>>6043626
>>If you use the cover of night, you may be able to ‘convince’ your enemies to leave that location.
>>
>>6043626
>>If you use the cover of night, you may be able to ‘convince’ your enemies to leave that location.
>>
>>6043626
>3d10 best of three
>>
Rolled 10, 3, 1 = 14 (3d10)

>>6044415
>>
Rolled 4, 1, 8 = 13 (3d10)

>>6044415
>>
Rolled 4, 4, 1 = 9 (3d10)

>>6044415



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