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Author Topic: Fight for the Woods - Bookbinders  (Read 3837 times)

NUKE9.13

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Re: Fight for the Woods - Bookbinders
« Reply #45 on: November 27, 2020, 02:47:12 pm »

NUKE's slightly better plan
Jaunt Jolie

Send Grenda's Heavy Squad to apprehend the Tea-Maker. His crime is the production and distribution of unlicensed hallucinogens. Should he resist arrest- be that by fleeing, fighting, or attempting to drug Grenda & co-, force should be applied to encourage compliance. If he comes quietly, deliver him to Camelot for imprisonment and interrogation. 

Borna Coric
Send two combat squads to set up traps and ambush whoever is moving through our territory with the recon squad.

Avalon
Have the recon squad's kobold's set up traps at the armory to catch any would-be thieves while the humans provide any muscle they need. Do not inform the locals about these traps.

Kingdom Kyrgios Raid
Rafal and his guards will arrest the most egregious tax-avoiders, and place them in stocks whilst their assets are confiscated to pay off their debt (along with a hefty fine). The rest of the tax-avoiding merchants will be offered lenience: pay your taxes and a small fine, and all will be forgiven. Make it clear that if Rafal is forced to return to Kyrgios again to deal with this issue, that there will be considerably less mercy.
Revenue from fines will be split between friendly merchants (in the form of tax rebates) and local charitable causes (that are approved of by Rafal).
« Last Edit: November 28, 2020, 08:22:51 am by NUKE9.13 »
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NUKE9.13

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Re: Fight for the Woods - Bookbinders
« Reply #46 on: December 01, 2020, 12:18:11 pm »

Welp. Maybe a votebox will prod people into action?

Quote
Witch Hunter Initiates
Rafal's oldest and most loyal allies, Witch Hunters are a caste who have struggled against the tyranny of Tales for centuries. They have no place in traditional narratives- defeating witches is the purview of small children and young princes, most of whom live Happily Ever After, and care not for the plight of anyone but themselves. A rare few, however, reject their Happy Ending, and join the Witch Hunters.
Despite the name, Witch Hunters do not solely hunt witches. Witches are merely their primary foes; they will happily hunt and kill anything that threatens the lives of common folk, regardless of their nominal vices or virtues; dragons, unicorns, evil knights, noble knights- it matters not. For this service to the common good, they receive little by way of thanks- indeed, they are often criticised-, yet they soldier on. Like Rafal, they care more about results than sentiment.
Witch Hunters vary wildly in their method and appearance, but most Witch Hunters who survive a few battles have the following things in common:
-A selection of charms and amulets that ward off dark magic; if you can't withstand a basic hex, you won't last long versus an angry witch.
-Good eyes and honed instincts; you need to be able to detect trickery to outwit witches and their ilk, and collect information rapidly to track them down.
-Speed, agility, and dexterity; while capable of taking a hit, most Witch Hunters rely more on avoiding them, and strike back using finesse rather than brute force.
-A grim demeanour; they've Seen Some Shit, and have little time for frivolity. When it comes time to fight, they shoot first, and don't ask questions.
-A sweet hat; it's not clear why, but all Witch Hunters wear a cool hat (typically of the broad-rimmed leather variety). Fortunately, there are many other people who wear cool hats, so it doesn't necessarily make them stand out.

However, everyone has to start somewhere, except for the bastards who were born with skills because they are part of some story that requires them. Fuck those guys. Where was I? Right, yes. Witch Hunter Initiates are novices, whose skills are considerably less honed than their seniors. That is, their skills and equipment are more like
-One or two simple charms that ward off dark magic, or at least look like they might; warding charms don't grow on trees (most of the time), and it takes a Witch Hunter many years to acquire a full regalia.
-Decent eyes and budding instincts; while Initiates are at least trained enough to give them basic investigation skills, true mastery comes only from experience.
-Better agility than an average person; while it takes a lot of training- and natural selection- to make veteran Witch Hunters the agile experts they are, Initiates are at least tested to weed out those who don't have the necessary potential.
-An eager, if naive demeanour; many Initiates don't truly comprehend what lies ahead of them, and when faced with true adversity, some will break- and some will be hardened.
-No particular headgear; though some copy their elders by wearing broad-rimmed leather hats, others specifically avoid wearing a hat, thinking it a silly affectation. They always come around in the end, though.

Though the veteran Witch Hunters are for now confined to Ravenwood to ensure the 'truce' holds, Rafal has enlisted some Initiates into the Bookbinders. It serves as part of their training- those who survive a few missions may return to Ravenwood for further training, and emerge as fully-fledged Witch Hunters (though there will always be more recruits).
They will hopefully be better investigators than random Disgruntled Villains, and slightly better combatants.

Quote
Kobold Stealth
Kobolds should not be seen nor heard      
But wait upon their master's word      
Out of sight shall they do their task   
And ne'er will they for a boon ask

It pleased many 'owners' of Kobolds to order their slaves to stay out of sight at all times, considering the reptiles to be an eyesore. So it was that some Kobolds learned the art of stealth, in order to perform their chores without being seen. The best could even clear a table whilst guests were still seated and enjoying a post-meal drink. Unfortunately, those masters of stealth disappeared without a trace upon being granted freedom, but some of the less skilled joined the Bookbinders, and have been encouraged to share their experience around.
Being small and spindly, Kobolds can hide in places where a human could not, and their eyesight allows them to move in the dark more easily. In addition, they have an uncanny ability to be ignored by humans (and other races who consider themselves 'above' Kobolds). With proper training, then, a Kobold can be quite hard to detect indeed, making them more effective spies and ambushers.

Quote
Ogres
Some people think they can outsmart ogres. Maybe... maybe. I have yet to meet one who can outsmart club.
Ogres, as one of Rafal's oldest allies, are his default choice for when brute force is called for. They are big, burly, and have deep-seated grudges against most of the world (for good reason). Give them a tree branch or a big rock, and they're good to go.
Not much to say about them that hasn't already been said.

Quote from: Votebox
Strategy
NUKE's slightly better plan: (1) NUKE9.13

Design
Witch Hunter Initiates: (1) NUKE9.13

Bonus Revision
Kobold Stealth: (1) NUKE9.13

Bonus Recruitment
Ogres: (1) NUKE9.13
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Taricus

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Re: Fight for the Woods - Bookbinders
« Reply #47 on: December 01, 2020, 02:51:07 pm »

Quote from: Votebox
Strategy
NUKE's slightly better plan: (2) NUKE9.13, Taricus

Design
Witch Hunter Initiates: (2) NUKE9.13, Taricus

Bonus Revision
Kobold Stealth: (2) NUKE9.13, Taricus

Bonus Recruitment
Ogres: (2) NUKE9.13, Taricus
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We sided with the holocaust for a fucking +1 roll

m1895

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Re: Fight for the Woods - Bookbinders
« Reply #48 on: December 02, 2020, 03:06:45 pm »

Quote from: Votebox
Strategy
NUKE's slightly better plan: (2) NUKE9.13, Taricus

Design
Witch Hunter Initiates: (2) NUKE9.13, Taricus

Bonus Revision
Kobold Stealth: (2) NUKE9.13, Taricus

Bonus Recruitment
Ogres: (2) NUKE9.13, Taricus
+1
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Doomblade187

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Re: Fight for the Woods - Bookbinders
« Reply #49 on: January 22, 2021, 06:36:03 pm »

Revision Phase 1

Design
Quote from: Witch Hunter Initiates
Rafal's oldest and most loyal allies, Witch Hunters are a caste who have struggled against the tyranny of Tales for centuries. They have no place in traditional narratives- defeating witches is the purview of small children and young princes, most of whom live Happily Ever After, and care not for the plight of anyone but themselves. A rare few, however, reject their Happy Ending, and join the Witch Hunters.
Despite the name, Witch Hunters do not solely hunt witches. Witches are merely their primary foes; they will happily hunt and kill anything that threatens the lives of common folk, regardless of their nominal vices or virtues; dragons, unicorns, evil knights, noble knights- it matters not. For this service to the common good, they receive little by way of thanks- indeed, they are often criticised-, yet they soldier on. Like Rafal, they care more about results than sentiment.
Witch Hunters vary wildly in their method and appearance, but most Witch Hunters who survive a few battles have the following things in common:
-A selection of charms and amulets that ward off dark magic; if you can't withstand a basic hex, you won't last long versus an angry witch.
-Good eyes and honed instincts; you need to be able to detect trickery to outwit witches and their ilk, and collect information rapidly to track them down.
-Speed, agility, and dexterity; while capable of taking a hit, most Witch Hunters rely more on avoiding them, and strike back using finesse rather than brute force.
-A grim demeanour; they've Seen Some Shit, and have little time for frivolity. When it comes time to fight, they shoot first, and don't ask questions.
-A sweet hat; it's not clear why, but all Witch Hunters wear a cool hat (typically of the broad-rimmed leather variety). Fortunately, there are many other people who wear cool hats, so it doesn't necessarily make them stand out.

However, everyone has to start somewhere, except for the bastards who were born with skills because they are part of some story that requires them. Fuck those guys. Where was I? Right, yes. Witch Hunter Initiates are novices, whose skills are considerably less honed than their seniors. That is, their skills and equipment are more like:

-One or two simple charms that ward off dark magic, or at least look like they might; warding charms don't grow on trees (most of the time), and it takes a Witch Hunter many years to acquire a full regalia.
-Decent eyes and budding instincts; while Initiates are at least trained enough to give them basic investigation skills, true mastery comes only from experience.
-Better agility than an average person; while it takes a lot of training- and natural selection- to make veteran Witch Hunters the agile experts they are, Initiates are at least tested to weed out those who don't have the necessary potential.
-An eager, if naive demeanour; many Initiates don't truly comprehend what lies ahead of them, and when faced with true adversity, some will break- and some will be hardened.
-No particular headgear; though some copy their elders by wearing broad-rimmed leather hats, others specifically avoid wearing a hat, thinking it a silly affectation. They always come around in the end, though.

Though the veteran Witch Hunters are for now confined to Ravenwood to ensure the 'truce' holds, Rafal has enlisted some Initiates into the Bookbinders. It serves as part of their training- those who survive a few missions may return to Ravenwood for further training, and emerge as fully-fledged Witch Hunters (though there will always be more recruits).
They will hopefully be better investigators than random Disgruntled Villains, and slightly better combatants.

Difficulty: Hard (First venture into magical troops)
Result: (4+2) = 6, Average

The royal squirrel slips into Rafal’s office, and he takes the nut from it’s tiny paws, gesturing for it to rest. Popping the message in his mouth, his normally silk-smooth voice is suddenly overtaken by the deathrattle of someone who’s eaten crow more than once.

“We have finished the latest class of initiates. The clan thanks you for your service.”

Rafal coughed the rest of the magic from his lungs, and pulled the string to summon his aides to the room. Patiently waiting for them to respond, he idly drew a swan on the spare parchment on his desk. He had always been told that his idle drawing was a bad habit by his parents, but he was never in the mind to listen.

The door opened, indicating that his aides had arrived. Among them was the dean of the Foxwood School for Boys, the main focus of this meeting. A thin wisp of a person, they bowed deeply to their patron. “What is it, Rafal?”

“The witch hunters have finished with the last group you sent them from Arbed house. It’s time for us to gather another group of recruits.”

The dean hemmed and hawed, frail frame tensing in concern. “While I appreciate the service these… ruffians have done for our school, I have concerns as to continually shipping the young people of the woods into the depths of Ravenwood.”

“I have it on good word from the head of the clan that they haven’t had many fatalities over the last several classes, and from what I’ve seen myself, those you send from Arbed house show great improvement. Trust me, dean.”

A moment of silence passed before the dean responded with a bow. Rafal turned his attention to his chief of guard. “Prepare new bunks for the new class of initiates, I want to begin them training with the Kobolds as soon as possible.”

Witch Hunter Initiates (B1, M1, 10 Units): Able combatants and investigators with some resistance to charms, freshly emerged from witch hunter boot camp

Revision
Quote from: Kobold Stealth
Kobolds should not be seen nor heard     
But wait upon their master's word     
Out of sight shall they do their task   
And ne'er will they for a boon ask
It pleased many 'owners' of Kobolds to order their slaves to stay out of sight at all times, considering the reptiles to be an eyesore. So it was that some Kobolds learned the art of stealth, in order to perform their chores without being seen. The best could even clear a table whilst guests were still seated and enjoying a post-meal drink. Unfortunately, those masters of stealth disappeared without a trace upon being granted freedom, but some of the less skilled joined the Bookbinders, and have been encouraged to share their experience around.
Being small and spindly, Kobolds can hide in places where a human could not, and their eyesight allows them to move in the dark more easily. In addition, they have an uncanny ability to be ignored by humans (and other races who consider themselves 'above' Kobolds). With proper training, then, a Kobold can be quite hard to detect indeed, making them more effective spies and ambushers.

Difficulty: Easy
Roll: (1+1)+1 = 3, Buggy Mess

The reporter kicked and screamed as she was dragged out of the building into the alley by two guards. “You can’t keep lying to the people of the woods! They will know what you’ve done to the King!”

The guards laughed, slamming her against the far wall. “And how exactly do you plan on doing that, girlie?” his voice a knife edge against the twinkle of the fairy lights.

“With this!” the reporter shouted, flinging a glowing blue orb against the ground. The other guard called out in surprise, choking, “Quick! Cut her off!” as the reporter fled.

The reporter for the Camelot Courier fled, dashing under carts and through alleys, until the Bookbinder guards were far behind. Minutes later, she stopped to rest, leaning back against a sack of flour. She slowly caught her breath, and made to stand up, pushin up off the scaly sack of- wait.

Seconds later, the reporter lay bound and gagged, a grinning Kobold silhouetted against the night sky. She had never seen it coming.

Rafal’s plan to promote the quietest and stealthiest of his recently acquired host of koblods sounds good in theory, but runs into the issue that noticing these notably hard to notice people is a very slow and annoying process. As such, recruiting is slow, and most of those recruited don’t carry much equipment due to often different backgrounds from some of their more mining focused brethren.

Stealthy Kobolds (B1/M0/5 Units): Stealthy former servants who weren’t quite fast enough to disappear, they don’t carry much. (BYOS)

Design
Quote from: Ogres
Some people think they can outsmart ogres. Maybe... maybe. I have yet to meet one who can outsmart club.
Ogres, as one of Rafal's oldest allies, are his default choice for when brute force is called for. They are big, burly, and have deep-seated grudges against most of the world (for good reason). Give them a tree branch or a big rock, and they're good to go.
Not much to say about them that hasn't already been said.

Difficulty: Normal
Result: (3+3) = 6, Average

Many Years Ago... Jack the Third stepped into the dark hut, listening carefully to the area around him. He had come far from Borna Coric, drawn to the tales of treasure hidden in the dim swamp. As he stepped through the door, he heard a pair of sharp voices approach. Quickly looking around, he saw few options as to where to hide, and so ducked inside the house. The space was large, but sparsely furnished. The dinner table, fashioned from fallen trees and fastened without nails, had nothing covering the cross-frame legs, and the fireplace only had a simple pot on a steel frame.

Jack kept looking as the voices grew closer, and finally settled on the wide, heavily built bed frame in the corner, sliding under it right as the voices came through the door and the heavy thud of the planks meeting the frame. Nestled in the shadow of the feather mattress, he listened keenly, as if his life depended on it. He had always heard tales of how his great ancestor, Jack, had evaded the evil giants in the citadel of clouds that he now called home, but he had no clue it would be this stressful. The two figures sat in wooden chairs at the table, and he turned his ears to the conversation.

“Why do you come all the way out here, hunter? There’s no game this far out, and you have no royal quest to drive you.” the ogre asked, his bare feet as he brought hot tea for the two of them, sitting down with his back to the fireplace.

“That’s where you’d be mistaken, my dear colleague. There’s plenty of important game this far in the swamp. Take a look at this book, tell me if you see anyone familiar in here,” the man spoke, his voice gentle like honey. There was a gentle thump as a leather-bound tome was opened for perusal.

“Have you come to taunt me, human?! This is a storybook, and not one of my favorites,” the ogre raised his voice as he slid the book across the table.

“I would never taunt such an esteemed ogre as yourself. This is who I have come here to hunt.”

A pensive silence took the room. “Why would you hunt children? You look nothing like the murderers of Ravenwood.”

“And I am no friend of the witches, truly. Rather, I hold in disdain all the vagaries of the fairy tale. An old saying, you may recall, was ‘The only way out is through a fairy tale’, and I despise that. It removes all agency, all choices that I have made by it’s simple existence.”

“There’s a difference between despising those wild children who would steal from us, and despising the world we live in,” said the ogre, before the man cut him off.

“I said nothing about hating this world, I love this world. I want nothing more than to-”

“Then why are you here to hunt the children who steal from me?”

“Because there’s another way! We can put man before pen, ogre before thief! Too many have died already in this senseless cycle!”

“What can I do differently!?”

“End it quickly,” the man spoke, a dark chord in his tone. “You may be a vegetarian, but that doesn’t stop your kin from fattening up these children to cook. That’s where you die.”

The ogre stood, annoyed. “You really think that would stop the bleed!? Really-”

“YES, you fool! It’s in all the stories where they win! Jack was allowed in, he was allowed hospitality, but then he murdered his benefactors where they stood in the clouds!”

“I AM NOT THE GIANT!” the ogre shouted, and a large thud echoed through the hut as the ogre loomed over the man, casting a large shadow in front of the fireplace. Jack the Third shivered in terror where he hid from the two monsters, repeating the words in his head, the message from his ancestors. “Stand Still, Stay Silent, and you may yet survive”.

The man spoke, a rhythmic cadence to his honeyed words. “You’re better than the giant, most definitely. But do you really think that just chasing away children will save you from the one with blood on their mind and greed in their heart?”

The ogre started to speak, but the man cut him off. “Tell your kin. Think my offer over. Thank you for the hospitality.” A metal object clattered onto the table as he stood, and offered his hand for a handshake. Once the man was gone, long gone, Jack finally mustered the courage to make his escape. The ogre had gone outside, to use the bathroom he suspected, and he couldn’t bear to hide any longer. He ran, and kept running, all the way back to his home.

The ogre came back into the house, having finished his business, and noticed his mug of tea knocked over. He cursed to himself, and stared at the dagger on the table, the hilt marked with a book, bound in chains. Maybe something did need to change...

 Rafal would see it ended once and for all. He visited the mourning relatives of slain ogres, collected evidence, and systematically set about arresting and executing the thieves. At the same time, he taught ogres to immediately kill intruders, rather than attempt to fatten them up and cook them, and to properly secure their prized belongings.

Ogres (B1/M0/5 Units): Strong, cunning, and tough, they carry only clubs and the clothes on their back. They remain unfortunately vulnerable to underhanded tactics.

Spoiler: Current Designs (click to show/hide)

Batrep Next
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Doomblade187

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Re: Fight for the Woods - Bookbinders
« Reply #50 on: January 31, 2021, 08:36:41 pm »

Bookbinders - Raid Phase 1

Borna Coric

Recon Squad
2 Disgruntled Villains, armed with Cudgels
6 Kobolds

Combat Squad
7 Disgruntled Villains, armed with Cudgels
3 Disgruntled Villains, armed with Cudgels and Crossbows
20 Kobolds

Combat Squad
7 Disgruntled Villains, armed with Cudgels
3 Disgruntled Villains, armed with Cudgels and Crossbows
20 Kobolds

The captured man, by the name of Ivan, was of little help to the Bookbinders, though he did say “You’ll never get us all! The knight will see me freed!” among his babbling about the bear knight and the injustices of Rafal and how his family farm was going to be destroyed by competition from the larger competitors. Interrogation discovered he was trading goods without the appropriate tax stamp, and he was soon handed off to the Borna Coric authorities without incident.

Avalon

Recon Squad
2 Disgruntled Villains, armed with Cudgels
6 Kobolds

The trap in Avalon was set as such: Amidst the armory lay in wait several kobolds, cleverly concealed in both adjoining chambers and behind tapestries. A web of fine tripwires were rigged to several of the more valuable swords, as well as some other weapons that the local bookbinders noted as potential targets for theft. These tripwires ran in an almost invisible network of pulleys, bells, and nets, waiting for the Avalon locals to take the unauthorized weapons and reveal their treachery.

In the wake of the Armory incident, Sir Adelaide was questioned and found to be of strong resolve. The interrogation notes actually bookmarked him as a strong candidate for the Bookbinders. Not much else was going on at the castle when the incident occurred, other than a knight by the name of Ser Bettina visiting with her retinue.

Jaunt Jolie

Grenda’s Heavy Squad
Grenda
11 Disgruntled Villains, armed with Cudgels
4 Disgruntled Villains, armed with Crossbows and Cudgels
20 Kobolds

Sergeant Dmitri barged through the door of the bar, pointing wildly at the man standing behind it. "THERE HE IS!" he shouted, leading a crew of Bookbinders into the room. The patrons moved away in concern, leaving a wide path clear between Dmitri and the man. The bartender calmly finished pouring the tea he was working on, and raised his gaze to meet Dmitri's. "Ah, good to see you back! What would you like for teatime today?" He asked, voice jovial and excited.

Dmitri stepped forward, his voice strident. "You are under arrest for the production and sale of unlicensed hallucinogens! Surrender immediately for questioning!"

The man cocked his head to the side, confused. "May I interest you in a cup of tea?"

Dmitri rushed forward, slamming his hand on the counter. "You are under arrest."

"What do you mean? If I was to be arrested, I could not make tea, and then everyone would be very late to teatime."

Dmitri had had enough. Storming around the bar, he grabbed the man's hand and started to drag the man with him, but the man simply stood in place. A loud crack rang throughout the bar, and Dmitri screamed as he was perfectly thrown over the bar, without hitting a single cup. He landed with a loud thump and a sickening squishing sound. A fork had been driven straight into his chest by the impact. Gasping and wheezing, Dmitri crawled towards his men, shouting as loud as he could, "Take him". As guards rushed towards the very perturbed bartender, a low voice growled "STOP."

Everyone stopped and stared as Grenda walked up to the man, her footsteps shaking the building as she stopped to stare down the bartender. "Tea."

The bartender broke out of his distressed state and quickly became a rush of movement behind the counter, mixing herbs, rocks, and unknowable ingredients in his mortar. A minute later, the tea was set to brew, the room in complete silence as the two waited patiently.

The bartender slid the dainty cup of tea across the counter, towards the troll. The towering warmaster stopped low to smell deeply of the vapors, before picking the mug up between two rocky fingers and sipping at the unusual smelling brew.

Grenda thought of trees, the mountainside. The flocks of cattle, the wonderful feel of earth beneath her toes as she waded through the ground, forming stone and dirt around her. The solace of her cave surrounded her, reminding her of everything she gave up to work with Rafal. She could smell the sizzle of beef over the roasting pit and the damp lichen of the cave. It was heavenly. She opened her eyes and spoke, "Have tea with us."

The teamaker nodded, and started packing his herbs immediately. A minute later, he was happily walking to the planned interrogation room. Grenda ordered some of the kobolds a kettle and table set up for her, and soon she, the teamaker, and several awkward-looking bookbinders were seated around a large wooden table. Grenda broke the silence, “We have questions while you make tea.”

“Ask away!” the teamaker chattered, looking at each bookbinder seated at the table in between mixing and blending.

“Do you know any rebels against the king?” one of the bookbinders asked, a reedy kobold with glasses of unusual design.

“Why of course! They come to teatime all the time!”

“Can you describe them to me?”

“Why, they were all pirate-like and full of scrumptious gold bounty!”

The table fell silent for a second before Grenda interjected, “Specific.”

“Oh, one of them is missing a leg and a hand, Crogs snacked on him. Wonderful conversational partner, originally from Bloodbrook!”

Grenda laughed, a low grinding chuckle that filled the room. “Thank you. Sorry about weak man. Poor taste. Is the tea ready?”

They sipped the tea, and it was excellent.

Losses: One Disgruntled Villain, along with Cudgel (Dmitri was embarrassed and left in disgrace.)

Rafal’s Business Venture (Kingdom Kyrgios)

Rafal’s Business Venture
Rafal
5 Disgruntled Villains, armed with Cudgels
10 Kobolds

It was morning in Kingdom Kyrgios (Formerly the kingdom of Shazabah, but the current leadership doesn’t like to discuss old business), and the bookbinders slowly made their way out of their pea pod beds. Gathering in the hall of the palace, they made their way out the gates and into town. Rafal looked over the list of “known tax evaders” as their magic carpets flew over the city, the well trained mounts moving smoothly and swiftly through traffic as they glided past red and gold spires, the emerald green palms accenting the bustling paved streets below.

They touched down about halfway to the shimmering border where metropolis met desert, and the squad of Bookbinders quickly met up with the local troop of camel guards. After talking it over with the lead camel, the local commander turned and bowed to Rafal. “This street deals largely in hexes and magical charms, sir. It’s the highest priority for our tax department at the moment, as the recent unrest following King Artri’s edict of Man over Pen has left many merchants uncooperative.”

Rafal nodded, and motioned for his men to spread out, each human squad member working with two kobold members and a camel guard, the vibrant regalia of the locals contrasting with the dark uniforms of the Bookbinders. He led the way himself to the worst offender on the street, a group in tow, and soon found himself outside Shazabah Scrolls and Fancies. The storefront was lit with a myriad of glowing lights, sourced from all over the woods - electric lanterns from Gillikin, fireflies from Borna Coric, magical crystals from Maidenvale, a medley of magic and esoteric lights illuminated the similarly magical scrolls and trinkets that filled the shop.

The few patrons in the shop scattered as Rafal entered, a musical chime of unusual complexity and beauty announcing his arrival. The clientele of this shop was clearly upper class, with most people having personal assistants to carry their purchases of love bracelets or beauty cream enhancement spells. A farmer was at the counter, haggling with an employee over the price of some fertilizing spells, though he moved aside as soon as he saw Rafal, handing over the payment for his scrolls and leaving with great speed.

Rafal stared down the clerk, a young man dressed in an ornate robe and a magically glowing hat. “I need to speak to the manager,” he said, flashing the silver Bookbinders insignia on his jacket.

The clerk didn’t say a word, just pointed wordlessly back at the curtain behind him.

The storeroom for the store had a drastically different energy from the sales floor - instead of beautifully lit jewelry stands and gilded wood, a maze of crates and shelving was illuminated by haphazardly placed glitterdust bottles. In the middle of it all was a thin man with wild hair. The man turned as Rafal entered, and upon seeing him, shouted in alarm. “You’re not allowed back here!”

He quickly stood up, his threadbare sleeves, worn at the elbows, shaking off paper dust and drops of ink as he rushed over to head off the guards. “What is the purpose of this intrusion!?”

Rafal grabbed the man and dragged him back through the curtain, and carried him all the way into the street, ignoring the kicking and cursing that emitted in a seemingly continuous stream from the man’s mouth. Clearing his throat, he began to read to the entire street, “Under the orders of King Artri and in collaboration with Sultan Kaveen the Second, you are under arrest for non-payment of taxes. You are sentenced to a week in the Stocks, and forfeiture of any assets needed to repay the Kingdom of Kyrgios for taxes and additional fees.”

Signalling his men to slap the man in irons, Rafal moved onto the next shop. He had work to do, and charitable organizations to support.

Spoiler: Unit List (click to show/hide)

It is now the Revision Phase. You have one revision action.

Spoiler: Current Designs (click to show/hide)
« Last Edit: January 31, 2021, 08:45:34 pm by Doomblade187 »
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

NUKE9.13

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Re: Fight for the Woods - Bookbinders
« Reply #51 on: February 01, 2021, 10:26:26 am »

Quote
More Stealthbolds:
It's quite understandable that the stealthier Kobolds would make themselves scarce. Who would willingly stick around after all they've been through? Having managed to convince a handful of our good intentions, though, we can send them back out to persuade others to join the Bookbinders. Fellow kobolds may have an easier time explaining that the Bookbinders actually intend to pay them a fair wage for their expert services, and offer them a chance to get revenge on a world that has had it out for them for too long.
In this manner, it should hopefully become easier to recruit Stealthy Kobolds in larger numbers.

Quote from: Once upon a votebox
More Stealthbolds: (1) NUKE9.13
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m1895

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Re: Fight for the Woods - Bookbinders
« Reply #52 on: February 03, 2021, 11:50:33 pm »

Quote from: Once upon a votebox
More Stealthbolds: (2) NUKE9.13 , m1895
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Taricus

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Re: Fight for the Woods - Bookbinders
« Reply #53 on: February 04, 2021, 04:36:54 am »

Quote from: Once upon a votebox
More Stealthbolds: (3) NUKE9.13, m1895, Taricus
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Doomblade187

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Re: Fight for the Woods - Bookbinders
« Reply #54 on: April 01, 2021, 11:46:04 am »

Revision Phase 2

Quote from: More Stealthbolds
It's quite understandable that the stealthier Kobolds would make themselves scarce. Who would willingly stick around after all they've been through? Having managed to convince a handful of our good intentions, though, we can send them back out to persuade others to join the Bookbinders. Fellow kobolds may have an easier time explaining that the Bookbinders actually intend to pay them a fair wage for their expert services, and offer them a chance to get revenge on a world that has had it out for them for too long.
In this manner, it should hopefully become easier to recruit Stealthy Kobolds in larger numbers.

Difficulty: Normal
Roll: 5

The group of Kobolds was gathered in Rafal's office, the air bubbling with a gentle cheer. The kobolds in the room were primarily recruited from households, and were there for one key purpose - to find the others. Whispers had been circulating around the tunnels of their long-departed domestic comrades, and where they may have disappeared to. In search of more help, Rafal had called a meeting.

"So, who knows where your friends went to?"

No hands went up, and Rafal nodded quietly in understanding, "Sensible. Didn't want to put the others at risk. The question is, can you find them?"

The revised question gained more hands, and Rafal smiled gently. "Excellent! Everyone who wishes to join the search party should report to the armory for gear and a travel stipend. I recommend travelling in groups, the countryside isn't fully… equal yet."

The kobolds filed out with a quiet cheer as Rafal smiled over his wise investment.

Weeks later, the search parties (mostly) returned, with new recruits and news of others in tow. The only problem was that several of the Stealthbolds seem to be missing. Curiouser and curiouser.

-5 Stealthbolds - as you have none currently, the first 5 you buy will go missing

Stealthy Kobolds (B1/M0/8 Units): Stealthy former servants who weren’t quite fast enough to disappear, they don’t carry much. (BYOS)

Movement Phase

As before, you can now deploy squads to scout for Tale activity, defend locations, and plan 1 raid on a province.

Spoiler: The Royal War Report (click to show/hide)

Budget: 2 Beings, 3 Materials, Borna Coric recruiting bonus
« Last Edit: April 01, 2021, 09:30:39 pm by Doomblade187 »
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

NUKE9.13

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Re: Fight for the Woods - Bookbinders
« Reply #55 on: April 01, 2021, 01:55:47 pm »

We also have 2 Beings, 3 Materials, and 1 Recruitment Bonus (Borna Coric).

Here is a generic plan:
Quote from: Generic Plan
Unit Hiring & Equipment Production
Hire 20 Witch Hunter Initiates (2 Beings, 2 Material)
Hire 8-5=3 Stealthy Kobolds (1 Recruitment Bonus (Borna Coric))
Produce 5 Crossbows (1 Material)



Squad Organisation

3 "Elite Recon Squads":
Quote from: Elite Recon Squad
1 Stealthbold (BYOS)
3 Kobolds (BYOS)
2 Initiates, armed with Cudgels
2 Initiates, armed with Cudgels and Crossbows

3 "Recon Squad"
Quote from: Recon Squad
4 Kobolds (BYOS)
4 Disgruntled Villains (BYOS)
1 Initiate, armed with Cudgel
1 Initiate, armed with Cudgel and Crossbow

"Rafal's Squad"
Quote from: Rafal's Squad
Rafal
2 Initiates, armed with Cudgels and Crossbows
15 Kobolds (BYOS)
5 Disgruntled Villains, armed with Cudgels

2 "Combat Squads":
Quote from: Combat Squad
6 Disgruntled Villains, armed with Cudgels
4 Disgruntled Villains (BYOS)
20 Kobolds (BYOS)

"Grenda's Heavy Squad":
Quote from: Grenda's Heavy Squad
Grenda
8 Disgruntled Villains, armed with Cudgels
4 Disgruntled Villains, armed with Crossbows and Cudgels
24 Kobolds (BYOS)



Recon
Deploy 1 Elite Recon Squad to each of:
-A
-B
-C

Deploy 1 Recon Squad to each of:
-X
-Y
-Z



Raid
Send Rafal's Squad to [Some Place] to do [Some Thing].



E:
Quote from: Specific Plan
Unit Hiring & Equipment Production
Hire 20 Witch Hunter Initiates (2 Beings, 2 Material)
Hire 8-5=3 Stealthy Kobolds (1 Recruitment Bonus (Borna Coric))
Produce 5 Crossbows (1 Material)



Squad Organisation

3 "Elite Recon Squads":
Quote from: Elite Recon Squad
1 Stealthbold (BYOS)
3 Kobolds (BYOS)
2 Initiates, armed with Cudgels
2 Initiates, armed with Cudgels and Crossbows

3 "Recon Squad"
Quote from: Recon Squad
4 Kobolds (BYOS)
4 Disgruntled Villains (BYOS)
1 Initiate, armed with Cudgel
1 Initiate, armed with Cudgel and Crossbow

"Rafal's Squad"
Quote from: Rafal's Squad
Rafal
2 Initiates, armed with Cudgels and Crossbows
15 Kobolds (BYOS)
5 Disgruntled Villains, armed with Cudgels

2 "Combat Squads":
Quote from: Combat Squad
6 Disgruntled Villains, armed with Cudgels
4 Disgruntled Villains (BYOS)
20 Kobolds (BYOS)

"Grenda's Heavy Squad":
Quote from: Grenda's Heavy Squad
Grenda
8 Disgruntled Villains, armed with Cudgels
4 Disgruntled Villains, armed with Crossbows and Cudgels
24 Kobolds (BYOS)



Recon
Deploy 1 Elite Recon Squad to each of:
-Borna Coric
-Jaunt Jolie
-Avalon

Deploy 1 Recon Squad to each of:
-Kingdom Kyrgios
-Ravenwood
-Foxwood



Raid
Send Rafal's Squad to Avalon to bolster the loyalty of the local knights- reminding them of the Bookbinders' just cause, and taking any concerns they may have into consideration. Also attempt to discern which knights harbour treacherous thoughts.
« Last Edit: July 06, 2021, 01:06:42 pm by NUKE9.13 »
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Taricus

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Re: Fight for the Woods - Bookbinders
« Reply #56 on: July 07, 2021, 12:58:43 am »

Plan looks solid.

Quote from: Planning Votebox
Specific Plan (1): Taricus
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We sided with the holocaust for a fucking +1 roll
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