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Author Topic: [SG] The Sell-Swords Hoard  (Read 6741 times)

StrawBarrel

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Re: [SG] The Sell-Swords Hoard
« Reply #45 on: November 12, 2017, 02:56:40 pm »

Yeah I don't think the order of these things is too vital. I'm just putting down future actions and ideas for later reference.

Sacrificing sounds like it is relatively fast and we'll have 3 weeks of clean water left after the feast. I guess we just have to decide the risk and reward of splitting up our forces into two groups depending on how far the Moonclaws are or how far we choose to explore. Splitting might not be even be a viable option if interrogations determine that the Moonclaws have a sizeable defense back home. I miss read things. The plan of action is to interrogate, then probably attack, and then see what to do from there.

That's not really enough slaves for us to get a head start on establishing our position. I think we should finish the week of feasting we had planned, and then organise a raid, in "retaliation", though truly for the purpose of gaining the sacrifices we will need.

+1. Let the torture commence.
+1
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escaped lurker

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Re: [SG] The Sell-Swords Hoard
« Reply #46 on: November 13, 2017, 08:43:07 pm »

Turn IIX
First Week still, "Camp Fox Den", During the Feast



Come next morning, you once more sit in front of the bound badger-man champion, who looks at you expectantly. That you brought along his copper-shortsword, might have something to with that expectation of his, though instead of freedom or negotiations into it, something far different is to come for him. With a nod, you give the half-kobold the go-ahead to inform your captive of the actual situation.

The moment he hears about you being part of the union, and in the official position of ruler to this land, his expression visibly darkens. When the topic of slaves comes up – you have decided against divulging “how” they are to serve you – he starts to snarl, and if gazes could turn lethal, you have little doubt he might have already killed you by that point. Your terms of him leading you to any badger-man village in close vicinity, is only answered with a huff. You'd not have expected otherwise, but the test to his will is yet to come. Your plan to kill him if he should not comply, and just tail his warriors to their home, elicits some heated words from him, which leads to a snort from the half-blood besides him.

“Capn', he just called you a demon.”, the visibly amused translator tells.
“Then tell him that compliments won't get him anywhere. Besides, its demon-kin at best.”
Suppressing a grin while your words are translated, you meld just in time to counter the barbarians evaluating look with a beaming smile, revealing two rows filled with sharp, needle-like silver teeth. His shocked look, makes the juvenile play worth what little exertion it costed you. Very worth it, at that.

Humming a merry tune, you take the champions copper weapon, and start to meld several sets of pliers, shears, scalpels and similar instruments, laying them out on an adjacent table, plain for him to see. The champion doesn't like what he sees already. Needless to say he likes his situation even less after the resident healer and torturer of the band takes over, putting the new and - for better or worse - rather blunt tools to good  use.


~

Having grown wary of the spectacle – and of watching your current set of teeth – hours ago, the report arrives at your tent towards the end of the day. The champion held up bravely, but apparently he was not prepared for the creativity that your band has to offer. Congratulating the men for a job well done, you give the report a look-over.


Moon-Claw Main-Camp
Separated from Fire Peak by only a few smaller mountains, their main-camp is situated within the shade of a local ravine, too narrow as to be attacked by the indigenous wyvern population. The later also allow this camp to only be approached at night, and fire is known to draw the creatures even during night-time. The previously alluded dangers of the nearby peak have not been overdrawn by much, though the surrounding drake-population in their part of the mountains is frequently culled, and thus cautious of the tribe and area. Mentioning the peak to you as a dangerous place, was done with the intent to conceal their position, though the champion tells that their position has long-since been known to nearby Camp Spearpoint.
The group you initially encountered, was one of their four hunting & raiding bands. Their main camp only hosts all four of these groups on special occasions, with them out and about for most of the time. About 400 of their people live there permanently, though a good deal of them are the young, elderly or craftsmen. The settlement also boasts some fortifications, though there is much doubt if they are as impressive as the champion claims them to be.
Moon-Claw Main Camp & 4 Hunting Camps, have been added to the map.

Copper-Scales
Interestingly enough, one kind of drake prevalent to the area, is also their source of copper. Amassing metal in their scales isn't exactly common for drakes, but not unheard of either. The reptilian creatures have the mass of about three horses, and burning their scales to a melt over strong fire, gives about five bars of draconic copper. You imagine such metal to be in some demand for dragon-kin, but with little of them around, you doubt that there is much of a market for it.


Another Badger-men Tribe, Plane-Striders
Mostly outside of your influence, this tribe does roam upon your land at times. The champion has only visited one of their hunting camps, and their main-camp, but has been to those several times. They are allegedly a bit weaker than the moon-claws, and have at least another two hunting camps unknown to him.
Plane-Strider Main Camp & Hunting Camp, have been added to the map

Thornfolk Area
This reptilian folk, has to have at least one base, the general vicinity off which is known to the moon-claws to be in the mountains towards the east. Their numbers there, should be over 300 by the champions hearsay, though he admits to lacking any specific knowledge.
Thornfolk Tribal Area, has been added to the map


Complicating the whole process, is that the badger-men don't seem to use maps – and thus most of the geographical information is based on a mixture of guesswork and descriptions of local landmarks. Having the scouts leading the way, might turn out to be rather beneficial. You wouldn't split them into more than two teams, three teams tops.
Having gone through the material with the personnel involved, and granting the half-kobolds request to “keep some of the hide for himself”, you turn in for the night.


~


Sharing the gained information with the lieutenants next morning, brings about several trains of thought.

Most agree that hitting upon several of the hunting camps, might be promising. With your presence already known, it would not be surprising if the main-camp has recalled at least one of those. Splitting up your troops to deal with several camps at once, would shorten any planned campaign of yours.

Vulk thinks that either you or Ashting, should give a visit to Fort Spearpoint, if only to inform them of your rightful presence in their neighbouring land. The half-orc reasons that they are likely to return the gesture with at least some information about the badger-folk, if not supplies or even manpower, should you make your intent of getting rid of them known.

Copsehelm thinks that we might do good with retaining a few captives as sacrifices, if we are to attack the main-camp of the badger-men. While his warlocks are lacking in skill if compared to summoners, sending in a few demons to soften up a siege is a viable tactic. They would need 5 souls and two hours set-up to call forth a greater demon, and they wouldn't be much good afterwards, either. Not a bad trade, if the ritual can be conducted safely.

Your vice-captain proposes a daring strategy, namely rushing an attack on the badger-folks main-camp. The merit of doing so, is a bit up to luck – the camp being about four days away on foot, should by now know about the losses their hunting party suffered at your hands. Depending on how quickly their decision travels, you could find the settlement defended only by the normal inhabitants – or protected with several of their hunting groups.



Spoiler: Cedarcoil (click to show/hide)
People of Note: (To be Done)
Spoiler: Inventory (click to show/hide)
Spoiler: Maps (click to show/hide)
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Weirdsound

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Re: [SG] The Sell-Swords Hoard
« Reply #47 on: November 13, 2017, 11:19:39 pm »

I say we finish our week-long feast, giving our men time to unwind, and the badgers time to consolidate as many possible slaves for us in one place. Then rush the main camp with our full strength and an opening salvo from a greater poison demon under orders to weaken, but not kill, its victims. Before marching, have your troops prepare non-lethal weapons such as weighted throwing nets and sedatives (from venom warlocks). Our goal is to collect slaves, not corpses.

Try to march at night, in hopes of avoiding detection. Bring extra provisions along. I suspect that after hitting the main camp we will split up, taking the Harrow Knights on a diplomacy mission to the fort, while the rest of our army deals with the remaining hunting camps and uses the prisoners as sacrifices to fix up the Fox Den's walls and water as they see fit.


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Mlamlah

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Re: [SG] The Sell-Swords Hoard
« Reply #48 on: November 14, 2017, 02:45:31 pm »

I say we finish our week-long feast, giving our men time to unwind, and the badgers time to consolidate as many possible slaves for us in one place. Then rush the main camp with our full strength and an opening salvo from a greater poison demon under orders to weaken, but not kill, its victims. Before marching, have your troops prepare non-lethal weapons such as weighted throwing nets and sedatives (from venom warlocks). Our goal is to collect slaves, not corpses.

Try to march at night, in hopes of avoiding detection. Bring extra provisions along.

+1 Though i'm inclined to leave the question of wether we are likely to split our forces up or not until after initial engagements.
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VoidSlayer

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Re: [SG] The Sell-Swords Hoard
« Reply #49 on: November 14, 2017, 05:34:09 pm »

Attack the badger camp with our full force, don't split it up.  We can take care of the other groups later.

Summon the greater demon with 5 sacrifices, whatever we think will work best.

We can kill lots of the warrior badger men, with 400 civilians we can have plenty to sacrifice, maybe even too many for us to handle.

Weirdsound

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Re: [SG] The Sell-Swords Hoard
« Reply #50 on: November 14, 2017, 05:39:59 pm »

+1 Though i'm inclined to leave the question of wether we are likely to split our forces up or not until after initial engagements.

I agree. I just say bring enough supplies for a trip to the fort so that way we don't have to double back home and pick them up after taking the main camp.
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Mlamlah

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Re: [SG] The Sell-Swords Hoard
« Reply #51 on: November 14, 2017, 05:44:21 pm »

Attack the badger camp with our full force, don't split it up.  We can take care of the other groups later.

Summon the greater demon with 5 sacrifices, whatever we think will work best.

We can kill lots of the warrior badger men, with 400 civilians we can have plenty to sacrifice, maybe even too many for us to handle.

I'm thinking that we don't have to totally wipe out the settlement. Lugging back 400 civilians is just too much to handle, but we can hit them hard, take whatever is valuable, and then retreat. A determined, successful attack should cripple them, and drive in the point that we are not to be trifled with by many of those tribes and factions in the area. "You try to hit us? Well we'll hit you back, harder than you ever could."
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VoidSlayer

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Re: [SG] The Sell-Swords Hoard
« Reply #52 on: November 14, 2017, 05:50:30 pm »

Eh, we have enough warlocks that anyone we cant bring back we could just sacrifice immediately to bind some more demons to weapons or soldiers.  Or summon a few greater demons to trash the place fully, making it uninhabitable for decades.

Scorched earth; if there is nothing left half the badgers might attack us in a futile assault while the others just flee from our territory, never to return.

Weirdsound

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Re: [SG] The Sell-Swords Hoard
« Reply #53 on: November 14, 2017, 05:53:05 pm »

Attack the badger camp with our full force, don't split it up.  We can take care of the other groups later.

Summon the greater demon with 5 sacrifices, whatever we think will work best.

We can kill lots of the warrior badger men, with 400 civilians we can have plenty to sacrifice, maybe even too many for us to handle.

I'm thinking that we don't have to totally wipe out the settlement. Lugging back 400 civilians is just too much to handle, but we can hit them hard, take whatever is valuable, and then retreat. A determined, successful attack should cripple them, and drive in the point that we are not to be trifled with by many of those tribes and factions in the area. "You try to hit us? Well we'll hit you back, harder than you ever could."

I'm pretty sure we can just sell anything extra to metal demons for steel that we can trade to the factions we want to arm and align with.
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IronyOwl

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Re: [SG] The Sell-Swords Hoard
« Reply #54 on: November 14, 2017, 07:42:51 pm »

I'd rather subjugate or enslave the badgerfolk than harvest them all at once. Land is more useful with minions to work it, and we've got nearly a thousand possible mooks lurking out there. Wiping them all out sounds wasteful in the long run.
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Weirdsound

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Re: [SG] The Sell-Swords Hoard
« Reply #55 on: November 14, 2017, 08:04:11 pm »

I'd rather subjugate or enslave the badgerfolk than harvest them all at once. Land is more useful with minions to work it, and we've got nearly a thousand possible mooks lurking out there. Wiping them all out sounds wasteful in the long run.

There are alot of other people in the area. We can remove this tribe from the map, and start fresh with another group. Honestly, I'd rather befriend group to use as slave drivers before we take slaves.

Even if we do want to keep some of the Badgermen, we have to assume that they are a naturally snarly, angry, don't-give-a-fuck people who would be difficult to control. I wouldn't keep any more alive than we have troops.
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escaped lurker

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Re: [SG] The Sell-Swords Hoard
« Reply #56 on: November 15, 2017, 08:14:09 pm »

Turn IX
First Week still, "Camp Fox Den", Towards the End of the Feast



After some debilitation, Ashtings' plan wins out, and preparations begin. The knowledge of your approaching campaign, quickly travels through camp, and you make good use of it. Drawing on those with fire, metal and earth affinities, you heat some of the draconic copper and black bullion into non-lethal weapons; mostly clubs and the like. It isn't much, nor great fun, but the drunkards don't mind it much, the previous battle being easy, and the promise of more such battles, enough to draw them into the job.
At the end of the feast, you have managed to outfit your hallowed with simple black-bullion clubs, while the magic mutt-blood infantry, has been outfitted with copper-studded wooden clubs. These unenchanted side-arms of theirs, won't be much use in battle, nor hinder them much in doing so. For corralling civilians and routing troops though, they ought to do plenty.

As you have spent a good deal of the remaining week melding these weapons, Kxhir has become a bit unruly. The demon even gifts you some dream-visions in your sleep, mostly of the silver lancer hunting prey and slaughtering creatures in battle. Your bound demon, is a hexapod creature, best described as something between reptile and insect. It very much likes to set up ambushes for stronger prey, or simply going wild against lesser opponents, impaling them on its spear-like limbs. The Eager demon, can normally be placated with slaughter in battle. Having you spill the blood of sacrifices, is far less effective, but also a method to still its bloodlust. Your least favoured method, though possibly also the most efficient, is to spill and sacrifice your own blood to the creature. A draining process, which you tend to avoid if possible.



The ongoing feast has loosened some tongues, giving you opportunity to straighten out some minor rivalries and grudges, with none of them currently being worrisome – though the general rivalry between mutt-bloods and the disdain of their blight-elf betters, being everly present.

Taintblood-Warlocks Coven
Terayna is a southmen / stone-elf halfblood, who has served in the band for several decades, and has recently been transferred to logistics due to her advanced age. She comes to you with a particularly interesting offer.
While in the capital of the den'gal union, she informed one of her offspring of your recently acquired land and title. Said son of hers is a taint-blood, born from her and copsehelms' elder brother, who has retired about fifteen years ago. Merekh has served the band in the past, but stroke out on his own after roughly a decade of doing so. By now, he leads a warlock coven of his own. While primarily made up of goblins, his thirty adherents are quite proficient in their craft, at least as far as those without demon-blood go. Her sons' answer got to her by courier while you travelled through Floodside, the nearest city towards your south. Given the festivities, she though it a good time to breach the topic.

Merekhs' Coven, has a hypothetical offer for you – They would be willing to be hired for a fee of 20 souls up-front, and another 10 souls every year thereafter. Said offer is clearly on the high side, and their true intent is surely to have them share in your superior knowledge for a reduction in their hiring price. While not a pressing matter, they would likely want to hear your consideration of their offer within a year or so. Taking them, or similar groups into your service, might also serve to draw in more of their kind, the promise of a regime supportive of their craft, sure to be a selling point for them – and a point of worry for all of those wary of it. Admittedly, this would be the gross of the common populace, so you doubt that you would burn any bridges that weren't smouldering from the outset, but doing so might close some doors that might stay open to you otherwise.


Bastards Homecoming
In a related vein, the half-elf sees it fit to breach yet another topic with you, one that several others have hinted at before; The band is always on the move, and over the years, many of the mutt-bloods leave behind a child or two. In comparison the Blight-Elven children are treated as the blessings that they are, and are periodically sent back home, to be raised communally with their respective families – as is common for your people. The last of these “homecomings”, which are also used to transfer back retirees, and taking on new volunteers from your homestead, has been three years in the past. Doing so every five years or so, is common practice – as is sending back a hefty tribute to your homestead. While autonomous in your dealings for the most part, the band is still considered an agent of sorts of your people. Sending back enough surplus of riches, is also a prerequisite to be allowed to hire on more of your people.

The aforementioned children though, are primarily some sort of half-blood, and and given a decade or three, may become fine additions to the mutt-blood squads. Especially talented taint-blood individuals, might even be able to intermarry back into blight-elven society, though this practice is heavily frowned upon in higher circles, and disdained even by the normal populace.
Many of the mutt-bloods that care for their off-spring, send a part of their income to their children. With you now in possession of a territory of your own, they wonder if you would be willing to give those kids of theirs a permanent home of their own. A long-term investment, that isn't bound to any particularly urgent timescale, but a good deal of the mutt-bloods would like you to keep this point in mind, none the less.


~


All in all, the feast is a great success, having the troops let loose in a safe environment and among their peers, doing wonders for their strained morale and ailing endurance. While the gross of the duels during the festivities stop short of drawing blood, wounds aren't all that uncommon. A few of the men sport blue eyes, nasty cuts and similar after the feast, and one of the hallowed even managed to severely sprain an ankle during a match of naked wrestling – a rather popular past-time that has held over from the high-elven days of your people. The men-only martial discipline is especially beloved by the ladies, for obvious reasons, and winners of the bouts, not rarely finding themselves with companionship for the night.

With the “Mooch Company” having gained another temporary member, you take it upon yourself to inform the de-facto head of their department of this circumstance. On the last morning of the feast, you see it fit to pay him a visit, entering his quarters unannounced. “Morning, Ashting”, you greet your visibly hung-over cousin. Rubbing her temples in clear indication of a strong headache, your sleepy vice-captain is devoid of all ceremony. “Mmh? Coil. Whad'ya want?”
“Why, just paying a visit to the head-mo-”, “Doon't call him that!”. Pity. It seems his caretaker isn't in the mood for banter this particular morning. After dodging a pillow thrown at you, you enter into the inner quarters of her tent with a shrug, and under her venomous glare, proceed to make sounds, gestures and grimaces, that no respectable blight-elf, no less someone of your position, should ever be found to make in public. Your nephew, however, seems satisfactory pleased by your antics, with you keeping the bubbling ball of joy on your lap for the better half of a candle. While you “might” be biased on the topic, the two-year olds aptitudes are clearly on the better side of the spectrum, his mother having chosen her funtime-partners with adequate care. Even then, she opted to keep his father out of the picture, not willing to settle down as young as her mid-fifties. The right choice, as far as you are concerned, and – while, again, you "might" be biased – she can do better than a middling hallowed warrior in his early seventies. After spending some quality time with the youngest of your family, you are ultimately shoo-ed out of the tent by your slightly unnerved cousin, starting your days duties in a refreshed mood.


~

Mood changed to; Rejuvenated, but not quite rested yet. The troops are also Expectant, hoping for an easy, bloody battle to come.

The logistics team has hidden your wealth and surplus provisions in several stone-enclosed chambers, scattered around the oasis – lugging all of them around, wouldn't allow you to transport any plunder else-wise. They won't be impossible to find for thoroughly searching intruders, especially those aided by relevant magics, but it is very doubtful that they can make away with the gross of your amassed valuables. The normal precautions, which only seldomly turn out to be needed – though given your current knowledge, there are no straight guarantees at this point.


Second Week, On the Road again

Safe for the grumbling of still hung-over troops on the first day, the journey towards the moon-claws main camp, proceeds rather uneventfully. On the morn of the third day though, Kirmik informs you of some observers, which are subsequently hunted down by your cavalry troops. With two of the three badger-folk in critical condition, the last of their number quickly becomes “pliable” enough to give you useful information.

The barbarian addresses you as demons from the get-go, claiming that “the spirits know”, and following that line, you are able to squeeze out that their shamans already expect your visit. A troublesome development, but not all that unexpected – calling on their ancestor spirits, being a common practice of animist cultures. Such “Clan Magic”, draws on the common spirit and unity of the whole group, and can produce nasty results overall. Some further torturing of your prisoners reveals, that their shamans mostly use strengthening spells, so you might expect a far less lopsided combat this time around.

You are also informed about the badger-mens troop movements. The hunting-team that initially attacked you, has currently drawn their 60 remaining numbers back to the main encampment, and is digging in for the expected attack. By the scouts information, another hunting-team, the one to the north-east, should also have arrived there by tomorrow – you won't arrive before them, even if you start a force-march now. The knights might make it, but they would be too close to the main-camp for comfort, possibly goaded into an ambush on the badger-mens home-turf.

Their eastern camp, won't make it back in time for your assault, though the troops of their western camp, are bound to arrive at about the same time as you. It is quite possible to stall the later warriors, if you send out your hallowed knights to harry them. Provided half of your scouts and two days of time, Ashting is positive that the knights can whittle down their number with guerillia-charges, with minimum risk to her troops. Should you dally for more than one day with your initial assault, it is also possible for the eastern hunting-camps' troops to fall into your back.

With Fort Spearpoint home to a 50-strong cavalry of dire-wolf riders, Vulk offers to hurry a small team of riders there, and ask for their support in delaying the eastern troops. By his estimate, doing so has a rather good chance of succeeding, provided you offer ++ to +++ worth of valuables. Enlisting some of their infantry for a prolonged siege of the badger-folks main-camp, is a good deal less likely to succeed, and would also double the mentioned price.



Copsehelm, for his part, has acquired a potential understanding with these five demons. You needn't agree to any of them right now, but he offers the choices available for leisure in tactical planning. Calling on less sophisticated demons, like an armoured earth-demon bruiser of sorts to break enemy lines and fortifications, is also always an option.

Mjkhrjav, Putrid Watcher: This demon promises to be able to defile the badger-folks waterhole for sure, and would try to foul the water-reserves scattered throughout their encampment afterwards – though the later results, might vary strongly, depending on his luck and the local resistance.
Quaavrx, Noxious Sporeseeder: This demon promises to send out his debilitating spores, which should severely hamper the defenders efforts for two to three candles worth of time. With his attack being predominantly magic in nature, the shamans might be able to repel his ailment, but at great cost to their magic reserves.
Z'jx, Pestilence Spreader: This demon promises to infect the encampment with a wasting sickness, which would be difficult to repel, but would only show its full worth after two days. While the offer to teach a countering spell to his sickness is included, it would take your warlocks at least three days to cure the whole encampment of the otherwise lethal illness, double that if it should spread from a quarantine to your main-troop.
Feerjnix, Smoke Flurry: This demon promises to send chocking fumes towards the encampments defenders, leaving them poisoned or gasping for breath for at least a whole candle, before his powers will start to wane.
??, Nocturnal Devourer: This demon, whose name can't be traded without cost, promises to “take care” of the badger-folks functionaries, provided you will allow him to take his time with devouring their shamans – souls of those versed in magic, always a special treat for demons. Should you want him to only kill the shamans, and hurry on to the champions afterwards, he would demand 10 souls as his summoning fee, but would be sure to cause far more mayhem.

Should you wish to call forth more than one of these demons, your warlocks would need to rest at least a full day, before being able to call the next one.


You gained +1 Prisoner.


Spoiler: Cedarcoil (click to show/hide)
Spoiler: People of Note: (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Maps (click to show/hide)
I'll compile some of those spoilers together before long. Not today though.

Hm~ Guess that answered most of the recent questions, while also advancing the plot a good deal forward. Well, here ya' go.
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Weirdsound

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Re: [SG] The Sell-Swords Hoard
« Reply #57 on: November 15, 2017, 10:49:44 pm »

We have enough prisoners to launch three demons at them. I think we will be fine.

Send the scouts ahead to pick a defensible spot near the camp. From there we will throw demons at them until we run out of souls, or they decide to charge our position.

If we can do so from our current location, contract the nameless demon to take care of their Shaman at once. Lets take out their eyes and ears straight away.
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VoidSlayer

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Re: [SG] The Sell-Swords Hoard
« Reply #58 on: November 16, 2017, 02:56:50 am »

Don't do the plague, he is clearly going to feast on every soul the plague kills, we would be practically paying him 600 badger souls for his service, a clear swindle.

We wont capture the shamans anyway, let them be feasted on by our demon "ally".

escaped lurker

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Re: [SG] The Sell-Swords Hoard
« Reply #59 on: November 17, 2017, 04:42:16 pm »

Turn X
Second Week, Close to the Bader-Mens Main-Camp


Don't do the plague, he is clearly going to feast on every soul the plague kills, we would be practically paying him 600 badger souls for his service, a clear swindle.

Delaying your thoughts on the matter, Copsehelm bursts into an unsettling chuckle. "True enough, Coi-. Ahem. Captain Cedarcoil. Z'jx would do just that - if he had the power and freedom to do so. As it stands, we know enough about him, to mostly disregard that from happening. While it is true that he would gain a good amount of merit for every soul that perishes under his illness, we requested one that isn't particular fast-working, in regards to lethality. In the first place, when we first contaced him he was but a common demon, and has achieved his status of "Greater Demon" under the care of our race, some three centuries ago. Unless he has gained some worshipping followers, or was able to reap multiple thousands of souls since we last summoned him, I doubt he would betray us as easily." His smile vanishing, he adds, "Though I guess it wouldn't be impossible for him to have achieved as much. Going by my knowledge, it's been some twenty years or so, since we last called on him - atfer all, calling on plague demons is something only rarely allowed by our employers, for obvious reason. Well, you never know for certain with demons, and the breadth of the inner planes. Z'jx will eventually try to pull a fast one on us, that much is expected of it - but I doubt it will be anytime soon, and I doubt even more, that we would be willing to take too an aggressive stand with one of his best employers, either."



You arrive at the general area of the badger-men main-camp in the late evening of the next day. Their fortifications, consists of a small wall of clay, which seems difficult but still very possible to scale, standing at two mens' height or thereabouts. There are also several platforms carved into and built along the canyon walls of the entrance, sure to be quickly manned with bowmen, as soon as you commence an attack.


Each head accounts for ~50 people.

The enemy troops, number about 450, give or take a few dozens of milita. You arrange your own troops out of arrow-range of the enemy, and have fended off a few wyverns with a hail of arrows, even downing two of the the creatures, after which they drew back. You highly doubt that they will commence another attack today. True nightfall will approach in three hours, giving your warlocks ample time if you wish to summon the nocturnal devourer in specific - best called on during night-time, for obvious reasons. Shadow demons do badly under the direct glare of the stars, while their absence allows them to draw out their true powers.



"Their fortifications, aren't very durable, being only hardened loam and all. But, they aren't ineffective either. I say we wait until the warlocks summon, and the shamans demise has riled them up, before we start a true assault. Or rather, it would be best if we start our attack right then."

"With all the housing they have built into the canyon, we won't be able to ride more than five abreast. After their wooden gates are breached, of course." Ashting shrugs. "The knights themselves will be fine for the most part, but our nightmares aren't covered as fully. Might be good to leave them out of combat alltogether, unless we are willing to have a few of them wounded, or dead."

"Our bows reach a good bit farther than theirs, even if they man their platforms. We can soften them up with a number of volleys, though wasting that much arrows, would cost "a bit" (++), Leymor adds to the discussion.

There's also the question, on whom to send first into battle. Sending Vulks' infantry in first, would be sure to please your pure-blooded brethren, while their lesser armour would surely lead to several wounded and dead. Sending in the hallowed, would in turn give rise to dis-satisfaction from their rows, but given the enemy numbers, even they are unlikely to come out unscathed.

"We could off the gross of their shamans first, send our troops after the approaching eastern hunting-party, and then commit a full-scale assault next night.", is what Kirmik has to offer.

"Disregardless of what we decide on, we should at least commit to a false assault on their camp this evening. Which-ever demon we summon, their shamans will feel something amiss at least half a candle prior. A distraction from our troops, would surely help it to achieve its goals."

Unless your next plan diverges strongly from the options presented here, you will find yourself in battle soon. Plan accordingly.


Spoiler: Cedarcoil (click to show/hide)
Spoiler: People of Note: (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Maps (click to show/hide)
I'll compile some of those spoilers together before long. Not today though.

Last directions and corrections before the battle. Unless something in particular happens with the later, it will go along on its own - changing tactics mid-battle, neither too much of a good idea, nor easy to do in most situations.
« Last Edit: November 17, 2017, 05:25:00 pm by escaped lurker »
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