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356918 No. 356918 ID: 383006

After years of adventuring, you'd brought peace to the kingdom and married the princess, then become king in your own right. The kingdom had flourished under your rule, and no threat, either external or internal, had threatened the prosperity you'd created.

And then the terrible news came. A scout arrived, bloody and barely able to walk, to inform you that one of your villages on the border of the dark forest had been attacked. He said everyone in the village and garrison had been killed, that only he had escaped, and then collapsed, dead.

Your Chamberlain reminded you of your current resources.
Expand all images
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No. 356919 ID: 383006
File 131812839080.jpg - (126.57KB , 850x700 , Disposition.jpg )
356919

You had some soldiers readily available, but didn't know if you should completely deplete your available soldiers in case something else happened.

You had 15 heavy cavalry. They were armored horsemen who were professionally trained and well equipped. They worked best in open terrain, and were fairly effective against any other troop type.

You had 8 light cavalry. They were excellent scouts and harriers, but were lightly armored. They were best against infantry and heavy cavalry.

You had 25 archers. They were trained scouts and woodsmen, also lightly armored, but well trained. They were most effective against infantry and light cavalry.

You had 35 infantry. They were equipped with maille and polearms, most effective against other infantry and protecting other foot troops from cavalry charges.

You had 5 mages. They were capable of extremely destructive ranged attacks, but were slow and unarmored. They were not as effective as siege engines, but were capable of performing in a wider variety of terrain, and weren't as resource intensive.

You also had 60 available workers. They were necessary for constructing siege engines, earthworks, and gathering and carrying supplies for infantry and heavy cavalry, generally on a 1-1 ratio at least.

You needed to decide who to send. Either of the scout units could move quickly without being noticed, but on their own they may not fair well against a strong enemy.

So, you needed to decide what sort of troops to send, and also who to send with them. You had four advisors that you trusted to manage your forces.

The Green Snake He was fast and silent, and could speak to animals. He helped you defeat a witch when you were still a hero. Troops tended to be wary around him, but no one was better in the wilderness.

Rayawyn, The Elf was your companion when you defeated the ogre who once brought evil from his fortress in the northern forest. She had minor magical talent, and could deflect an opponent's sorcery. She was respected by troops, but not loved, as she tended to have an aloof, superior air. She was also very good at moving silently.

Martin Godhammer, the Paladin had the ability to heal minor injuries and inspire troops in battle. He was well loved, but not known for stealth or subtlety. He had approached you after you'd become king to serve you.

Last,

there was Gaylin Goldsworth. He was a brilliant field commander who assisted you in overthrowing the old king's evil adviser. He was fat, lazy, and rich, and excellent at siege work and inspiring workers to build faster and more efficiently. He was also an excellent negotiator.

Your kingdom was small. To the west was a mountain range, across which was a neutral kingdom with whom you traded. Your southern border was ocean, and the eastern was dense forest that faded to swamp near the coast. You had a mine, two major cities, one on the coast, two forts with a wall between them on your western border, and four, perhaps now three, reasonable-sized towns. The landscape was also dotted with smaller villages. A river ran thought the center of your kingdom, and your capital was located near the northern border.
>>
No. 356920 ID: 1854db

>>356918
What do you mean, collapsed dead? You don't die instantly from blood loss after passing out. Heal the man!
>>
No. 356924 ID: 5869fb

Are all of those resources currently located in your castle? Are there any troops of yours garrisone throughout the kingdom?
>>
No. 356925 ID: c61ec8

Send 5 light cavalry to each of the 5 larger cities/towns, and 1 light cavalry to the mine, to give warning to the towns. Instruct them to watch over the towns/mine and report back if they get attacked.
Have the last two light cavalry attempt to scout out the attacked town so you have a chance to find out what you're up against.
>>
No. 356928 ID: de7eea

Are our mages the purely offensive type, or can they do other things (communications, healing, surveillance, defense, etc)?

(If they are fire mages, they still might by useful for (one way) communications if they can send out flares in a Morse-like code.)
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No. 356937 ID: 383006
File 131813112466.jpg - (108.36KB , 850x700 , 02.jpg )
356937

>>356924
These are the troops garrisoned at the castle. Each village, city and fort has its own garrison, but it would take time to call on them and discover their resources, and they would be in danger if any of their own troops were removed.

>>356928
Your mages are only capable of purely offensive spells. Your Chamberlain, however, can scry on any of your trusted generals. You will be aware of exactly what is going on once you dispatch them.

>>356920
Both Rayawyn and Martin attempt to heal the man, but he is beyond help. Martin tells you that it is a miracle he managed to make his way to the castle and deliver his message before he died.

Send 5 light cavalry to each of the 5 larger cities/towns, and 1 light cavalry to the mine, to give warning to the towns. Instruct them to watch over the towns/mine and report back if they get attacked.
Have the last two light cavalry attempt to scout out the attacked town so you have a chance to find out what you're up against.


This is your current plan, although you should decide on which of your four commanders to send. Feel free to modify the plan with further suggestions as well.
>>
No. 356938 ID: 35bcde

>>356937
Send the elf with the two.
>>
No. 356940 ID: de7eea

We can also send orders to our generals, right?
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No. 356941 ID: e4003e

the elf is probably the best choice. Also inspect your production and training capabilities.
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No. 356942 ID: f138b3

I'm going to recommend sending some combination of light cavalry, Rayawyn, and the Green Snake to go there and come back immediately to tell us what the fuck is happening. Also, it might be a good idea to evacuate the nearby town, unless it's got some vital shit (all of our farms), in which case we should probably try to fortify it.
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No. 356947 ID: 383006
File 131813358199.jpg - (145.91KB , 850x700 , 03.jpg )
356947

You decide to send you light cavalry to spread the word- one runner for each town, and send the last two with Rayawyn to scour.

You can give orders to your other commanders, but you can only scry on one at a time, so you won't know exactly what happened to them.

"Okay humans, I see a myrad of tracks crisscrossing the settlement The log mill is also ablaze. whatever these were, they were fast and attacked under cover of night. It looks like they're retreated back into the forest, but we could follow easily. It might be possible for us to engage their rear guard.

Evacuation is a last-resort. The closest town has granaries and finished lumber that the kingdom may well need. Abandoning it to enemy hands shouldn't be undertaken lightly.

What command should you give Rayawyn?
>>
No. 356949 ID: de7eea

What kind of tracks are they? Boots? Hoofs? Mysterious clawed things?
Also check what sort of wounds the corpses have (chopped, speared, smashed, shot, fireballed).

I don't know about following them, but engaging seems like a bad idea.
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No. 356951 ID: 383006
File 131813473569.jpg - (113.18KB , 850x700 , 04.jpg )
356951

"It looks like they have four toed insectile feet. Some kind of monster. The hit-and-run makes more sense, anwyay. Most of it is damage from melee weapons or some sort of serrated claw. Many of the remaining bodies have been partially eaten, and most have been taken away.

It looks like their rear scout consists of four of them. I think we can take them."
>>
No. 356952 ID: 1854db

>>356951
Engage. We shall bring back a body for examination.
>>
No. 356953 ID: 35e1a0

focus on one. if your weapons can't do much against their hides then back off
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No. 356954 ID: f138b3

Ok, I guess pursuing is fine.

What do people think about stationing 2/3 of our dudes in the eastern villages and having light cavalry patrols with orders to run away if they spot anything?

Also, are we a badass?
>>
No. 356955 ID: e4003e

>>356951
Careful now insects are known for having very odd adaptations. Understanding them should take priority.
>>
No. 356956 ID: 383006
File 131813569580.jpg - (127.51KB , 850x700 , 05.jpg )
356956

The horses have trouble in dense forest, but this clreaing is somewhat open other than low shurbberies. I have a bead on the one furthest back with my arrows, suffised with elven magic, but the other three will certainly turn to fight. What should I have the horsemen do? THey're currently hidden behind the thick tree cover.
>>
No. 356957 ID: 1854db

They should ambush them as they charge at you.
>>
No. 356959 ID: 383006
File 131813694881.jpg - (145.78KB , 850x700 , 06.jpg )
356959

Getting them to charge was simple. I fired two magical arrows into the closest one, dropping it like a sack of rocks. THe others instantly turn and sprint towards us, impossibly fast! I don't have time to back away before they're almost on top of us! One of the scouts sinks two arrows into the thing's head and it crashes to a halt in the undergrowth. The other takes an arrow to the chest and arm, but isn't really phased, and the last one is rounding the corner. They will be on top of us in moments!
>>
No. 356965 ID: 1854db

>>356959
You can take the one closest since your arrows are strongest. The two cavalry should take out the one afterwards with mass fire.
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No. 356974 ID: 35e1a0

switch to melee. if the riders have their horses leap forward while they swing it can do some serious damage due to the force multiplyer.
>>
No. 356976 ID: 35bcde

>>356959
Have the horses just stomp the buggy dudes. You'll prob lose the horses tho.
>>
No. 357018 ID: 383006
File 131816737021.jpg - (140.64KB , 850x700 , 07.jpg )
357018

The bugs are insanely fast. They're almost on top of us before the horsemen have a chance to draw their swords. One horseman charges, cleaving open the already-wounded creature's skull and killing it, but not before it injures his horse, cutting a deep gash down it's foreleg.

I dispose of the other before it gets close.

Their trail is fairly easy to follow. I can stop the bleeding of the injured horse, although it will not be at full capacity.

It looks like the main force is comprised of roughly 15 of the creatures, although it may have been larger when they initially attacked. They are moving in a wide "v" pattern, in three groups of five. We can retreated, or attempt to engage one of the groups. The terrain opens out more, becoming shallow swamp, so the horses can move more freely.
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No. 357022 ID: c71597

>>356959
Grab one of the creatures bodies and tie it to the injured horse after you have healed it. Then start making your way back. Send the rider on uninjured horseman back before you to the nearest village to demand reinforcements to join up and make sure you get back. Then make your way back to the capitol so we can get the mages examining the creature. If it looks like the rest might try to follow then set fire to the forest to stop them.
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No. 357030 ID: 383006
File 131817662108.jpg - (130.41KB , 850x700 , 08.jpg )
357030

I lash one of the corpses to a horse and we hurry back to the capital.

***

Your mages inspect the creature. They report that it is a construct - an abomination created through black sorcery. It is a lightly-armored soldier that moves almost as fast as cavalry and is very effective at close range. It feels no pain, and its morale cannot be broken. However, the creatures have no battlefield savvy on their own - someone must give them orders to follow if they wish them to do more than attack the closest enemy.

The research reveals vital information about the creatures' anatomy all single-target ranged attacks now deal additional damage to the insect minions.

The issue of what to do about the remaining force is a serious one. The creatures attacked under cover of darkness and wiped an entire town off the map. Another grievous injury like that cannot easily be sustained.

You know the general whereabouts of the enemy force: slightly northeast of the destroyed village.

What kind of force should be sent out after them, or should other measures be taken?

>>356941
>Production and training:

Your available stocks of soldiers will occasionally increase, mostly workers, infantry and scouts. You can conscript your citizens, but they are not very effective soldiers.
>>
No. 357031 ID: c71597

>>357030
Starta a recruitment drive. Nothing major for now. Then we have to deal with the enemy forces in the field, if we move quickly we might be able to lure them to attack us in an unfavourable position.

Lets take along 10 heavy cavalry, 5 light cavalry, 20 archers, 30 infantry, 3 mages and 40 workers. Bring along Gaylin, The green Snake and Martin as well. Green snake can help with the scouting and observation of the enemy forces while Martin can help in the line and Gaylin can make sure the earthworks go up quickly and out forces have high morale.

Then we find a nice open field near the enemy position and start dig in while the light cavalry and the Snake keep track of their movements. Once we're properly duck in with trenches, spikes and other nasty stuff to slow them down we have our scouts engage them and get them to follow. Once they notice our infantry they should simply charge. Once they do that we have our archers and mages start thinning out their numbers before they get tangled up in the spikes and trenches where our infantry engages with polearms. Once they have their attention firmly stuck on our infantry we have our heavy cavalry charge them from the flanks in a pincer attack. The plan will most likely need changes out in the field and might have to be called off or changed radically if the enemy display a governing intelligence.

The remaining two mages in our capitol can further invesitage the enemy constructs, see if they can find some magical way to undo the forces that keep them together. That and scry for their origin.
>>
No. 357038 ID: e4003e

>>357031
Good plan. It is very much so overkill but it is always wise to err on the side of caution.
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No. 357056 ID: f138b3

>>357038
There's something to be said for keeping the cavalry in reserve to counter any unexpected bullshit, but this. If we're dealing with a construct race, there's a constructor, and that means an absolute bare minimum of one thing that we haven't seen before.

Some propaganda where Buenos Aires is replaced by Destroyedtown warning people to keep an eye out for weird shit wouldn't be a bad idea either. The only good bug is a dead bug, after all, and it would suck to lose another village because some peasants didn't do their part.
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No. 357078 ID: 383006
File 131819900443.jpg - (136.53KB , 850x700 , 09.jpg )
357078

This is the current plan:

Lets take along 10 heavy cavalry, 5 light cavalry, 20 archers, 30 infantry, 3 mages and 40 workers. Bring along Gaylin, The green Snake and Martin as well. Green snake can help with the scouting and observation of the enemy forces while Martin can help in the line and Gaylin can make sure the earthworks go up quickly and out forces have high morale.

Then we find a nice open field near the enemy position and start dig in while the light cavalry and the Snake keep track of their movements. Once we're properly duck in with trenches, spikes and other nasty stuff to slow them down we have our scouts engage them and get them to follow. Once they notice our infantry they should simply charge. Once they do that we have our archers and mages start thinning out their numbers before they get tangled up in the spikes and trenches where our infantry engages with polearms. Once they have their attention firmly stuck on our infantry we have our heavy cavalry charge them from the flanks in a pincer attack. The plan will most likely need changes out in the field and might have to be called off or changed radically if the enemy display a governing intelligence.


Only one commander can command any given grouping of troops. Currently, the Green Snake is in charge of the light cavalry, Martin is in charge of the heavy Cavalry, and Gaylin is in charge of the remaining forces.

Simultaneously, you're going to make sure that people know about the destruction of the village, and report any suspicious activity.

Do any changes need to be made to the battle plan, or are you ready for your forces to engage?
>>
No. 357081 ID: c71597

>>357078
Things should be good to go. Just make sure the troops know to avoid getting into sword range. Polearms are preferable, and make sure they know where the weak spots are, if an arrow there can take them down then a spear should do the same. Oh, and keep the flanks guarded as well, if they start acting smart then they migh try to get around the flanks and take out the mages and dirrupt our formation, which would be bad against an enemy like this.

Other than that we should be good to go.
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No. 357110 ID: 383006
File 131820333357.jpg - (131.20KB , 850x700 , 10.jpg )
357110

I say! Things are going swimmingly! The earthworks went up post haste, and the stupid brutes were easily lured into our trap. We've lost no troops and they're almost completely decimated. I don't even think Martin will get a chance to bloody his swor-
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No. 357112 ID: 383006
File 131820348339.jpg - (117.89KB , 850x700 , 11.jpg )
357112

The Castle is under attack!

You only have a handful of troops garrisoned, plus your own elite guard!

Two huge monsters accompany the main mass of insect troops - probably purposed with battering down the gate.

Three strange floating creatures and some humanoid figure are behind the army, well outside of arrow or mage range.
>>
No. 357113 ID: 35e1a0

shoot arrows at the closer troops, if the strange ones in the back do ANYTHING that even LOOKS like magic the archers need to duck. mages should use some kind of slowing spell on the large monsters first and then damaging magics.
>>
No. 357114 ID: 1854db

>>357112
The archers can take out the small fries. Our mages should deal the smackdown on the big ones.

The cavalry should mop up. Get the gates open as soon as the enemy's numbers are reduced so we can ride out and slay the commander. That's the backup plan, though. The primary plan for killing the commander is assassination. Our resident elf general is good at that.
>>
No. 357116 ID: e4003e

>>357112
Just hang tight and wait for Martin to come. I would expect you can hold for the half a day it will take.
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No. 357125 ID: 383006
File 131820667128.jpg - (116.49KB , 850x700 , 12.jpg )
357125

Your mages leave the keep and begin to make their way toward the wall as your archers begin to pick off some of the attackers. They manage to kill four before they reach the wall - then they begin to scale it.

Your infantry and cavalry are massed in the courtyard, and you and your guard are still in the keep.

Rayawyn could sneak out of the sally port and attempt to assassinate the commander, but you would have to take the field and command your troops directly if so.

The archers can either stay on the wall and continue to fire into the monsters, or retreat. If they continue to fire, they will likely not have time to retreat once the remaining monsters cross the wall.
>>
No. 357128 ID: c71597

>>357125
Send out Rayawyn to kill their commander. There is a chance that if their commander falls the rest of them will go back to being stupid brutes. Send out the remaining light and heavy horse as well through the sally gate, they can try to draw of any guards from the commander as well as harry the enemies near the wall.

Pull back all of the remaining infantry and archers into the main castle. There is too much wall and too few people to defend it. Pull back the workers into the castle as well. They can start barricading the gates. Once inside of the castle we should be able to hold until our forces in the field can get here. Martin can take the cavalry here as fast as he can while the infantry follows at a forced march.

If the commander falls then the rest should be easy. If he doesn't then we will just have to manage.
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No. 357134 ID: 1854db

Fucking wallclimbers. Get those archers out of there.

Also yes, take the field and send the general out to assassinate the enemy commander. Your elite guard should be capable enough to defend you against this threat. Move the mages to the rear lines so they can brutalize the big bugs without getting splattered by the small ones. Perhaps a mage could cast invisibility on our general to make the assassination go smoother?
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No. 357164 ID: 35e1a0

have mages stand behind the gate and ready an attack. then drop the gate and blast the large monsters and charge. archers retreat and the infantry move up.
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No. 357177 ID: 3fd4fb

>>357125
Have the archers pull back off the wall. As the enemy forces reach the top of the wall, have the mages blast them from the courtyard. Ensure that there are infantry guarding the archers and mages. Workers should retreat into the keep while the warrior types hold off the enemy.
>>
No. 357202 ID: b6edd6

>>357177
I second this one, with keeping Rayawyn with us to defend.
Our mages can't cast invisibility (they are fire mages), and it seems likely Rayawyn would be easily surrounded once the floaters see her coming.

(How good a fighter is our main guy? Were we the kind of hero who fought enemies directly with a sword, or were we more of a commander?)
>>
No. 357254 ID: 383006
File 131825863589.jpg - (83.65KB , 850x700 , 13.jpg )
357254

All of your foot soldiers pull back to the mouth of the keep, and the workers retreat inside.

Your mages blast at the bugs as they crawl over the wall. They don't so much generate fire as they do magical explosions and one group of attackers is entirely eliminated in a cloud of flame and shrapnel. The other mage misses.

You cavalry prepare to sally forth. The huge enemy monsters are almost certainly at the gates of the keep, although with no one on the wall, you can't tell.

The mages will have to switch to single target blasts this close to your own infantry, greatly limiting their effectiveness.

Before you were king, you were an adventurer. You slayed dragons, ogres, evil knights and other monsters. You have blessed armor and a magic sword, and are more than capable of fighting. You and your elite guard have not currently taken the field. Do you want to take the field?

The current plan is for the gate to be dropped and all cavalry to charge the giant monsters, while all foot soldiers remain at the gates of the keep and attempt to hold the remaining infantry back. Is this OK?

Also, currently Rayawyn is with the soldiers. Should she sneak out when the cavalry sally or remain? Her special talent is counter-magic, but she has to see the caster to attempt it.
>>
No. 357255 ID: c71597

>>357254
She should go with the cavalry. Also, the order in which the cavalry sallies forth might be changed depending on the enemy positions. If the big bastards are right next to it then the archers and mages are to focus on one of them and the heavy cavalry charges right after they have hit it. If they are spread out enough to let our horsemen get past then the light cavalry goes first and start harassing them with javelins and arrows, hopefully pulling them off so we can get our heavy cavalry out in the open where it will do more good. In either case Rayawyn goes with them. She is to take down the enemy commander with magical arrows and dispel any ongoing enchantments he has up.

We should also take to the field with our personal guard. Stiffen the mens spines a bit and have something to counter the big fucks. They shouldn't be any tougher than dragons or ogres.
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No. 357260 ID: 383006
File 131826957430.jpg - (98.98KB , 850x700 , 14.jpg )
357260

Your archers fire another volley as the enemy infantry approach, managing to kill three before they close with your own infantry. Your men are entirely outmatched. They manage to kill one and injure another, but three of your own troops are brutally dismembered by the monsters.

You take the field, and your presence prevents your remaining infantry from breaking. Your guard rush to support them.
>>
No. 357261 ID: 383006
File 131826962553.jpg - (71.09KB , 850x700 , 15.jpg )
357261

The gates swing open and your mages fire their spells at the siege creatures. One is severely injured, but it does not fall.
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No. 357262 ID: 383006
File 131826986773.jpg - (85.05KB , 850x700 , 16.jpg )
357262

Your heavy cavalry crash into the siege beasts. The injured one is quickly dispatched before their charge is broken against the second. After moments of brutal melee, two of your knights lie in pieces on the field, but both monsters are destroyed.

Your heavy cavalry continues forward, followed by your light horse.

Rayawyn has made her way midway between your horse and the enemy commander, getting a closer look.

The hovering creatures appear to be lumpy burlap sacks bound tightly.

The enemy commander is readying a spell, and the burlap sacks are also attempting a casting. Rayawyn can only attempt to disrupt either the commander or the sacks, which should it be?

What are orders for the cavalry? Continue to charge?
>>
No. 357263 ID: 35bcde

>>357262
Sacks look like they're protecting the commander. Charge the commander, disrupt the sacks, hope you kill commander first.
>>
No. 357264 ID: c71597

>>357262
Disrupt the burlap sacks. They're possibly either feeding the mage 'mana' or something or they're setting up a defensive spell for him.

The cavalry is to keep charging but spread out. If they're bunched up there is a chance that they're all taken down by a single spell. So we need them spread out to minimise potential casualties. The heavy ones are to try to get to the mage after Rayawyn has disrupted the spell while the light cavalry go after the sackcreatures. Riddle them with arrows.

Meanwhile on the courtyard, get the archers to drag back the downed infantry, atleast the ones with their heads still attached to their torsos, and get the mages working on some healing, chances are they're dead but we can atleast try. Fight the remaining ones cautiously, losing people because they got overly couragous in the last stage would be bad.
>>
No. 357268 ID: 383006
File 131827704848.jpg - (87.65KB , 850x700 , 17.jpg )
357268

Rayawyn disrupts the sack creatures. Your horse fan out as they charge. The commander unleashes a spell, but it fails to hit any of your horse.

Your heavy cavalry slam into the commander, trampling him into paste, before continuing on into the sack creatures, but they have some kind of defense. The lead rider's horse's head is torn from its body by an invisible force, but his momentum carries him forward, impaling the creature on his lance.

The other riders' horses have legs torn from their bodies, and their riders crash to the ground. The light cavalry miss with their arrows.

You and your elite guard mop up the rest of the infantry, although your last two infantrymen are bloodily dismembered and two of your elite guard are wounded. You personally sever the head of the last remaining creature, wading into the fray.
>>
No. 357270 ID: 383006
File 131827730783.jpg - (98.56KB , 850x700 , 18.jpg )
357270

Your unhorsed cavalry flee, and Rayawyn, along with your light cavalry, finish off the two remaining sack creatures from a distance. Their attack seems to be much shorter-ranged than an archer's

Your guard are bandaged, and everyone retreats inside. Altogether, you lost 5 Infantry and 2 Heavy Cavalry, and killed 15 enemy Infantry, 2 enemy Siege Creatures, 3 of the sack creatures, and the enemy wizard.

Soon, your main forces return, having sustained no losses and handily defeated the enemy attackers. It seems the destroyed village was a ruse - intended to draw off the main body of your force so your castle could be attacked directly. The real question is what you should do about it.
>>
No. 357271 ID: 3fd4fb

>>357270
Examine the bodies of the creatures that we hadn't encountered before to see if there's anything new that we can determine about their nature or abilities.
>>
No. 357274 ID: f70e5e

it seems like the enemy has lots of those insect creatures, but considering they could only spare two siege monsters and one wizard and his retinue(the sack creatures) for there attempt at a decapitating strike they probably don't have very many of the more powerful troop types.
>>
No. 357283 ID: c71597

>>357270
All in all a rather good exchange. Shame about the heavy cavalry though, those take time and effort to train. Anyway, time to unleash some propaganda. Let it be known in the realm that a new foul enemy has thretened the saftey of all, but your valiant army has defeated their forces in the field and when they tried to assault your castle they were brutally killed to the last creature. Start recruiting new soldiers as well alongside with the propaganda.

There's more stuff than that to do though. We have to send out riders to any potential allies and see if they're inclined to help. Send people to any nearby military monastic orders as well, some magician using constructs to assault innocent villages stinks of heresy and crimes against nature. There should be some willing to help. The ones out to search for allies are also to put up posters for adventurs and mercenaries. Something to give us a bit of extra manpower.

Last but not least we send out the green snake on extended scouting services. He's to keep his eyes out for any of the constructs heading our way, try to find out where they come from and stuff like that. His ability to talk to animals
should be useful for that.

While all that is going on we use Gaylin and Martin to train and organise any incoming recruits. Hopefully we can get a few who can use a sword without cutting themselves. The mages get to dissect all of the creatures killed today, aiming at finding weak spots in their construction and what magics they're most vulnerable to. The enemy mage also goes onto the dissection table alongside with the bag creatures.
>>
No. 357292 ID: e4003e

>>357274
or they didn't consider us to be much of a threat.
>>357270
Are there any allied kingdoms around?
>>
No. 357293 ID: b6edd6

>>357271
Make sure to have Rayawyn on hand when inspecting them (especially the sacks and the commander), in order to safeguard against magical traps on the bodies.

(Making sure we have people on watch for approaching enemies), we should have our workers set up spikes/trenches around the castle walls, as they seem to have been more effective at slowing the 'infantry' bugs than actual walls.
They will likely attack another target next, but wooden spikes are fairly inexpensive to make, and leaving our self vulnerable again would cost us at some point.

Maybe we should send messages to the other towns to set up earthworks of their own, in order to buy our forces time should they be attacked?
>>
No. 357330 ID: 383006
File 131829561946.jpg - (51.63KB , 850x700 , 19.jpg )
357330

You begin to mobilize the country. Propaganda is distributed liberally, and you make sure every city and village begins to build earthworks and have guards and watchmen. You stress the importance of not being taken by surprise again, and how the enemy was slaughtered when you met them head on.

You honestly have no idea if the enemy is shy of resources, or maybe if they thought what they sent would be enough. It is worrying. Deeply worrying.
>>
No. 357333 ID: 383006
File 131829606984.jpg - (118.23KB , 850x700 , 20.jpg )
357333

Your mages inspect the creatures taken from the field. the siege creatures are huge and tough, and don't have any particular weakness. it is some work to remove the bodies so they don't attract predators.

The enemy wizard once was human, but had been transformed though sorcery into some kind of monster. He had insect traits and carapace growing from his body, and his face was a horrible blend of human and arthropod features. Whether it undertook the process willingly or not remains a mystery.

Rayawyn now has an increased chance of deflecting and nullifying spells from insect wizards, and any unit she is a part of takes reduced damage from their spells.

The thing in the sack is more of a mystery. The least damaged one was taken, but that did little to reveal any relevant information about it. The thing inside was like a cancer - a lump of flesh and miscellaneous oversized parts and features with no rhyme or reason, fused or created through some completely unknown form of sorcery. The best your mages can figure, it is a conduit for some other kind of power, and has space-bending abilities the extent of which are currently unknown.

Units now have a slight chance to dodge attacks from the conduit creatures, instead of being automatically dismembered at close range
>>
No. 357334 ID: 383006
File 131829639539.jpg - (125.68KB , 850x700 , Disposition02.jpg )
357334

In the interim, horses were found for the remaining heavy cavalry, and one of the infantrymen was replaced.

The current plan is to have the green snake scout the forest. Should any troops accompany him, and if so, which?

Also, an envoy can be sent to the neighboring kingdom. The old king was on neutral terms with them, although he had the wall and border forts built. You have had no contact with the neighboring kingdom since taking the throne, and know nothing about it. One or more of your generals can be sent on a diplomatic mission to the kingdom. Who would you send, and with what troops?

Lastly, you have no real sea power, but merchants frequent your coastal city. You could send out request for mercenaries there. Asking randomly for help could be seen as a sign of weakness and invite attack from an opportunist, however.
>>
No. 357338 ID: d4155c

You know, I don't think it's a matter of threat or resources, but rather it seemed like a pretty strategic move. Do a hit and run, and go for a quick and decisive kill. If we didn't keep units in reserve, we would have lost.

We should be very careful. We aren't fighting beasts.
>>
No. 357341 ID: b6edd6

I think sending generals to the neighboring kingdoms to investigate sounds like a mistake. The fact that our enemy has been using wizards means they are not working in isolation, and have at least one of the following:
-The ability to kidnap trained wizards
-A cult or such with enough capabilities to train wizards
-Enough influence to openly recruit wizards without secrecy
Any of these would give them a good chance of being able to 'disappear' a diplomatic group.
>>
No. 357343 ID: e4003e

>>357334
If the king is a very serious warrior type send Martin and two heavy cavalry. If he is a more social king send Gaylin with four infantry and two archers.
>>
No. 357347 ID: b6edd6

>>357343
Our king is pretty tough, as we saw in the fight at the castle.

Oh, wait, the neighboring kingdom is on the opposite side from the woods where the bugs have come from (though that one was a decoy attack...). Is there anything notable that is known to be on the other sides of the woods?
>>
No. 357363 ID: c71597

>>357334
Send Gaylin to negotiate with the nearby kingdom, since he's a shrewd negotiator he should be the best one to send. He can get a guard of 3 heavy horse and 3 light horse.

Green snake should be fine on his own since he's not to engage or get close under any circumstances. Just keep an eye out and talk to animals about these new things. They should have an effect on the ecosystem nearby since it seems like they just attack and eat anything in sight when they're not directly controlled.

Martin is to look over our current infantry and see who among them might be good for heavy infantry. We need some with greater staying power for situations when we don't have fieldworks up.

We also need to call in our vassals and ask them what they have to contribute if we have need of them. As well as step up recruitment for our own forces.

Send out word through the coastal city that we're recruiting mercenaries for an upcoming campaign. We aim to expand out borders eastward by taking down a monster coalition or something like that. It would also be very appreciate if they were to start spreading a rumor of a cult in the forest that hoards vast riches as well as the usual deal about ancient tombs and dungeons that also contain vast riches. The usual stuff that will lure in adventurers, a decent amount of murderhobos that start wandering through the forest should atleast slow down the enemy.
>>
No. 357374 ID: b6edd6

>>357363
Hiring mercenaries on false promises only works (in the long term) if the mercenaries all end up dead, which is both rather evil and hard to be manage without somebody catching on. If they are still alive, they will want their money.

To get help from the neighboring kingdom if we are not actually allies, we will likely need to offer them something. Does our kingdom have any surplus goods (or possibilities for trade deals) that would be suitable in encouragement is needed?
>>
No. 357438 ID: c71597

>>357374
They will get paid. Making hordes of insect constructs is not cheap work. Chances are we can find some pretty nice loot there. Otherwise we will have to borrow money. This is about the saftey of our realm and people, we need to do whatever we can to make sure they're both preserved.
>>
No. 357522 ID: e4003e

>>357374
We could offer citizenship for military service. kind of like the french foreign legion.
>>
No. 357546 ID: 383006
File 131837844685.jpg - (127.01KB , 850x700 , 21.jpg )
357546

The current plan is to send Gaylin as envoy with 4 infantry, 2 archers, 3 heavy cavalry, and 3 light cavalry. He also has his 4 liter bearers, which are heavy infantry.

You are currently still generating resources as a country. You need to choose how many resources to devote to Gaylin's Envoy, Hiring Mercenaries, Training, and Stockpiles.

The green snake has been exploring, but found nothing useful. He's managed to recruit 4 wolves and 2 cougars if he encounters any trouble. They won't stay with him if he leaves the forest, though.

He can either keep wandering randomly, or else investigate the abandoned ogre's tower to the north or the abandoned witch's hut in the swamps to the south.

You aren't entirely comfortable with telling lies to mercenaries, especially not in such a way that could encourage people to be murdered by monsters. You can probably get some free mercenaries by encouraging adventurers to seek out the enemy, but this could tarnish your heroic reputation.
>>
No. 357547 ID: 3fd4fb

>>357546
What fraction of our resources would be reasonable for an envoy? Given that we've got an entire country here, I'm inclined to say that anything more than 5% would be ridiculous, but if that's the case why is it listed up there with all those other things which could logically take large fractions of our operating funds?

Devote no more than 15% of our resources to mercenaries. We can probably get away with that much without it being seen by others as a sign of weakness.

Put two-thirds of what's left into training, and the rest into stores. Stores are only likely to become critical in a siege scenario, in which case we'll really want quality troops anyway.


The Green Snake should check the ogre's tower first, since it looks like it's inside the forest and is a much more impressive structure, and therefore much more likely to be attractive to an organization with significant resources- as would have been needed to launch this kind of attack.
>>
No. 357553 ID: b6edd6

>>357547
We don't need to actually send the resources with him, we just need to have them available to trade in case we need to do that.

I agree in general about the resource allocation and about the tower.
>>
No. 357556 ID: c71597

>>357546
Free mercs in the form of adventurers would be good, the hit to reputation should be worth it. Even if they're unlikely to be that good on obeying commands or working as a part of the army.

Aside from trying to hire already established companies we should send out recruiters alongside withe the merchants and into the neighbouring kingdom. People fight for coin and personal loyalties in these times, not nations or citizenship. The possibility of gaining a noble title in battle should also lure in some. We need to get some knights as well though, the promise of rightous fight against evil should net us some younger sons without chances at any decent inheritance.

>>357547
This resource allocation seems good, and the ogre tower seems like a good enough place to start.
>>
No. 357557 ID: b6edd6

You know... Does anyone currently own the forest where our enemy (maybe) resides?
If it is not currently used or owned, (and our enemy is actually based there), that may be something we can offer to would-be adventurers.
>>
No. 357559 ID: 1854db

Let's be completely honest with our mercs. Tell them everything we know about the enemy. A fighter without knowledge of their opponent is at a serious disadvantage, after all.

This is how I suggest to split the resources:
15% goes into stockpiles.
30% goes to the envoy.
20% goes to mercenaries.
35% goes to training.
>>
No. 357579 ID: c61ec8

Bet it all on Green Snake. 100% to him.
>>
No. 357605 ID: 383006
File 131838897987.jpg - (139.94KB , 850x700 , 22.jpg )
357605

You decide to distribute your resources in the following way:
12% to Envoy, 16% to Mercenaries, 50% to Training, 22% to stockpiles

It's important to send resources with an envoy. You want to appear to be a wealthy and powerful kingdom, and it's the bargaining power Gaylin would have. What you decided to send should be more than sufficient, though. Also, you forgot to send workers with Gaylin, but he quickly reminded you of their necessity. this is the minimum amount of workers - you're carrying loot.

It will take a while for him to reach the border, and your call for mercenaries will also take some time to draw attention.

You theoretically also own the forest. You
allow people to hunt there and use it for timber resources. You've agreed not to clearcut it, to both Rayawyn and the Green Snake.

You don't have landed titles. You allow all citizens to appoint local government with your approval, and everyone who lives in your kingdom is a citizen.
>>
No. 357610 ID: 383006
File 131838961718.jpg - (78.45KB , 850x700 , 23.jpg )
357610

I've reached the tower, entirely unobserved. There are three cretures outside of the tower - one of the mages and two human-looking things with spears and one big claw arm. They look as if they've been altered through sorcery. We've come quite close and I can hear them easily

:MB: "Why do we have to guard this stupid tower?"

:MB: "it's boring. We'll smell enemies a mile away. They aren't going to find us here."

:WB: "Shut up. We're doing important work. Soon, we will scatter the enemy before us and wreck their undertakings."

They've fallen into a silence. We could easily engage. They haven't noticed us, although I feel if we got closer we would be spotted.
>>
No. 357615 ID: 1854db

>>357610
Have one wolf trot into the clearing sniffing around, as a distraction. Have the others advance from a different direction, to do a sneak attack.
>>
No. 357617 ID: 3fd4fb

>>357615
Agreed that distraction followed by flanking ambush attack, preferably from multiple directions, is the way to go. Ideally they'd all be eliminated before they even realize they're under attack.
>>
No. 357628 ID: b6edd6

Huh, they seem to have free will (more or less). I guess that means cultists it is then.

I guess our forest's being used for lumber/partial wilderness reserve means we will be paying mercenaries with money then.
>>
No. 357681 ID: c71597

>>357610
Hmm, it seems like this tower is valuable to them. We probably can't ruin their plans for it with what we have on hand. Hold off on attacking it for now, we should send out Rayawyn and Martin to assist. They get 10 archers, 10 infantry, 1 mage and 2 from your personal guard to help in the assisting. Yes this is possibly a bit overkill, but that is to make sure we don't loose people to unnecessary stuff and we still have a decent amount of people to defend our castle.

Nobody leaves or goes to the tower though, anyone who wanders off a bit into the forest gets killed and anyone going to the tower also gets killed. Once reinforcements arrive we riddle the guards with arrows, then open the gates and see what's inside.
>>
No. 357687 ID: b6edd6

>>357681
I like this plan. Green Snake and the animals can wait in the woods on the other side of the tower from where we will be attacking from, so he can ambush them in the trees if they try to flee after smelling our troops coming. (And having him to watch them will hopefully alert us if they try to prepare a trap of their own instead of fleeing.)
>>
No. 357742 ID: 383006
File 131845829902.jpg - (79.82KB , 850x700 , 24.jpg )
357742

Big success! One of them threw his javelin as soon as he saw the wolf, but it missed badly and then we ambushed them. We are still undetected (I can tell).

It will take a few days for reinforcements to reach the tower, and the movements of our troops that aren't me will likely be noticed. Even still, we can spread out and attempt to ambush people trying to enter or leave, or we can investigate on our own. If they're doing something in there, it might be better to disrupt it, although, of course, it's your call. The back wall of the tower has a big crack in it, so there are technically two ways in or out. Windows are too small for egress.

I'd also like to point out that these infantry are different than the monsters we fought before. They look like humans with gross faces, and they have one mostly-human hand and one long, hooked claw. They seem mostly as smart as humans. My troops indicate that they taste fine.
>>
No. 357743 ID: 1854db

Can we recruit a bird or something that can climb up to the crack and peek in to see what's going on?
>>
No. 357751 ID: 3fd4fb

>>357742
Scout out the rear through the crack first, subtly. Might want to have the animals drag off the bodies while that's underway, so that it's not as apparent that they all got slaughtered out there... although the blood is probably a giveaway.
>>
No. 357755 ID: 383006
File 131846133519.jpg - (93.20KB , 850x700 , 25.jpg )
357755

I check out the back 'door' - it opens into the Ogre's throne room. I can see three of the enemy infantry in here. One of the cougars sort of slinks around with me. On the other side, my troops listen and smell. It seems that there are four enemies in the front room. There may or may not be a room in between.

My troops dispose of the remains quietly.
>>
No. 357761 ID: c71597

>>357755
Hmm, that's a bit too much to fight directly. Not to mention that the animals are likely to have trouble with doors and stuff. Isolate the tower for now. Hopefully the soon that they mentioned is in the upcoming weeks, or atleast days and not hours.

Oh, and make sure the corpses are gone, or atleast dragged a fair distance out into the woods. If they send out search parties then that is an excellent ambush opporunity. We can whittle down at their troops by taking down anyone who exits the tower and goes into the woods.
>>
No. 357772 ID: 3fd4fb

>>357755
All right, that seems like it would be difficult to assault directly. Let's stage an ambush instead. The wolves wait outside the front door; eventually someone will open it, come outside, and they'll be able to jump them. When that happens, they'll pull attention inside forward- and the cougars and Snake come through the crack in the rear wall and hit them from behind. If all goes well, the enemy should quickly lose several people and be thrown into total chaos, allowing for us to easily win the ensuing battle.
>>
No. 357779 ID: b6edd6

In either case, I vote we should get the larger force moving towards here.
>>
No. 357788 ID: 1854db

Three infantry, we can take. Basically the same tactic as before. A distraction, then an ambush. Have a wolf peek its head in in an obvious manner then run off, so that one or all of them gives chase. Draw them out into the open or at least close to the doors.
>>
No. 358175 ID: 383006
File 131862673173.jpg - (96.24KB , 850x700 , 26.jpg )
358175

Your current plan is to send 10 infantry, 10 archers 1 mage and 11 workers as reinforcements. You should probably not send both of your remaining generals. Either way, it will take several days for them to reach the tower. Do you want to send Rayawyn or Martin? (Martin is a heavy cavalry unit, and like yourself or Gaylin, he comes with an entourage. Rayawyn doens't have an entorage because she's just that cool.)

:GS: They're opening the door and one is moving outside the front, but the ones back here don't appear to be aware of what's going on, and none of them have spotted by troops.

:MB: What? Where is everybody? Leon? Frank? The guards are gone.

:WB: Go find them. I'll go tell the boss.

Do we move in or retreat? Right now they're completely unaware of our presence.
>>
No. 358181 ID: 1854db

Pick off the loner first, then take out the other three. One will have their back turned. Don't let them open the door. Then regroup at the other side and take out the last three. Then we can organize a pincer attack.
>>
No. 358182 ID: b6edd6

We definitely want to send Rayawyn, considering both the bug-wizards that are in here and the likelihood of a magical superweapon being built here.
And also cavalry is at a distinct disadvantage inside buildings (and the important stuff will likely be either further up the tower or down in a basement).

Hrm... I would want to ambush the bug-wizard before he goes to tell his boss, but we don't have enough troops near that entrance to reliably do that. I guess we should let him go through the door and sneak around to ambush the other guards.
>>
No. 358200 ID: 383006
File 131863030770.jpg - (74.90KB , 850x700 , 27.jpg )
358200

We attack from both sides, waiting until we hear the infantry outside the gate scream before we move in from behind. We make our way in entirely undetected and take them out soundlessly as they turn to the door that would take them into the fortress.
>>
No. 358203 ID: 383006
File 131863032034.jpg - (101.07KB , 850x700 , 28.jpg )
358203

At the front gate, their attack doesn't go perfectly. One wolf struggles with his target while the other two are intercepted by an infantryman, although they maul him fairly badly and suffer no losses. The wizard reaches the door, the points to the unmolested troop and speaks a word of power! Energy, similar to the conduit energy I was told of, courses through the infantry, transforming it into one of the mindless bug creatures. "Kill Them! he shouts, beginning to go for the door.
>>
No. 358211 ID: 1854db

>>358203
Kill the mage! TOP PRIORITY!
>>
No. 358216 ID: b6edd6

>Kill the mage! TOP PRIORITY!
I guess...
It seems likely some of the wolves will die from that, but the medium-bug can probably outrun them if they try to retreat. You should definitely hurry around to try and reinforce them.
>>
No. 358230 ID: c71597

>>358203
The two wolves inside should try to get the mage before he can go through the gate. Make sure they're spread out and low so they're harder to hit and he can't take out both with one spell. The wolf outside should try to maim a leg and then pull away to a safer distance. Once they're done with the mage they go outside again.

The medium bug creature isn't likely to be taken down by a lone wolf, or even the three there. We need all of our animanl companions to make sure it goes down. So Green Snake and the ones with him need to circle around to this part again. Then we will take down the medium bug like a flock, keep it distracted and focused on the wrong targets while someone darts in from behind or the side to take out a piece of him. Repeat until dead.
>>
No. 358236 ID: b6edd6

A thought:
Once (/if) the mage dies the wolves should get the infantry-bugs between them and the medium-bug, so it will hopefully turn on them first in its mindless (once the wizard is gone) bloodlust.
>>
No. 358380 ID: 383006
File 131871199629.jpg - (77.58KB , 850x700 , 29.jpg )
358380

It is much faster to just go through the central room than circle all the way around the tower, but it still takes the cougars and I some time to cross the space.

It is extremely likely that no one will notice me, but everyone else is out in the open. There is a chance that people above this floor have heard the combat, although it isn't certain that they have.

The two wolves who killed the infantryman murder the wizard before he has a chance to either flee or cast another spell. The wounded infantryman throws his spear and misses badly, and the last wolf can't get past the bug before it engages him. He is dismembered messily.
>>
No. 358383 ID: b6edd6

Return to the back room, and see if the medium-bug will go after the (closest living thing) infantry-bug, or whether it will carry out the commands of its dead wizard (trying to kill the wolves).
Either way, be ready for it to charge soon.
>>
No. 358384 ID: 1854db

>>358380
We can't kill the bug. If it chases us, slam the door in its face and full retreat from the area. If not, scout the second floor.
>>
No. 358396 ID: c71597

>>358380
Fall back to outside of tower and see what they do.
>>
No. 358397 ID: 383006
File 131871949187.jpg - (39.50KB , 850x700 , 30.jpg )
358397

Well, we retreat into the stairway room. I'm pretty sure it could be killed. One wolf on its own not attacking from surprise isn't a particularly scary troop. Anyway, it scrabbles against the door but can't open it. It moves much faster than any of my current troops, though. There are bars that can be lowered across the doors as well. We can retreat or ascend the stairs. I don't know what's above, but I believe that they are currently unaware of our presence.
>>
No. 358399 ID: b6edd6

No screams from the remaining infantry-bug? Pity.

Is that device next to the door some sort of voice-tube or delivery chute?
>>
No. 358400 ID: 15c5f2

Bar the doorways, ascend stealthily.
>>
No. 358401 ID: 15c5f2

Bar the doorways, ascend stealthily.
>>
No. 358402 ID: 383006

>>358399
:GS: It's the bar that can be lowered to block the doors.
>>
No. 358404 ID: d4155c

A quick scout would likely be helpful. We don't want to walk into a no win scenario and finding where the mages are can be handy. Especially if we can ambush them and end them before they use magic.
>>
No. 358405 ID: b6edd6

Bar the entrance, then take a quick look outside before sneaking up.
>>
No. 358435 ID: 1854db

Bar the door that the bug's behind. Leave the other one unbarred. It'll take a long time for the injured last troop to circle around. Meanwhile we can peek into the top floor while leaving an ambush waiting for whatever opens the unbarred door.
>>
No. 358586 ID: 383006
File 131878181121.jpg - (66.81KB , 850x700 , 31.jpg )
358586

There is nothing detectable through the back door, but the infantry guy will eventually make his way back there. The scrabbling on the door has stopped.

I peek upstairs. There is no door at the top of the staircase, but it is an enclosed place with three doors. To my right is the front of the tower. To my left is the back. I am effectively invisible, but I feel like in the enclosed spaces up here my troops will probably be spotted. They're silent, though.

There are three figures to my left, standing around. Up ahead is an unknown troop type ascending a spiral staircase. To my left is something huge that smells like rotting meat and a wizard-type, but he smells different than the other one.
>>
No. 358587 ID: 1854db

Peek into the door on the right. It's already open a crack anyway.
>>
No. 358592 ID: 383006
File 131878501099.jpg - (81.37KB , 850x700 , 32.jpg )
358592

Peeking now.

Oh no! It's the ogre! They've stitched him back together! The wizard in here is obviously some sort of necromancer, and the room is full of magical apparatus. I don't know if the undead monstrosity is complete or not. This is very bad!

On reflection, it looks like they've restructured the inside of the tower. That's why the doors up here are probably too small. I seriously don't think he's going to have trouble getting out, though. He was insanely strong when he was alive. His broken hammer is still down in his throne room on the first floor.
>>
No. 358593 ID: b6edd6

Is the bug-wizard just inspecting it, or is he doing something with it? We need to find out whether the ogre is currently activated or not.

(This also suggests that they will try the same with the witch to the south...)
>>
No. 358594 ID: 1854db

Since you are effectively invisible, sneak over to spy on his magic book. Maybe there's something we can do to sabotage this?
>>
No. 358597 ID: c71597

>>358592
Well if that bug wizard is the one that is reanimating the corpse then killing him should stop the process. If we strike fast we should be able to take him down before he can raise much of an alarm.
>>
No. 358598 ID: b6edd6

>>358597
We need to know whether he is finished or still working on it.
>>
No. 358603 ID: 383006
File 131878963679.jpg - (69.99KB , 850x700 , 33.jpg )
358603

I slip into the room. There is a grimoire on a stand, a big table, a little table with grooves, a trash pile, a necromantic altar, a bedroll stuff. I don't know anything about magic. The necromancer is puttering around, mumbling under its breath. The thing is standing on its own, but it's not moving, although I suspect it may be completed.

I could probably sneak up and kill the necromancer, but I don't know what orders the ogre may or may not have. It certainly doesn't have the ogre's personality.

I shouldn't waste too much time. I can bar the other door downstairs and get my troops up here, or I can cause trouble and run.
>>
No. 358605 ID: b6edd6

Could you safely sneak close enough to listen in on what he is muttering about?

If there is nothing useful to be learned, I guess it seems best to sneakily kill the necromancer. If the Ogre tries to follow, you can probably loose it in the furniture and stuff lying around.
>>
No. 358616 ID: 3fd4fb

>>358603
I'd say that we should bar the downstairs door, and have our creatures set an ambush for the bug creature coming around the back. Then we can continue to sneak around and maybe assassinate people up here.
>>
No. 358649 ID: 383006
File 131880086984.jpg - (56.72KB , 850x700 , 34.jpg )
358649

I can't hear anything. We'll set up the ambush

Soon enough, the ambush happens. One of the wolves attacks the guard after he opens the door. It gets a lucky shot in on him, but he's not badly wounded.

Everyone else attacks the bug soldier. It's brought down, but not after it wounds the other two wolves.

One is bleeding seriously, but the other one is only slightly injured.

What next?
>>
No. 358651 ID: b6edd6

I guess we should have the injured wolves retreat into the woods (no sense throwing their lives away) and have the cougars stand watch.
Then go and see what the wizard with the ogre is up to (after checking that nobody upstairs is moving around inconveniently)d.
>>
No. 358652 ID: 3fd4fb

>>358649
Have the wolves retreat into the woods. They're injured; no sense getting them killed by forcing them to fight further.

Everyone else sneak upstairs. We'll want to try to assassinate as many of those here as possible.
>>
No. 358663 ID: 383006
File 131880288810.jpg - (74.03KB , 850x700 , 35.jpg )
358663

I leave one of them to watch the far stairway, and take the other with me.

It looks like the things have moved some, but nothing too serious. Whatever was in the middle room with what I assume to be a stairway up is no longer there.
>>
No. 358670 ID: 15c5f2

We've gotta sabotage that ogre.
>>
No. 358682 ID: b6edd6

Leave the cougars here to keep watch, then sneak in to deal with the necromancer.
>>
No. 358685 ID: 383006
File 131880592128.jpg - (76.18KB , 850x700 , 36.jpg )
358685

Oh, yeah, I forgot to mention that I sent the wolves off. The one that was seriously wounded is probably going to bleed to death, but whatever. There wasn't really anything I could do about it.

Okay, I have one cougar at each stairwell. One of the big doors downstairs is still blocked, the other is open.

Is this how we want things before I engage?
>>
No. 358691 ID: b6edd6

That looks fairly good.
Proposed plan:
The cougar at the non-ogre entrance pushes the door slightly open, intentionally making a small but noticeable noise. When the necromancer notices, you strike, and retreat if the ogre turns hostile.
>>
No. 358707 ID: 383006
File 131881009160.jpg - (86.40KB , 850x700 , 37.jpg )
358707

Okay I bit him! It roars, oh dear! I think everyone is pretty well alerted at this point! What now?!
>>
No. 358714 ID: 1854db

Mess up the bones on that pedestal thing then RUN FOR IT!
>>
No. 358715 ID: 3fd4fb

>>358707
Our objective here must be to do as much damage as possible to the remaining forces here- hopefully eliminating them entirely. If we withdraw now, they'll only be alerted that we know of their presence and take steps to be more prepared next time. We must make this strike as decisive as possible.

First, people will likely be rushing for this room- try to get your cougars to ambush them and take them down as they enter the hallways/stairwells.

Secondly, how sophisticated is the programming on constructs like this one? Could you perhaps lure it into destroying our other enemies while it's chasing you? Or failing that, at least destroying their stuff.
>>
No. 358717 ID: b6edd6

Have the cougar by the partially open door shove it open loudly and roar to try to try and distract the ogre.
Then abscond through the other exit (getting the other cougar to open the door for you if necessary).

We aren't going to be able to beat a zombie ogre with two cougars. And it is very unlikely to turn on its allies considering how the mindless medium-bug didn't do that when we tried the same.
>>
No. 358732 ID: d4155c

Main problem with that bug plan was we just let it do it's own thing and hoping it would kill the enemies. They managed to prove us wrong there.

However, while the ogre is modified, it's still not a graceful creature. You could probably give it good commands but it won't turn on a dime most likely.

In short, zip in, zip out, and use the ogre's size against it and have it wreck everything trying to get you. If things get dicey though, fall back.
>>
No. 358772 ID: 383006
File 131881589756.jpg - (80.74KB , 850x700 , 38.jpg )
358772

It completely ignores distraction cougar and slams into the wall. stones dislodge. It is not going to take it long to break through.

I hear footsteps on the up stairs but can't detect anything, and hear screeching sounds from the other door. I think the wizard is transforming the two guards.

What should I do?
>>
No. 358775 ID: 1854db

We need to get out of here. Also keep it away from its hammer.

...wait, I have an idea. Lure it around to destroy the tower's walls. Make it collapse.
>>
No. 358776 ID: b6edd6

I don't think there is much left to do up here other than getting crushed or stabbed. Even supposing the ogre is too clumsy to hit us, the medium-bugs certainly are not.
All units retreat down the stairs, and away from the tower.

(How close are our reinforcements?)
>>
No. 358778 ID: 3fd4fb

>>358772
It looks like the people in here are shifting into monsters. That's probably not good. We can no longer expect to defeat them in a straight-up engagement or even an ambush. Retreat.
>>
No. 358791 ID: 383006
File 131881895740.jpg - (96.06KB , 850x700 , 39.jpg )
358791

Okay, successful escape, although I lost another cougar. Oh well. Those medium bugs are really, really fast. I am 100% sure that the ogre is not following me. The fast bugs won't find me once I'm well and truly in the woods, though.

Reinforcements are a few days away. they are theoretically they consist of 10 infantry, 10 archers 1 mage and 11 workers as reinforcements led by Rayawyn.

Feel free to change that if you want. I'm gonna let this other cougar go and then head back to the castle I guess.
>>
No. 358802 ID: 1854db

>>358791
If you can get some more animals in preparation for meeting up with the reinforcements, that would be optimal.
>>
No. 358807 ID: b6edd6

*facepalm*
Well the view from here would have been incredibly useful to see before we started our attack >.<
We would have done things quite differently had we known that the giant reanimated monster is not in fact the main project here...
And now their guards are on alert and all our explosives are several day's travel away.

Ok, I guess the best we can do now is to have you see if you can gather any more forces while keeping a watch on what they are doing on the tower top while keeping out of sight.
(Is one mage enough to bomb the tower's top floor from outside?)
>>
No. 358809 ID: c71597

>>358791
We should probably add another mage to the equation as well as a few more workers. Lets say another ten.

The Ogre is likely to be quite heavy and incable of getting out of traps, so we're going to need a rather large trap pit dug and then luring the ogre into it. Since the great bastard is so heavy it should be possible to make the covering of the pit sturdy enough to bear the weight of a human or several. Then we line up our infantry and archers behind some field entrenchements behind the pit, Rayawyn gets to lure the ogre towards us, then it falls into the pit, hopefully crippling it. We kill any remaining guards/soldiers and then finish off the ogre with arrows and magic.

It's possible that they send out medium infantry bugs to screen the ogres advances. So we might have to prepare several locations if the first one is exposed by medium infantry.
>>
No. 358813 ID: 46c430

Actually, green snake, could you go to the north to investigate the abandoned witch's hut as well?
>>
No. 358822 ID: b6edd6

Checking out the witch's hut sounds worth doing, though I wouldn't put it past these guys to have some sort of magical communication methods.

Oh yes, we should also ask Rayawyn to remind us how she and the king took down the ogre the first time.
>>
No. 358841 ID: 35bcde

>>358707
Now run away. Go up the stairs. He won't be able to follow you and may even harm the others- undead are rarely noted for their intelligence.
>>
No. 358998 ID: 383006
File 131890018781.jpg - (103.42KB , 850x700 , 40.jpg )
358998

:gs: Ugh, OK I guess I can go check out the witch hut. I can call more animals when I get further away from this area, but animals really, really, really don't get along with normal troops. I have to be there with them too. So, I'll find some stuff when I get close to the witch hut.

You wait for several days before Rayawyn reaches the tower

:rw:Okay, we're here. I don't see any movement around the tower at all. On the top floor there is some kind of big tent-like structure to block off my view. How should we approach it?
>>
No. 359000 ID: 3fd4fb

>>358998
First, as there's no indication of movement right now so there's likely some time to spare, scout out the entire perimeter for anything unusual while keeping everyone out of sight.
>>
No. 359001 ID: c71597

>>358998
Find a nearby clearing and start digging entrenchements and a very big spiked trap pit. There shouldn't be many there unless they got reinforcements. But the ogre might still be there. He should be too big and heavy to climb out of a pit if he falls down in one, and a few of the medium soldiers could probably trip down as well.

With field fortifications up the infantry should be able to hold off enemy infantry if the ogre is taken out. That should give you and the archers as well as the mages a good chance to take down any surviving enemy mages.

Once we have it all set up we're going to need to draw them out, either a blasty spell on top of the tower or a shower of fire arrows should do the trick. Then fall back to the prepared postions and fight them there. Once they're all dead we sweep the tower and try to figure out what they were doing here. Also, we set fire to the ogre corpse after we have examined the magic they used to bring it to life. It might be something we can use against them in the future, or we can find a way for our mages to undo the spell.
>>
No. 359002 ID: b6edd6

Can our mages bombard the tower from the tree line? If we can, I think we should start setting up earthworks slightly within the trees (making sure to have some to cover the back, in case of an attack from the woods).

They likely have some sort of measure to shield the ritual site on the top floor, so instead of aiming directly towards it we should aim for the damaged upper walls, to collapse the ceiling remains and hopefully the floor as well.
>>
No. 359004 ID: b6edd6

>>359001
We can't do much falling back once we have started the attack; the medium-bugs are very fast and our mages are rather slow.
>>
No. 359007 ID: 1854db

By lighting the tent on fire, of course.
>>
No. 359013 ID: c71597

>>359004
That's why it might be better to use fire arrows instead. Anything that gets their attention.
>>
No. 359034 ID: 383006
File 131890479019.jpg - (129.43KB , 850x700 , 41.jpg )
359034

We spend the better part of the day creating a big pit that is covered. It should be totally fine for our people to walk across it, but something heavier than infantry will probably collapse it. We also build some earthworks nearby.

The clearing is outside of spell or arrow range (that's the whole point of clear cutting around a fortification.)

We also scout the perimeter of the tower. I don't see any movement at all. Nothing. There are no tracks leaving the tower, though. Nothing has left there for several days. I found the bodies that the Green Snake hid and everything.

The tower is really very sturdy. The mage can certainly do some damage, especially through the hole in the outer wall, but we probably can't collapse the tower or anything like that. Even if we had regular siege engines. But there is a huge hole in the side so we can definitely mess up the interior.

So, the current plan is to march out until we're within range, and then use magery and arrows on the tower until something comes out, and then retreat behind the earthworks, right?
>>
No. 359035 ID: 1854db

Yep. Hopefully the ogre will be one of the first troops out so we can catch it in the trap.
>>
No. 359042 ID: c71597

>>359034
That's pretty much it. Be prepared to block enemy spells and move quickly. We don't want to stay out in the field for too long so that we get caught up in a fight in the open.

Might even be a good idea to only send half of our forces. We don't want to fight there, just draw them out to us, the enemy might be more likely to attack without thinking in full force if they think it will be a clear and easy win.

Anyway, if the ogre falls into the pit then it's no longer an immediate concern and we should target enemy mages instead, after that comes the infantry and last of all we finish off the ogre in the pit.
>>
No. 359051 ID: 383006
File 131890647763.jpg - (116.55KB , 850x700 , 42.jpg )
359051

No defensive magics set off, although this close I can feel a strong magical aura coming from the tower.

Things are merrily on fire inside after a few minutes. Nothing is coming out.
>>
No. 359057 ID: 1854db

Back off and let it burn, then.
>>
No. 359067 ID: b6edd6

The tower looks abandoned, but a strong magical aura means that something is still there, though it might just be a trap for anyone who enters.

I agree we should let that tent burn to see what is under it, and we should have some of our faster units (light cavalry?) stationed around our main force as sentries in case the enemy tries to attack with the tower as a decoy.
>>
No. 359137 ID: 383006
File 131893962087.jpg - (114.86KB , 850x700 , 43.jpg )
359137

It burns until the fire goes out on its own. I can't really make anything out on the top floor. The framework collapsed and burned, and so did parts of the ceiling, so debris is piled everywhere.

There is quite likely nothing living up there, though.

Still, nothing comes out.
>>
No. 359139 ID: c71597

>>359137
Hmm, seems like they might have abandoned it then. We're going to have to send forward a scouting team. Rayawyn being good at stealth makes her a natural choice for it, but she should probably have some others with her as well. Say 2 infantry and 2 archers. That ought to be enough to deal with any single medium infantry they might find and still small enough to manage to disengage and get back outside if anything nastier is encountered.

Oh right, back at the capitol castle, get started on digging a moat. Preferably a big and deep one. Doesn't have to be water filled, a dry one with spikes at the bottom works just as well, even better in some ways.
>>
No. 359145 ID: b6edd6

It looks like we are going to have to scout it. (Dammit we should have had Green stay to watch...)
At least we should leave a sentry outside when we so, so they can't corner our scouting party.
>>
No. 359203 ID: 383006
File 131897490548.jpg - (79.33KB , 850x700 , 44.jpg )
359203

Okay, I'm taking 2 infantry, 2 archers and another archer as a sentry while we scout it out. The whole place is dripping with magic, but I can't see anyth-
>>
No. 359204 ID: 383006
File 131897493132.gif - (1.53MB , 850x700 , 45.gif )
359204

(animated)
>>
No. 359207 ID: 1854db

>tower has magic in it
>nothing happens at all when we light it on fire
>they totally didn't teleport out and leave the tower boobytrapped rite guise

UGH. What the hell, guys. I wish I had gotten up earlier to state how dumb that plan was. I guess I would've been outvoted anyway, but sending in our general with so few troops is a bad idea REGARDLESS of the situation oh my god.

And now the troops there have no leader, and are likely going to be ambushed before we can get back in contact with them.
>>
No. 359209 ID: 35e1a0

drag Rayawyn out of their.

if heroes died from something like that that easily then they wouldn't be heroes. probably needs a few weeks of intensive care though, and maybe a phoenix down.
>>
No. 359212 ID: c71597

>>359204
Ouch, painful. But now we can conclude that they're done with that tower and not likely to use it anymore either.

Oh well, pull back the remaining troops and lets see if we can hire any replacement for Rayawyn. We should also try to get help from churces and stuff, since it's not clear we're fighting a cult that can be classified as evil.
>>
No. 359213 ID: b6edd6

What the hell?!
I sent her in because I thought out anti-magic specialist would be able to deal with a magical trap!
>>
No. 359218 ID: b6edd6

Is there a discussion thread?
>>
No. 359221 ID: 383006

>>359207
Let's not fuss at other suggesters in the quest thread, especially without actually suggesting anything

>>359218
You can use my general purpose one, http://tgchan.org/kusaba/questdis/res/345255.html or make one with the OP image if you want.
>>
No. 359241 ID: 383006
File 131898189695.jpg - (122.93KB , 850x700 , Disposition03.jpg )
359241

You're going to have to assume Rayawyn is dead, although you haven't seen a corpse. Because the general is gone, you've lost contact with the force entirely. Half of the troops you sent out come straggling back in low spirits several days later.

At least the tower is gone. Your mages tell you that it was likely they were trying to do more with the ogre - possibly bind his spirit into the dead meat. Your guerilla strike almost certainly prevented that - forcing them to retreat and boobytrap the tower. Whatever they had before is all they're going to be able to use against you - a powerful construct, sure, but likely mindless.
>>
No. 359245 ID: 383006
File 131898314402.jpg - (108.16KB , 850x700 , Mercs.jpg )
359245

The first batch of Mercenaries arrive. You have enough resources to hire and maintain One troupe of them. Your own recruits should start filling in too soon.

Alrekr The Fang is a warrior with a band of rough barbarians. He always commands only his own units - 1 Shaman, who provides minor healing and very minor magic resistance, 5 Spear Throwers - unarmored units that are more damaging but shorter range than archers, and also count as weaker light infantry, 10 Barbarians - solid medium infantry that are very unlikely to break, and 10 workers.

If this mercenary group goes too long without seeing combat, it is likely to begin causing trouble

Amir al-Azhar, a mage, and part of some sort of cult. He has 2 mages, 2 Assassins - units that are very weak, but powerful at close range and extremely stealthy, 8 Archers, and 20 servant-workers - extremely weak melee units on top of being workers, and Al-Azhar likes to use them as human shields.

Drauukir Ironfang is a young dragon. He is extremely difficult to injure and deals massive damage in melee and at short range, but moves slowly and cannot be concealed through any means (opponents always know where he is). He can deal damage to structures like a siege engine.

There is a chance that this unit can cause unrest if he is hired.

Ea Lightbringeris a mercenary-priestess. She has strong healing abilities and raises morale for any units she's attached to. She has 2 mounted priestesses - mobile healers that can also cast augmenting magics to strengthen other units, 5 combat medics - units that can bandage other units, sometimes reducing after-battle casualties and providing nonmagical healing, and 50 workers. None of her units have offensive capabilities of any kind.
>>
No. 359249 ID: 3bd8ec

>>359245
I'm voting healers.
>>
No. 359250 ID: f61b94

I think Amir's a great choice here. What better way to fight magic bastards than with more magic bastards? Assassins are also a good idea and who can say no to expendable sla- servant-workers?
>>
No. 359251 ID: 135252

Lightbringer. There is certainly no shortage of need for healers.
>>
No. 359252 ID: c71597

>>359245
Well we need to cover up our loss of counter magics and magic power. So I say we should go with Amir. He should be useful to have around.

Setting up watchtowers and possibly some border forts against the forest could also be a good move if we have the resources and manpower over.
>>
No. 359253 ID: 3fd4fb

>>359245
I think the critical question here is, do we have anything in our army that could successfully take out that ogre? If not, we may have to hire the dragon just to specifically take it on.
>>
No. 359254 ID: 1854db

We don't want a cult to gain strength in our area.

Let's go with Lightbringer.
>>
No. 359275 ID: b79855

When has subtlety ever worked out for us? We need a big thing we can throw at problems to make them go away.

Drauukir Ironfang. Like a Boss.
>>
No. 359285 ID: e4003e

>>359275
Agreed, crush it with dragons is clearly the best idea.
>>
No. 359291 ID: d3b959

I think the best Idea is to hire the priestess to reduce attrition
>>
No. 359292 ID: b6edd6

>>359253
A critical question is whether magic-heals will hurt undead (which I asked in the disc thread).
(Though I think Paladin + healer + buffs can probably take the ogre.)
>>
No. 359306 ID: 383006
File 131899173537.jpg - (15.62KB , 280x347 , sword.jpg )
359306

Answered some stuff in the /dis thread.

http://tgchan.org/kusaba/questdis/res/345255.html
>>
No. 359309 ID: ec0bf5

I'm going with the Lord of Mar... I mean Amir.
>>
No. 359317 ID: a7adbc

Before we decide on a dragon, we need to think about that "unrest" thing. That may be a big problem. Do dragons have a tendency to do evil things or not respond to orders? How risky is this beast?

That said, he'd probably make a great engine of destruction once we find a place to actually assault.
>>
No. 359322 ID: b6edd6

I don't like the sound of Marv- cultist-mage, but out main advantage over the bugs seems to be in ranged combat. And at this point, stealing all the magic would work in our favor.
>>
No. 359325 ID: 44766a

Ea Lightbringer
>>
No. 359393 ID: 383006
File 131903408250.jpg - (113.29KB , 850x700 , 45.jpg )
359393

"unrest" just means your citizens will lose morale. The dragon is big and scary.

You decide to hire Ea The Lightbringer. The other mercenaries sail away.

"It pleases me to serve you, king. Together we will defeat this menace that haunts your kingdom," she says, bowing low.

The priestesses (including Ea) have a chance not to be attacked by undead, lower the more powerful the undead is, and take less damage from undead spells. There is a chance that necromancers will fail to raise troops near the priestesses. Their healing is close-ranged, so it's best if they're attached to a unit that will receive healing whenever it's injured. They are mounted units and capable of quickly relocating, however.

The combat medics have swords and armor, but it's more used to make sure they don't get killed than to kill enemies. They should likewise be assigned to groups of soldiers in combat, although they can't quickly relocate.

Ea can be used as a general or a normal troop under one of your remaining generals, and must be fielded when any of her units are fielded. It is best to field her entire mercenary group.

The devastating loss of Rayawyn has left your country in mourning, but you cannot be taken in by the enemy's ploys again.

You have begun filling the dry castle moat with spikes and other hazards, and having workers erect and man watchtowers near your towns, and near the border to the forest. You haven't heard back from the Green Snake or Gaylin yet, but a few new recruits are combat-ready.

Do you have any other plans before you hear back from your generals?
>>
No. 359417 ID: c71597

>>359393
Aside from strenghtening defenses and making sure town and village militias train and strengthen their defenses as well, not really. We should probably check in on Gaylin and see how his mission is going.
>>
No. 359418 ID: b6edd6

Maybe we should have some of our light cavalry patrol near the forest border? What do you guys think?
>>
No. 359807 ID: 383006
File 131921512042.jpg - (54.89KB , 850x700 , 46.jpg )
359807

I say, we've made our way past the forts and are well into the other king's land. We were traveling just down the road here - a road in somewhat of a state of disrepair, I must report - when some fellows appeared.

Rag-tag for the most part, two light horse with javelins, a captain with armor, mounted, six crossbowmen, and four infantry. There are hills on each side of the road, so their foot soldiers are below us.

The chap in charge is demanding that we turn over our goods else we'll be fired upon.
>>
No. 359825 ID: 1854db

>>359807
Fired upon? Uphill? Who does this man think we are? Inform him he must be truly desperate to threaten a force on even footing with his own. Ask him what has driven him to such lengths. If he is needing employment, perhaps he could consider joining our forces, hmm?
>>
No. 359826 ID: c71597

>>359807
Inform him that you're here for proper diplomatic negotiations and that shit like this is not tolerable. Also inquire wheter or not he's for hire, seeing how these chaps all have their own stuff already they should be ready to go if we can recruit them.
>>
No. 360232 ID: 383006
File 131938857396.jpg - (101.27KB , 850x700 , 47.jpg )
360232

I inform the man of my position and that I can provide him with regular food and real pay. I'd have to take it out of the treasure I've brought, but it shouldn't be a significant diminution.

:BC: "Don't know why you want to try and diplomat with that horse anus. That's why we're in the position we're in - banditing for a living. Released lots of us soldiers with no where to go and no other line of work. Got these strange visitors come give him advice. Envoy came to the capital about six months ago, nobody knows from where. didn't come from no boat for sure. He listens to these fellas. Say we don't need a big standin' army no more. Cuts us free. What are we supposed to do? We aint bad people despite our current preoccupation.

Well, I can hire these fellows and either send them back or keep them with me. We have enough workers to support them and reclothe them in our colors.

Crossbowmen are inferior to archers in every way, except that if they are killed, workers can be trained to take their place relatively quickly. These soldiers are all starving and have low morale.
>>
No. 360239 ID: 3fd4fb

>>360232
Sending them back to our country would likely be more diplomatic than bringing them with; showing up at the king's with a bunch of his ex-employees in tow could be kind of awkward. Make sure that they have sufficient supplies (mostly food) that they won't need to do anything untoward on the trip back, and that they are firmly instructed that no banditry will be tolerated within our realm but that there will be lasting jobs for them in our military upon arrival at the capital.

From the sound of it, there are other groups in a similar position to this one- and we are quite in need of additional forces. This could be an excellent opportunity to bolster our military. If they can gather more similarly out-of-work soldiers on the way to our capital, we can offer a small bonus, I think.
>>
No. 360242 ID: f70e5e

the odds are three to one that the monsters and the strange visitors giving the king advice are related. they are probly trying to soften up nearby kingdoms and deprive us of potential allies at the same time. we can probably turn there plan against them if we can leverage the large number of desperate and unemployed soldiers to bolster our ranks
>>
No. 360244 ID: b6edd6

Continuing to the other kingdom at all is looking like a dubious plan.
It sounds to me like the bugs have charmed their king (magically or otherwise), and have a sizable force there.
Even if we can break the bugs' hold on their king, with their army disbanded the bugs could just hold a coup.
While the other kingdom could be where the bugs are getting their human resources from, a diplomatic solution seems unlikely.
>>
No. 360246 ID: 1854db

Wow, that's really mega-suspicious. It sounds like this kingdom allied with our enemies or got mind-controlled or something.

If we keep them with us we risk running into someone that recognizes them from their banditry. If we send them back then it's possible they'll have trouble getting past the forts. We could avoid issues with the former by having them wait outside town or something... the latter might even not be an issue, depending on how tight the borders are.

I kinda want to keep going, and make a deal with a town somewhere to direct ex-soldiers to our kingdom. Their problem becomes our manpower.
>>
No. 360273 ID: 6fa1ef

>>360239
Supporting sending them back and making it known that we'll offer a small bonus for recruiting additional displaced military men. Do make it known that we wish for them to cease banditry.

Let's look for any further recruitment opportunities as well.
>>
No. 360321 ID: d4155c

Now this is an interesting situation. Well, send them back and tell them to bring any of their buddies, but if one or two of the people let go by their king were leaders or generals, talk to the our king. We could use information and maybe a strategic advantage just in case.

Either way, are there other places we can go than that kingdom? Might be just that one.
>>
No. 360352 ID: c71597

>>360232
Send them back to our own country. Also inform them that any other of his fellows who want to join a righteous cause that pays regularly are welcome there as well, since we need the manpower.

Hmm, those envoys seem like a rather suspicious bunch, we should probably be wary of bug cultists and shit at the court. Things might get more troublesome than normal negotiations.
>>
No. 360372 ID: 383006
File 131940856912.jpg - (119.09KB , 850x700 , Disposition4.jpg )
360372

I was the right man for the job, I say. I manage to round up quite a few of them and send them back. Some quantity of the supplies are spent.

These troops are all not quite as good as yours. Not as well equipped or trained. They seem to be decent enough chaps though.
>>
No. 360373 ID: 383006
File 131940873076.jpg - (62.71KB , 850x700 , 48.jpg )
360373

When we approach the capital I see some huge, robed figures outside the gate. Keeping the main force a ways back, I send a light horse to scout ahead.

:GE: "Wat bring you to the citeye, foreign-man? Wat brings or purpokts here?"

Their voice is strange, tinny. How should we approach?
>>
No. 360411 ID: c71597

>>360373
You know what, I really don't like this. I say we screw this diplomatic mission, we try to find as many down on their luck ex soldiers as we can and get them to follow us back, we can send in the Green Snake to try to figure out what's going on here later. Seriously this seems like a bad situation to walk into with what we currently have at hand.
>>
No. 360425 ID: 383006
File 131941982221.jpg - (112.70KB , 850x700 , 49.jpg )
360425

I get the scout to withdraw and we begin our journey back. I may be able to recruit additional troops with the envoy money.

It is much safer than going inside. No telling what is happening there.
>>
No. 360427 ID: 383006
File 131941988285.jpg - (126.12KB , 850x700 , 50.jpg )
360427

Okay, I made it to the witch's hut. Looks like they've come and gone. Whole place is burned to the ground. Lot of footprints around here, but they're just sort of in the area - no tracks leaving or coming from anywhere else.
>>
No. 360443 ID: c71597

>>360427
Well that's a bummer. No trace you can sniff out or so? Because it would kind of suck if we get nothing out of you coming here.
>>
No. 360494 ID: 1854db

What the heck is that green stuff at the top of the tree?
>>
No. 360518 ID: 6fa1ef

>>360494
Oh dear. Watch out for a possible trap.
>>
No. 360706 ID: 383006
File 131949432070.jpg - (72.63KB , 850x700 , 51.jpg )
360706

Oh, that's just something living I sensed in the tree. I suppose I should go check it out.

It's an owl! I ask it if it saw anything useful.

The owl informs me that he has a hole in the tree where he lives, and that he's been here for a while. He said that people showed up one day while he was asleep, and lived in the hut for a while (animals are really stupid about time). Anyway, they came out with a big scary ghost lady and then walked around and stuff and then when he was asleep again they disappeared.

It seems like the ressurected the witch as a spirit instead of a corporeal undead. That means only magic can hurt her, and it'll be a real problem. They must have been doing this while they were also working on the ogre's body. I just want to know how they're moving around. I know magical teleportation is a thing, but you'd have to be a super powerful wizard and even then it's really unreliable and can't transport large groups. It's got to be something else, but there are no tracks leaving here. It's frustrating is all. Oh well, I don't think there's anything else to learn from this guy.
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No. 360707 ID: 383006
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360707

This is your current troop disposition. The light bandit horse uses javelins, so they only get one ranged attack.

The crossbowmen have shorter range and are less accurate than your own archers, and fire more slowly. Their infantry are worse than yours, but it's mostly a matter of morale, not skill.

Their heavy horse are not as tough as yours.

Do you have any plans? Currently, most of your watchtowers are complete and manned, or nearly so, and your moat is now full of spikes. Most of your cities and villages are properly garrisoned and walled.

Do you have any other plans? Any troops to send out? It's OK if you don't - your enemy probably won't wait forever to make his next move.
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No. 360714 ID: 1854db

Uh. These guys are flying around or tunneling. Probably flying, since tunneling would leave obvious disturbed earth.

So we might have to worry about flying bugs. Good thing we have some extra crossbowmen.
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No. 360719 ID: 3fd4fb

>>360707
The newer members of our military could probably really use some drilling and practice alongside our other troops; hopefully with enough time training together they'll feel more a part of our military and their morale will go up somewhat.

Both the giant ogre and the spectral witch will likely require magic to defeat, and we've only got four wizards. Can we train or recruit more? Failing that, can we build catapults or bolt throwers to go with our defenses- things which might be able to make a serious dent in that ogre or anything else really big and tough they have to throw at us?
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No. 360946 ID: c71597

>>360707
We should give our new troops time to train with our old one so they get to know them and stuff and see if we can get them to improve. We should also talk to them about what has been going on in our neighbours kingdom, because there seems to be something seriously weird going on there and we might have to intervene there somehow, damn shame we don't have any assassins.
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No. 360957 ID: 6fa1ef

>>360719
I'm all for building siege weapons if we can manage it. That'd give something to deal with the ogre and let our wizards focus on the witch. Though mobility will as always be a problem.

Identifying the origins of those enemies is pretty crucial, but it looks like getting leads will be difficult with whatever methods they're using that don't leave tracks.
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No. 360958 ID: 1854db

Indeed, if we can get some ballistae or other big damage single-target weapons, we could take out the ogre a lot easier.

Assuming we can't just trap it in a pit or something.
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No. 361004 ID: b6edd6

Does our Chamberlain know anything about the territories surrounding our kingdom? Since we apparently don't (aside from our immediate borders), we probably want to ask him about that.
After all, if the medium-bugs are made from living humans, the bugs have to be getting those humans from somewhere, and it would be useful to see if the neighboring kingdom is the only option for that. (They could be shipping them in from overseas, but that would be difficult to manage sneakily.)
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No. 361009 ID: bf33f4

Oh shit, what if they flew out from the witch's place? Put an alert out to track the skies as well as the ground. We cannot afford to be caught with our pants down if the enemy has access to air forces.

Can our serpentine friend find any other animal pals in the surrounding area to question?
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No. 391436 ID: 7633e0

Bump
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No. 391475 ID: 6e44d2

>>391436
Man, this quest is great, but we sort of have to wait for the author to return. Bumping it won't do us any good.
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No. 391503 ID: 55c4cf

Accidently hit A one too many times and have the owl re-tell you the entire thing.
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