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Orc Warband Quest

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File: generic horde.jpg (511KB, 1600x1113px) Image search: [Google]
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You have been handed down an honour from Grand Pathfinder Garukn that very few ever are: you've been given a warband, humble as it may be, and an inquisition quest across the mighty salt waves.

With another puny human stronghold conquered, the mighty horde continues to grow and the High Grand Pathfinder has set his eyes on faraway lands to support such a booming population. This new continent has never seen the likes of the Orc before, nor many of their monstrous cousins, and it's your job to ensure the mighty reputation of the Orcish warband is sewn here.

As the clunky war barge, full of holes and smelling like old fish, nears the coastline, it's time to ready your band. It's a small group, though a fierce one, and the simple tools you have at your disposal should be enough to land the small party ashore this foreign land and find somewhere to call your base.

As spoken by the Grand Pathfinder himself, your goals in this foreign land are simple:

> 1. Create a safe beach head for future incursions
> 2. Maintain a healthy and combat-ready warband
> 3. Gain as much information as you can about the local lands
> 4. Sew as much chaos and fear in the name of the Horde!

First thing's first...


>> what do you call yourself, and what is the name of your warband?
>>
>>989698
>1. Create a safe beach head for future incursions
>Mudagog and Bannerpikes
>>
We are Broglong Shitesmear and we are the Skidmark tribe, we wear tan pants with dark brown streaks down the center.
>>
>>989709
Very well, you are Mudagog of the Bannerpikes warband. (first in, best dressed)

As leader of this party it is your role to give direction, inspire and manage those who follow you. Over time your warband will grow as you recruit other combat-worthy creatures from the native lands. Likewise, based on your performance, the High Pathfinder might deem you worthy to recieve incursionary forces from the homeland in the form of reinforcements.

What skills do you hold most dear in leading the warband?

Choose 2 out of:

> Melee Combat
> Ranged Combat
> Leadership
> Strategy
> History and Lore
> Diplomacy
> Construction
> Mysticism
>>
>>989714
Seconding
>>
>History and Lore

We are actually traveling librarians
>>
>>989743
>Ranged Combat
> Leadership
>>
>>989755
Seconding, along with ranged combat. Librarians with bows
>>
>>989743
>strategy
>leadership
Going for macro skills here
>>
> 2 for History and Lore
> 2 for Leadership
> 2 for Ranged
> 1 for Leadership

Tie breaker?
>>
>>989782
>Leadership

Meant to be 1 for Strategy
>>
We cant double major?
>>
>>989786
You get to select 2, but we've got 3 tied at the moment.
>>
Just going to argue for the macro skills I chose, leadership is obvious and extends to domestics as well. Strategy over ranged combat specializations just influenced a larger range of combat related capabilities included complex plans and terrain usage.
>>
>>989782
History and Lore!
>>
>>989808
I am generally speaking more in favor of ranged engagments, but the overarching bonus we can access from strategy is well worth it. Even if it was a 10% boost to a 50% ranged modifier
>>
> History and Lore
> Ranged Combat
(Taking them in the order they came, then. First to 2, as that was the max votes on any.)

Very well.

Chosen by the Grand Pathfinder for both your knowledge of the world and your excellent marksmanship, you favour wisdom and logic in making decisions and lead the ranged element of your forces personally.
>>
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>>989819
sorry anon!

The war barge finally makes land just before daybreak. The days are still hot, though are accompanied by pleasant coastal breezes, as you arrive on the shores of this new land. Preliminary scouts reveal little about the local area - mostly rolling plains inland, the treeline of a forest to the North, and what looks to be a small fishing village at the river's head just NE of the warband.

Down the coast, however, your scouts spotted a larger humanoid township with a small palisade and even a dock. For fear of being caught too soon, your scouts didn't get close enough to provide any meaningful intel on this settlement.

[u]TURN 1, THE HEAT (LATE)[/u]

Mudagog, Chieftain of the Bannerpikes, survives his warband...

SKILLS:
- Leadership
- History and Lore

GOLD: 0
PROVISIONS: 4 months/turns
MATERIALS: 6

MORALE: [4] Content
MARCHING SPEED: 4

COMPOSITION:
20 Orc Warriors
10 Orc Archers
6 Orc Scouts

OFFENSIVE EQUIPMENT:
20 Leather Armour
10 Hide Armour
10 Hide Shields

DEFENSIVE EQUIPMENT:
16 Long Swords
10 Short Swords
10 Short Bows

MISC INVENTORY:
Nil

You get to execute two actions each Turn/Month. Their sequence must be made clear - if you are moving and hunting in the same turn, it's important to know if you hunt in your starting location or at your destination.

Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Build (designate objects/structures and location)
> Attack (designate target)
> Raid (designate target)
> Other (write in)
>>
>>989820
>This combination
Nope. glhf I'm out, my minmax can't take it
>>
>>989827
>Leadership

Fuck sorry, meant to be Ranged. Sorry anons
>>
Raid the castle to the West. Establish our base.
>>
>>989827
>Hunt (replenish provisions from the local lands)
Need a full belly for raiding
>>
>>989841
>>989846
Both of these
>>
>>989841
>>989846
>>989850

You hunt the coastline, ranging only a short way from where the barge made landfall, and spend many days collecting meat from some of the local wildlife. This land is fertile and many large beasts, not dissimilar to deer, are soon roasting over your camp fires.

[+3 PROVISIONS] (Each turn the warband consumes 1 Provision)

When stocks are full, Mudagog readies his warriors and the warband begins to march South-West, along the coast, toward the fortified town.

Early scouting of the settlement indicates a large population, perhaps over 400, and your scouts spotted numerous patrolling groups of armed guards. A local militia is surely in place. Further, the rough palisade surrounding the town is manned with archers, although only a few, and only allows for entry at two points. With the warband so undermanned and unarmed, there is no way to break through the palisade - if you wish to enter, it'll be through the gates.

How do you proceed?
>>
Lets reflect on our history. Has there ever been a time where an underwhelming force such as our warband managed to take down a fortress like this?
>>
>>989883
Yes let's use our lore
>>
>>989883

[HISTORY AND LORE]

Your only recollection of such an event, given the usual Horde tactic of attrition, relied heavily on subterfuge and covert operations. With your knowledge of the situation before you and those who have succeeded at such a thing in the past, you're adamant that IF raiding the town is successful it'll only be possible if your warriors can get inside unnoticed, to disable some of the militia quietly.

Even then, the numbers are heavily stacked against you.
>>
Attacking that city right now would be suicide.

The time should be spent exploring the area, establishing a base and gathering resources for the attack.

We will also need more numbers so with out reinforcements from home or finding others to join us its pretty much a waste of time.
>>
Let's sack the town to the east. And force them to start fires and mayhem inside the castle walls. We hold women and children hostage until they do what we ask then we kill the women and children and assault the castle.
>>
>>989894
Research Camouflage
Train Stealth

We shadow orcs now
>>
>>989906
I agree. Use hostages from the sacked town to force other townsfolk to cause discord in the castle. Use this distraction to assault
>>
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Rolling ahead as the consensus seems to be that sacking the town to the West isn't a good idea just yet.

Having hunted well, the warband surveyed the Westward township only to find it far too well defended. For now. As the first month in this new land comes to an end, the dry heat of the months past is replaced with a murky humidity as light rains batter the coastline.


TURN 2, THE RAINS (EARLY)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat

GOLD: 0
PROVISIONS: 6 months/turns
MATERIALS: 6

MORALE: [4] Content
MARCHING SPEED: 4

COMPOSITION:
20 Orc Warriors
10 Orc Archers
6 Orc Scouts

DEFENSIVE EQUIPMENT:
20 Leather Armour
10 Hide Armour
10 Hide Shields

OFFENSIVE EQUIPMENT:
16 Long Swords
10 Short Swords
10 Short Bows

MISC INVENTORY:
Nil

You get to execute two actions each Turn/Month. Their sequence must be made clear - if you are moving and hunting in the same turn, it's important to know if you hunt in your starting location or at your destination.

Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
>>989906
>>989915

We dont have the numbers to defend the big city even if we do take it. We need to up our numbers first..
>>
>>989923
Nobody is going to assault a stronghold we took from a much larger force. This will begin our legend while we get to spend time building our libraries.

Hostage Time for action QM
>>
>>989931
Yes OP dewit
>>
>>989931

Since you two seem determined i'll sit back and see how this goes. I'm anticipating this to be a short quest though with the decision making so far.

Heres hoping OP runs another if this one fails.
>>
>>989922
Research Camouflage
Train Stealth

Then we can follow our plan with the town in the east
>>
>>989944
Switching
>>
>>989944
Switch. After we get sneeky breeki we become the siege masters
>>
>>989952

Lol, smart orcs are fucking terrifying
>>
>>989944
>>989950

Nestled in some low hills only a short march out of town, the warband lays low for a while and begins working on some new tactics. Utilising some of the gear they had with them, as well as the hides collected last month, Mudagog gives guidance on how to craft night-black fabric coatings to cover the warriors' armour.

[NEW DISCOVERY - Basic Camouflage, Urban]
[-4 Materials]

The rest of the month is spent doing some uncharacteristic theory training - Mudagog even preaches from a few musty, human-skin tomes he has with him, sharing insight into how to move around an urban centre unnoticed and how to scale walls quietly.

Everything is still theory to be put into practice, though confidence among the warriors is high - despite odds, they're ready to assault this township if given the word.

TURN 3, THE RAINS (MID)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat

GOLD: 0
PROVISIONS: 6 months/turns
MATERIALS: 6

MORALE: [4] Content
MARCHING SPEED: 4

COMPOSITION:
20 Orc Warriors
10 Orc Archers
6 Orc Scouts

DEFENSIVE EQUIPMENT:
20 Leather Armour
10 Hide Armour
10 Hide Shields

OFFENSIVE EQUIPMENT:
16 Long Swords
10 Short Swords
10 Short Bows

MISC INVENTORY:
Nil

DISCOVERIES:
- Basic Camouflage, Urban

You get to execute two actions each Turn/Month. Their sequence must be made clear - if you are moving and hunting in the same turn, it's important to know if you hunt in your starting location or at your destination.

Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
Now lets get to the eastern town, pretend to be new to this land and starving. Then take hostages and force these fools to bring some Anarchy to the castle to the west.
>>
>>989985
I don't think they will be welcoming, even if we were starving.

Since we can't train anymore without experience, let's put our plan in action. Scale the eastern town walls at night and begin the sabotage.
>>
>>989985
I agree with an attack on the town wherein we take hostages to disrupt the west. However we should just sneaky beaky into the town at night and go house to house gathering hostages and pacifying the people. We can't sneak in as starving orcs
>>
>>989995
Then no starving we sneeki breeki into town. Capture our spies. And cause mayhem on the castle.
>>
>>989994
>>989985
>>989995


Just to clarify - the Western TOWN is walled and somewhat defended, with roughly 400 citizens.

The Eastern fishing VILLAGE is yet to be scouted, but likely much smaller.

I thought everyone was talking about the same place but I don't think they are.
>>
Nah, we want the peoplte from the village as hostages and force them to disrupt the town.
>>
We want to attack the fishing village taking hostages and use the prisoners to force other villagers from the fishing village to cause mayhem in the walled off town to the west
>>
>>990002

They want to attack the smaller fishing village first to take hostages and set up the attack on the larger town
>>
Oh i was under the impression that we found the east town too well defended. Looking back, its says westward.

Scout the eastern town, then
>>
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>>989994
>>990005
>>990007

With new knowledge its collective belt, the warband returns East, marching off the main road and keeping the coastline over their right shoulder. The fishing village, it's decided, is better prey given their current composition.

By the month's end, the fishing village is just over the horizon, and the warband awaits final orders for their virgin attack on these lands. (Marching rate was too low!)


TURN 4, THE RAINS (LATE)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat

GOLD: 0
PROVISIONS: 4 months/turns
MATERIALS: 2

MORALE: [4] Content
MARCHING SPEED: 4

COMPOSITION:
20 Orc Warriors
10 Orc Archers
6 Orc Scouts

DEFENSIVE EQUIPMENT:
20 Leather Armour
10 Hide Armour
10 Hide Shields

OFFENSIVE EQUIPMENT:
16 Long Swords
10 Short Swords
10 Short Bows

MISC INVENTORY:
Nil

DISCOVERIES:
- Basic Camouflage, Urban

You get to execute two actions each Turn/Month. Their sequence must be made clear - if you are moving and hunting in the same turn, it's important to know if you hunt in your starting location or at your destination.

Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
excellent, let's train our stealth skills by infiltrating this town then subduing them with as little killing as possible. The humans we don't use as agents may be used as labor slaves.
>>
Infiltrate and take fools prisoner
>>
>>990041
Make sure you select 2 actions - last turn we only did the one (movement) because attacking wasn't possible (the village was too far away) and no other actions were picked.

Maybe by default I should take Hunting as the default action?
>>
Lets have our archers stand back in a block formation, we go house to house dragging people out, anyone resists we rough them up. Anyone continues resisting we put and arrow in their leg.

Round up women and children and let the men know the plan. Kill one to show them we mean business.
>>
Ooh. For our first action let's apply our stealth knowledge to hunting in an attempt to increase our hunting effectiveness and further train our stealth.

Then we infiltrate east town.
>>
>>990041
>>990047
>>990048
>>990049

The warband, growing hungry and aware that provisions will be stretched thin in coming weeks if they take on prisoners, spend a week hunting in the wilds around the fishing village. With their new stealth techniques, not only is their haul large but the hunters go unnoticed by the locals who stray too far from their homes.

[+3 PROVISIONS]

(For larger attacks I will ask which members of the warband are involved and what they are doing. I've just improvised this one as it's straight forward. Warriors into the village, Archers covering, Scouts looking out for trouble.)

With archers covering from a distance and the Stealth Shades worn over their armour, the Orc Warriors sneak into the fishing village early one evening. The settlement is tiny - a mere cluster of huts, and old barn and a large waterside warehouse. A small jetty shoots out into the water, surrounded by fishing rafts at this time of day.

As suspected, the occupants of the village are HUMAN.

There is little resistance once the citzens realise what's happening. Shouts of alarm echo out around the town and the twang of bowstrings bring two burly fisherman, eager to be heroes, to their knees.

All in all the raid is successful - the Orc Warriors get carried away, burning one hut to the ground when the residents refused to leave and slay at least a dozen citizens who resisted. Within the hour, though, Mudagog enters the village with the Orc Archers and is presented with the bulk of the citizens being held as captives near the middle of the village.

12 Men
17 Women
8 children

They are fearful, mostly peasants. What will be done with them?

(Keep in mind, keeping them as slaves will require provisions and possible reduce marching speed, but may increase your activities per Turn)
>>
>>990020
>>990069
second him.

Op out of curiosity what program do you use for your map? I am running some kingdom building games for some friends at college and havent found a good hex-grid system yet for it.
>>
>>990087

More actions per turn please.
Keep the human slaves separated, don't let groups form or they'll organize.

Can we communicate with them?
>>
Lets use those women and children as bargaining chips to keep the men in line. Have them assist us in researching how to make makeshift explosives.
>>
>>990100
It's basic but it does the trick. http://inkarnate.com/

>>990102
Still only 2 actions per turn for now. The warband needs to grow!

Yes, you can communicate them in simple terms, as Mudagog is well versed in languages of the world.
>>
>>990109
ok.
We take all their food stores from the village.
-divide villagers among our members, each investigates their humans. Then we put their knowledge together.
-hunt and fish to build a stockpile
>>
Research throwable explosives
And
Train in basic combat. Sharpen our skills for the coming siege
>>
>>990120
Switch actually.
>>
Ask the village leader about the surrounding areas. Are there any orcs around and what other races besides humans live around here. Maybe we can find allies.
>>
>>990116
>>990102
Same as these guys, but we kill the men.
>>
>>990130
How about we kill 2/3 of the men, keep 4
>>
(Just trying to combine the actions as best I can)

It's decided that, for the time being at least, the warband will occupy this small fishing village. The several dozen humans that survived the incursion are submissive once witness to the brutal strength of the Orcs and, for the most part, stay in line.

Under advisement from Mudagog, the women and children are kept separated from the men at all times, with threat to their wellbeing the greatest bargaining chip of all.

The season has turned once more as the warband looks at its fifth month in this foreign land. The rains have mostly stopped, the days are cool, and the small vegetable patches in the village and fields surrounding it are ripe for harvest.

The men of the village are utilised, between their interrogations, in collecting as much food as possible. This fresh vegetable and fruit produce isn't the norm for the Orcish pallet, but it supplements the food stocks well enough. Combined with hunting the local lands and utilising the infrastructure of the village to fish, the warband finds itself sitting on a sturdy supply of food.

[+6 PROVISIONS]

Warband members also spend this month, much to their displeasure, treating with the Humans and trying to learn more of the surrounding lands. Most of the time the prisoners are cooperative.

After a month, much has been learned:

- The humans here have no knowledge for creating explosives and cannot offer any advice on this. Some of them are aware of blackpowder that the military uses for such things, but have no idea where it might be found.

- The surrounding lands are but one duchy of a large Human empire. The town to the South West, along the coast, is one of many similar settlements further inland. The region is quiet and known for its trade - the inland settlements are all quite wealthy.

- The inland settlements of the duchy are inhabited by many humanoid beings, from Elves to Halflings to Dwarves. Many beasts also hunt the open plains and the dark forests, though none of the village folk know anything of such creatures beyond stories.

- Orcs are unheard of in these lands, though some of the villages claim to have seen Goblins in the nearby forests over the past few years.
>>
>>990135
Fine, but only the twinks.
>>
File: Map4.png (214KB, 519x391px) Image search: [Google]
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TURN 5, THE HARVEST (EARLY)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat

GOLD: 0
PROVISIONS: 9 months/turns
MATERIALS: 2

MORALE: [4] Content
MARCHING SPEED: 4 hexes

COMPOSITION:
20 Orc Warriors
10 Orc Archers
6 Orc Scouts

PRISONERS:
12 Human Men
17 Human Women
8 Human Children

DEFENSIVE EQUIPMENT:
20 Leather Armour
10 Hide Armour
10 Hide Shields
20 Stealth Shades (Black cloth used to cover armour at night)

OFFENSIVE EQUIPMENT:
16 Long Swords
10 Short Swords
10 Short Bows

MISC INVENTORY:
Nil

DISCOVERIES:
- Basic Camouflage, Urban

You get to execute two actions each Turn/Month.
By default the warband will Hunt if not given other instructions.


Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Research (designate subject)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
>>990142
>Build prison/enclosure for the humans
>Hunt
>>
Lets gather any alcohol bottles and create Molotov Cocktails. We are ranged after all.

Begin rounding up the men for their mission of causing mayhem in the Town.
>>
>>990157
These humans were never meant to be slaves. We need them for one reason only and thats to help us take that town.
>>
>>990142
>>990157
We are a nomad people, we don't use prisons.

Lets focus on building up our horde.
-Increase consumption our food stockpile toward increasing our numbers.
-Head toward the goblin forest so that we may offer our fellow green skins a place in our horde
>>
>>990163
We still need to keep an eye on them though. Humans is sneaky cowards.
>>
>>990170
Actually fuck it, changing my vote to this.
>>
>>990170
>>990175

Are the prisoners to be taken on this journey?
>>
>>990183
Yes, they are the horde slaves.
Begin indoctrination. User our knowledge of History and Lore and begin filling their head with Orcish history and language. Let them forge a new identity as our lower caste.
>>
Again, a week is spent hunting the surrounding lands and fishing in the shallows of the great ocean before the warband packs up for the march. Heading inland, with Human prisoners in tow, they plan to find allies in this foreign land.

[+3 PROVISIONS]

One evening on the march, when only the night patrol is awake and on watch, several of the Human males launch a feeble escape. They manage to wound one of the sleeping Orc Warriors badly, despite their bonds, but were promptly slain afterwards by the night patrol.

>How is this attempt to be dealt with?
>>
>>990204
kill all but 4 men
>>
We should begin exploring the forest and surrounding area

Maybe we can run into some goblinbros
>>
>>990210
This, but make them fight each other to the death until only four are left.
>>
>>990214
Aye, that's where the band is headed right now.
>>
>>990217
I like it, very savage.
>>
>>990210
>>990217

There's no time to even wait for morning - such an outrage that is the small prisoner revolt demands instant blood. Mudagog has the men brought forward, assessing each before having them forced into a tight ring of Orc Warriors, snarling and kicking at the prisoners.

"For your betrayal, you receive the death. Only 4 of you live out this night!" A roar goes up from the small warband as small stones and sticks are thrown in at the humans. A few moments of solace pass before they realise the game and, some more reluctant than others, the bloodshed begins.

It takes some time, and one defiant youth receiving an arrow to the gut, but soon the battle is over. A dark red sun rises in the morning, a chorus of sobs from the female prisoners signalling the beginning of a new day's march. Only four men remain, all broken in spirit, and there is no resistance shown for the remainder of the march.

[MORALE +1]
>>
By the end of the trek the warband finds itself deep within the forests, cool breezes making the travel an easy feat. It doesn't take long for the Scouts to pick up some semi-familiar trails and scents, leading the warband to a small, makeshift village of skin and wood huts.

This is the home of at least 100 goblins, possibly more.

Some skulk around the camp, keeping fires or working old hides. Their living conditions are rancid, but usual for goblins, and they seem well equipped - stone spears, simple swords, slings and bows.

You have not yet been noticed here.

> How do you proceed?
>>
>>990232
Oh shit, thats metal. Hell yeah.

When we arrive at the forest, begin stealth scouting and set up camp.
>>
>>990237
Fuuuuck I'm not sure how we go about this. I mean it's not like we can just swoop in and go "Hey, we're gonna' go be awesome, wanna' join?"
>>
>>990232
Goblins are pack creatures and easily scared by larger beings
I say we waltz in there with maximum swagger right up to the chiefs tent and gut him.
and assume control of the warband through regicide
>>
>>990250
Yeah, and then mate with their most fertile women.

Or their most fertile men, whatever.
>>
>>990237
Bring our leader, a small entourage, and 2-3 human slaves as a symbol of our power.

Let them know that if they join our horde as the goblin caste (a servant caste to us orcs) we will together find a better living for ourselves with a victory over the humans.

Tell them tales of the western village and how we will take them down. They'll win a reward of bountiful food and better weapons. Give them a taste of the potential spoils by serving them a small feast from our stockpiles and show off our slaves.
>>
>>990250
>>990258
My previous plan, but we also kill their chief
>>
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The warband stormed into the goblin camp without missing a beat, swords drawn but without direct aggression. The goblins who first noticed them, as such, didn't know how to react. Before they could, the tent of their leader was surrounded by Orcs and the largest, Mudagog, had stepped in through the swinging skin tent flap.

Within, an older Goblinoid wearing a chain shirt stood to face the intruder. He was silent for a long time as the pair appraised one another. An unheard conversation.

"Des forests is ours, big orc. We lives here, we hunt and kill here. You are foreign. Why do we trust in you?" The goblin speaking appears to be the leader of the tribe. His words, surprisingly, have no flavour of aggression - instead, they drip with pride and confidence.

Without hesitation, Mudagog stepped forward, fingers firm on the hilt of his sword.

"We do come from far away, little beast. On ships, we come across the waves. We are here to hunt. To kill. To live. We are of one mind with your kind. But we are not confined to a forest, cowering from Man. We fight."

A single swing sliced the creature in two, a dark purple-black mess of liquid and gore splashing across the inside of the tent. The goblin leader, in two pieces, crumpled to the floor.

Outside the cry of the Orcs roared throughout the camp, throughout the forest, crushing the solace of the trees. A timid response of whispered outrage, confusion and fear came from the onlooking goblins.

None made a move to resist, though.

Mudagog stepped back from the tent, cleaning his sword on his thigh before sheathing it.

"This is no home. This is a hideaway for rodents." He gestured around the camp, at the skin huts and the piles of night soil. "You follow the Orc and we show you a life worth living."

Another roar from the warband.

[ALLIES GAINED]
>>
>>990268
WARRRR!
>>
>>990268
WWWWAAAGGGGHHHH
>>
>>990268
WAAARRGGGG
>>
File: Map5.png (267KB, 513x439px) Image search: [Google]
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With their leader dead and the strength of the warband shown clearly, not one of the Goblins chose to leave.

The warband has grown and its Provisions have been sustained with those from the Goblin camp. However, Provisions/Turn ratio is changing due to the growing size of the warband, hence the decrease in months.

TURN 6, THE HARVEST (MID)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat

GOLD: 0
PROVISIONS: 8 months/turns
MATERIALS: 2

MORALE: [5] Cooperative
MARCHING SPEED: 4 hexes

COMPOSITION:
20 Orc Warriors - Leather Armour, Long Swords, Hide Shields
10 Orc Archers - Hide Armour, Short Bows
6 Orc Scouts - Short Bows, Short Swords
26 Goblin Skirmishers - Stone Spears, Hide Shields
44 Goblin Skirmishers - Hide Armour, Short Swords
30 Goblin Archers - Short Bows

PRISONERS:
4 Human Men
17 Human Women
8 Human Children

INVENTORY:
20 Stealth Shades (Black cloth used to cover armour at night)

DISCOVERIES:
- Basic Camouflage, Urban

You get to execute two actions each Turn/Month.
By default the warband will Hunt if not given other instructions.


Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Research (designate subject)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
>>990281
(Changing the Turn report as we go to best suit the nature of the game. Let me know if you have any suggestions or needs.)
>>
-Equip and train the goblins (get those stone weapons outta here)

Unless there are more villages to warm up on, lets go straight to the west town
>>
>>990281
Let's Hunt a bit and see how well Goblin and Orc tactics mix.
And also try to brainwash the little Human children, make 'em more Orky.
>>
>>990281
March Towards the Human Hamlet West
Burning and pillaging farmland we cross
when we reach the town surround it and burn all surrounding area that supplies it
>>
>>990287
Training, yes. Equipping, no. You'll need to get materials and create new gear... or loot them.
>>
Include the goblins in stealth training, let them have shade skins also
>>
Train and continue exploring, hopefully find more allies and resources
>>
>>990292
Very well, did we get any materials from the fishing village to fashion metal spears spearheads?
>>
>>990296
Second.
>>
Writing!
>>
>>990298
The village wasn't looted, no. Maybe I'll make that an auto-event in future. I was waiting for you guys to designate it. Learning!

>>990296
>>990300

(Trying to keep consistent and going with the consensus)

The coming month is spent within the forests, once home to the goblin tribes, working on the warband's combat prowess. Archers practice their technique, Orcs and Goblins alike spar with different weapons, and slowly the tactics of the two races begin to mesh.

LEVELS!

All units will now be tracked in Levels that dictate their combat experience and ability. The higher the better.

While this training occurs, the Scouts of the warband head out in all directions to scout the lands surrounding the forest.

Open plains stretch inland from the forest,
>>
File: Map6.png (321KB, 576x480px) Image search: [Google]
Map6.png
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>>990318

TURN 7, THE HARVEST (LATE)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat


GOLD: 0
PROVISIONS: 7 months/turns
MATERIALS: 2


MORALE: [5] Cooperative
MARCHING SPEED: 4 hexes


WARBAND COMPOSITION: [136 Total]
// Level 4
20 Orc Warriors - Leather Armour, Long Swords, Hide Shields

// Level 3
10 Orc Archers - Hide Armour, Short Bows
6 Orc Scouts - Short Bows, Short Swords

// Level 2
44 Goblin Warriors - Hide Armour, Short Swords
26 Goblin Skirmishers - Stone Spears, Hide Shields

// Level 1
30 Goblin Archers - Short Bows


PRISONERS:
4 Human Men
17 Human Women
8 Human Children


INVENTORY:
20 Shade Skins (Black cloth used to cover armour at night)


DISCOVERIES:
- Basic Camouflage, Urban


You get to execute two actions each Turn/Month.
By default the warband will Hunt if not given other instructions.


Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Research (designate subject)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
>>990324
Let's check out the North some more
Also Have our archers train the Goblin Archers. But not all of them, just the Goblins that show promise.
>>
-Take the goblins hunting with us to learn stealth

-Pillage the the town that is north east since the west village is too dangerous to return to
>>
>>990338
Second.
>>
>>990324
Hunt a bit more around the forests, then march on the city and begin the raid at night.

Have a party of our best warriors/archers scale the walls at night, and open a gate from the inside. Then, send in the Goblins first, then our own warriors and archers to regroup with the infiltration party. Wreak havok upon them, slaughter the townfolk, start fires, terrorize them with no mercy.

Unless the consensus is to stall the attack longer, then explore that village to the west and hunt.
>>
>>990338

Sorry, I just realised some of my narration for the map got cut off.

While this training occurs, the Scouts of the warband head out in all directions to scout the lands surrounding the forest.

Open plains stretch inland from the forest, revealing more large rivers and another small village of some sort to the far West. Far to the North of the forest Scouts spot snow capped mountains, though they are several months march away.

Further West from your current location, the grey shadow of another expansive forest is seen.

>Did you mean North West? Across the rivers?
>>
>>990348
Sure.
>>
>>990348
>>990338
I stick with my plan
>>
yeah north west
>>
The warband begins marching once more as the weather begins to turn, days becoming cooler and nights bringing chilled winds from the North. Along the route the best hunters in the warband take the new goblin recruits out with them, teaching them about using the land to their advantage and the art of the bow. Despite the sturdy training they deliver, your hunters aren't able to bring in much meat - just enough to break even for the month.

[+1 PROVISIONS]

The marching continues as the weather gets cooler and soon the warband finds itself on the edge of the small village.

Slightly larger than their first prey, the village looks to have perhaps 100 inhabitants and a few outlying farms. The centre of the settlement is a cluster of large buildings, perhaps taverns and shops, with a sturdy wooden watch tower in the centre.

The months change and the warband begins planning its attack.
>>
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8 months after landing, the seasons are changing once more and the cold winds from the North begin to nip at the heels of the warband as they begin to march.

TURN 8, THE CHILL (EARLY)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat


GOLD: 0
PROVISIONS: 7 months/turns
MATERIALS: 2


MORALE: [5] Cooperative
MARCHING SPEED: 4 hexes


WARBAND COMPOSITION: [136 Total]
// Level 4
20 Orc Warriors - Leather Armour, Long Swords, Hide Shields

// Level 3
10 Orc Archers - Hide Armour, Short Bows
6 Orc Scouts - Short Bows, Short Swords

// Level 2
44 Goblin Warriors - Hide Armour, Short Swords
26 Goblin Skirmishers - Stone Spears, Hide Shields
30 Goblin Archers - Short Bows


PRISONERS:
4 Human Men
17 Human Women
8 Human Children


INVENTORY:
20 Shade Skins (Black cloth used to cover armour at night)


DISCOVERIES:
- Basic Camouflage, Urban


You get to execute two actions each Turn/Month.
By default the warband will Hunt if not given other instructions.


Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Research (designate subject)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
>>990360
I've got two plans that I want to try.
1st plan
>Use Goblins as distraction while a couple of our sneakiest Orc go in through the back and take over the watch tower
2nd plan
>We know that Orcs aren't heard of from around here because of the current humans we got told us, so have one of our Orcs go into the town, with meat and furs or whatever, pretending to barter so we can get more Intel on how built up and durable this town is, and how hard it might be to take over.
>>
>>990360
Same as last time but with the goblins as well i guess
>>
Stealth force armed with bows infiltrates the center watch tower and subdue the watchers.

send in goblins then orcs using the watch tower to provide a high ground for our archers.
>>
>>990357
>>990360

At midnight, create a huge bonfire around the farmlands, east of the village. Have goblins dancing around it, chanting, screaming war-cries. Have them parade around the naked corpses of a few of the (now dead) women slaves.

While that's happening, have our archers sneak into the town (and a couple warriors) and attack the watchtower, then have the main force (the goblins and any leftover orcs) attack.
>>
>>990364
>>990366
>>990369
>>990376

All interesting ideas. I need someone to break the tie, though.

> Goblins distract while Orcs seize the tower
> Orc heads in, acting like a traveller, to gain more info
> Stealth force infiltrates tower to cover the full assault
> Same as last time - archers cover while warriors round up the civs
> Bonfire distraction, Orcish infiltration of town to overthrow watchtower, mop up
>>
>>990381
I'm fine with any of them. My vote (aside from for my own idea)
> Goblins distract while Orcs seize the tower
>>
>>990381
Combined a few as:

Goblins distract by being seen by the watchtower.
Stealth force infiltrates tower, archers cover while warriors round up the civs
>>
>>990387
second
>>
>>990390
Third
>>
>>990392
I'm good with it too.
>>
>>990387
>>990390
>>990392
>>990395


"Papa! The fields are on fire!"

"Aye, son. Get inside!"

The young boy stumbled back into the small house as skulking figures, unnoticed by those still out on the streets at this hour, moved between buildings. Beyond the edge of the village a huge bonfire was alight, tiny figures bobbing around, and the flames were slowly spreading to some of the nearby crops.

A small group of Orcs began scaling the watchtower as shouts came out from above. As they reached the top, quickly snapping the necks of those who nested there, the sounds of horses below signalled a small band of riders heading out of town. A dozen or more, armed but otherwise farmers, rode to the aid of their burning crops.

on cue, more Orcs began coming from the shadows around town, bursting through doorways with weapons drawn. Several local militiamen came to the aid of their citizens, though were promptly cut down by Orcish blades or arrows from above.

Atop the hill the goblins began forming up their ranks, ready for the incoming riders. Numbers were on their side, but speed and force were not. The small grey skinned creatures stood victorious by the end, though suffered casualties.

By the end of the night the town was alight, several buildings having caught on fire. Beyond, several fields burned, and the remnants of the goblin legion regrouped with the warband in town - bloodied, but ready for more, adrenaline keeping them on their feet.

As in the fishing village months earlier, Mudagog came forth to look upon the prizes of his incursion.

Casualties:
2 Orc Warriors
1 Orc Archer
12 Goblin Skirmishers
5 Goblin Warriors

Prisoners:
17 Human Men
2 Elven Men
18 Human Females
12 human Children

Loot:
180 gold pieces
5 Kegs of Ale
4 Crates of Wine
2 Months of Provisions
Assortment of Long Swords
Assortment of Long Bows
Assortment of Short Swords
Assortment of Iron Spears
Leather Armour
20 Horses

> What will be done with the Prisoners?
> What should be done with the town?
>>
>>990406
Burn all of the men to death- except five. Plus the elves. Throw eight of the females into the fire aswell.

Burn it. Destroy everything we do not take.
>>
>>990406
Let's question the Elven Men about their knowledge of explosives.
Let's sack the town for anything good.
>>
>>990413
Sorry, didn't read well enough. Ignore the second part of my post and just go with burn it.
>>
>>990411
>>990413

A combo of these
>>
>>990411
>>990413
>>990415

The villagers are rounded up and the majority of them beaten, bound, and left in the the common room of an alcohol soaked tavern off the main village square.

"Let them feel the burn of the Orc!'

By the time the night was through, the warband was marching once more, the small village burning behind them and the screams of those trapped within echoing across the plains.
>>
>>990411
>>990413
Sure. Let's do these. See if any of them know how we can best infiltrate the west fortress . Also, now that we have more people, do we get more actions?

As for actions:
- Train with the new weapons
- Research arsony tactics
- Develop stealth tactics for larger parties so that we can get more men behind the walls, lets incorporate tactics that take advantage of the goblins small stature.
>>
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>>990428
I'll count these

TURN 9, THE CHILL (MID)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat


GOLD: 0
PROVISIONS: 9 months/turns
MATERIALS: 2


MORALE: [5] Cooperative
MARCHING SPEED: 4 hexes


WARBAND COMPOSITION: [116 Total]
// Level 4
18 Orc Warriors - Leather Armour, Long Swords, Hide Shields

// Level 3
9 Orc Archers - Hide Armour, Short Bows
6 Orc Scouts - Short Bows, Short Swords

// Level 2
39 Goblin Warriors - Hide Armour, Short Swords
14 Goblin Skirmishers - Stone Spears, Hide Shields
30 Goblin Archers - Short Bows


PRISONERS:
5 Human Men
27 Human Women
20 Human Children


INVENTORY:
20 Shade Skins (Black cloth used to cover armour at night)
5 Kegs of Ale
4 Crates of Wine
20 Horses
Assortment of Long Swords
Assortment of Long Bows
Assortment of Short Swords
Assortment of Iron Spears
Assortment of Leather Armour


DISCOVERIES:
- Basic Camouflage, Urban


You get to execute two actions each Turn/Month.
By default the warband will Hunt if not given other instructions.


Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Research (designate subject)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
>>990431
It's almost been a year. We should establish a permanent base soon. I'm thinking either taking that town, killing the majority of the population- or building some sort of compound in the forest.
>>
>>990437
Well then, let's take the fucking town.
>>
>>990437
Alright. Raid the castle to the West. Establish our base.

Because it's winter, they will have food stores that will hold us over as we re-establish the fortified town as our base.
>>
OP, could it be possible to research crude siege equipment? Boulder-launching catapults perhaps?
>>
>>990444
Very possible. However, it would likely take more time to research and then BUILD things. But I'll include the research this turn.


Writing.
>>
>>990431
March west on the town and surround it when we arrive, pillaging all fields that lie outside of the walls. Wait around 3 or 4 months for them to starve and then we just move in no structural damage done at all.
Construct some crude siege equipment while we are at as well
>>
>>990444
Or Goblin launching catapults?
>>
>>990448
>research rocket science
>send goblins strapped onto rockets into space
>>
>>990452
become soviet union
>>
>>990448
1. metal as fuck
2. provides goblins with entertainment
3. catapults fodder walk themselves into catapult, no need to lift heavy rock
>>
Content with the chaos sewn inland, the warband turns its attention back to the coast - a month of marching South, following the river and enduring the dropping temperatures, brings them within sight of the small township nestled on the coast. It is as they left it - surrounded by a thick palisade with watched atop the wall and guards at the gates.

During the march, Mudagog and some of his advisers spend much time theorising how they can bring the art of siege to these lands. By the time they reach the fields surrounding the coastal town, the researchers have devised a primitive idea for a rock slinger - a large contraption of logs and rope and skin that could be loaded with large boulders and lobbed in a general direction.

Goblin-sized rocks...

Creating such devices will take time, and many materials, but the Orc advisers are adamant that it can be done.

[New Discovery - ROCK LOBBERS)

Much to the dismay of the women in the prison train, two children also died over the last month due to the harsh conditions and malnourished. Weaklings.
>>
File: Map8.png (433KB, 576x500px) Image search: [Google]
Map8.png
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TURN 10, THE CHILL (LATE)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat


GOLD: 180
PROVISIONS: 8 months/turns
MATERIALS: 2


MORALE: [5] Cooperative
MARCHING SPEED: 4 hexes


WARBAND COMPOSITION: [116 Total]
// Level 4
18 Orc Warriors - Leather Armour, Long Swords, Hide Shields

// Level 3
9 Orc Archers - Hide Armour, Short Bows
6 Orc Scouts - Short Bows, Short Swords

// Level 2
39 Goblin Warriors - Hide Armour, Short Swords
14 Goblin Skirmishers - Stone Spears, Hide Shields
30 Goblin Archers - Short Bows


PRISONERS:
5 Human Men
27 Human Women
18 Human Children


INVENTORY:
20 Shade Skins (Black cloth used to cover armour at night)
5 Kegs of Ale
4 Crates of Wine
20 Horses
Assortment of Long Swords
Assortment of Long Bows
Assortment of Short Swords
Assortment of Iron Spears
Assortment of Leather Armour


DISCOVERIES:
- Basic Camouflage (Urban)
- Basic Siege Construction (Rock Lobbers)


You get to execute two actions each Turn/Month.
By default the warband will Hunt if not given other instructions.


Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Research (designate subject)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
>>990460
>>990462
can we have a general layout of whats arround the town
>>
>>990462
We need materials so let's get materials.
And keep the children corpses for later, we can lob them at the town for psychological warfare.
>>
>>990467
Whilst they are under construction can we research and construct some manlets for when we approach the walls so we take minimal archer losses
>>
>>990468
mantlets*
>>
>>990460
>>990462
I say we attack the town first, we don't need the lobbers. Not yet, anyways.

Grab a couple of the women- crucify them within view of the town. And light them on fire. Make sure they're within ear-range. Have some goblins dancing around them as they burn- but quickly have those goblins retreat east. Meanwhile, have a party of orcs sneaky beaky and scale the western or northern wall, whichever has a gate close by- then have them open the gate, slaying whoever is guarding it, and have the main force charge through there. Same basic tactics of having the fighters supported by archers.
>>
>>990465

The town backs onto the coastline where a small dock is host to several small fishing and transport vessels.

The town itself is rather large compared to anything you've encountered so far, with perhaps 400 permanent residents. There are two entry points, large gates in the 10ft tall palisade - one pointing North toward you, one pointing West toward the coastline.

The palisade is just wood, but sturdy. It looks reinforced from behind by large planks and logs and is wide enough for archers to wander along its top.

The road into town is bordered by half a dozen farm houses and fields of winter crops. There is a single pasture, closer to the walls, where cattle graze.

The approach to the town is quite barren - you are approaching from a hill, though the land directly surrounding the walls is open fields. There are no major thickets of trees or scrub anywhere nearby, just the odd tree here and there.
>>
>>990470
No, you already said it. We're constructing Manlets.
>>
>>990462
Well since we already put in the action to research the catapults:

-Construct infiltration catapults
- Raid town using a similar strategy we used last time: but without having the distracting goblins engaging the outriders and we scale the walls using the ropes set up using the infiltration catapults.
(For spice, if goblin catapults are a viable and goblins survive it and all, sure lets fling some goblins)
>>
>>990473
Wait a second- we could maybe have an amphibious assault of sorts via the docks? Get some of our sneaky beakers to wade through the water, climb the dock, and infiltrate that way?
>>990474
top kek, lob the manlets with the catapaults
>>
>>990475
>>990468

Goblins likely won't survive.

Also, you'll spend an entire Turn gathering the materials and building the lobbers, you'll have to attack next turn.
>>
>>990477
If we can scale the walls without them then lets do:
>>990472
Otherwise we construct the lobbers, then do the same thing
>>
>>990477
why do we have to attack next turn nothing is forcing us
>>
>>990480
Well I guess if you have no pride we can just wait.
>>
>>990480
I just meant you couldn't do both in one turn. It'd take one to gather and build.
Halting the march prematurely, Mudagog decides that the force requires some form of heavy support if it's going to breach the palisade surrounding the town. Setting up a temporary camp off the road he sets the warband preparing materials - gathering large boulders, rocks and cutting down trees wherever they stand.

[+8 MATERIALS]

During this commotion the warband's presence is noticed by a few travellers on the road - merchants, by their appearance, on horseback and escorting a wagon. The Orc Archers do all they can to bring an end to the passers by but one escapes, an arrow sticking out of her back, as her horse gallops toward the town.

No doubt whatever local garrison exists will now be on high alert.

The final weeks of the month are spent following Mudagog's instruction and assembling the machines. With limited resources to work with, the warband can only assemble 3 of the war machines.

[-9 MATERIALS]
[+ 3 Stone Lobbers]
>>
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The cold has passed and the warband prepares for battle with their new machinery.

TURN 11, THE WINDS (EARLY)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat


GOLD: 180
PROVISIONS: 7 months/turns
MATERIALS: 1


MORALE: [5] Cooperative
MARCHING SPEED: 4 hexes


WARBAND COMPOSITION: [116 Total]
// Level 4
18 Orc Warriors - Leather Armour, Long Swords, Hide Shields

// Level 3
9 Orc Archers - Hide Armour, Short Bows
6 Orc Scouts - Short Bows, Short Swords

// Level 2
39 Goblin Warriors - Hide Armour, Short Swords
14 Goblin Skirmishers - Stone Spears, Hide Shields
30 Goblin Archers - Short Bows

// Siege
3 Stone Lobbers


PRISONERS:
5 Human Men
27 Human Women
18 Human Children


INVENTORY:
20 Shade Skins (Black cloth used to cover armour at night)
5 Kegs of Ale
4 Crates of Wine
20 Horses
Assortment of Long Swords
Assortment of Long Bows
Assortment of Short Swords
Assortment of Iron Spears
Assortment of Leather Armour


DISCOVERIES:
- Basic Camouflage (Urban)
- Basic Siege Construction (Stone Lobbers)

You get to execute two actions each Turn/Month.
By default the warband will Hunt if not given other instructions.


Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Research (designate subject)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
>>990488
>>990491
Can we construct some carts to transport our materials and food that are pulled by our slaves
>>
>>990493
Yes. You'll need more Materials to do so, though. You're almost clean of building materials.
>>
>>990493
That won't help with the attack, plus they already started preparing for us. Let's strike now before they call for help.
>>
>>990493
Too late for that, it's time for a siege.
>>990491
Crucify a few slaves, start some big fires, and barrage the wall with lobbers. While that's happening, have a group circle around back, scaling the wall and doing their sneaky beaky business, launching a surprise attack on the forces from within.
>>
>>990491
We should just siege the port for about 3 months and just constantly barrage them with rocks until they just cant take it
>>
>>990497
Seconded. Sneaky Beaky is how our orcs win.
Since we need 2 actions, let's have our first action be make more Shade Skins for a larger stealth force.
>>
>>990499
reason being, the township is apart of a greater nation. They know we exist, they will send for reinforcements, we'll get crushed without a fortress to protect us.
>>
>>990502
they can't send for reinforcements if we dont let anyone out by surrounding it
>>
>>990503
1. The already spotted us
2. They have ships
>>
>>990507
true but to organise a crew and the provisions to sail to the town would take about a month and depending on how close the town is they have to organise a force that can take on a 130 man warband. The sheer number would slow them down and take a month or two to arrive in defense of the town
>>
In the days prior, as great bonfires are prepared, the warband get to work on creating more Shade Skins. They extinguish the last of their raw materials, though create enough to help shade a band of Goblins in the attack to come.

[-1 MATERIAL]
[+10 NIGHT SHADES]

And so the battle begins...

The Warband
18 Orc Warriors
9 Orc Archers
6 Orc Scouts
39 Goblin Warriors
14 Goblin Skirmishers
30 Goblin Archers
3 Stone Lobbers

Opposing Force: Town Garrison
30 Militiamen
12 Spearmen
12 Archers
12 Crossbowmen
10 Cavalry

As midnight clicks round the countryside ignites, not only with bonfires but with the screams of those crucified. The town guard watches on as their countrymen are slaughtered before them in the flickering firelight and the whistling of huge boulders through the night sky bring forth the impending doom.

As large barrages of rocks smash into the palisade and the town beyond, a force of Orcs and Goblins, hidden in the darkness, make their way to the Eastern side of town. There, using nought but their blades, they begin to scale the wall. All goes smoothly beyond a few minor scuffles - nothing the crashing of rock can't drown out.

Once in town, the battle is all but won. The stealthed regiment begin slitting throats before their presence can be known, a few Goblins escaping the fray to open the main gate.

Casualties are reported by the time Mudagog and his retinue breach the palisade, but the battle is won. The remnants of the armed forces, after failing to flee, beg for surrender.

[-6 Orc Warriors]
[-4 Orc Archers]
[-13 Goblin Warriors]
[-9 Goblin Skirmishers]
[-10 Goblin Archers]

Loot:
670 Gold Pieces
20 Kegs of Ale
6 Crates of Wine
38 Horses
Long Swords
Two Handed Swords
Long Bows
Metal Shields
Studded Leather
Iron Spears
>>
>>990467
This right here. Lob the children.
>>
File: Map10.png (433KB, 582x492px) Image search: [Google]
Map10.png
433KB, 582x492px
TURN 12, THE WINDS (MID)

Mudagog, Chieftain of the Bannerpikes, surveys his warband...

SKILLS:
- History and Lore
- Ranged Combat


GOLD: 180
PROVISIONS: 6 months/turns
MATERIALS: 0


MORALE: [5] Cooperative
MARCHING SPEED: 4 hexes


WARBAND COMPOSITION: [74 Total]
// Level 4
12 Orc Warriors - Leather Armour, Long Swords, Hide Shields

// Level 3
5 Orc Archers - Hide Armour, Short Bows
6 Orc Scouts - Short Bows, Short Swords

// Level 2
26 Goblin Warriors - Hide Armour, Short Swords
5 Goblin Skirmishers - Stone Spears, Hide Shields
20 Goblin Archers - Short Bows

// Siege
3 Stone Lobbers

PRISONERS:
5 Human Men
20 Human Women
18 Human Children


INVENTORY:
20 Shade Skins (Black cloth used to cover armour at night)
5 Kegs of Ale
4 Crates of Wine
20 Horses
Assortment of Long Swords
Assortment of Long Bows
Assortment of Short Swords
Assortment of Iron Spears
Assortment of Leather Armour


DISCOVERIES:
- Basic Camouflage (Urban)
- Basic Siege Construction (Stone Lobbers)

You get to execute two actions each Turn/Month.
By default the warband will Hunt if not given other instructions.


Example Actions:
> Move (designate location or direction)
> Explore (designate location or direction)
> Search (designate the subject of the search)
> Hunt (replenish provisions from the local lands)
> Gather (replenish materials from local lands)
> Research (designate subject)
> Build (designate objects/structures and location)
> Raid (designate target)
> Other (write in)
>>
>>990511
Thats about half our warband dead, we could have prevented this guys.
>>
That's all from me for now lads. Been almost a solid 5 hours. If this thread survives my night I'll get some more in.

Thanks for playing.
>>
>>990514
Hunt/Gather
Scout to the West
>>
>>990517
Thanks for running. This was very fun.

>>990514
Hunt and gather.

Fortify the place by putting our army on the walls, and the stonethrowers too. Also if we can, we need to send 20 goblins off to our landing spot, to set up a small watch tower and be a guide for when our reinforcements and superiors finally arrive.
>>
>>990514
I wonder if we have a way of creating more soldiars
>>
Lets make sure our base isn't fuckted with. Nail some of the still living slaves above the entrances to our new home. It shall be named Gork Keep, to show the power of friendship between govlins and orcs.
>>
Also lets offer the two Elven males a place in our legion as long bowman. Lets use our knowledge of history to remind them of everytimr Humans treated them unfairly or took their lands. Inform them we don't fight for dominance but equality where any race or gender willing to carry a sword for your army is equal in your eyes.
>>
>>990732
So we're for equality huh. Fuck it offer all the slaves the same offer. Equality for all races under the evil overlord.
>>
>killing women and children
>not impregnating and indoctrinating them
Its like you don't want to reproduce.

>Over the course of the next few raids, all the orc warriors and human slaves get killed, leaving the horde to be composed only of goblins.
>>
>>990514
Loot everything, kill the majority of the survivors, crucify a bunch of them on the walls.

Gather up some materials, reinforce whatever we destroyed, Orcify the place a bit. We hold out here, gather food, train, and scout out the area until

Begin interrogating some of the survivors from the siege- Ideally merchants, people who have an understanding of the region.
>>990517
This was great fun OP.
>>
>>990866
whoops,
We hold out here, gather food, train, and scout out the area UNTIL our comrades back home arrive.
>>
>>990732
ew
no

Orc supremacy all the way.
>>
>>990886
I find it funny a evil overlord that believes in equality. All are equally subservient in his eyes
>>
>>990888
>not wanting to conquer the world and create an orc world order with goblins/other greenskins as slaves

pleb taste
>>
>>990895
>Not creating a world where large orc cocks fairly cuck the rest of the races out of existence like the Muslims in europe.

Need more pol in your life.
>>
>>990920
I'm not against impregnating the females, I'm just against seeing them as equal.

thicc goblin ass
>>
We will be victorious by having the largest army. We take any and all who will fight for us, race means nothing.
>>
>>990978
gay
>>
>>990978
Any race who has been heavly shafted like us and the gobs

The man races have trreated us like trash

They steal sacred land,enslave us,burn us at the cross as heritics

I say we remind them that they arent some almighty gods who has the right to pass judgments on us "savages"
>>
>>990979
Your right we should promote homosexuality in our army abandon the female race.
>>
>>990920
This
we need to impregnate all females of all races.
And indoctrinate the children and hook them up with orc mates.

>>990929
The caste system can be based on genetics. The pure orcs can have harems of lesser races and they will jockey for position in these harems to breed up the ladder.

The half-orcs will mate with pure orcs to make 3/4 orcs then 7/8->15/16->31/32 orcs (but none of these will be seen as equal to pure orcs)

Jihad is won with babies, not bombs.
>>
>>991030
OK so we vote for indocrotating females and children sounds good get some extra blood for those genetics might get a bit smarter while we are at it.
>>
Aren't we suppose to be wise orcs yet we go around burning things that would be useful.

Instead of burning the villages and farms lets turn them into slave labor. Take the women/children like we are doing and let them live in the city we now have forcing the men to work and stay quiet if they want to see them alive again.
>>
>>991171
Yes but Anons think with their dicks instead of their brains. It always happens when you play as an orc.
>>
You guys are fucking retards, each turn is a month it would take at least 180 turns till the child is combat ready
>>
>>991171
>>991457
>think with their dicks instead of their brains
>Murdering woman and children without at least raping them first.

I'm honestly not sure what their thinking with. Probably something to do with preconceived notions of nomadic marauders despite our skillset begging the contrary.


If we stay nomadic we can avoid getting caught by the king's army, but we'll also have fewer resources and never be great and powerful.

If we settle here, then we will have more resources to build and grow but also be faced with inevitable large scale conflict as the King tries to kick us off his land.
Unless we get strong enough to negotiate only to be locked into a non-aggression pact for awhile.
>>
>>992011
Population Growth is a long term investment.
If we get them preggers now, we have 9months to find them a place to live and be baby factories.
Meanwhile we can go around rounding up more allies and slaves.
Plus the act of raising our children would pacify them.

Half-orcs and gobbos should mature a bit faster than humans. So they can fight at 10-12yo instead of 15yo.
>>
>>992106
Still, its a long time and we aren't really prepared for it at the current time. Maybe in like 5 turns it would be viable
>>
>>992110
Yeah, so in 5 turns they would be 5months pregnant, then we could establish a base and stuff before we have to deal with the babies.

Just sayin that we don't really seem to have a plan for growth. We take too many casualties and aren't utilizing our resources.
When we take this place we can use boats and horses to move faster and gather more recruits/slaves.
>>
>>992151
We do have an entire empire back home that we can rely on for reinforcements, and we can even ask for orc women to be sent so we can start colonies
>>
>>992106
>the act of raising our children would pacify them.
I'm sure raising your raper's children will make them happy.
>>
We can only hope to survive if we allow unorthodox soldiers in our ranks. Yeah whatever ooga booga orc supremacy byt we are history and lore experts. Historically "pure bred" armies dont last because they fucking die out quickly unless we are staying stationary to raise the next brood of Orc warriors for 16 years.

Adapt or die faggots. We offer slaves a place in our army as cannon fodder if nothing else, let the enemy tire cutting down hordes of peasants with sharp sticks then our archers slam their rear troops while we move in with warriors for a hammer and anvil strat.
>>
>>992443
Honestly this is the only way we can survive for now
We can probably send over some orcs to get more soldiars off of our home land and thats about it for now
>>
>>992443
>>992469
>>992443
i want to point out that we were sent over here with no way to increases our orc population so we probably should have found a way to recruit people/make a permanent base
>>
>>992391
Of course it would.
Because its also your child. Even slave women have maternal instincts.
Plus if we treat them decent, they may come to enjoy being the property of the BGC.
>>
>>992443
Lmao shut up nerd

There's more than enough goblins to supplement our ranks and once our master sees our success, and you want to give our slaves weapons? Even if not our slaves, the people we raid? Great strategy there Sun Tzu.
>>
>>993182
Meant to say And once our master sees our success, he will give us more troops and support.
>>
>>993182
>More than enough goblins
Dude theirs like 50 left
>master
Who?
>>
>>993437
We found about a hundred of them in the first few months. Near the coast. Imagine how many more we will find.

Also, read the thread before saying we won't survive. Jesus.
>>
>>993470
I never said we wont survive

The next few months are going to be tuff

Not only will we have the kingdom on our asses as we wiped out 2 viliages and a town in an area know for its trade and we aren't gaining any soldiars while we're at it

We don't know how long it will take for our soldiars to sail to our homland and come back

One of our best chances is in fact partnering up with almost every race who would accept the offer and that means shelving the idea of orc supremacy
>>
>>993470
I can think of at least three major empires that enlisted conquered people into their militaries off the top of my head, how many didn't?

The Mongols were famous for it, they forced Chinese engineers to build the siege weapons used to destroy Chinese cities.

Rome had massive number of their military made up of noncitizens, in the form of auxiliaries. Romans had shit cavalry, guess what they did? They got gauls to do that shit, because they recognized their own weakness.

The british empire, the largest empire ever, had a conquered people as special forces, and the Gurkhas are still part of the british army.

We have a mighty army of 74 guys. How big do you think the local lord's army is gonna be? You can bet it's gonna have at least a few dozen heavy cavalry, and we have 5 people using spears
>>
>>993806
Well yes that are all fine examples of it working out fine. But look at our situation, We are about 2-3 dozen orcs. Now we kinda forced the gobs to join us. If we force all the humans to join we will eventually have to worry about them assaulting us with numbers and weapons from within. Now the goblins may or may not join them thought but since we kinda killed there chief I am not voting on it being in our favor.
>>
>>993843
we don't have to force them into fighting for us. They have absolute shit lives as slaves to look forward to. Now, we have two options, because they will outnumber us by a lot if we continue to conquer their land. They revolt, led by the strongest and bravest slaves, because why no? They're gonna get beaten and whipped anyway, might as well take a few Orcs with them.

But we can stop that. Place a release valve on their anger, and reduce their manpower. The strongest men can join our ranks, and suddenly they have some of the freedom of their past lives, and are above the slaves. They deserve this, they are better after all. Now we get the strongest and bravest slaves as our soldiers, possibly with skills we severely lack(like riding, we have a lot of unused horses). It also will foster division between the humans, as they have humans to hate now as well. It's a tactic used throughout history, and we are history experts. We can even call them kapos if we're lazy about naming them
>>
File: Bandit Pack.jpg (9KB, 225x225px) Image search: [Google]
Bandit Pack.jpg
9KB, 225x225px
You guys are faggots. We don't need human slave soldiers, we need to find and recruit some human bandits willing to follow orders.
>>
>>993889
>>994094
Never said anything about slaves. Least I dont remember doing so. I was just pointing out that if we try and force everyone to be in our army we will eventually die.

Also the recruiting the bandits is kinda what i was thinking earlier but it was already past that point so i didnt say anything
>>
>>993806
>lmao doood, let's just make the people we're enslaving and murdering join our army! the romanz did it maaaan

We don't have the money, resources, and power to enlist humans. We should go for goblins and other similar creatures. Stop being a little queer.
>>
Anyways, is OP around tonight?
>>
We should seriously make that tower so we can signal reinforcements
>>
>>995907
you wot
>>
>>995907
kek
If the land we came from was close enough to see a lighthouse we could have floated over on logs.
>>
It's like a riverbed apart right guys
>>
>>995907
Wat
>>
please start this again OP
>>
>>993806
the romans indoctrinated soldiers over the course of generations by destroying their old ways and instilling roman life . they didn't enlist barbarians, they made those barbarians into romans.
>>
>>997159
fine, lets see how 74 people do at conquering anything

and it doesn't take us indoctrinating them, we just need to find the assholes. Kapos were used in WW2, with zero indoctrination needed. People can be selfish, and we have to exploit that if we want to survive

>>995148
>lmao doood, let's never get any new soldiers! Surely we can sustain losing 42 people in a single battle! That's only a third of our force!
How often do you expect to get random hordes of goblins? We have a limited amount of time and resources, searching the land for pitiful tribes of shitty fighters is a waste
>>
Since we now have access to docks, we should use our slaves to fish and work the land provide a constant stream of food for the Base, also, can we get reinforcements / trade with the orc homeland? If new orc troops are off the table, slave warriors, breeding and indoctrination is definitely the best route. Since we've now got a permanent residence, we should scout for nearby resources to gather (set up mines, lumber camps) aswell as a few patrols, it's been a year, people are going to notice 2 villages and a town being ransacked, plus merchants will still be coming by in the future. I know they've never seen orc before, so peaceful trading might be a thing, but i doubt it with all the slaves. We need to keep knowledge of our presence on the DL, surprise is our biggest ally to be able to do and take the most with what little resources and troops we still have left the humans get on high alert and begin retaliation
>>
>>997390
We should also try to get information out of the elves and any merchants
>>
How does OP make these maps?
>>
>>997600
Read the thread he already answered it. And where the fuck is op
>>
>>997616
Ikr
Comfy as fuck
>>
>>997600
>http://inkarnate.com/
>>
Is OP still alive?
>>
>>1002649
Oi OP
Thread posts: 240
Thread images: 14


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