Glory of the Emerald Empire (Legend of the 5 Rings Quest)

1.23
[x] Brandark


You immediately jump to your feet and approach where Talak'tet is questioning the Goblin. The Warmonger pales as you approach, and Talak'tet turns around as you come near. His frowns, and opens his mouth, but you press the papers into his hands.

"These are plans for an impending attack on both Shiro Hiruma and Shinsei's Last Hope," you say, moving past him and toward the Goblin. "We need to know when."

"I don't know what you're talking about," the Warmonger says, though his lie is obvious.

"You have three more limbs," you growl. "I think you should be more forthcoming if you want to keep them."

Talak'tet mutters a curse in his own language as he shuffles through the papers. "This is… We'd managed to get the existence of the tunnel system out of him, but all of this? It's horrifying. How did they manage this without any of us discovering it?"

Zara'hala takes her short sword and slowly jabs it in to the Goblin's broken arm. The Warmonger screams, thrashing as much a he can in his bonds. The ropes hold tightly, however, and the most he manages is to shake in place.

"When-when is attack coming?" Zara'hala asks coldly, twisting the blade. The Goblin begins to hyperventilate again. "Quick-quick, while you still have an arm."

"Three days!" the Warmonger screams. "We were going to go into the tunnels tomorrow and join up with the main force to assault the Hiruma Castle two days after that! That's all I know, so take that Pit spawned sword out of my arm!"

"That's not much time," you say, turning back to Talak'tet as Zara'hala removes her sword from the Warmonger now bleeding limb. "Both Shiro Hiruma and Shinsei's Last Hope have to know of the impending attack."

"Yes," Talak'tet says. "To think such an assault was going to happen right under our noses… I don't even want to think about how much damage that might cause."

"You and the rest of your scout pack should head to Shiro Hiruma," you say. "I'll go to Shinsei's Last Hope and warn them."

Talak'tet looks back at Jarit'ya, who is lying as still as he can. He almost looks like he could be asleep; if it wasn't for the way his face is scrunched up in pain. It's obvious he won't be mobile for some time to come.

"I don't think that's possible," Talak'tet says. "We can't move quickly with Jarit'ya in this condition, and I won't leave him. My wound isn't bad, but I won't be able to move as fast as I normally would either. We'll only drag the pack down."

"What if I go-go to little town myself?" Gazat'ken says. "And Zara'hala goes to castle with Faran'tek? Nezumi very fast-fast. Should make it in about a day. That would be quickest, yes-yes!"

You ponder Gazat'ken's words. As much as you are loathe to admit it, you would barely arrive in time to either location to give the defenders much advance notice to prepare for the conflict to come. The Nezumi are faster than you, and might be best prepared to handle this situation. But it's still a risk splitting them up like this.

What do you do?

[] Write In.
 
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I'd like to avoid splitting the Nezumi up. They have a much higher chance of survival if they move in a group. They are nowhere near as sturdy as a Crab Samurai. There is a reason they scout in groups, after all. I'd rather both locations receive the warning with little time to prepare(one day) than one location not receiving any warning at all.

What do you guys think?

Also, @Winged Knight, can we get an estimate for how long it would take the scout pack to arrive at Shiro Hiruma if they travel with their injured member?
 
I'd like to avoid splitting the Nezumi up. They have a much higher chance of survival if they move in a group. They are nowhere near as sturdy as a Crab Samurai. There is a reason they scout in groups, after all. I'd rather both locations receive the warning with little time to prepare(one day) than one location not receiving any warning at all.

What do you guys think?

Also, @Winged Knight, can we get an estimate for how long it would take the scout pack to arrive at Shiro Hiruma if they travel with their injured member?

Jarit'ya's ribs are broken. He's not moving quickly under his own power for at least a week. Talak'tet, however, just has a deep cut on his side. He would probably only delay the other Nezumi a few hours.
 
I think that two days is a *lot* more than one day. My suggestion would be
[x] Have the able-bodied Nezumi split the destinations between them as they see fit and travel there with haste. We accompany the injured Nezumi to Shinsei's Last Hope.
[x] Finish removing the ogre's head, and stash it away in the Approved Crab Clan Fashion before you go. (I guarantee this is a solved problem by now). Grab heads from the goblins you killed as well (it should be pretty obvious which goblins are yours and which are theirs)
[x] Also point out the probably-tainted food from the goblin's pack to the Nezumi. You can't eat it, but with their taint-immunity, they might find value in it. Try to make sure you cause no offense.

They can't travel at full speed, but I doubt they'll slow *us* much, and having us along to fight will make it a lot safer for them. Also, having some Nezumi along who know the territory will make it that much safer for us. It may or may not be bending the rule of the Hiruma Gempukku, but thankfully we have our Hida Gempukku with honors, so that's not as big a deal as it could be.
 
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[X] Have the able-bodied Nezumi split the destinations between them as they see fit and travel there with haste. We accompany the injured Nezumi to Shinsei's Last Hope. They can't travel at full speed, but I doubt they'll slow *us* much, and having us along to fight will make it a lot safer for them. Also, having some Nezumi along who know the territory will make it that much safer for us. It may or may not be bending the rule of the Hiruma Gempukku, but thankfully we have our Hida Gempukku with honors, so that's not as big a deal as it could be.
- [X] Before you go, cut off the head of the dead ogre and take it with you to prove that you fulfilled the conditions of your gempukku.

Yeah I think that works well.
 
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This seems acceptable.

[[x] Have the able-bodied Nezumi split the destinations between them as they see fit and travel there with haste. We accompany the injured Nezumi to Shinsei's Last Hope. They can't travel at full speed, but I doubt they'll slow *us* much, and having us along to fight will make it a lot safer for them. Also, having some Nezumi along who know the territory will make it that much safer for us. It may or may not be bending the rule of the Hiruma Gempukku, but thankfully we have our Hida Gempukku with honors, so that's not as big a deal as it could be.
 
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We should probably carry Jarit'ya (the one with the broken ribs) in some sort of sling on our back, if possible.

...is there any way we could make use of those tunnels ourselves, to travel faster?
 
Misworded my earlier vote a bit. Edited.

One of the salient features of the tunnels is that they're going to be full of an army of shadowlands creatures. Not the safest place to go traveling through. On the bright side, it means that we're likely a bit safer traveling overland than we otherwise would be.
 
[x] Have the able-bodied Nezumi split the destinations between them as they see fit and travel there with haste. We accompany the injured Nezumi to Shinsei's Last Hope. They can't travel at full speed, but I doubt they'll slow *us* much, and having us along to fight will make it a lot safer for them. Also, having some Nezumi along who know the territory will make it that much safer for us. It may or may not be bending the rule of the Hiruma Gempukku, but thankfully we have our Hida Gempukku with honors, so that's not as big a deal as it could be.
 
[x] Have the able-bodied Nezumi split the destinations between them as they see fit and travel there with haste. We accompany the injured Nezumi to Shinsei's Last Hope. They can't travel at full speed, but I doubt they'll slow *us* much, and having us along to fight will make it a lot safer for them. Also, having some Nezumi along who know the territory will make it that much safer for us. It may or may not be bending the rule of the Hiruma Gempukku, but thankfully we have our Hida Gempukku with honors, so that's not as big a deal as it could be.
 
Sounds like a plan. Just one thing: We should make it clear that we are taking the head of the ogre with us.

[X] Have the able-bodied Nezumi split the destinations between them as they see fit and travel there with haste. We accompany the injured Nezumi to Shinsei's Last Hope. They can't travel at full speed, but I doubt they'll slow *us* much, and having us along to fight will make it a lot safer for them. Also, having some Nezumi along who know the territory will make it that much safer for us. It may or may not be bending the rule of the Hiruma Gempukku, but thankfully we have our Hida Gempukku with honors, so that's not as big a deal as it could be.
- [X] Before you go, cut off the head of the dead ogre and take it with you to prove that you fulfilled the conditions of your gempukku.
 
pretty sure we already did the head-collecting bit, but yes - if we hadn't before now, we definitely want to at this point.
 
I just browsed through the last few updates but I couldn't find any indication that we have already collected the ogre's head.
 
Ah, yes. We voted for it, but it never actually happened. Vote edited now to include the pertinent bit of the previous vote.
 
Preventing our family and Clan from being caught By surprise is our highest priority now. Our gempukku is secondary.

Remember, we are Crab. Duty before all else.
 
Preventing our family and Clan from being caught By surprise is our highest priority now. Our gempukku is secondary.

Remember, we are Crab. Duty before all else.
True - which is why we're sending the unwounded rats on ahead. They'll get there far faster than we will *anyway*. The delay to behead and pack, however, is not going to be huge, and our role is just to try to make it out safely (and as an emergency backup messenger, in case the Nezumi travelling to Shinsei's last hope doesn't make it)
 
[X] Have the able-bodied Nezumi split the destinations between them as they see fit and travel there with haste. We accompany the injured Nezumi to Shinsei's Last Hope. They can't travel at full speed, but I doubt they'll slow *us* much, and having us along to fight will make it a lot safer for them. Also, having some Nezumi along who know the territory will make it that much safer for us. It may or may not be bending the rule of the Hiruma Gempukku, but thankfully we have our Hida Gempukku with honors, so that's not as big a deal as it could be.
- [X] Before you go, cut off the head of the dead ogre and take it with you to prove that you fulfilled the conditions of your gempukku.
 
1.24
[X] Have the able-bodied Nezumi split the destinations between them as they see fit and travel there with haste. We accompany the injured Nezumi to Shinsei's Last Hope. They can't travel at full speed, but I doubt they'll slow *us* much, and having us along to fight will make it a lot safer for them. Also, having some Nezumi along who know the territory will make it that much safer for us. It may or may not be bending the rule of the Hiruma Gempukku, but thankfully we have our Hida Gempukku with honors, so that's not as big a deal as it could be.
- [X] Before you go, cut off the head of the dead ogre and take it with you to prove that you fulfilled the conditions of your gempukku.


"That plan could work well," you say before you go to the Ogre's corpse. You pull out your wakazashi, and with three powerful strikes you separate the head from its body. You carefully hold out the head away from you, letting to blood drip out. You'll package it once it has drained. "Both Shinsei's Last Hope and Shiro Hiruma must be warned of this attack as swiftly as possible. Even still, I will not leave your comrade alone in this awful place. I will carry Jarit'ya to Shinsei's Last Hope."

"You would do this?" Talak'tet asks you. "I was prepared to wait behind with him, but if you think you're up to carrying Jarit'ya then that would help matters greatly."

"So we good-good?" Gazat'ken asks. "I run to little town and the others to castle?"

"Not quite good-good yet," Zara'hala says before she stabs her blade into the Warmonger's throat. The Goblin gasps for breath, shaking in his bonds, before finally slumping over. "Now we good-good."

You don't bat an eye at the execution. Samurai might be allowed the honor of Seppuku, but the monsters of the Shadowlands have no honor. There is no saving face for creatures that do not understand the concept in the first place. And besides, it would be too good for them. They don't deserve it.

"I think the plan works," you say as you set the Ogre's head aside to continue draining. It shouldn't take too long before its ready to be stored away. You take a blanket from your pack and lay it out. "I can carry Jarit'ya in this. Hopefully it won't aggravate his wounds."

"I will travel with you for a day, then," Talak'tet says. "Tomorrow I should hopefully be better for running, and will follow Gazat'ken."

"Good-good!" Faran'tek says, tugging on Zara'hala's arm. "Then let us go-go! No time to waste!"

The three Nezumi scatter, Gazat'ken running to the South while Zara'hala and Faran'tek rushed off to the North. They eat up ground swiftly, and you're actually a little amazed at how quickly the Nezumi can run when not keeping pace with you. The Ratlings are far better suited for traveling long distances quickly, especially considering all the manic energy they tend to have. Soon enough, all three of them are out of sight.

You package the Ogre's head, the blood having drained from it, and take the blanket to where Jarit'ya lays. Talak'tet moves with you, and you both very gently bundle the injured Nezumi into the covering. You tie the ends together, and then set the blanket around your neck. Jarit'ya gasps with pain during this process, and shudders terribly. Even being as careful as possible, it's obvious the poor Nezumi isn't going to have an easy time of this.

You grunt a little under the weight. You're used to carrying heavy loads, but now you've got both your regular equipment plus ninety pounds of Ratling hanging off you. It's a bit cumbersome, but you're fairly certain you can at least walk a fair distance before you'll need to rest.

Talak'tet looks at all this and nods, smiling at you.

"Thank you for all you have done for us," he says. "So, shall we go?"

[] Write in.
 
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No goblin heads? Sadness. Ah, well. At this point we're probably better off not adding to our load.
[x] Note the probably-tainted food to Talak'tet in case he wants any of it.
[x] Start heading south.
[x] Try to move efficiently. Pick a pace that will let you cover the most ground per day, rather than the most ground per hour.
[X] As much as you reasonably can, try to minimize the degree to which the injured Nezumi on our back is being jarred around, because broken ribs bouncing around in your chest is probably excruciatingly painful, and may aggravate the wounds. At the same time, the sooner you can get your injured ally to Shinsei's Last Hope, the sooner they can stop moving in safety and be under the care of a real healer.
 
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[x] Note the probably-tainted food to Talak'tet in case he wants any of it.
[x] Start heading south.
[x] Try to move efficiently. Pick a pace that will let you cover the most ground per day, rather than the most ground per hour.
 
[X] Go forward. Like a boss.
-[X] Go as fast as you can without compromising your pace.
-[X] Try to move efficiently. Pick a pace that will let you cover the most ground per day, rather than the most ground per hour.
 
Eh, this is still the Shadowland -- and we've even got somebody to care for now. If the "like a boss" is just pure joke, okay. If not, if it actually implies some swagger or bravado... nah.
 
[x] Note the probably-tainted food to Talak'tet in case he wants any of it.
[x] Start heading south.
[x] Try to move efficiently. Pick a pace that will let you cover the most ground per day, rather than the most ground per hour.
 
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