Making Araby great again, a Sultan quest(Warhammer Fantasy)

Hey @thatguy if you need any help I also have access to the dungeons and dragons Al'qadim books and the pathfinder mythic Middle East book. Even though they aren't for warhammer they got tons of Middle East monsters and stuff. Plus I have a lost lineage vampire book lying around one of which is an Araby lineage. The Mahtmasi are a lost bloodline created by Maatmeses, the Vizier and Grand Chancellor of Lahmia. Maatmeses was a corpulent, corrupt, hedonist who would help himself to the Queen Neferata's treasury. He was eventually found out before the fall of Lahmia and escaped to the desert where he knew he wouldn't be pursued. In the desert his fat, and flesh were eaten alive by carrion swarms but do to his undead nature his flesh kept regenerating. He eventually found tribes of warrior in Araby which he converted to his servants, and a few to his children. "Mahtamasi" means children of death. They are insect-like in both appearance and behavior. They cooperate in tribe like units to fulfill the desires of Maatmeses. They enjoy working as mercenaries. And overall just enjoy killing the living and devouring them. They are insane. And they feed like the Strigoi. They are great assassins and wear can wear face-scarfs and hoods to pass as humans.

They also have some interesting weakness from their curse. One is fact they are terrified of cats and the other is fact they cannot or will not harm young women.
 
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Hey @thatguy if you need any help I also have access to the dungeons and dragons Al'qadim books and the pathfinder mythic Middle East book. Even though they aren't for warhammer they got tons of Middle East monsters and stuff. Plus I have a lost lineage vampire book lying around one of which is an Araby lineage. The Mahtmasi are a lost bloodline created by Maatmeses, the Vizier and Grand Chancellor of Lahmia. Maatmeses was a corpulent, corrupt, hedonist who would help himself to the Queen Neferata's treasury. He was eventually found out before the fall of Lahmia and escaped to the desert where he knew he wouldn't be pursued. In the desert his fat, and flesh were eaten alive by carrion swarms but do to his undead nature his flesh kept regenerating. He eventually found tribes of warrior in Araby which he converted to his servants, and a few to his children. "Mahtamasi" means children of death. They are insect-like in both appearance and behavior. They cooperate in tribe like units to fulfill the desires of Maatmeses. They enjoy working as mercenaries. And overall just enjoy killing the living and devouring them. They are insane. And they feed like the Strigoi. They are great assassins and wear can wear face-scarfs and hoods to pass as humans.

They also have some interesting weakness from their curse. One is fact they are terrified of cats and the other is fact they cannot or will not harm young women.
Could be useful, I'll put asking you about those things in my notes.
 
Alright, locking as
[X]Pay them(-400 gold per turn for as long as you continue to pay them)
Number of voters: 6

Now that the vote is over I feel much more comfortable in saying that they are actually very good at what they do, but are also overcharging you by somewhere from 100 to 200 gold.
 
Alright, locking as
[X]Pay them(-400 gold per turn for as long as you continue to pay them)
Number of voters: 6

Now that the vote is over I feel much more comfortable in saying that they are actually very good at what they do, but are also overcharging you by somewhere from 100 to 200 gold.
That's fine, they can make up for it in dangerous duties.
 
Hey @thatguy if you need any help I also have access to the dungeons and dragons Al'qadim books and the pathfinder mythic Middle East book. Even though they aren't for warhammer they got tons of Middle East monsters and stuff. Plus I have a lost lineage vampire book lying around one of which is an Araby lineage. The Mahtmasi are a lost bloodline created by Maatmeses, the Vizier and Grand Chancellor of Lahmia. Maatmeses was a corpulent, corrupt, hedonist who would help himself to the Queen Neferata's treasury. He was eventually found out before the fall of Lahmia and escaped to the desert where he knew he wouldn't be pursued. In the desert his fat, and flesh were eaten alive by carrion swarms but do to his undead nature his flesh kept regenerating. He eventually found tribes of warrior in Araby which he converted to his servants, and a few to his children. "Mahtamasi" means children of death. They are insect-like in both appearance and behavior. They cooperate in tribe like units to fulfill the desires of Maatmeses. They enjoy working as mercenaries. And overall just enjoy killing the living and devouring them. They are insane. And they feed like the Strigoi. They are great assassins and wear can wear face-scarfs and hoods to pass as humans.

They also have some interesting weakness from their curse. One is fact they are terrified of cats and the other is fact they cannot or will not harm young women.


Okay, about those dungeons and dragons and pathfinder mythic middle east books, could you give some examples? I already have a bunch of mythical, or real but odd, creatures pulled off the internet in my notes, but more are always welcome.
 
Okay, about those dungeons and dragons and pathfinder mythic middle east books, could you give some examples? I already have a bunch of mythical, or real but odd, creatures pulled off the internet in my notes, but more are always welcome.
Werehyena, dybbuk (evil possessing demon spirit), gertablilu (scorpion woman), humbaba (lion faced giant with horns), Rukh two headed black vulture with death powers, taniniver a diseased winged leg less white dragon that breaths pestilence and was the demoness Lilith's steed. The various divs or evil false gods (guess the chaos gods would be counted as divs). From the Bible there's also the human faced locust with stingers that poison people for five months and the fire breathing lion faced horses with snake's for tails.
 
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Werehyena, dybbuk (evil possessing demon spirit), gertablilu (scorpion woman), humbaba (lion faced giant with horns), Rukh two headed black vulture with death powers, taniniver a diseased winged leg less white dragon that breaths pestilence and was the demoness Lilith's steed. The various divs or evil false gods (guess the chaos gods would be counted as divs). From the Bible there's also the human faced locust with stingers that poison people for five months and the fire breathing lion faced horses with snake's for tails.
yeah some of these are interesting, and will go into my notes. Though I have Al Rukh as the local pronunciation of Roc, based on some of the stuff I found off the internet.

Another question for everyone here: When in the year, and how long, was campaigning season in the iron age? I'm thinking post fall of the Roman empire, because I am aware that they supported armies in the field for years.
If people don't know, do they have any advice on where I should go to find out?
 
yeah some of these are interesting, and will go into my notes. Though I have Al Rukh as the local pronunciation of Roc, based on some of the stuff I found off the internet.

Another question for everyone here: When in the year, and how long, was campaigning season in the iron age? I'm thinking post fall of the Roman empire, because I am aware that they supported armies in the field for years.
If people don't know, do they have any advice on where I should go to find out?

A lot of times it was from after the planting of seeds to the time of the harvest. Then they would take a break to go harvest the crops. If the clime was warmish they might also fight in the winter. The only exceptions were if your country had Slave labor to do it for you or if you were garrisoned so far from home you didn't worry about it. In those cases they fought as much as the weather permitted.
 
A lot of times it was from after the planting of seeds to the time of the harvest. Then they would take a break to go harvest the crops. If the clime was warmish they might also fight in the winter. The only exceptions were if your country had Slave labor to do it for you or if you were garrisoned so far from home you didn't worry about it. In those cases they fought as much as the weather permitted.

Araby eats a lot of corn, as it grows very well in their climate and was brought over by the Elves from the New World, and uses slave and serf labor for most farming, essentially the only free farmers are in the mountains and too dangerous to try to make into serfs or replace with slaves, or are part of a nomadic band that plants crops near oases, then comes by later in the year to pick them up.
Corn as the primary crop has a growth time of two to three months from planting to harvesting, and grows at all times of the year except for the rainy season, with multiple harvests a year, though certain areas do not have the right soil or actually get too dry right before the rainy season. Things(all kind of plants) are planted in staggered crops, intended to keep the slave population working the whole time planting and harvesting is possible and bring as much land under cultivation as practical.

I have a bunch of sources that say one of the things Europe lost with the fall of Rome was the high level of logistical staff skill that allowed them to supply armies in the field all year round, giving way to more simplistic feudal army arrangements.
Eh, I'll just say you can support the whole army in the field, without looting supplies or other means of making sure food is available at the destination, for eight months out of a year. Subject to later retcons.
 
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Battle against Riphorn
Author note: I promised myself I'd post this before 12 today. This has been edited several times, but didn't seem to get any better, I suspect I'll be changing the combat system as soon as the next battle interlude, possibly to one that uses actions more than choices, involves writing more character interactions, and requires more involvement to make sure the background stuff runs smoothly, future readers consider this interlude an example of early installment weirdness.

ARABY QUEST, BATTLE AGAINST RIPHORN THE BEASTMAN INTERLUDE, PREPARATORY PHASE
You spend several months organizing the movement of thousands of fighting men along transport infrastructure that is mostly meant to move materials out of the mountains, not men into them.
It poses a number of practical problems, mostly to do with a scarcity of boats intended to accommodate people, a tendency of the locks further up the river to be aggravatingly slow to fill, and a couple points along the river where your ancestors accepted that they would be flat out unable to put a practical lock or dam in the allow transit, and resorted to cutting a path alongside the river, with cranes and rollers to more easily portage boats past.
(Stewardship roll for how well supplied your army is auto success due to infrastructure)
Nonetheless, your people have done this hundreds of times before, and are well prepared to do it again.
You yourself head in on the third wave of vanguard ships, and while the river trips are easy enough along the calm river the slog pushing the damn boats uphill isn't, especially as you near the upper reaches of the river and have to get out to help do it more and more frequently. You don't envy the teams of men and donkeys that end up pulling the ropes along the shore against the current where the flow is too strong for the oars. The endless peaks of the mountain range around you throughout, looming over your men like the bones of some long dead beast that would wish you gone or curse you for trespassing on places you are not intended to see. The wind moans through the peaks unnervingly, making an dozen sounds that each seem strange or foreboding, seeming unnervingly similar sounding to the groans of the undead or diseased. One man even says he saw a large bird fly over the river turn left. And of course there are the frequent attacks by panthers and the lesser large birds of the mountains that must be driven off with arrows, spears, flashing mirrors, and foul smells, most of the birds are of the generic type, but one attack by Al Anqa'a is taken as an ill omen, presaging some form of fire. The men are unsettled. You are unsettled. The mercenaries and many militia are nonchalant and comfortable, embarrassing many of the people who are unsettled as their assumed inferiors show them up at fieldcraft and generally keeping cool heads.

WHAT TO DO WITH THE MERCS?
[]keep them concentrated to form a specialist force(ambush and raiding force with large bonus to hiding from beastmen in this terrain or following them back into inaccessible areas)
[]Distribute them to advise unit commanders and serve as trackers(+15 to Advantages of Heaven and Earth roll, meaning an additional +6 to many rolls)

While you do in fact need to leave a large chunk of your forces outside of the mountains to keep the rest of your realm safe, and out of acknowledgment that the terrain isn't ideal for cavalry, you are still able to bring the majority of your army with you. You suspect that they will be especially useful for setting up patrols and picket lines on a large scale, but are still concerned about the way the beastmen likely know these mountains far better than you. If you are particularly unlucky they might bypass your pickets, leaving you to clear areas multiple times, or getting behind you to launch embarrassing strikes into your rear area.


The weather might not be ideal, but it is pretty good, with water supplies available en rout, and the older soldiers believing it doesn't seem like it's about to turn into an unseasonal multi-week rainshower. Moreover, the lands you are fighting over are better than they could be, but could stand to have some dedicated fortifications rather than all of these little castles and plantation fortresses, while the watchtowers, roads, what of them there are, and the many, many, stairs are rough, but serviceable. You are at least confident that you can get a force downriver faster than the enemy can possibly march by taking advantage of the current, and between that and reports on where Riphorn was last seen you decide to bias your deployment towards the upper reaches of the river. Though you might still try to avoid battle until more favorable conditions can be found, you haven't decided yet.

ADVANTAGES OF HEAVEN AND EARTH, Represents terrain, weather, and winds of magic, roll:67 -25(mountains) +10(maps and local knowledge) +25(prepared ground) +5(prior experience)= 82/2.5 rounded down =+12 for many rolls this campaign phase
-GAMBLE ON FINDING BETTER GROUND?(under these conditions requires either waiting for methodical or marching out and losing the +25)
-[]yes
-[]no

Now that you're deciding on the final deployments you need to finalize your strategy, this is a complex issue, while you cannot fully rule out any course of action you need to have a clear idea of what you are striking out for if you're going to be proactive in the early phases of this campaign. With the numerous factors to take into account on the battlefield you have many options.

These two choices are too intertwined for me to leave them separate.
HOW LONG DO YOU WAIT TO MAKE YOUR MOVE? Choose a speed. Shorter speeds leave you with less forces, longer speeds leave the enemy more time to decide to leave or prepare a trap. Longer speeds might work better with defence or ambush options, and the earlier option categories on the list after this.
[]Decisive(you march quickly, using your vanguard)
[]Measured (medium, you wait until the main body shows up)
[]Methodical (once every possible force has arrived, rearguard shows up, one more Additional Forces roll with the Militia part at +30, if supplies were an issue this would give you better supplies)
WHAT SORT OF WIN ARE YOU MOSTLY AIMING FOR? AND WHAT WILL YOU PERSONALLY, AND YOUR FORCES FOCUS ON DOING TO GAIN IT?(this isn't a one option wins vote, the top option will be focused on, but vote for a couple, and runners up will be the next preferred option)
[]Drive them out of the area.(doable by making it obvious that there's no more plunder and too large a threat for staying in the local area to be worthwhile, would be worth taking a longer time before making your move)
-[] Aggressive(you actively range out, destroying camps and herdstones, striking groups of beastmen and making them flee, trying to intimidate the army and it's leader into seeking their fortunes elsewhere)
-[] Defensive(You focus on making the farms a hard enough target that it isn't worth attacking them anymore)
[]Kill enough of them to eliminate them as a threatening force(trick or taunt them into an ambush, or strike at herdstones to cut their numbers)
-[]Attack(you track them back to their largest concentrations, then launch a series of raids aimed at preventing most of them from escaping when killed by superior force concentration)
-[]Ambush(you hold them off and frustrate them, but leave some vulnerabilities to lure them in to attack, preferably making them angry enough to avoid smelling a trap, or multiple traps)
[]Kill their leader, Riphorn, and any lieutenants that might rally his force(challenging mostly because the leaders will cut through your normal troops and you don't have a reliable way of bringing them into contact with your better troops or yourself, you could taunt the enemy into a duel, trick them into striking a target that Riphorn should be personally present for and turn it into an ambush, or try to track the most important concentration of your enemy and strike with overwhelming force while blocking escape)
-[]Track down his personal force(leans kind of heavily on the Mercs and local militia to do the tracking, you try to wipe him and his nearest lieutenants out in one fell swoop)
-[]Try to dangle an incredibly useful shipment in front of the beastmen, the kind of thing that they can't resist striking, but that would catapult any chieftain into a position of status able to threaten Riphorn, then set a trap. Even though he would realize it is a trap, Riphorn would either have to spring the trap or lose status with his followers and leave the area to restrain his men. Would require risking things you would really rather not risk, food, weapons, women, gold, giant red cloths.
-[]Try to taunt Riphorn into fighting a duel(take captives and release them carrying imprecations of their Beastlord's weakness, insufficient size of manhood, and freakish mutations preventing him from being a proper Gor, Tear down herdstones, replace them with fired clay statues of men slaughtering beastmen, made as cheaply as practical with a mold, generally try to locate him, shout insults in his general direction and wave your sword at him.
[] or write in battle goals and methods.

Total force, 33150 infantry +4000 Guard +800 mercs +840 camel riders mounted on ponies(how many ponies can you find?: 53, 800ish)= Total army size: 38790 men
Normally your main body would be larger than either the vanguard or the rearguard, but due to the restrictions of riverboat traffic the three divisions of the army are more or less the same size, and take more or less the same amount of time to get out into the mountains.

Forces currently available in the Vanguard, numbering 12930 men:
4000 Guard(they go where you go)
800 Mountain wanderer mercenaries(currently overworked on screening duties)
3000 Bowmen
2500 swordsmen
2630 Spearmen

Main body, Numbering 12930 men
420 Camel riders(mounted on ponies)(currently overworked on screening duties)
2600 Swordsmen
5000 Bowmen
4930 Spearmen

Rearguard, numbering 12930 men
420 Camel riders(mounted on ponies)(currently overworked on screening duties)
7300 Bowmen
5230 Spearmen

(The math for the above section was a pain and I'm still not sure it's right. I'm just going to use 500 man units when dividing the army in the future)

Additional forces already in the mountains who meet up with you:
Knights: 60, 500, mostly Knights Templar
Dervishers: 74, 3100, mostly following the knights Templar
Militia: 89, 19,000 men, better quality than the militia outside of the mountains, so actually worth using for more than missile fire

When you send out the call for additional forces outside of the regular army troops you are slightly surprised by how many answer, the militia alone outnumber those of your regular forces that have arrived already by a considerable margin, but are disorganized and lacking in leadership beyond the knights and locally respected figures, all of whom you make a point of meeting with as you try to make sure they'll follow the lead of more regular forces in battle.
They might be better than most of their peers in a fight, but they're not terribly disciplined, and could cause problems if chance puts them in the wrong position and they're tested. On the plus side they bring news of Riphorn's recent actions, his warherds have apparently paused to the northwest of your position, gorging themselves on human flesh and produce after their newest round of raids against the mountain farms, and are using a hard-won victory over the mountain clansmen to gather more forces, using the promise of the flesh of the strong and victory against the unworthy to bring the last few unaligned warherds in the area to alliance or challenge.
 
[X]keep them concentrated to form a specialist force(ambush and raiding force with large bonus to hiding from beastmen in this terrain or following them back into inaccessible areas)
[X]no
[X]Measured (medium, you wait until the main body shows up)
[X]Kill their leader, Riphorn, and any lieutenants that might rally his force(challenging mostly because the leaders will cut through your normal troops and you don't have a reliable way of bringing them into contact with your better troops or yourself, you could taunt the enemy into a duel, trick them into striking a target that Riphorn should be personally present for and turn it into an ambush, or try to track the most important concentration of your enemy and strike with overwhelming force while blocking escape)
-[X]Try to dangle an incredibly useful shipment in front of the beastmen, the kind of thing that they can't resist striking, but that would catapult any chieftain into a position of status able to threaten Riphorn, then set a trap. Even though he would realize it is a trap, Riphorn would either have to spring the trap or lose status with his followers and leave the area to restrain his men. Would require risking things you would really rather not risk, food, weapons, women, gold, giant red cloths.

Well, against destro, decapitation is the key.
 
[X]keep them concentrated to form a specialist force(ambush and raiding force with large bonus to hiding from beastmen in this terrain or following them back into inaccessible areas)
[X]no
[X]Measured (medium, you wait until the main body shows up)
[X]Kill their leader, Riphorn, and any lieutenants that might rally his force(challenging mostly because the leaders will cut through your normal troops and you don't have a reliable way of bringing them into contact with your better troops or yourself, you could taunt the enemy into a duel, trick them into striking a target that Riphorn should be personally present for and turn it into an ambush, or try to track the most important concentration of your enemy and strike with overwhelming force while blocking escape)
-[X]Try to dangle an incredibly useful shipment in front of the beastmen, the kind of thing that they can't resist striking, but that would catapult any chieftain into a position of status able to threaten Riphorn, then set a trap. Even though he would realize it is a trap, Riphorn would either have to spring the trap or lose status with his followers and leave the area to restrain his men. Would require risking things you would really rather not risk, food, weapons, women, gold, giant red cloths.
 
[X]keep them concentrated to form a specialist force(ambush and raiding force with large bonus to hiding from beastmen in this terrain or following them back into inaccessible areas)
[X]no
[X]Measured (medium, you wait until the main body shows up)
[X]Kill their leader, Riphorn, and any lieutenants that might rally his force(challenging mostly because the leaders will cut through your normal troops and you don't have a reliable way of bringing them into contact with your better troops or yourself, you could taunt the enemy into a duel, trick them into striking a target that Riphorn should be personally present for and turn it into an ambush, or try to track the most important concentration of your enemy and strike with overwhelming force while blocking escape)
-[X]Try to dangle an incredibly useful shipment in front of the beastmen, the kind of thing that they can't resist striking, but that would catapult any chieftain into a position of status able to threaten Riphorn, then set a trap. Even though he would realize it is a trap, Riphorn would either have to spring the trap or lose status with his followers and leave the area to restrain his men. Would require risking things you would really rather not risk, food, weapons, women, gold, giant red cloths.
 
Inserted tally
Adhoc vote count started by guyfromtheplace1 on Apr 8, 2018 at 3:52 PM, finished with 5 posts and 3 votes.

  • [X]keep them concentrated to form a specialist force(ambush and raiding force with large bonus to hiding from beastmen in this terrain or following them back into inaccessible areas)
    [X]no
    [X]Measured (medium, you wait until the main body shows up)
    [X]Kill their leader, Riphorn, and any lieutenants that might rally his force(challenging mostly because the leaders will cut through your normal troops and you don't have a reliable way of bringing them into contact with your better troops or yourself, you could taunt the enemy into a duel, trick them into striking a target that Riphorn should be personally present for and turn it into an ambush, or try to track the most important concentration of your enemy and strike with overwhelming force while blocking escape)
    -[X]Try to dangle an incredibly useful shipment in front of the beastmen, the kind of thing that they can't resist striking, but that would catapult any chieftain into a position of status able to threaten Riphorn, then set a trap. Even though he would realize it is a trap, Riphorn would either have to spring the trap or lose status with his followers and leave the area to restrain his men. Would require risking things you would really rather not risk, food, weapons, women, gold, giant red cloths.
 
Alright, despite relatively few votes(probably because of the posting delay), I do need to lock the vote to get anything done, expect an update either Tuesday or Friday depending on whether I get obsessed with finishing it, or remain obsessed with playing Oxygen Not Included, like I have been recently.
 
[X]keep them concentrated to form a specialist force(ambush and raiding force with large bonus to hiding from beastmen in this terrain or following them back into inaccessible areas)
[X]no
[X]Measured (medium, you wait until the main body shows up)
[X]Kill their leader, Riphorn, and any lieutenants that might rally his force(challenging mostly because the leaders will cut through your normal troops and you don't have a reliable way of bringing them into contact with your better troops or yourself, you could taunt the enemy into a duel, trick them into striking a target that Riphorn should be personally present for and turn it into an ambush, or try to track the most important concentration of your enemy and strike with overwhelming force while blocking escape)
-[X]Try to dangle an incredibly useful shipment in front of the beastmen, the kind of thing that they can't resist striking, but that would catapult any chieftain into a position of status able to threaten Riphorn, then set a trap. Even though he would realize it is a trap, Riphorn would either have to spring the trap or lose status with his followers and leave the area to restrain his men. Would require risking things you would really rather not risk, food, weapons, women, gold, giant red cloths.
 
The writers block is real, but I'm not going to bed until I finish this thrice-cursed update, so check in tomorrow when you wake up.
I think I should avoid posting schedules in the future, as I apparently cannot keep to them.
 
Battle against Riphorn the Beastman, interlude 2
Author note: I am unspeakably slow, but like the mighty tortoise(with the attention span of a chipmunk), I eventually get there. I'm going to start padding deadlines.

You ultimately decide on keeping the mercenaries together, they have many strange customs that might not go over well with the common soldiery, are a tightly knit group that work well together, and you suspect that if you scattered them they would find a way to avoid taking any of the coming casualties, a state of affairs that would be mildly irritating to you given their relatively blatant profiteering off of you misfortune.

They remain under their commander Samad Mihammad, who is an old man to still be alive in his sort of business. Hopefully that means he is especially dangerous or clever rather than especially evasive or cowardly.

Your military advisor Hossam Mahmud advises you not to rely overmuch on the man, and helps you plan out the campaign, you need to try to get Riphorn's blood up, and convince him to strike somewhere predictable, and there are only a handful of levera you can use to push for that kind of resolution.
You need to challenge Riphorn, make it clear that he is facing a great force and should not just ignore you, and you need to control what he knows.

To achieve this end you try to track the enemy back to their camps, one of the few things you feel willing to do in advance of the next body of your force arriving. The mercenaries are sent out, to see if they are as good if their bragging claims they are.

So they go out into the villages and herds. They learn from the shepherds and adventurers and locals among the militia, using their stories to isolate the position and bearing of the Beastpaths through the mountains. And they speak to their local counterparts, recently crushed in battle against the enemy and eager for revenge.

SCOUTING [98+15 Skill +12 Heaven and Earth= 125: Super Critical success]

And as they do so a picture gradually forms, by the end of the month and a half it takes for the rest of your planned force to arrive they swear they have a completed accounting of the location, numbers and transit routes of their enemy. If they are correct, the Combined warherds in the area number some 14,000 Beastmen after their battles and a spate of bad luck in acquiring replacements. They are split into one camp of 4000, one camp of 3000, and seven camps of 1000, with several of the largest camps positioned nearby each other and the others scattered in good positions for raiding and replenishing their losses from the local Beastmen populations. They will likely begin coalescing into one force as soon as they learn that you have arrived so you intend to strike their outlying camps shortly before your forces are due to assemble.

STOPPING THEM FROM NOTICING YOU[2 + 20from the super critical +15skill = 37]

THEIR RESPONSE[65] most run, some raid

DETECTION OF RIADERS[72+12+15 =99]

YOUR TROOPS AMBUSH THE RAIDERS[58 +10crit +12 +15 =95]


Unfortunately it seems that something about your army moving in tipped them off. With what appears to be a fair amount of confusion the outlying warherds begin contracting back towards the largest groups of beastmen. But some are left behind, as with their blood up they cannot bring themselves to flee, one group of about a thousand charges towards where they believe your army is billeted. They fail to realize that you have just recently gained an extremely comprehensive map of their preferred mode of travel, and can thus track their every move within the lands men patrol. Where they intended to infiltrate into your territory through the hidden paths and lie in wait to raid you during the night, instead they find themselves caught stretched out along the mean hidden trails that are central to the lifestyle of these mutants, and surrounded.


------------------------------------------



It is just after noon that the leader of this warherd seems to detect something amiss as they march, strung out along the beast path.

RESPONSE[94+15+12 =111 a success, I am surprised, this scale of success skips a challenge roll]

But the largest of the beasts, a disgusting narrow triangular snouted, bat eared, catfish whiskered, two horned monster, or a beast, standing head and shoulders above any man on the battlefield commands them. He drives them on unheeding of and disturbance, perhaps believing that the odd scent on the air and unsettling feelings that this trail has been traversed are indicative of another denizen of the forest, long gone, or little threat to a warherd one thousand strong.


Right then is when your soldiers emerge from the screens of foliage and quick dugouts that have concealed them along both sides of the path causing a panic among the beastmen. They realize they are surrounded, and throw themselves at your lines with the fury of cornered animals.

BREAKOUT ATTEMPT[7 +12 +10numbers ??? = ??]

Unfortunately your men are disrupted and out of position, they can't quite seem to prevent this warherd from making a quick charge towards the thinly defended front and rear of the encirclements. While the men caught in the gap make a solid fight of it they are too disorganized to close ranks and prevent the enemy from encircling and bypassing the clumps of humans that those sections of the encirclement disintegrate into. You call for a rally, and move men to support those threatened by these breakout attempts, but hundreds of the warherd have escaped in the few moments of confusion.

Though those to escape so far are mostly the more fleet-footed of the abominations, the brays mostly, the others will soon follow if you do not reform the line.

REFORM AND REINFORCE[44 +12 +21 =77 ???, rear encirclement gradually regained, you deal with the more dangerous front]

So you surge for the front of the line yourself, calling to your men to do the same to the rear.

ENTERING COMBAT[70+21 = 91, front of encirclement regained, no more rolls needed]

The five hundred of your Guards that insisted on coming along on what was fundamentally to be a stealth mission, a role on the battlefield that the colorful men are rather unsuited to, surge along with you screaming their war cries.
For just a moment you see fear in the eyes of those you charge, and instant of hesitance in their motions tangling them up with those pushing from behind to escape the trap. Then you are upon them, striking a spear clean through the lung of one and into the eye of the one behind him, before discarding it as unsalvageable against the sucking flesh of the wounds it has opened. Your men arrive and reform, locking shields with you to form a front the savages cannot break without the weight of numbers on their side or momentum they cannot build, surrounded on all sides as they are. And you settle in for a long fight, gradually wearing away at creatures whose ferocity only seems to grow as their situation becomes grimmer.
CONTINUED COMBAT[53+12+21=86]
It takes you the better part of a half hour of fighting in the shield wall to fell them all, your men might outnumber them and take down as many as four for each casualty they take in the shifting of shields and spears, with the enemy situation becoming drastically worse as their long thin line is split in the middle, but the enemy is tireless in their tainted resolve and hardy in their unholy constitution and they nearly fight to the last. -And yet, their leader does not seem to share the same resolve to risk himself for escape, oh he fights, but he doesn't throw himself at you with abandon in hatred and the hopes of escape.

-200 spearmen

CAPTIVES[54 +21 ??? = ??]

Luckily nearly is not quite completely, and you capture both their leader and many of the lowest ranking members of their group that are likely to have been born human and changed later in life, using ropes, beatings and policing the wounded to collect these prisoners.

Before the alerting of the Warherd to your presence you had planned to raid their camps, not so much to cause damage, but to secure temporary captives. This was ostensibly to be for information.
But the real plan was, and still is, for torturing them, both for information and out of general principle, to be a cover to allow them to 'overhear' your men discussing plans to strip the mountains of everything of value and leave for the flatlands. This kind of narrative would be deeply tempting for a powerful Beastlord to believe, considering that they still consider the mountains their rightful home, and humans interlopers to be driven out even thousands of years after humans gained nominal control of the geological formations, and a target of such scale, wealth, and disorganization would be difficult to resist striking for any with beastlord with the ambition to see themselves rise still higher.


But, and it's a big but, there are some problems with this plan.
Your original plan to gather captives from multiple warherds would be too risky now, requiring that you practically challenge the main body of the enemy, or those forces encamped nearby and moving closer with every moment, to a fight. Unexpectedly, you could actually do that now, as you have an unusually precise reading of the numbers and disposition of the enemy, however you would essentially be risking starting the battle early and at a disadvantage, with the enemy main body flanking or outflanking you and attacking while you are dealing with subordinates.
While those you have already captured might be enough, assuming you can stage a convincing escape, you are suspicious of the catfish whiskered leader of this Warherd. He was captured too easily, and on reflection, didn't take as strong of an advantage of the breakthrough as you would have done in his place.

Moreover if you want the Beastlord Riphorn to actually take the risk of coming out and attacking a major movement of me and material you need to actually perform a major movement. Which could have many unpleasant side effects.


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PLAN(choose one)
[]Attack: Screw the plan, you know where the enemy is and how many of them there are, you outnumber them essentially two to one, march out along their own paths and beard this goat in his den. The scouting super critical means you know where the enemy troops are right now, and where they are concentrating, you could go out and make this a battle right this instant.(battle begins, lose the +25 for prepared ground on the heaven and earth roll, but it otherwise remains the same)
[]Raid: You are suspicious of this captured leader, so capture some more before you try to seed any false information.(risk of starting the battle at a disadvantage, gains more captives for the plan)
[] Restrain: You are suspicious of this captured beast, so proceed with the plan, but only allow his subordinates to escape, genuinely torture the leader for information instead of that being an incidental benefit. (Less chance of the enemy falling for the trap, Chance of ???)
[] Try something completely different(write in)


BAIT (choose as many as you want, note that on crit fail any of these can cause really ugly side effects)
[] Order the removal of nearly all physical wealth from the mountains, on the pretext that the beasts should not be allowed to steal it.(Crops, gold, silver, silk, jewlery, and trinkets are moved to the river to be shipped south on a royal guarantee of return or repayment, probably pisses off the peasants, ???)
[] Order the (Faux) removal of the vulnerable and dependents from the combat zone, ostensibly to ensure their safely(women and children gather at the river as if to be shipped south, really pisses off the peasants, especially if they hear that they were to be used as bait)
[] Order the (Faux) evacuation of the entire area, bringing what weapons, fighting men, and their families west as you can.( the militia, their families, and any war material you can grab gathers at the river as if to be shipped south, definitely causes rebellion on crit fail)
[]None of these
[] Write in
 
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[X]Raid: You are suspicious of this captured leader, so capture some more before you try to seed any false information.(risk of starting the battle at a disadvantage, gains more captives for the plan)
[X] Order the removal of nearly all physical wealth from the mountains, on the pretext that the beasts should not be allowed to steal it.(Crops, gold, silver, silk, jewlery, and trinkets are moved to the river to be shipped south on a royal guarantee of return or repayment, probably pisses off the peasants, ???)

Keeping it as simple as we can.
 
[X]Raid: You are suspicious of this captured leader, so capture some more before you try to seed any false information.(risk of starting the battle at a disadvantage, gains more captives for the plan)
[X] Order the removal of nearly all physical wealth from the mountains, on the pretext that the beasts should not be allowed to steal it.(Crops, gold, silver, silk, jewlery, and trinkets are moved to the river to be shipped south on a royal guarantee of return or repayment, probably pisses off the peasants, ???)

Bit wary of that risk on Raid. The Bait is an obvious choice. No sense in pissing off the hoi polloi more than necessary.
 
[X]Raid: You are suspicious of this captured leader, so capture some more before you try to seed any false information.(risk of starting the battle at a disadvantage, gains more captives for the plan)
[X] Order the removal of nearly all physical wealth from the mountains, on the pretext that the beasts should not be allowed to steal it.(Crops, gold, silver, silk, jewlery, and trinkets are moved to the river to be shipped south on a royal guarantee of return or repayment, probably pisses off the peasants, ???)
 
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