Uruk quest (Lord of the Rings)

VOTING CLOSED

[X] join the scouts and learn some more 4 votes.
[X] Learn how to shoot while riding. 2 votes
[X] find someone to teach you how to make traps 1 vote

join the scouts and learn some more wins

roll me a 2d6
 
hardly, learning skills uses leadership as rolls, so lower is better, you guys just failed completely.

anyway typing the update now.
 
3.2
finally done with this one, easily my largest update yet, but then the following campaign is going to be pretty damn big.

hopefully it came out just as awesome as I hoped it would.

[X] join the scouts and learn some more
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Chimeraguard threw 6-faced die for: scout Total: 12


unfortunately the scouts are more skittish than usual and don't feel that they have any time to teach you, being to focused to look for potential ambushes, so you mostly tag alone to see if you can learn anything by just observing them, but you have no luck with that. failure

At the end of the week you are meet by one of the most awe inspiring sights you have ever seen.

Bellow the hill that you are on top of is the rest of the combined might of the Warg-Howler clan, overhearing one of the scouts talking you find out that there are slightly over two thousand Orcs and Goblins down in the camp.

Looking further out you can see war parties coming and going, all of them numbering in several hundreds as they are sent out to raid the enemy or patrol the territory that the alliance controls.

You shiver in fear when you realise that even this is nothing to the invaders, if they were to find this while in force your clan would be swept aside.

As you enter the camp you are not sure what to do for a moment until Sharkû waves you over and tells you to follow him, apparently there is a war council going on and he has to be present as Lûga's representative, for whatever reason he thinks that you should be present.

As the two of you enter the tent a momentary silence fills it as everyone focuses on the newcomers, finally a large Orc, easily bigger than you, grins as he sees your current leader.

"Sharkû! This is a sight for sore eyes, five years with Lûga now isn't it?" he greets him before throwing a look at you.

"and who is this? Someone new I suppose?" he continues.

"indeed, his name is Zog, he joined at the beginning of the year, you will probably want to spar with him later, he is almost as good as you are with the blade Latbag" now you finally have a name to put to the giant Orc and you realise that this is arguably the most powerful of the Warg-Howlers clan leaders and apparently considered the greatest Swordmaster in all of Angmar even by other hostile clans.

Sharkû keeps talking as those thoughts flashes through your head.

"he also has some potential, from what we reckon he left the pits sometime in November and he is already that skilled. Also, he has a small group of followers, but he is still raw, I brought him in hoping he might learn something in here." you don't feel very good at the grins that everybody in the tent is suddenly sporting and you are pretty sure your pride will take a lot of blows in the coming moments.

With your anger, that can be a problem.

Steeling yourself you follow Sharkû as he gets closer to the large wooden table in the centre of the tent and discover a somewhat simplistic, but still surprisingly detailed, map of what you assume is the area that is contested.

"from the markers I assume that there are allot of enemies, how spread out are they?" Sharkû ask after a quick look at it.

"currently we estimate them to number around fifteen thousands Orcs and Goblins, they also have Trolls amongst their numbers." Latbag answers, slightly dejectedly, his words causing Sharkû to look up from the map with some fear.

"fifteen thousand Orcs and Trolls as well? Their leader must be remarkable, what is his name?" the Ancient one continues after a short hesitant pause.

"we don't know, currently the other clans believe that he is still somewhere in the north trying to draw more Orcs and Trolls to his numbers, but that is just speculation at this point, we do know that we don't have to much time, their scouts are constantly probing, trying to find a clans camp so that they can regather and crush it in strength." he gets as an answer by another Orc.

"currently we are trying to harass their scouts and trying to find their own smaller forces so we can go into battle with them, bleed them to death over time, but it's a race to deal enough damage before you find one of our allies, we don't think they are aware of our involvement yet." the Orc continues.

"I assume you are going out yourself soon Buduk?" Sharkû asks, getting a nod in reply. Causing your leader to continue.

"bring Zog with you, he has only been on one raid but he has a good head for it, at worst he will serve as a distraction to the enemy during a fight, he is good at that." he grins at you, causing you to curse silently to yourself, apparently somebody had seen through your attempts to claim that you were playing around with those Orcs and that Goblin, the curse eliciting laughter from the others in the tent.

"he dosen't like that I see, how is he with a bow?" Buduk asks, getting a grin in reply.

"he is quite good, however he has never fired an arrow from the back of a Warg" Shakû says, causing even more laughter from the individuals in the tent and that is when you remember who Buduk really is.

The oldest of the Captains and the most skilled with a bow, capable of firing off arrows at a speed few others can match.

"well now, we will have to fix that won't we? Anyway, meet me at the edge of the camp in two days during the morning, we are waiting for another report to come in before we leave."

you give a short nod before you sit down and listen to the talk of patrols and raids, lucky that you nothing to bad that had risked to set your temper of had been sent your way.

- - - - - - - - - - -

so it is that three days later that you are on the move again, the scouts that was to deliver the report having been late after running into some enemy scouts, leading to a brutal fight.

You had made sure to bring plenty of arrows as Buduk's group was leaving Warg-Howler territory and wouldn't return for a long while, instead you would be resupplying at the various camps of your temporary allies and hunting in between.

You did feel some exhilaration though, Buduk had apparently decided to test your command abilities and given you control over one of the smaller groups that his force would eventually split into in an attempt to cover more ground, it carried great risk, as any to big of a mistake would undoubtedly be punished, but it also carried a chance of great reward if you succeeded.

Buduk had also decided to assign one of his more skilled followers to serve as an advisor to you, but you were slightly suspicious about that.

His name was Rukul, a skilled archer that had quickly befriended Thraka as they constantly rode slightly ahead of the group to have some smaller test of skill against each other without slowing it down.

Buduk has proven his skill when one day he had decided to join them one day and had beaten the both of them with ease.

The rest of your group consisted of your other followers and some thirty other Orcs, of which ten was archers, they would all serve you for the duration of the campaign.

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as the journey continued the different groups that had been created left on their own mission one by one until finally it was your turn some two weeks into the journey.

Your mission was simple, raid, harass and scout the enemy as much as you possibly could, if you managed to find any particularly good piece of Intel you were to immediately return to one of your allies camps to deliver it before heading out again.

The overall strategy of your group was yours to decide however.

Buduk had a shorter brief with you just before you left to make sure you hadn't forgotten anything as the two of you went over what knowledge was had of the area.

Travelling north would bring you close to the largest concentration of enemies, it could possibly bring some very good Intel if pulled of correctly, but it would be very dangerous to do so, even for the very experienced scouts.

To the north west and east the enemy raiders were trying to branch out, scavenging as much food out of the land as they possibly could.

Slightly more to the south of the large concentration of enemies regular skirmishes happened, the territory fiercely contested.

Even more to the south was mostly the battleground of scouts and patrols crashing into one another, with the raiding parties occasionally coming down from the north.

In the end you decide to:

[ ]head straight north and scout the biggest concentration of enemies(WARNING! Highly dangerous)
[ ]travel north east or west to fight their raiders, starve them to death
[ ]head for the contested area and join the skirmishes, try to hold the land
[ ]harass the enemy scouts, they could not be allowed to find any of the camps

Campaign status:

enemy:
current enemy numbers: 15000, composition unknown, at least 10 trolls.
food supply: enough to keep fighting for awhile.
scouts: searching for your camps, progress unknown, assumed to go somewhat badly.
Reinforcements: unknown, believed to be gaining slightly in numbers.

Alliance:
current numbers: about 8000, at least 1000 wounded
camps: all 15 remaining
patrols: unknown amount of enemy scouts slipping through, believed to be few.
Reinforcements: none, neutral clans unlikely to join at the moment.

Overall status: Invaders winning slightly, will win decisively if they can force a battle right now.
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OOC: why yes, I am throwing you into the deep shark filled end of the pool.
 
[X] harass the enemy scouts, they could not be allowed to find any of the camps

Orcs will eat the dead... or the living if need be to sustain the food supply. We can make that a problem in the future, but it'll take a much longer time than with humans. Better to stop them from finding any of the camps until the wounded recover.
 
[X] Harass the enemy scouts, they could not be allowed to find any of the camps.
 
VOTING CLOSED

[X] harass the enemy scouts, they could not be allowed to find any of the camps. all the votes.

roll me a 1d6.
 
3.3
[X] harass the enemy scouts, they could not be allowed to find any of the camps
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you decide that defending the camps is of more use than anything else so you decide to head south, sending out some scouts of your own slightly ahead of the main group.

(searching for scouts)
1d6 → [3] = (3)

it is just a few days later after arriving in the southern parts of the contested area that your scouts find some tracks, unfortunately it is impossible to tell if they belong to a friendly patrol or enemy scouts.

After thinking about it for a few minutes you decide that you can't take the risk of letting some enemy scouts through, so you follow tracks.

It pays of a day later as the two scouts return and report that they found a surprisingly large group of enemy Goblins, hearing that you quickly realise that this is probably a raiding party, they migh be scouts but it is unlikely they would leave a possible target alone if they spotted one.

You send out Sriz to take a closer look at them, counting on his stealth to hide him better than your scouts would be able to, while the rest of the group catches up for the coming fight.

When he returns he informs you that is unquestionably a raiding party as there are some 70 Goblins lead by an Uruk. That find gives you pause, from what you had heard, Uruks are very rare in Angmar, and becomes even more so the further north you travel, and all who can be found tend to live short lives but also tends to be leaders during that short life, the Uruk should not be someone to underestimate.

Now however you have to decide how to deal with this group, from what Buduk told you there isn't any camp close enough that you can risk to leave the enemy alone so you can get reinforcements, so you will have to be outnumbered in the coming fight.

You call a halt to your group as you start to think.

[ ] write-in
 
How many followers do we have, and how many have bows?

On another note, probably best to head straight for the Uruk. Maybe taunt and challenge him to a duel. That's probably scare the Goblins, maybe enough to intimidate them into joining our side, though them running away is also an acceptable outcome.
 
I think I got a plan.

We'll have everyone, Wargs included, get to work on building a large stake pit and maybe a few others, and all marked by a torch or something. If they can't build stake pits, a large hole and several smaller ones covered by shrubs or weak branches would be fine too.

If they can't disguise the holes, we can have our non-archers lure and maneuver them near holes so that they and our archers push them in.

We should have our camp lure them in if they send scouts. I was thinking of having scouts approaching their camp, being spotted, and leading them back to us.

Our archers can just fire away on them when their in the hole.

Thoughts?
 
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[x] plan bait and switch

have the archers that can ride and shoot lead the enemy in to more advantages position by harassing them and when the enemy follows them bring the rest of our rider up from behind to crash in to their rear and the archers are to hunt down any runners.


I chose this because we actually match their numbers. With 35 warriors and 35 wargs our number is 70 we are bigger and stronger and with this plan if successful we should be charging them from behind down a hill after they had all ready been shot at by the archers to whittle down their numbers a bit
 
that reminds me, someone find me a nice picture for how Zog looks like to have on the first page, or we could just take that one.
 
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