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/tg/ - Traditional Games


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Previously on Medieval Pokemon Quest

A 14 year old boy is sent on his pokemon journey with his trusty Turtwig, Teddy. Hunting in the the forest and checking out a lake nets him Carla, the Clauncher. We travel to Bluerock city and join up with a trading ship. Bunking with the wealthy Jesse, Barry learns to sail and trains his pokemon. Barry escorts Jessie to her ultra-rich uncle and learns of the civil war taking place in Hoenn. After a night at a mansion, the pair explores the jungle and gain new partners, a Bagon and Croagunk. They then walk through the botanical garden and return to the ship.

On the trip home against the currents, a pirate ship is spotted and board the Painted Wailord. The pirate captain attacks your room with his Greninja. Luckily, we fight off the scum and watch Teddy evolve. Resting against the wall, you have a highpoint in every boy's life, your first kiss. You are informed that as the slayer of the pirate captain, you are now the owner of his ship. You rename the Grim Greninja the Garrulous Grotle. You and Jessie get kitted out in poke-armor, then you meet her parents. An awkward dinner later, you leave and wake in the morning to see Jessie and her father.
1/?
>>
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Going off to Hoenn, you learn to read and are banned from Jessie's cabin. You go to a captain's meeting, where you here some interesting tidbits. Locked out of her cabin, the two of you go off into the markets of Lilycove city. Ending up on the beach, you fall asleep and wake to the sunset. Walking back to the ship after escorting Jessie to her cabin, you are robbed by a red headed thief. Learning her story, you offer her a job on the ship, as she turns out to know some carpentry. You go on an expedition for new pokemon, making friends with a Mankey and naming him Jack. Jessie finds a Ralts, while Alyssa befriends a Luxio. On the last day in Hoenn, you go out with the girls to find books for the journey home. The markets seemed extra crowded that day.

A wild storm drives you off course, when you spot a small boat on the horizon. Held within the boat is the twins, Emma and James. Telling their story by switching speakers mid-sentence, you learn of their town that was taken over by pirates. You sneak through the swamps surrounding the town to do some reconnaissance. On your way out, you are stopped by a group of men. Luckily, their leader recognizes Emma and doesn't stab you. A few days are spent with the group, which is composed of all the people who escaped the pirates, in which you plan your attack on the town. Creeping up at night, you are able to take out a large number of pirates before the alarm is raised. Commanding your army of fighters, you destroy the pirate's battle lines. The pirate captain challenges you to a duel, which you accept. A few bruises and a broken rib later, you defeat the pirate. Blacking out, you wake to see the ceiling of an infirmary.

As you wait for your ribs to heal, you explore the town you saved. You meet up with the twins Emma and James, and get aquatinted with their grandfather. He lets you in on the town's secret, an emerald mine hidden behind the town.
2/?
>>
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You buy a strange bracer with red crystal and a white flute at a rare item shop, then go on an expedition into the swamps around the town. Off answering nature, a Spinarark jumps out. Using your White Flute, you stop the angry pokemon from biting off your Caterpie. The giant bug folows you home, and creeps you out for a few hours. Philip gives a speech and announces a marriage between himself and Emma. The twins and their grandfather decide not to go along with that, and you take on the twins into your services. Sailing to Kalos, you earn to fly with a Sky Suit and catch a Fletchling. Leaving the region to their silly accents, you sail on to Blurock City.

Barry talks with Jessie, then the first ship battle of the quest takes place. We learn the use(s?) of the runic bracer, and sink the pirate ship. After the battle, the loot is distributed among the crew. The crew promptly redistributes the loot, the ones with the best poker faces becoming much richer. Jessie gets home, where her father is waiting. Leaving the pair, you return to the ship. With a reward for the sinking of the pirate ship, you order some new armor.
>>
Recovering from a poisoned blade, you arrive at the temple. Your party splits, heading off to the different sectors. Falling asleep on the Steel mountain, you have a dream. Flying through the air, you meet yourself below the mountain. After waking, five years go by. Focusing on Swordsmanship, Magic, and Trading. During the timeskip, a race of nomadic horsemen from the Eastern Steppes invade your country. You climb a massive slate cliff to assault a Ryttere(horsemen) controlled castle. Once inside the keep, you capture a Rytterean girl. In the keep's library, you find a tome on a new type of magic that can be learned by Displacers. James finds one on Fire magic, and many other tomes that could be on other magiks. You talk with the captured girl, who you find is named Nara. You learn some political workings in their culture(Four elite warriors and a king), along with the news of her father's magic.
3/?


We learn more from Nara, including that she has a shiny Zebstrika. The pokemon, which was claimed by a lying knight, is returned to her, after a short duel. James is greatly rewarded for your work, winning 1000 gold for the gamblers. The day after the duel, you are called into the war council of the general Vici. He informs you of your new mission, the capture of a large town. Traveling up the river, you and 2500 other men. Entering the town, you kill the few sentries and split into fifty-man groups.
>wall of text over

Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Prof.%20Sequoia
>>
Your team
>Teddy the Grotle(Grass)
>Carla the Clauncher(Water)
>Brandt the Shelgon(Dragon)
>Jack the Primeape(Fighting)
>Charlotte the Ariados(Bug/Poison)
>Felix the Fletchinder(Fire/Flying)
Your inventory
>Aggron Steel Grosse Messer Sword
>Bisharp Steel Parrying Dagger
>Aegislash Hoplon
>Empoleon Steel Plate
>Aggron Steel Plate
>Mespirit Runic Bracer
>White Flute
>The Garrulous Grotle
>The Staunch Clauncher
>Unnamed Gunship(Fourth Rate)
>Displacement Magic(6 foot wide portals, 20 foot range)
Jessie's team
>Joltik(Bug/Electric)
>Croagunk(Poison/Fighting)
>Gallade(Psychic/Fighting)
Alyssa's team
>Tyrunt(Rock/Dragon)
>Luxio(Electric)
Emma's Team
>Breloom(Grass/Fighting)
>Female Nidorina(Poison)
James' Team
>Monferno(Fire/Fighting)
>Male Nidoran(Poison)
>>
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You are currently assaulting a Rytterean controlled town,and have split your troop of 2500 men into teams of fifty. You are now leading a group of men and pokemon, each armed to the teeth, through the town. The streets, dark exempt for light seeping out of the rice paper windows that line the buildings. The occasional group of guards, five men mounted on Rapidashes and Zebstrika, pass by blind to your group. General Vici provided you with a map of the town, complete with important strategic points circled. Where to go?
>The bridge(1st,2nd, or 3rd in the line?)
>The Boom-control houses
>The town square
>Largest building in town
>The small castle/lord's house

Key:
>Grey buildings on the water: Bridges/Boom-control houses
>Dark brown lines: Roads/Alleys
>Grey trapezoid away from the water: Castle/Lord's house

This quest is in no way connected to the other pokemon quest with Ceil, just have the same OP pic
>>
>>35609469
>>The small castle/lord's house
Let's go to cripple the chain of command by removing the leaders first. Chances are they'll be in the most important building so we go there first, failing that it would presumably house the previous (allied) town leader as prisoner whose rescue could prove equally valuable.

The river defenses are certainly of lowest priority right now since we don't have any forces on the river poised to strike.
>>
Deciding on the Lord's castle as your first target, your group creeps southeast through the alleyways. Despite the occasional patrol of Ryttereans, you manage to go unnoticed. In the darkness, the occasional cry goes up from inside the town, promptly stifled. During these incidents, you stop and connect the psychic in your group. Through the network of psychics, you learn that no alert has been sounded yet.

An hour passes, sweat-soaked tunic sticking to your back. Damn tropical climate, the air is muggy and thick with moisture. The castle rises up on a small hill, overlooking the town. A low wall, twelve feet high, with four round towers on the corners surrounds the keep. A low drum-shaped tower makes up the keep, three stories of dark river rocks and mortar. A large fire burns on top of the drum tower, lighting up the entire courtyard with flickering red light. Four figures stand near the flames, tending the bonfire. A few patrols of men on foot pace the wall, in pairs. A large wooden double door, nine feet tall, is set into the wall, with machicolations above the entrance. A faint outline can be seen on the door, what appears to be a normally sized door set into the large on on the left.
>How to assault the castle? Roll 1d100 for it
>>
Rolled 33 (1d100)

>>35609944
>Teleport our best men onto the walls to discreetly silence the patrols
>Once the guards have been taken care of, we can open the gates from the inside
>>
Rolled 71 (1d100)

>>35609991
I'll roll a couple more times for this then, since I seem to be the only one here. Discount these rolls if someone else turns up
>>
Rolled 12 (1d100)

>>35609991
this
>>
Rolled 3 (1d100)

>>35609991
Third roll
>>
Timing the cycle of guards, you calculate that there is a forty second gap between guards. Staying in the shadows, you open a small portal to the foot of the wall. Ten men, some of your best fighters, step into the portal. Years of displacement portals have tempered their abilities of spatial judgement. However, without your natural attunement, the men still take a second to get adjusted to the shift. Jumping into the swirling portal, you appear at the base of the wall.

A pair of guards pass by, their hard shoes clicking on the stone wall. The pair seem to be arguing about something in their language, each talking over the other. The noise fades away as the men walk past a tower. With only forty seconds to work with, you open a gate above the wall. Without a clear view, you guess on the proper placement of the portal. Another one opens below you, the ground dropping away. A moment in the air, and your group lands on the walkway. The gates close, shrinking into nothing. Rushing to the right, you follow the path of the guards.As you slip out of sight, a pair of guards appear from around the corner. The men file into the tower, crowding into the room. A though broadcast with the help of your psychic, and the men form a circle lining the walls of the round tower. You peak out of the tower, a small portal showing your face hangs in the air above the walls. The guards follow the walkway, never looking up. With a though, a portal swallows up the pair.
1/2
>>
They appear inside the tower, circled by steelclad men. Their leather and steel brigandines do little to stop the blows from your men. Leaving the corpses, you lead the group down the spiral staircase. A large winch takes up most of the room, chains leading through a hole in the wall. The men slam into the wooden beams attached to the winch, pushing against a massive weight. A creaking alerts you to movement, and the rattle of chains increases. The left door opens slowly, the wood scraping against stone. The rest of your group, followed by another that was nearby, pours into the courtyard. A cry goes up from the men manning the fire, alerting the watchmen and the tower. Looks like your in for a fight.
What do?
You have 100 fighters, made up of pokemon and humans
>Break the drum tower down with pokemon moves
>Man the walls
>Put out the fire
>Write in
>>
Rolled 4 (1d100)

>>35610634
>>Put out the fire
Through the enemy into disarray, our forces are more accustomed to the dark already having snuck in through it.
Avoid causing damage to the tower where possible, afterall this is a reclamation of our town. With a 100 of us they shouldn't prove much resistance anyway.
>>
>>35610774
its best of three, you might want to reroll this
>>
Rolled 35 (1d100)

>>35610958
Right you are, samefag rolls coming up.
>>
Rolled 43 (1d100)

>>35610984
And the last
>>
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Your psychic lets off a burst of information to your troops. All of the men with water types rush up to walls, lining the wall with water-types. You join them, Carla at your side. Beams of water launch out, arching towards the fire. Half of the water misses, arching harmlessly over the flames or colliding with the stone. The rest finds a home on the tower, much of it landing on the bonfire. The onslaught of water beats down the flames. The water stops as the pokemon close their mouths, resting after the torrent they released. The flames jump back up, burning just as bright as before. One of the men tending fire, now reduced to three after one of their companions fell from the tower, throws something into the flames, which leap up into a bright purple. He continues to shovel the powder into the flames, until a flight of arrows clatter into the roof of the tower. The flames still burning, it's tenders fall, pierced by the arrowheads. One falls into the flames, oblivious to the heat. Ryttereans pour out of the tower, perhaps a hundred of them. Luckily, they lack mounts, having only a scattering of other pokemon.
>What Do?
>Spray them down
>Archers pour down arrows
>Go in for melee
>Write in
>>
Rolled 55 (1d100)

>>35611158
>>Spray them down
>>Archers pour down arrows
>>
Rolled 91 (1d100)

>>35611471
Guess I'll add the two extra rolls again
>>
Rolled 95 (1d100)

>>35611471
>>
>>35611684
>>35611700
Well those were pretty nice rolls if I do say so myself
>>
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The water pokemon fire off more shots, walls of water slamming the invaders to the ground. A Blastoise changes shape, a large cannon taking the place of it's two guns. Barrels migrate down it's arms, forming into cannons on the pokemon's wrists. The pokemon releases a massive amount of water from it's main gun, cutting wide swatches in the army of the Ryttereans. During a lull the streams of water, the archers release a flight of arrows. With such close range, the arrows have little chance of missing their target. Men drop to the ground, clutching at the shafts that have pierced their flesh.

The other side's archers take aim, ignoring the onslaught of water and steel. Their short recurve bows thrum, launching waves of arrows into your army. Many men hold up shields, which block the majority of the arrows. The few that slip through land in limbs and gaps in men's armor. A few think to attack your archers, who take much heavier casualties than your melee fighters. Jets of water knock arrows from the sky, spinning off to clatter on the stone. A group of Ryttereans are starting to retreat into the tower, which look more well armed and armored than the normal soldier. The rest of the men start to stand at the foot of the walls, taking shelter in numbers and the eaves of the wall.
>What do?
>Follow the men
>Put out the flames
>Enter melee
>Write in
>>
Rolled 15 (1d100)

>>35611790
>>Enter melee
Mop up the bulk of the squishier forces, then consolidate and crush their few elite
>>
Rolled 20 (1d100)

>>35611821
Second samefagged roll
>>
Rolled 85 (1d100)

>>35611821
Third samefagged roll
>>
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Gating down from the wall, you run into the battle. Arrows jab into your armor(Aggron or Empoleon?), deflected by the high-quality steel. A man jabs at your face with a spear, keeping you at range. As he stabs forward, you open a portal in the middle of his weapon. The shaft continues forward, exiting ten feet above you. The head falls to the ground, severed at an atomic level. Smiling slightly, you shield bash the bewildered man, then dispatch him with a quick thrust. The dense steel blade caves in the scale armor the man wears, forcing broken plates into the deadly wound. The flow of battle sends you forward, leading a spike of men into the heart of the enemy. A second prong follows slightly behind you to the left. Forcing the men against the walls to choose between the two columns, they scramble to draw their swords.

Blows from the curved sabers hit your shield, which floats on your arm. A swing with a portal cuts into the unguarded legs of people, smashing apart the bones. Another portal decapitates the invaders, blood pouring down on the rest of the Ryttereans. A drastic lowering of the temperature, a relief from the oppressive heat, signals an ice type. The Weavile jumps into battle, her claws glowing an icy blue. The pokemon flies through the air, slashing at the faces of the Ryttereans. While they are clutching at their bleeding and frozen faces, you slice into unarmored joints. The resistance fades as more and more of the warriors are slain. Webs from Charlotte hit many, forcing them to the floor. The struggling Ryttereans are trampled and stabbed, their movements stopping.

Leaving the men to clean up the remainders, you walk to the tower. The door is barred, and the tower lacks any windows within reach. The idea of teleporting into an unknown space is instantly discarded, the danger of landing in an object too much.
>What do? Best of three 1d100s
>Climb the tower, there is an arrow slit on the third floor
>Break down the door
>Teleport inside
>Write in
>>
Rolled 76 (1d100)

>>35612326
>Climb to the arrow slit
With Charlotte's web this should be a cinch.
Also, we can sever things with portals? Are we not using that offensively on enemy soldiers simply to preserve our ability to sleep at night?
>>
Rolled 13 (1d100)

>>35612517
Second samefagged roll
>>
Rolled 67 (1d100)

>>35612517
Third samefagged roll
>>
>>35612517
you have a certain number of times you can use portals before you start to run low on PP. Running out sucks dicks. Think of the worst hang over you've ever had, now try fighting with that. But yeah, decapitating people can wear on your sanitywhy do you think so many wizards are insane/have no sense of right and wrong?
>>
>>35612608
Decapitations are one thing but curious cross-sections of head are worse, especially if the excess falls randomly around you. Can't be great for your image if you're not trying to look like pure evil either.

As for pp, that's true but I noticed that even with limited pp Barry has a preference to use portals to manoeuvre his enemies and attacks rather than directly offensively.
>>
>>35612713
It's mainly because I don't think of how to use them much. I know how to fight with swords, but have never learned to teleport
>>
>>35612877
To be fair, I'd think the same could be said for Barry. Obviously he has a much greater familiarity with teleporting yet nevertheless he grew up a simple swordsman and old habits die hard, especially when they're effective.
>>
Your spider pokemon follows you, her boney legs clicking as they hit the ground. The pokemon crawls up the wall, trailing a strand of silk. Charlotte comes to a stop on the roof, where the flames still light the area. The pokemon attaches the rope with a large glob of webbing, then scuttles over to the body with it's head in the fire. Outside of your view, a loud crack followed by wet tearing is then only indication of Charlotte. Grabbing onto the silk, you begin to climb up the tower. An errant arrow hits your shield, slung on your back. You climb up, the stones wet from the pokemon's attacks. The force of the water opened gaps in the wall, which serve as footholds.

Reaching the arrow slit, a shaft slams into your gut. The steel block the head from entering, but the force still sets you swinging. Thankfully, you keep hold of the rope. Swinging back while the archer reloads, you slip between the stone walls of window. The archer attempts to draw back the bowstring, but the force of your armored boots colliding sent him sprawling. A stomp to the head ends the man's life, his thick felt cap obscuring the damage. A quick look around the room proves that it is empty, but very well decorated. Silk trappings hang from the walls and a finely made suit of armor rests on a stand.

Shield slipped back to your arm, you advance slowly down the staircase. A quick glance around the corner provides knowledge on what you will be going up against. Ten or so men, outfitted in heavy coats of scale and plate, stand near the stairwell. They seem to have mostly swords, with a few pole arms as well. Luxurious beards adorn their faces, braided with golden rings accenting the black hair. One of the men seemed older, with a strange contraption in his hands. It looks like a small version of your cannons, but has many barrels.
>What do?
>>
Rolled 60 (1d100)

>>35613131
It's been a while since we were in a perilous situation, so
>If possible, open a portal and trigger/fire/detonate the strange contraption
>Failing that just use a portal to kill that man first
>Berserker mode activate, slaughter them all
They'll be at the disadvantage with numbers in a confined area.
>>
Rolled 67 (1d100)

>>35613261
Second samefagged roll
>>
Rolled 56 (1d100)

>>35613261
Third samefagged roll
>>
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Opening a portal in the side of the room, you place the exit far behind you, facing the ceiling. A shout echos inside the room as one of the men notices the portal. Judging from the noise, the men scramble to move into a defensive position. You throw a glove through the portal, then duck in the stone stairway. A massive boom shatters the stillness. The glove shoots back through the portal, preceded by a volley of bullets. The small projectiles slam into the ceiling, shattering the rock above the portal. Fragments of stone fly, stinging as they strike unarmored skin. Looking at the impact point, a hole six inches deep is visible though the shifting dust. Closing the portal, you open another into a different place in the room.

Appearing in the second floor, you take in your surroundings. The men, nine in total, stand off to your left. The one with the strange weapon is jabbing into it's barrels with a small staff. Two large tables split the room into three sections, with another table on a small raised stage. A half eaten Swanna sits at the high table. Other pieces of pokemon sit in various stages of being devoured. A table separates you from the group, but the ones with the pole arms look like they can reach you. The men are starting to turn towards you.
1/2
>>
The world flushes a blood red, and everything becomes clearer. You can see each hair in the men's beards, the crumbs stuck in their mustaches. One of the men, armed with a pole ax, has a thread coming undone on his sleeve. A faint cloud encircles the men, the majority around the man with the strange weapon. A look of fear covers a few of the men's faces, the bloody light leaking from your helm chilling them. Two men split off from the group, their faces set in steely determination. Both hold the curved swords of their people, though they look to be different metals. One is the grey of your own sword, while the other is a washed-out blue. The discoloration could be due to your condition, as most blues seem muted when like this.
>What do?
>>
Rolled 6 (1d100)

>>35614017
>Charge
>>
Rolled 67 (1d100)

>>35614054
Second samefagged roll
>>
Rolled 23 (1d100)

>>35614054
Third samefagged roll
>>
>>35614054
Charge who?
>Blue sword
>Grey sword
>Gun man
>Other
>>
Rolled 16 (1d100)

>>35614162
Ah, well I guess we may as well go for the blue sword
>>
Rolled 27 (1d100)

>>35614192
blue it is
>>
Choosing your victim, you turn to face the man with the blue saber. He advances slowly, his sword's point moving in small circle. When he is fifteen feet away, you charge him. The blue sword rushes to stop you, the man's off hand bracing it. The point hits your shield, then slides off. The blade slips down and to the left, his arm bound up and across his body. Before he can move, you smash into him. The shield hits his arm, forcing it against his body. With the sword facing the ground, the man tries to shove you off him. This does very little, only giving him a brief respite.

Circling, you open a portal behind him. Punching forward with your shield, the metal disk slams into his back. Thrown forward, the man stumbles into you. More accurately, into your sword. The man coughs, bright blood staining his lips. Pulling away, you step out of range of the man. The other swordsman has reached you, his sword flying in a shimmering arc. A weak blow hits you back, a sliver of blue visible from the corner of your eye. The man's final act, a desperate attempt to slay you, succeeds only to carve a small groove in your armor. The other swordsman lands a blow on you upper arm, the metal sparking as they collide. The rest of the men seem to be getting over their surprise, and are leveling their weapons at you. The older man with the gun is still loading his weapon, though he seems to be close to done.
>What do?
>>
Rolled 11 (1d100)

>>35614539
>Cut down the older guy with the gun
>Cross the room with a portal to get to him if necessary
>>
Rolled 44 (1d100)

>>35614675
Second samefagged roll
>>
Rolled 71 (1d100)

>>35614675
Third samefagged roll
>>
"I'll be right back"

A portal opens below you, the floor turning to air. Dropping down behind the group of men, you lift your shield as insurance that nothing strikes you. The Ryttereans heads swivel in unison, searching for the lost target. The old man, directly in front of you, finds you first. He fumbles with his weapon, dropping the staff he has been using to load it. With his finger on the trigger, you open a gate directly in front of the weapon. In the split second before his finger pushes the trigger, a look of shock mars his face. The weapon fires it's charges, two of the barrels lying empty. The five that do go off, are sent directly through the portal.

Exiting behind the old man, the rounds go through his armor like a knife through butter. He stands upright, the recoil and force of the bullets canceling each other out. He totters for a second, then falls forward. A hole in his back shows where the bullets entered, the metal armor shredded into confetti. One of the men, the youngest from looking at him, cries out. He charges at you, his poleax held out to bisect you.
>What do?
>>
Rolled 65 (1d100)

>>35614994
>Open a portal and move to the opposite side of the room again
>Take out the guy with the grey sword, he seemed pluckier than the rest
>>
Rolled 39 (1d100)

>>35615241
Second samefagged roll
>>
Rolled 21 (1d100)

>>35615241
Third samefagged roll
>>
Gating away from the charging man, you come out on top of one of the tables. The men seem to be getting used to your portals, searching for you the instant you disappear. While they start to look around, you attack the man with the Aggron steel sword. He turns slightly, having heard you land. He gets his sword up to block the overhead strike, the two swords ringing when they connect. The momentum pushes the steel back, bending slightly. The man kicks out at you, striking with his hardened leather riding boot. The foot hits your unarmored shin, striking the bone. Districted, the man is able slip away from you. Instead of letting him get away, you open a portal under him.

He backs up, not looking behind himself. His foot slips on the rim, then falls into the swirling gate. On one foot, the man tries to remove his foot from the portal. The boot clad foot hangs in front of your hand, open for attack. You lash out in anger and pain, cutting into the leather. The foot falls to the ground, blood spurting from the top. The dismembered man falls to the floor, clutching at his stump.
>Finish him with a portal?
>Y/N

As you turn from the man, a large blade slams into your side. An oak shaft, banded by a metal, supports a grey metal ax head. The metal is strange, shot through with spiderweb of green. The blade goes through the steel, cutting into your side. While painful, it is shallow and won't kill you.
>What do?
>>
Rolled 90 (1d100)

>>35615652
>>Finish him with a portal?
No, not worth the pp

>What do?
Slice the oaken shaft so the weapon is unbalanced
>Press the advantage to take him down
>>
Rolled 80 (1d100)

>>35616035
Second samefagged roll
>>
Rolled 44 (1d100)

>>35616035
Third samefagged roll
>>
>>35616035
with a portal or sword?
>>
Just put all the text in the OP into a pastebin
>>
>Dispatching the man
Stepping over to the man, you drive the point of your sword into his neck. The felt and leather parts beneath the blade, then greedily soak up the blood. The man thrashes for a moment, then goes still. A thin trickle of blood creeps out from underneath the man, moving toward your boot.

The banded wooden shaft starts to pull back, metal screeching as it scrapes along the steel. A line of fire cutting across your side, you back out of the range of the axe. With a table separating the two of you, and another man circling around, you open a portal in the shaft of the axe. The head falls, clattering when it hits the ground. Now stuck with a flat end, the man flips his grip on the weapon. A semi-dull point caps the weapon, still strong enough to pierce. Another gate, and that too falls to the ground. Once more, a portal opens. This time, it bisects the man vertically. Before he can think, the two halves fall in different directions. The body, cut along the spine, spurts blood from the right side as the heart beats a few more times. One of the men vomits at the sight, falling to his knees. The other four have stronger stomachs, advancing in a circle on you. Two are armed with pole arms, a hammer and axe, while the other two hold the curved swords. One man has two of the swords, one blue and the other black.
>What do?
>>
Rolled 96 (1d100)

>>35616896
>Take care of the blue/black swordsman first
>Dropping him through a portal to land between you and the rest of them
They've got used to us portalling around but it'll be much more disorientating to move them now.
>>
Rolled 77 (1d100)

>>35617011
Dang, another nice roll
Second samefagged roll
>>
Rolled 13 (1d100)

>>35617011
Third samefagged roll
>>
Opening a portal beneath the man wielding two swords, you have the portal come out at right angles to his orientation. Falling through the portal, the man lands on his side. He scrambles, disoriented, lashing out at the air. Not waiting for him to get up, you charge at the man. His swords flash out, trying to cut you. They are stopped by your shield, or fly wide. Dropping down to one knee, you slam the edge of the shield into the man's neck. The felt collar cushions the blow slightly, but does little to protect him. A hit with your pommel dazes him, eyes glazing over for a second. Which is all you need, and drive the shield rim into his trachea. He grasps at his throat, his yellow skin slowly turning purple.

A hammer smashes you in the back, throwing you out of your crouch. You roll with the blow, completing three revolutions in a ball. You collide with one of the table's legs, underneath the oak planks. Around you, the remaining men and the man who has stopped vomiting circle the table. Two of the men are facing out, judging from their feet. Looks like their expecting you to appear somewhere in the room.
>What do?
>>
Rolled 67 (1d100)

>>35617256
>Swipe through a portal from your place on the floor to catch them in the back of the head or legs
>>
Rolled 27 (1d100)

>>35617298
Second samefagged roll
>>
Rolled 56 (1d100)

>>35617298
Third samefagged roll
>>
Opening a small portal, you jab your sward into the swirling opening. It comes out on the left of one of the men facing you, the blade winking in the torchlight. Drawing it across his boots, you feel the steel bite into flesh. The man cries out, then falls to the ground as his tendons sever. He slams into the ground, legs useless. He looks over at you, crouching beneath the table. With a smile, you draw the sword out of the portal and then into his eye. Blood shoots out, as his legs are grabbed by the man behind him. The body is pulled off your sword, flopping lifelessly to the floor. The blood creeps down your sword, the red ichor shining in the shadow of the table.

The table is thrown up and away, the three surviving men lifting from the ground. The tablecloth flaps with the movement, leaving you uncovered. While the men are recovering from the movement, and reaching for their weapons, you bullrush the closest man. Striking him below the waist, he topples over. His head connects sharply with the floor, a crack easily audible. You rush past him, then to the stairwell. Climbing the stairs, you wait for the men to come at you. When the take a while, you look through a portal to them. They seem to be getting ready, talking in their foreign language. The party of three men, one dazed and looking concussed, walk into the stairway. They advance slowly, their pole arms cramped in the spiral staircase. However, the confined space means that dodging is less than easy.
>What Do?
>>
Rolled 80 (1d100)

>>35617746
>Finish them all off by severing important parts with a wide lateral portal that surrounds their tightly packed formation
>>
Rolled 59 (1d100)

>>35617876
Second samefagged roll
>>
Rolled 51 (1d100)

>>35617876
Third samefagged roll
>>
The Men advance up the stairs, boots ringing on the stoners.The first sign of them is the heads of their pole arms, ready to eviscerate the man that killed their companions single-handed. They turn a corner, the three felt capped heads appear in view. You open a portal at a slight angle, accounting for the men's different heights. The three men die instantly, their weapons clattering on the stairs. Two of the men's heads tumble down the stairs, rolling end over end. The man on the right was separated below the collarbone, one arm still attached to his head. The three lifeless corpses fall to the stones, sliding back down the stairs.

You gate past the tangle of limbs in the staircase, then open the door of the tower to your men. They surge in, weapons raised. All share a confused look, as you tell them that the tower is clear. A few feel the need to check, climbing the stairs to the second floor. Retching and cursing is heard from above, then the men stumble down the stairs. They stay at a distance, not looking at you. A though bursts into your mind, the work of a psychic, that the army had taken the second and third brigde. The frontmost bridge is still under Rytterean control, with massive causalities on both sides. From some of the survivors, tales of shifting stone and a man made of rock come. With near fifty percent of your army wiped out, and around a thousand Rytterean men still alive, you now have a slight numerical advantage.
>What do?
>Assault the bridge normally
>Climb the arch of the bridge
>Knock it down with cannon fire
>Try diplomacy
>Write in
>>
Rolled 49 (1d100)

>>35618254
>>Assault the bridge normally
We don't have enough of an advantage to press a diplomatic solution. Again, we don't wanna damage the town with cannon fire, and I can't see how climbing the bridge arch would help.
>>
Rolled 50 (1d100)

>>35618404
Second samefagged roll
>>
>>35618404
climbing to the murder holes, then crawling inside
>>
>>35618404
I disagree. Assaulting normally is risky. I think we should blow some shit up. At least, soften them up.
>>
Rolled 66 (1d100)

>>35618254
>>Knock it down with cannon fire
>>
Rolled 84 (1d100)

>>35618505
Ah I see. Nah, I think a regular assault is still best. We should also mention that we cleared out their elite.
>>
>>35618547
>implying that was all of them
>>
Rolled 22 (1d100)

>>35618631
Well the enemy don't necessarily know it wasn't, bluffs can work just as well as what they claim to be
>>
Seems like we have a tie. Roll off or revote, your choice. Only posts replying to this post will be counted
>>
>>35618760
I say revote.

>Knock it down with cannon fire
Some good old artillery will do wonders here.
>>
>>35618760
I'm ambivalent then I guess, though I still generally disapprove at trashing our own defenses.
>>
>>35618844
It's also time that I head to bed, so I bid you good night. Hopefully the other anon will stick around
>>
>>35618844
It's not like they worked that well the first time around. I mean, the town and castle got captured, right?
>>
>>35618871
night, thanks for keeping this alive
>>
>>35618889
Well they act primarily as a blockade up the river and they attacked from the other direction (I believe - or am I just making that up?)
>>
>>35618929
you're right, and the bridges are for river defense. They never though any army would get this far into the region.
>>
Sending out a thought for the psychic, you order the destruction of the bridge. Soon after, cannon fire echos through the night. An hour passes, during which you are given two Oran berries. The wound on your side scabs over, and will be fully healed by noon. A boom, followed by a crash, shows how well the battery is doing. A rumbling fills the air, as a small piece of side falls into the river below. The Rytterean held bridge is now showing wear, holes visible in the walls of the lower half of the bridge. The towers/supports are largely unscathed from the attack, only small craters marking the points of impact. With no way to fire back at the assaulting cannon, all that the men inside can do is huddle and wait for it to end.

The barrage goes on through the night, pausing for ten minutes while the crews get breakfast. Once done with the food(with some working while eating), the cannons start again. A section of the bridge falls around nine am, nearly a hundred feet of wood and stone crashing into the water. The Sharpedo are getting restless, the slow trickle of bodies not enough to keep them satisfied. They take to jumping into the air, reaching almost seventy feet into the air before falling back to the waiting water. With their potential escape route split by a hundred feet of open air, the Ryttereans huddle closer to central tower of the bridge. One man tries to escape on the back of his Flying pokemon, but is shot out of the sky by arrows from his abandoned allies.
>What Do?
>Keep it up
>Storm the bridge
>Try diplomacy
>Crawl up through the murder-holes
>write in
>>
Rolled 32 (1d100)

>>35619302
>>Try diplomacy
Ya'll fucked, how you wanna do this?
>>
Rolled 98 (1d100)

>>35619302
>Try diplomacy
You can either get eaten by the sharpedo, get blown up by our artillery, or surrender.
>>
>>35619533
Well dayum, I hope that counted for something.
>>
You order the cannon to seise fire and walk up the bridge to the gate. The gate's viewport opens, the wood that forms it worn smooth through the years. A pair of slanted brown eyes stare out at you, deciding what to do. A sharp question in Rytterean perks up one of your companions. A short invader, captured at one of the bridges, he was found to understand english during questioning. A jab at his ribs by one of your men, and he informs the sentry that you are there to parley. The viewport slams shut, followed by five minutes waiting. The sentry returns, ordering you inside.

The sentry leads your party of five down a wide hallway, stopping at the fourth door on the right. He knocks, and the man inside barks out an order. The sentry opens the door and beckons you inside.

"Quid habet populus quod hinc humilem?" The man, a tall heavyset man with black eyes, asks your translator. He glowers at the short man, angry already.
"Hinc est, quod uobis dicere porcorum deditionem crassus mi." The short man speaks, keeping his eyes pointed at the wooden floor.
"Cede? Ha! Infirmi sumus ad hoc non dat. Et dices ad eum armis opperientes occasum." The man gives a bark of laughter, harsh and load in the small room.

"He says that he shall not surrender to you. He will be waiting for your surrender by sunset. If you do not surrender, he shall be forced to kill your entire army.
>What say?
>>
>>35619975
Good luck with that, friendo.

Let's leave the room. Have one of our psychics amplify the translators voice, and tell him to let the other army know that they have one hour to surrender before the bombardment and death begins anew.

Anyone surrendering within the hour will not be harmed. Anyone on the bridge after that will be shown no mercy.
>>
>>35619975
Tell him I'm sorry your Shan sent you here to die, this battle ends at sunset.
Rest up as much as we can before sunset, we're gonna need PP to beat Rockman
>>
"Good luck with that" You say, raising from the chair. Leaving the room, your translator bows and scrapes before leaving with you. Exiting the bridge, you order the psychics to broadcast the translator to everyone on the bridge. Telling him what to say, the calm of your mind is shattered by a loud "Habetis unum hora ad deditionem. Qui exitus, pontem, vivent. Non omnis qui interficietur."

Leaving the bridge, you walk back to the house you have claimed. Inside, your armor and weapons are being cleaned by a young boy in a blue tunic. The aggron steel armor has been repaired while you were away, the crumpled steel replaced with a smooth plane of glossy grey. Eating a large meal, you rest in the sunlight of the courtyard. The scurries to do anything you ask, fetching water chilled by a Jynx and berry juice. The day passes, the courtyard protecting you from the heat of the day. Less can be said for the noise, as the air rings with the sound of cannons. Another piece of the bridge fell around four pm, opening part of the bridge to the elements.

Dressing in your armor, and a fresh tunic, you walk out to the bridge. The surviving members of your army, close to 1500, has formed up in ranks before the bridge. Some of the Ryttereans have formed up on the roof of the bridge, a massed rank of archers. To counter them, the cannon are now being loaded with grapeshot, aimed up at them. To counter this, a strange wall has formed of solid rock that blocks the archers from cannon fire. To counter this, solid shot is being loaded as well as grape. The wall is quickly repaired though, the broken pieces forming back into the wall.

The sun sinks low, touching the hills. As it passes from the world, a flight of arrows is launched by your opponents. Heavy tower shields are lifted, blocking the arrows. Cannon boom, balls and grape smashing into the archer's wall.
>What Do?
>CHARGE!
>What are you waiting for you pansy? CHARGE!
>Write in


Armor vote
>Aggron
>Empoleon
>>
>>35620469
>Empoleon
We should shove rock-man off the bridge and into the water, then slap his shit.

I also don't remember what Aggron does very well.
>>
>>35620520
you have found out yet
>>
>>35620469
>>Write in
have any water and grass pokemon bombard the tower to weaken the rock and drench the steep slopes. hopefully we can knock enough troops off or just knock the whole thing over
>Aggron
>>
>>35620562
*haven't

Seems like bombarding the tower wins.
Empoleon or Aggron?
>>
Also, roll 1d100 for the attack, best of three
>>
Rolled 56 (1d100)

>>35620814
I say we leave our armor choice up to the dice gods, since we disagree with each other on that.
>>
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You order water and grass type to attack the archers, leading to a "D" shape on it's side, the line made up of grass type moves and the arc being heavy gouts of water. The moves combine, their power wearing down the wall and archers. A concentrated volley of Razor Leaves slice into the archers, wrecking havoc on their formation. A series of cannon shot, one of ball then two of grape, slam through the wall, which takes until the second grape to recover. The flurry of pellets slam into the sides of the formation, obliterating them. A fervent cry goes up from the archers, followed by two large Golem jumping off the tower to the bridge. They roll down the incline, gaining speed.

The army splits in three in it's scramble to avoid the rolling pokemon. They slam into the men, their rocky bodies crushing bones and pulverizing muscle. The wall of flesh slows then stops the pokemon, who lift themselves up from their gory beds. The men surge to fill the gaps in the shield wall, leaving a circle around the Golems. A Mega-Blastoise steps up from it's spot in the line of water pokemon, it's trainer sitting on it's back. The two massive pokemon square off, before running at each other. They crash together, locking hands as they try to throw the other. The trainer jabs at the Golem with a spear, aiming for it's eyes.

The other Golem is confronted by two Sceptile, who throw themselves at it. Leaf blades shining, the pokemon slice at the Golem. The two pokemon shine briefly, shifting into their megas. Larger and stronger, the pokemon throw themselves back into battle. One steps back, then launches his red tipped tail into the Golem. The pokemon keels over, the razorsharp tail piercing it's small brain.

The wall is being battered at by steel, water and grass, reforming slower and slower each time it breaks. The archers are still firing at your army, despite the waves of death sweeping their ranks. The tower door is barred by a wooden bar, insight from your trip inside.
>What do?
>>
Guess I'll cut this off for tonight if no one is here. If nobody posts in ten minutes, I'll archive
>>
>>35621976
Sorry, I'm here. Just not sure what to do here.

>The tower door is barred by a wooden bar, insight from your trip inside.
Could you rephrase that?
>>
>>35622053
Sorry, rewrote it to fit in one post.

"The wooden door is barred by a large beam of wood, which you learned about from your trip inside the bridge
>>
>>35622087
Welp. Nah, fuck assaulting the actual bridge.

Send some of our fire types to burn through the support struts. If we can dump the entire thing into the water, then they're fucked.
>>
>>35622123
Destroy the bridge. Ignore all of the trouble this will cause. Okay, roll for it, best of three

>Don't mind me, just throwing away my notes
>>
Rolled 99 (1d100)

>>35622188
S-sorry, I'm just not seeing why it's a bad idea IC or OOC.

Can you tell me why I'm retarded?
>>
>>35622224
you're gonna need this river clear for the war. I also prepared some stuff for the bridge battle.

a 99 doesn't help either, DC was 90
>>
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>>35622280
Not sure if I should feel proud for my retardation working, or saddened at my own stupidity.

I got a feeling so complicated
>>
>>35622328
good. Wallow in it while you think about what you've done
>>
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>>35622485
This is why you stick options at the end of your posts, always with write-ins. Otherwise we can just flounder about and do stupid shit. And by "we" I mean me.
>>
>>35622534
I'm kinda happy you chose this, good character development
>>
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>>35622740
Yay for getting blamed for fucking up the war effort.

Can we make this post the last of the night? I'm getting sleepy. And I have no idea how you run so god damned long, but it's impressive.
>>
Yeah, screw this.

"Pack up guys, no battle today" you shout out, your voice carrying across the massed infantry. They look over at you, confused at the new turn of events. Some of the captains are quick on the uptake, leading their squads away from the battlefield. The rest of your men slowly walk away, still confused. A though, picked up by the network of psychics, is broadcast to all of your army. The people with fire types stop in their tracks, then walk back to you. Once the pokemon are assembled, eighty or so, you and James lead them around the base of the bridge. WIth pokemon ranging from Arcanine to Volcarona, you take shelter from the archers on the bridge. Hiding in the now brightly-lit eaves of the bridge, you explain your plan. James is grinning like an idiot, flames already flickering in his hair. He does that when he's excited.

All of the fire pokemon that can fly are loaded down with non-flyers, ten pokemon in all. Felix is encumbered by a Litwick, which is attached to his harness with a glob of hot wax. The pokemon take flight, circling around the areas where murderholes are visible. They hover below a support piling, releasing a torrent of flames. James, mounted with another fire mage on a Charizard, releases twin columns of flame into the wood. Your pokemon follows suit, scattering embers across the piling. The Charizard shoots out a wave of blue flames, which lick at the wood. The team flies back, repeating their performance above you. This time, the other pokemon join in, lighting the supports on fire quickly. Compared to the massive column of flame next to you, the fire on the water is a candle.
>>
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The heat buffets your face, the flames drying the sweat instantly. The flames cast the town in a strange light, like the whole town is aflame. James stands close to the flames, occasionally shooting more fire at the wood. Holding hands with the other fire mage, James sits down. Not ten feet form the blazing bonfire, James and the other mage begin to kiss. Averting your eyes from the spectacle, partially because the heat is hurting your eyes, you look back at the top of the bridge. Screams pierce the night from the men inside, cooking alive. Men jump from the bridge to the water below, searching for a respite from the heat. They are quickly snatched up by Sharpedo, which fight for the meat. A glance down at the base of the flames shows James and his consort going beyond kissing.

The fire starts to eat through the piling and even James has to move. In a states of undress that aren't often seen when someone emerges from a bonfire, a flustered James and his mage buddy run from the crackling piling. Tugging at his leggings, James struggles to put on a woman's silk blouse. The cracking increases, pieces of burning wood falling to fizzle in the water. You and your party book it away, leaving the bridge to the invaders. Hiding in a building, three hundred yards from the bridge, an almighty crash echos through the night. The air is driven from the room, replaced by an overwhelming heat. Everyone that isn't invincible to fire(hint: you) huddles in the corner, with James and the female fire mage sheltering you. The heat slowly dies down, a great cloud of dust filling the town. Opening a portal above the road, you look at the bridge. More accurately, the remains of the bridge. The half that wasn't lit on fire still stands, reaching out to nowhere. The river is blocked by the massive amount of rubble, broken masonry forming a new bridge halfway across the river. Sharpedo jump in the air, searching for charred corpses in the rock.
>>
>>35622769
>>35622900

Thread complete
Questions, Comments, Criticism welcome
Follow me on twitter: @ProfSequoia
Upvote in the archives if you think it deserves it

Its not that long for me. Noon to Midnight-ish. Coming up with all this shit keeps me awake. After this, while I'm trying to fall asleep, I'll think of some more stuff to do.
>>
>>35622928
Great thread Sequoia. I look forward to next Saturday, where I once again will ignorantly ruin all plans.

Thanks for running.
>>
>>35622967
Thanks for playing, running this is one of the highlights of my week. Anything I can do to get better?
>>
>>35623018
My biggest issue is the lack of presented options.

Sometimes, the posts don't make it clear what options are present to us. Having QM presented choices at the end can get the ball rolling, and can keep us on a path that you've prepared.

I occasionally won't post because I'm not sure what direction I want to take.

Something else that can help with this is further describing the layouts of battles, if we're to be the strategists. It may not always lead to innovative solutions, but it can.

If you want additional writing tips, read Techniques of the Selling Writer by Dwight Swain.

http://jimbutcher.livejournal.com/
That's a good primer to see if the book could help or not. Scroll to the bottom and read up.
>>
>>35623108
Okay, will work on that. Good night, see you next Saturday
>>
>>35622928
Back again and thanks for running. I imagined it's a little disheartening with so few participants but let it be known that I appreciate it.

>>35622967
Garghrfjbs! I leave the thread and the next moment everything is on fire! So much for:
>>35610774 Avoid causing damage to the tower where possible, afterall this is a reclamation of our town.
>>35618404 Again, we don't wanna damage the town with cannon fire



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