RE: Swamped
06-12-2016, 03:19 PM
You can't let them attack the base...All the bogknights...They're not ready for an assault like this. People will die. You have to stop that from happening.
What tools do you have? You can't stop this many people. Mudviper has said even Rider can't stop this once the order has gone out.
The rat poison? This entire army thinks that the base has stockpiled poison? MudViper must mean the fly egg poison, so...
Tell MudViper..."We have to lie to them. You just escaped from the base and my dad is over there. Tell them the base is on high alert - they know you escaped and took me. This will not be a stealth attack. If that doesn't work, tell them the rumors on poison are true. That if they keep marching they will be facing an alert, active army with lethal toxic weapons and not a sleeping unprepared base like they think."
That should at least make them hesitate. The more battle-hungry ones might not be satisfied leaving without a win. If it doesn't stop the assault entirely, you do have a bargaining chip, one that could stop this conflict but also mark you as a traitor.
Send most of the Marshguards back, leave only the talented and stealthy. The Bogknights are looking for escapees, not an army (though they'll certainly notice one). There is one target that they may have checked for stowaways, but not one that a lone Marshguard could easily use to flee.
You'll take them to the barge.
What tools do you have? You can't stop this many people. Mudviper has said even Rider can't stop this once the order has gone out.
The rat poison? This entire army thinks that the base has stockpiled poison? MudViper must mean the fly egg poison, so...
Tell MudViper..."We have to lie to them. You just escaped from the base and my dad is over there. Tell them the base is on high alert - they know you escaped and took me. This will not be a stealth attack. If that doesn't work, tell them the rumors on poison are true. That if they keep marching they will be facing an alert, active army with lethal toxic weapons and not a sleeping unprepared base like they think."
That should at least make them hesitate. The more battle-hungry ones might not be satisfied leaving without a win. If it doesn't stop the assault entirely, you do have a bargaining chip, one that could stop this conflict but also mark you as a traitor.
Send most of the Marshguards back, leave only the talented and stealthy. The Bogknights are looking for escapees, not an army (though they'll certainly notice one). There is one target that they may have checked for stowaways, but not one that a lone Marshguard could easily use to flee.
You'll take them to the barge.