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Author Topic: You are King 4.1  (Read 10208 times)

Urist McBeanie

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Re: You are King 4.1
« Reply #75 on: January 06, 2013, 02:29:28 pm »

Send a message to the spy asking him to investigate the Mangars' militaristic strength as well as the political situation.
« Last Edit: January 06, 2013, 03:05:25 pm by Urist McBeanie »
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Ardas

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Re: You are King 4.1
« Reply #76 on: January 06, 2013, 03:28:00 pm »

Arathor was glad that his request to meet with Tharios leader was accepted. He wasted no time in delivering his intentions.

"The Year of Feuds is a dangerous time, and the onyl way e can preserve independt voice of the Highlands is if we pledge to unite our forces. Individually we might be broken, but united, no one will try to extort anytihng form us! As we speak, the faithless dogs of Hankals are being surrounded by my men. all you have to do is a agree, and our host will destroy all who stand in outr way or threaten our way of life!"

Encourage them to join my clan as one, based on our previous good relations. Agree to hear out his demands/proposals if he has any conditions on the joining of the clans under my rule.

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Eктωρ

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Re: You are King 4.1
« Reply #77 on: January 07, 2013, 09:13:05 am »

It came as a sudden realization to Darros that the surrounding clans were his friends. He felt rather foolish having called them "whelps", but he would not let go of his plan so easily.

Try to evaluate the military strength of those nearby clans
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Ektor is in a constant state of internal rage

Urist_McDrowner

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Re: You are King 4.1
« Reply #78 on: January 08, 2013, 11:29:17 pm »

It was not like Grunwalder to launch a military operation without some knowledge of the enemy. Therefore, with his mighty cavalry, he went to the surrounding areas of the stronghold.

Attempt to gain information on the stronghold and the status of forces
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adwarf

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Re: You are King 4.1
« Reply #79 on: January 08, 2013, 11:38:28 pm »

Go to the nearest village and talk to the locals, perhaps they know of where the raiders might be, or where they might strike next.
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Shootandrun

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Re: You are King 4.1
« Reply #80 on: January 09, 2013, 07:54:29 pm »

Send a message to the spy asking him to investigate the Mangars' militaristic strength as well as the political situation.

[1][2] The spy's first reports are confused and lackluster. After a few messages telling you about lack of organization and peculiar security measures, you start getting the feeling that the Magnars have a much better intelligence system than you... Or at least that they discovered your spy's identity and are playing him for a fool. While that may be only an impression, it seems very unlikely that the spy would be rejected over non conform beard status every time he attempted to enter the fortress despite his frequent changing of haircut and disguise. Perhaps you should try another strategy?

Encourage them to join my clan as one, based on our previous good relations. Agree to hear out his demands/proposals if he has any conditions on the joining of the clans under my rule.

[4] While the leader of the clan would be most interested in forming an alliance for the good of the Highlands against the outsiders, a union of the clans seems a little extreme. He mentions numerous reasons - the efficiency of administration, what the Old King would have wanted, the tradition of independence of the clans of this land - but his real reasons are obvious: he wishes to remain on his throne if possible, and with only the bearer of the Oaken Crown to rule over him. Still, an alliance could be a good beginning to a long term relationship, depending on your objectives.

Try to evaluate the military strength of those nearby clans

[3] It's hard to evaluate the military forces of your neighbors without doing anything that may be seen as an act of war - especially in those times. With the King's Peace broken, the minor clans are all fully expecting aggression coming from their more powerful neighbors unless they are in an exceptionally good relation with them, which forces you to be conservative with your scouts, unless you want to risk going into war with the clans while Alantor's ashes have just finished cooling. Of course, if you are willing to take the risk, then your scouts could be a lot more efficients and may be able to bring you back detailed reports...

Attempt to gain information on the stronghold and the status of forces

[3] As soon as you land, riders greet your coming from the stronghold, before you even have the chance to send scouts. It would seem they have a tight surveillance of their coasts... Whether by pure paranoia or because they figured out the King's death could only mean war, they knew trouble would be coming their way. The emissaries greet you with all the politeness that your status requires, but no more; and they question your objectives on the island, citing the fact that you are breaking into their territory and that if not for 'long, good relationship between our clans', they might have considered this to be an act of war.

Go to the nearest village and talk to the locals, perhaps they know of where the raiders might be, or where they might strike next.

[5] The first village you find that hasn't been burned down is defended by walls. After some discussion with the gate's guards, who refuse to let you in, you reach a conclusion: the raiders appear to be avoiding as much as possible the King's Lands and any clan which might have enough force to oppose them some real resistance. While this is still vague, it narrows your search a little: since you already know that they do not appear to be striking west, and that most of the east is guarded, one might assume their next few raids will be conducted north of the riverlands, where the clans have taken no action - as of yet - to stop them.
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Urist McBeanie

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Re: You are King 4.1
« Reply #81 on: January 09, 2013, 08:04:10 pm »

Gragrar sighed as he looked over the reports. He turned to his advisor, "Send a message to the spy ordering him to move on to the Undars." His advisor nodded, and Gragrar stood, returning to his room to write a letter,

Spoiler: Letter to the Magnars (click to show/hide)

Returning to his throne room once more he and called one of his messengers, "Take this to the Magnar stronghold." "At once sire," the messenger replied as he hurried from the hall.
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Ardas

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Re: You are King 4.1
« Reply #82 on: January 09, 2013, 08:19:53 pm »

"When I propose something, I do not repeat myself." Arathor was firm in his demands. "I usually offer no second chances to those that throw away their first one so recklessly either".

He sizes up the man and tries to recall what he knows about his battle prowessin order to challenge him for clan power.
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Eктωρ

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Re: You are King 4.1
« Reply #83 on: January 10, 2013, 06:57:03 am »

Darros grumbled, he was angry at the scouts for having backed down.

"I SENT YOU TO COLLECT INFORMATION DID NOT I? THEN GO COLLECT INFORMATION!"

But after the words slipped from his mouth he thought that getting into war with two clans might not be a good idea, so he added:

"But be strategic about it! Focus all your scouting in who appears to be weaker!"

Scout only the clan that seems to be weaker, even if it provokes war
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Ektor is in a constant state of internal rage

Azthor

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Re: You are King 4.1
« Reply #84 on: January 11, 2013, 06:10:22 pm »

Have the scouts sent to the neighbouring clans try and gather data on the clan's military strength.

Given the veteran's absence, search for someone who might be able to teach Graharg logistics instead.
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Taricus

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Re: You are King 4.1
« Reply #85 on: January 11, 2013, 07:28:41 pm »

Scout the two tribes out again, trying to note any weaknessses in their positions.
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Terenos

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Re: You are King 4.1
« Reply #86 on: January 11, 2013, 07:45:47 pm »

"Missing envoys. And the Valdrim ignore me. The fools,I would not spill our blood so freely."

Milenas paced back and forth in his map room. Before summoning up his runners.

Summon 3 regiments (1 plain, 2 heavy), March to the Kaldrim clan hold, request a meeting with the clan-chief.
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Shootandrun

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Re: You are King 4.1
« Reply #87 on: January 12, 2013, 01:17:13 pm »

"Send a message to the spy ordering him to move on to the Undars."
"Take this to the Magnar stronghold."
((Actions must be at the bottom of the posts and should summarize what the action is, not reference to a previous mention in the post. While this may seem like an unimportant detail, it saves some of the GM's time, it leaves no room for interpretation, and it keeps the post short and to the point.))

He sizes up the man and tries to recall what he knows about his battle prowessin order to challenge him for clan power.

[3,?] As far as you can remember, the man has no particular skill in battle - or, in any case, he is not known for any particular skill in battle. Still, the last few decades were a time of peace, and there weren't much battles were prestige could be acquired - but it seems to be a good indication of a lack of any great talent, since he apparently never boasts of his skills.

[4] As for whether or not the clan would actually accept a foreigner as a leader if he beats his enemy in a duel... It is likely that they would, by pure chance. Your two clans have been close in the past, and as Highlanders you all have a similar way of being; however, despite the fact that they might accept you as their leader should you win, you would not make a lot of friends. It is likely that most of the man's bondsmen would desert rather than fight for a man they swore no oath to, and what they might do once they have deserted is unknown.

[5] The rules of a duel in this clan are as usual: to the death or until one of the two abandons, in which case it is up to the other to decide whether or not to give the fatal blow. There is no precision on weapons used - you would not risk being at a disadvantage if you choose to go forward with your plan.

Will you challenge this man for the rule of his clan? ((Note that if you go forward with this plan, you place your PC's life in the hands of the dice, if he looses and your enemy does not spare him : this is to avoid duels becoming the easier alternative to war. You have been warned.))

Scout only the clan that seems to be weaker, even if it provokes war

[2] You scout the clan which seems to have the weakest army - meaning that you pick one of the two at random and send scouts over there. Your men visit the Sandor territory, and... [1] They do not return. Instead, you receive a messenger who claims at your gates that his clan protests your violation of the established territories, and that if any more troops cross into their border, they would counter such an action with war. He leaves before you can interrogate, perhaps because he fears you will not show any more mercy towards him than his lord apparently had towards your scouts.

Now that your relations with one of your neighbors is ruined, you might as well go to war with them - they won't be your friends for a long time. You would be, however, walking into a relatively unknown territory with no idea of what is waiting for you at the end of the road. Leaving them in peace may look like a gesture of appreciation, and might convince your other neighbor that you did not intend to invade them, but then again not replying anything to an affront like that one may also make you look cowardly... What do you do?

Have the scouts sent to the neighbouring clans try and gather data on the clan's military strength.

Given the veteran's absence, search for someone who might be able to teach Graharg logistics instead.


[6,2] You send scouts in your neighbor's lands, this time attempting to evaluate their military strength. Those going east return with the news that they were unable to infiltrate Aryad lands, but the ones who visited the Beyads inform you that... [3] Their military force appears to be significantly smaller than yours, although they were unable to give you a precise report on the enemy forces' location or movement patterns.

[6,2] There was an outstanding logistician in your clan some time ago... He went with the veteran to visit the King. While this may seem like terrible luck, it makes sense in a way: the King fought many wars in his youth, and forged many friendships which lasted throughout the time of the peace with some of his commanding officers.

[3] One warrior of your clan claims that they were not, thankfully, with the King when the old man went hunting for the last time. Where they are now precisely, though, is still unknown: the King's Hold is a good bet, but then again they're warriors by nature; they might have joined some of the bands forming to stop the raids along the coast.

"Missing envoys. And the Valdrim ignore me. The fools,I would not spill our blood so freely."

Milenas paced back and forth in his map room. Before summoning up his runners.

Summon 3 regiments (1 plain, 2 heavy), March to the Kaldrim clan hold, request a meeting with the clan-chief.

You go forth with your troops, [3] effectively declaring war on Kaldrim unless the clan lord forgives your intrusion in his lands. [3] Upon arriving at the hold, the gates are not opened, but no arrows are fired towards your direction, which can generally be described as a good sign. The Lord of the place arrives upon the walls to address you and your host.

"In the days of the King, messages could be exchanged between lords without envoys disappearing or armies marching upon the lands of old friends - but now the king is dead, and it seems the days are changing. What brings you here, neighbor, with an army at your back despite our agreement to participate in your meeting?"

Scout the two tribes out again, trying to note any weaknessses in their positions.

[5,4] Both clans have fairly strong fortifications and defenses, but their troops are not mobilized inside them - instead, the soldiers mostly patrol the land to ward it against potential raiders or bandits. As such, one could easily assault them in a position that would favor the attacker and not the defender.
« Last Edit: January 13, 2013, 05:42:02 pm by Shootandrun »
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Ardas

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Re: You are King 4.1
« Reply #88 on: January 12, 2013, 01:24:16 pm »

Fight for control of the clan. Because among the Higlanders, there can be only one!

(Basic armor and +1 to axe fighting)
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Urist McBeanie

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Re: You are King 4.1
« Reply #89 on: January 12, 2013, 02:51:37 pm »

Spoiler: Letter to the Magnars (click to show/hide)

Have my spy in the Magnars land move on to the Undars land. Send the above message to the Magnars.
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