You tell the Count your plan, of a night attack followed by an attack the next day if it fails, and he answers with approval, noting that even if the night attack fails it will mean a weakened, tired enemy the following day, and agrees to be ready to support you if it succeeds. You decide that a single group of 4 men would have the greatest chance of success in stealthily opening the gate, and you equip them with grapnels and rope. You instruct them to eliminate any sentries around the gate and open it, after which the rest of your men will enter the castle, kill anyone on the ground, and clear the walls. The Count will take it from there.
Each day, you make demonstrations around the walls, though the Count refuses to take part in any such shenanigans. The enemy are worried the first day, but less so on the second day, after you have done the same action twice. The night of the second day, you make sure all your men are well-armed, and manage to procure swords for all of them from the Count, who had anticipated having more men under his command to arm. Struck by inspiration, you order two men to go around the castle, gather wood, and light a fire near the walls, to distract the defenders. They do so, although they cannot get much of a blaze going, you notice the smoke rising behind the hill as you move forward.
Filled with a nervous feeling, you send your climbers on their way. They are the best scouts in your band, and you lose track of them almost instantly in the darkness. you hear nothing for a few minutes, but then a horn blows, and you know that your lads have done it. You order the rest of the band forward, and find the gate open.Your four picked men were able to easily climb the walls, kill the four sentries guarding the gate, and the first the tired and flame-dazzled men in the towers around the walls know of your presence, your entire band is in the courtyard, and ascending onto the walls.
Fighting begins in earnest, but as about 10 of the men of the garrison are inside the keep, the men in the towers and on the walls are outnumbered by more than 2 to one, unwinnable odds considered the quality of your men against theirs, even with the advantage of the towers. You storm first one tower, then the other, then finally the third. You signal the Count and he moves up into the castle, signifying that your role in the righting is over. You have killed 13 enemies and taken 5 prisoner, but have lost 5 of your own men and Tolver and another man are wounded, Tolver with only a flesh wound, the other man with a badly broken leg taken falling from the wall, and you believe he will not recover for several weeks.
The taking of the keep is the Count's responsibility, but the doors are closed and barred, though it seems the men inside have no ranged weapons, so you are free to move around the courtyard. About 60 of the Count's men are massed in the yard and seem to be getting ready to do something to finish the enemy. The Lord of Jeg is inside the keep with about 10 of his men.
What will you do now?Name: Cedric Stoneye
Age: 32, born Spring, Year 1213 (Currently Summer, Year 1245)
Possessions: Average Crossbow, Forester's hat, Average Clothes, Above Average Observer, Mail hauberk, 150 Crowns(currency)
Health: Excellent
Skills: Good Crossbowman, Good Leader, Above Average Tactician, Fair Siege Engineer
44 Crossbowmen, 1 officers (1 wounded crossbowman, 1 wounded officer.)
Good Crossbowmen
Good Scouts
Above Average Ambushers
Tired
Supplies: Excellent
Morale: Good
(OOC: Sorry for taking so long about making another update, I've had a lot going on with the end of the quarter at school and other such things. Here we go! Also, Shadowhammer, did you read The Royal Ranger, and is it worth reading? I've been getting mixed reviews on it from others, with some saying the lost stories was a better way to end the series.)