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Author Topic: Delegation: A fief management suggestion Game  (Read 24689 times)

Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #270 on: November 01, 2015, 06:41:22 pm »

In case the DM is waiting on us to delegate tasks to our non-military advisers while we are away:

Aldagor:
Is left to administer Bleak-Haven from our manor. To test his competence and motivation, we are going to give him a hefty list of tasks to work on.

-Prepare the village to host a modest victory feast for our campaign against the Bandit Camp
-Prepare the village to host modest military funerals for any of our men who fall in the upcoming battle
-Conduct a proper census of the village and the outlying area. Try to get a proper map of who lives where in the area, for tax, security, and eventual road building purposes
-Survey potential sites for nearby lumber mills, quarries, and mines. Try to estimate a budget for building such things
-Plan and estimate the cost of the construction of simple communal housing for any migrant or indentured laborers we bring in for the above project
-Pick an appoint a proper leader for the Bleakhaven Community Watch
-Estimate the costs of providing the Bleakhaven Community Watch with proper barracks and gear

Elerik:
Is to watch over Bonewatch in our absence, and drill whatever men we leave behind.

Desan + Vest:
Are to consult with the rat mage on the location of sorcerers, before taking some men and tracking down as many as they can. We are not going to risk keeping one at court, but it might be prudent to know where we can find the ones nearby, and which ones might be willing to take jobs from us if we choose to go that route in the future. This mission will also give Vest a chance to get a better read on Desan.

Eduard + The Scribe:
Are to assist Elerik and Aldagor with whatever they need, splitting their time between Bonewatch and Bleak-Haven as needed.

Why not have the rats bred as scouts? I feel that they would be much more useful in gaining accurate land information and locational data as well as what is exactly lurking in those woods rather than troop movements and internal affairs, neither of which we need at this exact moment. I would like to know exactly what sort of atrocities lie in the woods and where more bandit strongholds are located. That way, atleast we would not bd caught off guard by some unknown.

I'd rather move the rat operation out of our home before we let him try to make them that clever. Last thing we need is a rat uprising in our throneroom.
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3man75

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Re: Delegation: A fief management suggestion Game
« Reply #271 on: November 01, 2015, 07:35:20 pm »

We should add "Send a letter to the King" For help in building forts. Be this aid by sending an architect, supplies, or money we simply need it. Like now.
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Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #272 on: November 01, 2015, 07:39:45 pm »

We should add "Send a letter to the King" For help in building forts. Be this aid by sending an architect, supplies, or money we simply need it. Like now.

I don't think the king gives enough of a shit about this region to send anything significant. I'd say at least score a few victories that we can write home about first so we don't seem like a total lost cause.
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StrawBarrel

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Re: Delegation: A fief management suggestion Game
« Reply #273 on: November 01, 2015, 08:27:03 pm »

How about sending a letter to our family? We should let them know that we're alive and ask how they and the rest of the kingdom are doing since we're so isolated here. It also makes sense roleplaying-wise.
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Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #274 on: November 01, 2015, 08:34:19 pm »

How about sending a letter to our family? We should let them know that we're alive and ask how they and the rest of the kingdom are doing since we're so isolated here. It also makes sense roleplaying-wise.

+1 Perhaps send it to sibling rather than our father. Although perhaps wait until after we fight the bandits. It would be rather cruel to write a letter to let somebody know we are alive only to die while it is enroute.
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3man75

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Re: Delegation: A fief management suggestion Game
« Reply #275 on: November 01, 2015, 09:20:57 pm »

It'd be nice if the King cared.

But I was thinking their is a small chance that theirs an architect who did something trully stupid that earned the Kings ire to send him to good ole bludd-haven with us.
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stabbymcstabstab

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Re: Delegation: A fief management suggestion Game
« Reply #276 on: November 01, 2015, 10:34:47 pm »

It'd be nice if the King cared.

But I was thinking their is a small chance that theirs an architect who did something truly stupid that earned the Kings ire to send him to good ole bludd-haven with us.
do you want to have a architect who did something so stupid as to piss off the king enough for him to pretty much banish him here? Cause I would want some one like building anything for me.
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Aigre Excalibur

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Re: Delegation: A fief management suggestion Game
« Reply #277 on: November 02, 2015, 08:12:39 am »

It'd be nice if the King cared.

But I was thinking their is a small chance that theirs an architect who did something truly stupid that earned the Kings ire to send him to good ole bludd-haven with us.
do you want to have a architect who did something so stupid as to piss off the king enough for him to pretty much banish him here? Cause I would want some one like building anything for me.

A disgraced architect or mason is possibly the only thing we can get. No self-respecting professional would come here voluntarily.
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Aklyon

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Re: Delegation: A fief management suggestion Game
« Reply #278 on: November 02, 2015, 08:47:39 am »

What if we waited until later when we have some loot from the bandits, to try to bribe a half-decent architect out here with?
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Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #279 on: November 02, 2015, 05:54:21 pm »

I was busy with halloween festivities and getting drunk on vile, vile everclear, but i've returned!
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3man75

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Re: Delegation: A fief management suggestion Game
« Reply #280 on: November 02, 2015, 06:31:20 pm »

I was busy with halloween festivities and getting drunk on vile, vile everclear, but i've returned!

Same. Except my party died out by people taking selfies and then being on their phones before leaving.

I'm 21 now and I feel so old :(
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Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #281 on: November 03, 2015, 01:07:12 am »

3821, the fifth month of the year, and the last month of spring.

Adeeb Wasirri, Lord Governor of Dhum-Blud
Spoiler (click to show/hide)
Councilors, Vassals, Allies and Agents.
Spoiler (click to show/hide)
Holdings.
Spoiler (click to show/hide)

You bring up the possibility of lighting the wooden fortifications on fire in the black of night, perhaps by using oil. Madagor seems of optimistic though mixed opinion on the issue. Oil is expensive, but pitch and resin could also be used to supplement such a strategy. Briefly he remarks it is a pity that neither of you currently have access to the potency of black-powder. He does however, warn you to consider the risks of attacking at night. He states it is easy for ones own forces to suffer disorganization and chaos at night, making night attacks very much a double-edged sword, particularly given the mixed discipline and experience of your forces.
You state that for this effort, you will commit half of the Bonewatch Garrison and the entirety of your personal gaurdsmen, leaving Elerik behind to manage the remaining forces in your absence. You extend to Madagor that you would be willing to send some of your own troops in defence of his holdings if it would make him more confident about committing more of his own forces to this offensive, but he waves away your offer, stating he would prefer not to leave the defence of his holdings to troops with no stake in them. He will leave the troops he's brought presently under your command, and return to Bone-yard to retrieve more of his forces. You state for your council that you plan on calling your other vassal to arms, and ask what they might know about his forces. Through information offered by several of those assembled you gather that most of Veera's forces are lightly armed and focused on keeping the town and roads as safe as he can make them. They rarely see much in the way of combat, but arn't poorly disciplined or inexperienced. He does try to keep skilled archers among his forces though.

Briefly, you ask wether the adventurers are willing to join you, and they respond favourably. Blaire does however, mention that they havn't yet seem any real pay yet, in reminder of their expectation to be paid for their services. Before the council is dismissed you explain to Madagor that there are some refugees wandering your lands, and that you would like him to find them and summon them for an audience with you, or if necessary, crush them. He agrees to do so on his way back to his own holdings, and with that, the council is soon dismissed.

...

Balpher, at least in this understanding his duties, begins to make the preparations to make the troops ready to head out. He begins putting together the supplies and logistics necessary, as well as briefing members of the garrison on what to expect. Before he leaves, you take up Madagor on his offer of armour, and soon you have a shirt of chainmail and an open-faced helm, which you believe was formerly being worn by his squire. It doesn't fit perfectly, and it's a little worn, but you suppose it's probably a great-deal better than no armour at all. Briefly you take the opportunity to inspect the soldiers Madagor brought. They strike you as disciplined and well equipped, ten being crossbowmen, and ten being shieldbearers with large kite shields and short-swords, apparently assigned to the defence of the former.

Once Madagor has ridden out, you set to giving a few of your councillors other tasks. Aldagor you send out to Bleakhaven with a great list of tasks, including finding a suitable captain of the Bleakhaven watch, preparing a victory feast for your return and gathering the information you will need for efficient taxation, expansion of the bleakhaven garrison and enterprise in the future. He seems a little intimidated by the list of tasks you give to him. Desan and Vest you instruct to seek out sorcerers and other spellcasters on your lands, mostly so that you can keep tabs on them in the future, and seek them out if you need to. Vest you privately instruct to use this opportunity to deepen his understanding of your rather introverted young steward.

...

It does not take long for Madagor's riders to return escorting the group of refugees. Once you catch sight of them their appearance is striking. There are a little under forty of them, more men than women, and no children. They are dirty, many of them too thin, but all of them bear a deeply harrowed expression, and eye you and the soldiers gathered around them with suspicion. Most are lightly armed, with knives or hatchets, or crude wooden spears, but it is clear very quickly who among them is the warrior that Vest mentioned. He's not great in stature, nor heavily muscled, not even armoured. He does however bear a wicked looking falchion at his side, and his countenance is pockmarked with blotchy scars. He lacks the harrowed expression of those who he has apparently led, and as his eyes settle on you you cannot help but feel intimidated by his cold stare, even surrounded by your own soldiers in your own fortress.
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Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #282 on: November 03, 2015, 02:14:48 am »

"So you must be the warrior who has been trying to protect these people from the plague. One of my scouts picked up one of the wounded you left behind, so I know of what you have gone through. I am Adeeb Wasirri, Lord Govenor of these lands, and it seems the road has not been kind to your flock, Sheppard.

The bad news is I can't have refugees as close as you have come to my Keep and my Village. The good news is I anticipate a shortage of labor soon, but no shortage of food, so if you would like, you can consider your wanderings over."

Offer to let them enjoy the hospitality of Bonewatch for a few months, with the understanding that they will be put to work once we can spare the troops to watch over them in the field. Do ask them to turn over their weapons, as they will outnumber our men while we are away. Allow the leader to keep his sword as a sign of respect.

Instruct Balpher to start leading the men in nighttime drills to prepare for potential night combat

Send word to Mayor Veera that he is being called to arms for the seige, but that he may send some oil and pitch in lieu of troops.

See the adventurer trio gets paid.

Spend the time before Madagor gets back familiarizing yourself with the armor you have been loaned. Perhaps find and practice with a weapon better suited for actual warfare than your blade.

Send Eduard to the village to perhaps ease Aldagor's burden.
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Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #283 on: November 03, 2015, 03:41:39 am »

Send word to Mayor Veera that he is being called to arms for the seige, but that he may send some oil and pitch in lieu of troops.

Oh, i meant to add in the sending of a messenger to Veera in that update, but it must have slipped my mind. Feel free to retcon exactly what that message entailed though.
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VoidSlayer

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Re: Delegation: A fief management suggestion Game
« Reply #284 on: November 03, 2015, 02:04:37 pm »

So here is a wild thought.  The adventurers need a base of operations, say a fort, with men to defend it.  The refugees need a place to go to and food.

What if we name the fort that we take as their base, deeded to their group, a band that we give some kind of official status, put the leader of the band of refugees as a member and have his followers work to rebuild and defend the fort?

In time a small village could grow around the fort to support the... adventuring guild?
« Last Edit: November 03, 2015, 02:06:35 pm by VoidSlayer »
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