3821, the fifth month of the year, and the last month of spring.
Adeeb Wasirri, Lord Governor of Dhum-Blud
20 years old
Health and Physical Abilities
Fit
Healthy
Social Skills
Practiced in Court Manners
Rogueish Charm
Practical Skills
Competent Swordsman
Competent Tumbler
Mediocre Rider
Novice Sneak
Novice Field Commander
Personal Possessions.
A well bred riding horse. (Mare.)
A Fine Duelling Saber.
Gentleman's clothes.
A worn mail shirt and open-faced helm. (Slightly ill-fitting)
Commanders and Agents
-Sir Madagor (Your Feudal Vassal, noted warrior)
-Mayor Veera (Your Elected Vassal. Local landowner.)
-Balpher (Commander of your garrison.)
-Erik (Captain of the Stokeswood Town Watch.)
-Adventuring Trio (Blaire the Cavalrywoman, Hairick the Tracker, Tarly the Rune-Warrior.
Forces
Your Forces
-27 Members of Bonewatch Garrison (passable discipline and mediocre combat training, but decent morale. Armed with bows, spears and short-swords of varying quality, and the occasional wooden shield. Girded in quilted linen armor, steel caps, and the occasional breastplate. Wearing the King's colours, Purple and Gold.)
-19 Wasirri Gaurdsmen (19 Skilled Fighters trained in urban and close-quarters combat. Armed with arming-swords, bucklers and longknives. Girded in Quilted Doublets, steel breastplate,open-faced helms, greaves and bracers, all of good quality. Loyal to your family and wearing your family colors.)
-8 Light Riding Horses (local breed, frisky and quick, but also small and unsuited to long, hard travel)
Madagor's Forces
-30 Crossbowmen (Dressed in quilted padding, armed with light crossbows and shortswords. Wearing the yellow and black of Sir Madagor)
-20 Shield-bearers (Dressed in quilted padding, breastplate, greaves and bracers. Armed with Large kite-shields and shortswords. Wearing the yellow and black of Sir Madagor)
-11 Light Cavalry (Dressed in quilted padding, with horses in quilted barding. Armed with spears and short-hafted axes.)
-One field engineer.
Veera's Forces
20 Archers (Dressed in light woodsman's clothing, armed with bows and hatchets)
10 Footmen (Dressed in padded clothing, armed with shields, spears and arming swords.)
8 Scout Cavalry (Dressed in padded clothing, armed with arming swords.)
Before gathering your forces to leave you meet with Siubhail to offer him a few boons. You offer him a horse, travel-gear, and enough food to see him on his way, and extend an open invitation for him to return and partake in your hospitality any time. He accepts these with reserved gratitude and little ceremony, and you spend a little time speaking with him. You explain that you plan on taming the land, and that he can be assured that the people he has brought to safety will be treated well under your care. Somewhat ominously he replies that he will hold you to that latter promise, though largely he says nothing as you speak, remaining terse and cold.
While he remains around, you have your scribe gather information about the surrounding land from Siubhail and the refugees, since they've been wandering about it. With this you not only gain a better grasp of the nearby hill-lands, but also the exact locations of a few of the hamlets known to these people. One of those of course being nearly entirely abandoned and charred to ruin.
...
The enigmatic warrior leaves at about the same time you gather your own forces to depart. Desan made the arrangements for the food and supplies you need, and you take a pair of your carts to help you transport it. The trip itself is a rather uneventful slog, and it's your first experience organizing travel for such a large number of people. There's often a light drizzle, but it's not enough to turn the roads to muck, even poorly kept as they are. You suppose it's your fortune that nothing of note happens, but that doesn't make the trip any less mind numbing for either yourself or the troops under your command. Neither of your vassals prove particularly skilled at diversion during the trip, Veera attempts to engage you in conversation from time to time, but both seem to put a lot of effort into avoiding one another. Balpher seems particularly drained by the march, and takes to grumbling incessantly. The march, all told, takes a little longer than you would have hoped, due largely to the poor state of the roads and the remoteness of the location, but in a little over two weeks you're finally within spitting distance.
You had Desan and Madagor send ahead their cavalry as an advance force to pick off any enemy scouts, and in reuniting with the cavalry you find they were a little less than successful. They did manage to harry enemy forces, but their presence was discovered, and they lost a few riders in an ensuing skirmish. The enemy did get the worst of that fight, and the riders managed to pick off a group of foragers in the meantime. However, they have at least learned that if the outlaws possess any horsemen they are few indeed, as they have been unable to give any sort of chase.
It's early afternoon, and you're only an hour or two away from where your scouts believe the ruined castle to be. How will you proceed?