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Author Topic: Rebellion! Turn 5: Time for a prison break, m'lord?  (Read 11480 times)

Little

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #120 on: June 12, 2011, 07:28:10 pm »

Oliver sits on his horse, dressed in his travelling armour, looking at his assembled army of almost seven hundred men ready to die for the cause of freeing the Dechsk. It was time to move out of the swamps, the mould of freedom being laid down, and now was the time to start pouring the molten justice! A young man named Tucker, a man who used to make his living chopping down trees in the swamps for lumber, had proved himself to be the leader of the Meskhahn Militia, loyal yet enthusiastic in the idea of freeing the Dechsk. Oliver liked him, and put him in charge of managing the militia. Oliver split a hundred men off from the militia to help work on construction, with the remaining hundred and fifty given orders to patrol the swamps and guard the prisoners. Construction on the prison was going well, and after the prison was finished, work would start on a series of traps and guard posts throughout the swamps. The swamps were going to turn into a death trap for any Imperial forces who even tried to enter them!

Oliver was going to take his army of the eastern end of the Denskmars and hide his force in the western edge of the Cessmars. Then, he and his five most trusted and able soldiers would sneak into the city disguised as fleeing refugees from Meskhahn. Once they were in town, Oliver would do his best to find a merchant ship or two heading to Axessven that would be willing to hide his entire army on board. Then, when the ships arrived in the harbour of Axessven and docked, his troops would attack and occupy the city from the inside. The rebel groups based in Axessven could help, too. Oliver thought it was a genius plan. He kicks his horse on it's right side and starts to lead his army out of the swamps, already imagining his conquering of Axessven...

ACTIONS: Take 100 men from the militia and add them to the construction force. The remaining 150 will patrol the swamps and guard the prisoners as they work. Finish constructing the prison, then start constructing a system of traps and guard posts throughout the Denskmars.

Send orders to the spies to unite the pro-Dechsk groups in Axessven and tell them to start organising combat-ready groups and men willing to stir up riots.

Oliver will take the main force of almost 700 men to the western edge of the Cessmars, and set up camp, trying to avoid the attention of all Imperial patrols and garrisons. Oliver will then try to sneak into the city with his 5 best men and find merchants willing to sail his men to Axessven for a surprise attack.
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vagel7

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #121 on: June 13, 2011, 04:44:17 pm »

(OOC: Too tired for a little role-play text right now)

ACTION: Continue training of men and pirating. Also send 150 best infantry to iddensberth to take over the city silently, like the mayor proposed. If they are trapped the assassin would kill the mayor but let the mayor first have the message that betrayal has consequences.

« Last Edit: June 18, 2011, 02:12:55 am by vagel7 »
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

Virex

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #122 on: June 17, 2011, 05:04:56 pm »

Sorry for the delay guys. I'm going to roll this turn tomorrow and stick this to a weekly schedule (Late evening posts don't work so well). If you want to make any changes to your actions, now's the time.
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kilakan

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #123 on: June 17, 2011, 07:08:17 pm »

Take any spare men that are available and attack the town to the south, wodesbard.  Attempt to fully liberate it for the rebels and acquire advanced armor and weapons in the attack.
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Nom nom nom

Virex

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #124 on: June 18, 2011, 05:55:59 pm »

Sorry for the delay guys. I'm going to roll this turn tomorrow and stick this to a weekly schedule (Late evening posts don't work so well). If you want to make any changes to your actions, now's the time.
That would've been if my parents didn't insist on eating out tonight. I won't say no, but the turn is half finished, so that'll be done tomorrow.
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Knave

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #125 on: June 18, 2011, 06:05:49 pm »

It's just nice to know that the game is still going. Definitely worth the wait.
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Little

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #126 on: June 18, 2011, 06:14:45 pm »

It's just nice to know that the game is still going. Definitely worth the wait.
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vagel7

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #127 on: June 23, 2011, 07:26:21 am »

Live I say, LIVE!
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

Little

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #128 on: June 25, 2011, 04:31:06 pm »

Hope a turn will be up soon! :)
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Dwarmin

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #129 on: June 25, 2011, 04:37:52 pm »

We will wait !!FOREVER!!
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Virex

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #130 on: June 25, 2011, 06:10:43 pm »

Forever starts today!



Actions-

Finish the quest!

Smiths are contracted to make weapons and armor
Freed Scholars and Scribes are given free range to write inflammatory material against the crown-let freedom ring!
Question why so many teachers were imprisoned
Theiving continues as planned
You have searched through the Middwand for more then a month and are nearly about to give up when one of your scouts report a camp to the east of you. Arriving there you find a small camp surrounded by a palisade and a moat. A man identifying himself as Jern Missebern welcomes you and congratulates you on finding the camp, though he seems less impressed at you completing it with a whole escort instead of alone...

You receive word that the revolutionary texts spread and the thieving operations are working. Unrest is growing and riots are almost a daily affair now, mostly aimed at nobles but ofttimes pouring into the market square and industrial parts of Rindbronn and Rindreth. Merchants and craftsmen are starting to flee the cities and innkeepers would be making a fortune off of mercenary forces hired by the nobles to protect themselves, if not for the fact that many of them have seen their inns burned down to the ground repeatedly already.

Your attempts at contacting smiths have largely been fruitless as many craftsmen have fled the area and the smithing guild has forbidden all of the remaining smiths to work for the rioters lest they get killed in an attack by their own weapons as has happened to several master smiths already.

An inquiry among the teachers yields no clear results. Most of them know each other in some way and it's clear they are hiding something, but the man that volunteered as inquirer that he hasn't been able to find out what and that he stopped after one of them passed out from the "inquiry" before releasing any information. He suspects that whatever they may be hiding could be either very valuable or very dangerous.

Quietly murder those that knew who I really am, except for the Crimson men with me. Send my men to the various tavern to drink and tell everyone how they saw a misterious man in a cloak save a whole battery or rebel gun an point it at the ennmy, thus stopping net a side attack that would have overwhelmed Denskbord's defense.

As for myself, I'll organize the positionning of the captured gun on the city wall. Most of the militimen must have no ideas how to serve a gun while I can train them with all my knowledge.
Your men manage to cut the throats of those you recruited in their sleep without alerting anyone. You just hope you covered your tracks well enough, because the council of rebel leaders have opened an official investigation on the 12-fold murder.

It's unclear if the rumours are having much of an effect. Many don't believe you or your men because of your foreign accent. The same reason is making it difficult to get people to listen to you when it comes to organizational and tactical advice. They'd rather listen to someone from Denskbord then to a stranger.

Action:

- Take command of the remaining loyalist forces around Denskbord personally. Tell the Crimson Company they should follow me until their leader is able to make his escape. Have scouts travel the nearby area to see if they can find any of the forces that fled and have them rally at Osbord.

- Inform the Viceroy that I have taken command of the remaining troops and inform him of the severity of the situation, ask that he send more men immediately as well as enough pay to purchase the guns in Cessfenn much needed medical supplies and food to rebuild the shattered army before the rebels march on another town.

- Purchase the high quality cannons if the Vice Roy agrees to the emergency funding. Only buy 50 if the Vice Roy gives no funding.

- Have the ships in Perrionne travel to Cessfenn to assist in Naval operations.

Mercenary Guild Forces
Spoiler (click to show/hide)
The commander of the Crimson Company on the Denskbord agrees to join forces with you, but makes it very clear they are not under your command and not loyal to you. They will only assist in operations aimed at freeing their leader.

The vice-roy agrees to give you a loan equall to the requested amount, which will not have to be repaid if you manage to reconquer Denskbord within 2 months (2 turns). He assures you that it is of utmost importance that the city falls before then. The loan is just sufficient to buy the 200 cannons. Pray the captain will hold his word ;)

Your ships join up with the forces in Cessfenn.
ACTIONS: Take 100 men from the militia and add them to the construction force. The remaining 150 will patrol the swamps and guard the prisoners as they work. Finish constructing the prison, then start constructing a system of traps and guard posts throughout the Denskmars.

Send orders to the spies to unite the pro-Dechsk groups in Axessven and tell them to start organising combat-ready groups and men willing to stir up riots.

Oliver will take the main force of almost 700 men to the western edge of the Cessmars, and set up camp, trying to avoid the attention of all Imperial patrols and garrisons. Oliver will then try to sneak into the city with his 5 best men and find merchants willing to sail his men to Axessven for a surprise attack.
The prison is finished. As you instructed it's quite a livable place, but still barred of course. There has been some problems with the traps, because since you have no competent map makers at hand, your men run a risk of running into their own traps.


Message is sent. It'll take some time for the reply to arrive.



Your men manage to find a few fishermen willing to help you out, for a fair price of course. You set sail for Axessvenn.
Unfortunately your operation is spotted by a Loyalist patrol and quickly intercepted

Spoiler: Naval Ambush! (click to show/hide)
At first you don't realize what's happening, but after the enemy ships of the line blow two of your ships out of the water and you figure out you have been surrounded, you quickly raise the white flag. All remaining men are captured and taken to the garrison in Cessfenn.
The imperial fleet then sets up a blockade at Meskhahn.
ACTION: Continue training of men and pirating. Also send 150 best infantry to iddensberth to take over the city silently, like the mayor proposed. If they are trapped the assassin would kill the mayor but let the mayor first have the message that betrayal has consequences.
Imperial naval operations in the north of the Vhistland have died down after the siege of Denskbord was broken. All your men have managed to do was to rob some merchant vessels traveling to Aächenberth.



Training continues as intended and your militia is becoming more experienced with horses. It's going to take some time for them to be really worth something on the battlefield.


The major of Iddenberth may be rude, but he's not stupid. As you requested, the assault was well-prepared on his side, with some of his guard aiding your men:

Spoiler: Insurgency! (click to show/hide)
You select the best men from the group that ambushed the imperial "tax collectors" and send them under the cover of night. They're greeted at the designated location by 50 men of the major's personal guard, who had prepared some "distractions". They find the garrison drunk and high from a party given to commemorate the capturing of Oliver Morte and are easely dispatched. The bloody results of this operation has prompted your elite forces to name themselves the "Blood Brigade" and their leader, Johan Issenfrind has requested audience to talk about further possible operations.


In the mean time, the word that a new city has been conquered by the rebels spurs life into the rebellious lords of the Hohnfrem. 2 more lords are willing to swear allegiance to your cause.
Take any spare men that are available and attack the town to the south, wodesbard.  Attempt to fully liberate it for the rebels and acquire advanced armor and weapons in the attack.
Your men attack the town of Wodesbart
Spoiler: Ataaaaaack! (click to show/hide)
Unfortunately, the town is not poorly defended and your men are pushed back after incurring heavy losses. Some of your commanders wonder if the assassination attempt might have gotten to your head...


Spoiler: Imperial decree (click to show/hide)


Status will follow soon.
« Last Edit: June 30, 2011, 04:55:47 pm by Virex »
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Dwarmin

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Re: Rebellion! Turn 4: Life-fire Charge of the Lightbrigade reenactment ho!
« Reply #131 on: June 26, 2011, 08:14:55 am »

Try to convince Missebern to forge me a bow, so I can unite the people and overthrow the viceroy. Suggest I will soon be in a position of power, enough to offer him whatever payment or favors he may want.

Continue pressing the "teachers" for information. Try bribery, too

Thieving continues!

My people should be preparing to attack in (2) turns, however much time passes between then and now.

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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Virex

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Re: Rebellion! Turn 5: Time for a prison break, m'lord?
« Reply #132 on: June 27, 2011, 03:13:52 pm »

Status bump!

Spoiler: Player status (click to show/hide)
 
« Last Edit: June 27, 2011, 04:49:14 pm by Virex »
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vagel7

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Re: Rebellion! Turn 5: Time for a prison break, m'lord?
« Reply #133 on: June 27, 2011, 04:17:04 pm »

Why is my morale dropping all the time?

I have pirated some ships and money, I have fought back an attack and captured a town and gained the support of 2 lords. What the hell?
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

Virex

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Re: Rebellion! Turn 5: Time for a prison break, m'lord?
« Reply #134 on: June 27, 2011, 04:48:42 pm »

 ???
because I misscoppied something?
It's fixed
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