All characters merely travelling reach their destinations.Get armour and weapon, made blinding powder and started practicing with the guardsmen.
You take time to sharpen up your skills with the sciavona, but it's been a long time since you really did any proper work on your ability to throw an ambush. If you find yourself called upon to pull off an assassination or break into somewhere to obtain information, you could really do with building your skills up further. You have some ideas on that front, but they might be tricky to pull off...
Skill Challenge: Complete the tasks to gain the 'Stealth' skill. You may complete these as part of other actions or missions, or attempt to perform them independently to advance at a quicker rate.
1. Tail a moderately high-profile target (a noble, a merchant, a priest, a magistrate or any PC) and gather information on their whereabouts, activities and habits without getting caught.
2. Steal something of value from a well-protected location, e.g. intelligence documents, silver from a business vault, precious art or valuables.
3. Successfully assassinate or kidnap a moderately high-profile figure (a noble, a merchant, a priest, a magistrate or any PC) without getting caught.
Jon posts posters with the knights name and picture with a description and an offer of a reward for his capture. He sends these to the borders and to the neighboring lands. Mask shall recruit spies, starting with death row prisoners.
[6] Many death row prisoners are eager to respond to your recruitment offers. Unfortunately, they never turn up again once you let them loose to act as spies. It seems spies work best with frequent reward and payment, rather than a one-off gesture. If you have time, you can probably recruit some half-decent spymasters at
2 Ducats each, or
3 Ducats if you're in a hurry. Otherwise you'll need to conduct espionage yourself.
[Espionage rules proper are still being written, but those are the prices for the Spy specialist.]
Travel to Suul, and then further south. Look for a nice defendable cove, or sea cave where we cna build Pirate Haven
[3-1] Once again, your searches prove fruitless. You end up docking in Suul towards the end of winter, where your men take their cut of the last raid and spend their shore leave on ale and wenches.
Have the soldiers attempt to break out in the way mentioned above. If successful have them travel back to me.
Alas, too many of the soldiers have sworn fealty to their new lords in exchange for their life - and considering several of them have been granted land from the parcels reclaimed by the McKinleys, they are willing to stick by those oaths. The dissenters are quickly executed and the regiment stays with its new masters.
Pompulion heads off to any inns or places of merriment where the people are too drunk to recognize him that he can find. Afterwards he searches for a sort of habitable place where his workings would go unnoticed.
[1] You wander for some time, heading due south without any particular bearing until you are well out of Manskinner land. Following some ill-kept country lanes, after several weeks you reach the town of Sheepy Hollow. You still have the ducat's worth of silver McJohnston gave you, so you are well in pocket for any small costs like lodgings. You rent out a room at the inn and search for more permanent lodgings. [1] Unfortunately it seems that there aren't many free houses available in Sheepy Hollow. Without moving to another town, you'll just have to stay in the inn for now.
Attempt to replace the handless man hand area with swords then assign him a helper then train the swords hand man
The Elementalists tell the sword hand man that they turned him into a war demon.
Send a messenger to Suul to gain an ally against the inhuman Elbreth king, who had a mans hand cut off! oh the humanity
Question Meng
Of course! Why didn't you think of this before? You submit the handless man to the ministrations of an insane leatherworker, who straps a pair of blades to his hands. He kills three of your men in an accident before cutting an arm and leg off. The elementalists get to him in time and the witch doctor performs a lengthy, mystical ceremony. At the end, he announces that the man's spirit has been transmuted into a war demon and will prevail as a mighty warrior in the afterlife.
[2] Your messenger comes back empty-handed. He never got so far as an audience with even the Archbishop's diplomats. Apparently a bunch of mountain-dwelling raiders do not command sufficient clout to even get their notice, let alone alliance.
Start taming the bears
((So after I've tamed 3-6 bears will they become a heavy berserker regiment?))
[1+1] Your natural affinity with beasts saves you from the bears tearing your head off, but relations with them do not get off to a good start at all. They appear to be mainly carnivorous, so you will need at least a fair amount of meat to try again.
OOC: Possibly. Since you're evading the manpower cost, I'll allow this one-off case that if you spend
2 Ducats on taming them you'll get the HB regiment.
Plan number 1: Get one of the armed men to break the lock so we can escape.
Plan number 2: Find sulfur, somehow.
((Saltpetre should be easy to find do it's previous belief to cause impotence which would be added to the ale to keep the men from getting to crazy after drinking. And were in a burning building so there should be some charcoal even if there isn't a kiln in the cellar. Sulfur's a crapshoot though.))
Plan number 3: Ignore the fact that smoke is somehow going down into the cellar, seeing as smoke rises. and there's a hole in the roof, so it's not even like displacement.
Logic wins out, ans you discover that even the gods can't make smoke descend against the laws of physics. You feel as if the universe owes you an apology. Then you realise that your glasses are just covered with smoke, even though this seems suspiciously like the gods are trying to get out of a complete factual error.
The immediate panic aside, [5] you get extremely lucky in your desperate search of the cellar. Opening one cupboard you get the distinctive smell of rotten eggs and a lot of white linen. Concealed in the back is a small jar, which you find is full of yellow powder. It looks like the publican must bleach his clothes with brimstone, in a ridiculously old fashoined form! You have a good laugh at this man's foolish eccentricity before remembering that the house is on fire.
You get hold of a part of the inn's saltpetre store, scrape some charcoal from the burning floorboard above and mix them together like a madman! Creating a crude leather guard from a conveniently located codpiece, you shape the charge against the lock and light it with a long taper. [2+1] The resulting explosion is not enough to blow the iron padlock off, [5] but does enough damage to the trapdoor for you and Gunther to kick it open.
You emerge into the street, assistants in tow, when a rain of arrows pelts down from the rooftops! You scurry towards the nearest alleyway, [1] but an arrow strikes Gunther in the throat. You bustle him into an alleyway, out of the line of fire. Lilith, panicking almost as much as the screaming monkey, helps you drag his fidgeting form to one side but it's too late to do anything. On the bright side, you won't have to pay him now.
[4] With the guards distracted, it is a simple matter for you to steal a cart and pony and escape the city, Gunther and the monkey hidden under some canvas whilst you and Lilith ride back towards Elbreth. She mumbles something about the heat of the moment and says she has a boyfriend. You don't particularly care.
The tavern starts to collapse, forcing the regiments within out onto the street. As soon as they emerge, the rooftop archers loose their first volley.
Suul: 4 Volley Archers, 1 Scout Archer
Manskinner: 1 Heavy Raider, 1 Heavy Infantry
Volley Strike: 6+4 vs 6+4 -
Successful Volley (1 Heavy Infantry destroyed.)
Combat: 6+5 vs 3+2 -
Crushing Victory to Suul (1 Heavy Raiders destroyed.)
The ruthlessly trained Suulian archers rain arrow after arrow down upon the emerging soldiers, taking advantage of their confusion to execute dozens before they are able to reach the rooftops to counter the attack. Even then, the sheer number of archers are able to slaughter the Blodvindr before they can do any serious damage. Several are taken captive, including the wounded and unconscious Corv Manskinner.
Later, in Suul Cathedral...A bound, gagged and disarmed Corv Manskinner is brought before Archbishop Thring, a large, elderly man in a simple but well-cut white robe. Although the Archbishop has a lot of fat on his frame, there is no denying the bulk beneath it - in his youth, he could have been a prizefighter. Like the more vicious prizefighters his eyes belie that same ruthless cunning, a cold, proud gaze mirrored in Corv's own. He paces slowly, addressing the captive Jarl.
"You are the leader of your band, yes? Then I am not particularly sorry to inform you that your comrades have been executed. I have spared you because I wish you to deliver a message to your Jarl, Corv Manskinner.
"Suul is not to be trifled with. I am not sure what may have given you the impression that you could walk into my city and stir up trouble with impunity, but whatever foolishness that may have been I suggest you put it out of your minds. That being said, I wish to make your master an offer.
"Convert to Orthodoxy. Embrace the true faith and I will crown him as King of Weyland. I assure you my word still carries great weight in this coast and beyond, whatever rumours you might have heard, and by this you will gain two things your master desperately needs.
"The first is legitimacy. The Jarl is very quickly attaining a reputation for his actions, a reputation increasingly likely to result in intervention from Brighthall amongst other states. That would be a war you are incapable of winning. Be crowned as an Orthodox king and Brighthall will be forced to respect that.
"The second is a friend. Not an ally, to be sure, but you are sore in need of friends. In exchange for permitting Suulian missionaries into your lands to persuade your people to accept the true faith, we will be happy to extend a trade treaty and even limited loans or financial aid. This would all be to your benefit, as the more Orthodox converts in your lands, the more stable they will be under an Orthodox ruler.
"Your master is free to ignore my offer, and I am free to execute any of your men who cross into my lands. But this would be a terrible waste of an opportunity, I feel. You will be taken to the border with Elbreth and released. If you or any of your kinsmen return under anything other than a diplomatic flag, you will shot on sight." The Archbishop nods to one of the guards, who approaches Corv from behind. "A good evening to you."
A heavy blow to the back of the head renders Corv unconscious. By the time he awakes, he is already en-route to the border. When he finally arrives, he is unceremoniously dumped on the other side and encouraged by several archers to get moving.
Let the peasants head into the castle. Continue the siege.
Intending to push a siege until Spring and starve the defenders out, you allow the peasant regiments to flee into the castle. It is only a day later that you receive a missive from Terenos that he intends to bring troops to storm it - you shall both need to raid the port to pay your soldiers' wage.
Terenos A) laughs and says that the spoils of war are his. He was following the orders of Grand Master Black after all. What he kept was enough to pay his men. What he gave up was the surplus. If they have any problems with that..*shrug* they are the defeated force.
b) Surveys the navy. c) Sends a return runner to Taricus telling him to conserve his forces, I will be there whenever I can.
C) Mine and Manning's troops (And us) will board the ships, discussing the potential upcoming fight (with the admiral) while we sail into position to attack Miring.
Send information to Taricus so he joins the assault.
D. (Priority): Attack Miring from the Sea..
[3] There is some ineffective blustering on the part of the nobles, but they leave you be. You head aboard ship and travel south to Miring with the two regiments under your command. Along the way you notice a large carrack approaching, flying no colours. The admiral prepares for a fight with pirates, but at first it seems they are just moving towards Miring as well. Several of the men get out shortbows and sabres as you approach the port, but make no move to approach you. It looks like you've gained some allies!
Meanwhile, the desperate looting of their own port and gathering of what last few resources they have leaves Miring's forces with only 9 Ducats to their name. After paying for the training of their naval crews and regiments, the Treasury only has 5.5 Ducats left.
The Battle of Port SleenOn midwinter morning, signal fires go up from the lighthouses by Miring. A fleet of four ships, one of them an enormous carrack, advances upon the port of Miring with ill intent! Responding to semaphore signals from Castle Sleen, the defending ships abandon the rigorous drilling of the last few weeks and scramble to protect the port.
Tactics: No special tactics are employed by either side.
Terenos: 3 warships, 1 carrack
Miring: 2 Defensive Warships
Sea Skirmish: 3+6 vs 5+4 -
Draw (1 warship lost, 1 defensive warship lost)
The naval battle commences with the drilled warships trying to circle around the attackers for whatever advantage they can scrounge, but the presence of the
Night Runner is enough to swing the tide of the battle back towards the attackers. The sailors curse the pirates for allying with d'Avistral as they drown, but the remaining ship builds up speed for a ramming stroke and is able to successfully sink the one unloaded warship on the enemy side.
Sea Skirmish: 3+5 vs 6+2 -
Draw (1 warship lost, 1 Ambusher lost, 1 defensive warship lost)
The
Night Runner catches the wind and moves to strafe the last surviving Mirish ship, firing flaming arrows down upon the deck. The doomed vessel, its captain understanding their approaching destruction, builds up
past ramming speed and crashes into the side of one of the Prestoner warships, wrecking both ships completely in the process. The troops on board flounder and desperately swim for the shore, but many are lost, dragged down by their heavy armour.
Manning Ibrich is able to swim to shore, but his Crew have been destroyed.The remaining ship docks at the now defenceless port, though their complement of heavy soldiers emerges to protect the ship from any attack from land. The captain of the
Night Runner signals the captain of the warship and waves to them, telling them to "string that bastard d'Avistral up for us!"
[1] He never spots the noble at the head of the regiment. On the other hand, when the crew start trying to unload their shipments of grain they are signalled by a runner from the soldiers, who inform the sailors that this port is now under blockade by order of the Kingdom of Elbreth.
The Battle of MiringThe port having been lost, a Vasirian noble finally loses patience with the hopeless situation. Frustrated and angry, he leads the peasants out of the castle, whose training has focused on channelling their own frustrated rage. Bereft of the advantages the defences might confer, they will be forced to win through sheer force of arms. Somewhat unwilling but loathe to grant the enemy any advantage, Trubaldsome's own archers follow them to provide whatever advantage they can.
Miring: 1 Tactician Archers, 1 Bers. Pikers, 2 Berserkers. (7)
Taric: 1 Berserker Infantry, 1 Tactician Infantry, 1 Heavy Infantry (4)
Tactics: Neither side has the time or inclination to devise tactics against such well-led opponents. They charge into battle, Trubaldsome's archers desperately trying to provide what covering fire they can whilst peasants armed with woodcutting axes and cheap leather (or even just clothes) smash against chain-mailled men-at-arms in the hope that wrath will take the place of armour.
Round One: 5+7 vs 4+4 -
Crushing Victory to Miring (Taric's Tactician Infantry, Berserker Infantry destroyed)
Wrath, as it turns out, holds its own very well. Spurred on by the thousands murdered by Taric and his men, ordinary tradesmen and fishermen are transmuted by some kind of furious alchemy into killers that would make the kinsmen of Weyland proud. The Royal Crown troops, trained to be on the offensive, crumple and rout under the onslaught. Those not killed in the violent clash of forces rout, then are slain from behind by their advancing foes. Many escape and flee into obscurity - many more do not.
Whether or not by the will of their commander, Taric's own guard attempt to convey their commander out of the field of battle. The peasantry will have none of that and spurred on by hatred rush the cadre of mailled men-at-arms, seeking vengeance for the crimes committed against them.
Round Two: 3+7 vs 6+2 -
Clear Victory to Miring (Heavy Infantry lost, Berserker Infantry lost)
The guards beat back a retreat, trying to get to the distant camp and the horses that might offer their master a chance of escape. Peasants throw themselves against the soldiers in the hundreds, Taric's squires proving their mettle by slaughtering scores of the rabble, but being clawed away by the crowd one by one. By the time they reach the camp, only Taric himself is left.
Escape: [1 vs 2+3] Sir Taric makes a desperate run for the horses, his only chance of evading capture or execution. Too soon, the peasants overrun the camp and surround him.
Taric: +1 Weapon, +1 Armour. 3/3hp
Aulon: +1 Weapon, +1 Armour, +1 Army. 6/6hp
[3+2 vs 2+3] Taric swings his bastard sword in a wide arc, cutting down as many peasants as he can whilst surging forward toward the last free horse. Cleavers and meathooks claw at his thick plate armour and dig into his skin as he struggles. [Taric 2hp, Aulon 5hp]
[2+2 vs 4+3] As Taric closes in on the horse a knight in chain with shield, sporting the familiar crest of yl Marchis, steps in front of him. There is no time or inclination for an honourable issue of challenge - neither man has any honour left. The only reason Taric does not gut the man where he stands is because yl Marchis is faster - his own longsword undercuts Taric by the legs, scything him to the ground. [Taric 1hp]
[3+2] Taric thrusts upward with his bastard sword in one final defiant stroke... [vs 6+3] but yl Marchis knocks it from his hands with his own blade.
Surrounded by a mob screaming for his death, Taric stares up through his visor at the figure towering over him, his sword raised for the stroke that will end it all.
Sir Taric the Just is at the mercy of Aulon yl Marchis. He may be captured, slain or freed at Aulon's whim.
The land siege of Miring has been broken, however temporarily. The port blockade continues untrammelled.
The year 314a has come to an end.
Kindly refrain from posting actions before the New Year post.