Give Pompulion one ducat as a sign of faith. Give Jormund two ducats to help claim the land.
Wait and see if there's any way of getting help with the land. Also, see if he can learn anything else about tactics without the help of the veteran.
[6-1+2] With money you are able to pay for workers and tools and return to the valley before the start of winter and aggressively work to claim the land from nature. Whether the demons are gone for good is uncertain, but they do not trouble you at all during this time and very soon you claim
1 parcel of land for yourself. Furthermore, a very small deposit of gold is found in the soil. All of it is exhausted within the week, but you regain the
2 Ducats you spent on the activity.
This sudden prosperity has attracted some unwanted attention. A small neighbouring clan has moved into the area, armed with light axes. They are making the claim that this land was theirs by ancient right and demand that you return it,
plus the gold you dug out.
Continue making maps, but ensure that I have copies of all of them. Except the forbidden ones of course. Try to memorize those.
[3] During your excursions you find time to search the lands below the Zimtar plateau. Concealed amongst a heavy rockslide you find an ancient stone doorway sealed with a heavy slab, most likely some kind of tomb. You mark its location with a simple X on a private map, as you are not quite able enough in memory skills to just memorise the entire map and location.
Trubaldsome has the doctor examine his ailment, and attempt to find a cure. Also, find out his name...
[2] Dr Smith examines your condition and gives the same response as so many other doctors before. He too mentions hearing of a 'Dr Johnston' from Brighthall who might have stumbled across a cure but otherwise cannot help you.
Soon you are called into a withdrawal to the northernmost islet of the city, trapping you in the army's stand...
look in the city for important or less important badly guarded monks/priests/bishops/people of religious importance. When found send Corv and his men out in their monk costumes at night wearing skull masks. Assassinate the man, skin him and leave some ridiculous prophetic message in blood(something like: HEAR ME MORTALS AND HEED ME WELL, YOU HAVE INCITED THE WRATH OF JORMUNGUND) do it in a public place so people get scared. Afterwards sent the Radicals out again to preach. Be sure to get some Greek Fire which is used if escape is necessary...
[2] The only alchemist capable of making anything like what you describe left the city two years ago to seek employment with the king of Elbreth. It looks like the Storm Coast still has the monopoly on Stormfire.
[6] Most of the important figures in the city are well guarded, but an opportunity does arise too tempting to pass up. Although still well guarded, the camerlengo (the Archbishop's closest advisor and interim ruler of the city between elections to the Archbishopship) is known for regularly retreating to a secluded private chapel to pray in the evenings.
[3] You make up some cheap skull masks from masquerade masks supplied by a sympathetic taverner. They're not horribly scary in their own right, but they'll do.
[6] You and three of your allies are able to locate the chapel and gain entry. Sadly, not one of you has the slightest idea how to use a lockpick so you just break the door down, alerting the camerlengo and his three guards to your appearance and giving them enough time to draw their weapons.
Corv: +1 Weapon, +1 Armour, +1 Guard. 6/6hp
Camerlengo: +1 Weapon, +1 Armour, +1 Numbers. 4/4hp
(The camerlengo himself is unarmed and unarmoured, but his guards are not.)[6+3 vs 3+3] You and your men rush the guards with your swords and axes, trying to bring them down before the camerlengo can try to escape. One of them falls instantly. (Camerlengo 3hp)
[2+3 vs 1+3] You encircle the guards, blocking the entrances and quickly butcher the second guardsman. (Camerlengo 2hp)
The camerlengo has lost his numbers advantage.
[5+3 vs 2+2] The last guard goes down, leaving the camerlengo bereft of support. He drops to his knees and prays to God for mercy.
[6+3 vs 2] It is not granted. You get to the busy work of skinning the man (alive, for a fair portion of it) and paint the walls of the chapel with his blood. It will no doubt be discovered in the morning.
[1+1] As horrific as the message is, it achieves exactly the opposite effect of what you intended. Rather than sowing dissent and causing fear to build support for the Jormundungists, popular opinion turns sharply against them and the Archbishop seizes upon the opportunity to declaim them publically, calling for the perpetrators to be found and brought to him dead or alive for punishment.
[5-1] The Jormugundist preachers, despite the opposition of the general populace, use this threat to stir up their own supporters to fanatic levels. [6] Several riots break out, but this only stirs the Archbishop to put his troops on high alert. You are now unlikely to catch the guard by surprise with any tactics you pull.
Take assessment of the location of the remaining Miring 'fleet'. Make the other sloop known of our plans to leave, the suicide of staying, and the promise of REAL pirate looting
ALSO: Take inventory of the ship (captain's stash, etc)
Miring has two warships left after Terenos' utter devastation and mismanagement of the fleet, not counting the Nalia and the other privateer sloop. [4] Your missive to the other sloop is received well and they agree to break formation and return to Suul, where their letters of marque are still valid, though they are unwilling to join you directly.
[1] There is almost nothing of value on the ship that the captain hasn't drunk or spent already, save the letter of marque from Suul. Technically the letter is in his name, so you might have to wrangle the legality of it if you want to put to port in Suul without being attacked - especially since Suul is the only nation on this coastline that still has an intact navy right now.
Work on the commission.
[2+1] Work continues at a snail's pace when you return, but it does at least continue. You are now too far behind to possibly complete the contract within the appropriate time and thus automatically fail it. The historian is very displeased with the lack of progress, but accepts your offer to complete the contract for free.
In the fullness of time, you do so, but without pay. With the arrival of Winter, many of your scribes obtain work of their own, denying you the extra +1 to future rolls.
((I have chain mail and a body guard unit... 1 man is not that much of a threat so I will...))
Kill the annoying thief
((and I am a proficient fighter))
As implied, the thief is not alone and you don't travel with more than a handful of your full guard at any one time. The moment you draw your sword, the 'bystanders' on the street converge on your position, all drawing knives and clubs of their own.
Sir Joseph: +1 Weapon, +1 Armour, +1 Guard. 6/6hp
Thieves: +1 Weapon, +1 Numbers. 6/6hp
[2+3 vs 3+2] You lash out with your sword, slicing open the belly of the thug in front of you. At the same time his men rush your guards with their daggers and one of them manages to get in several hard jabs on one of the bodyguards before he could draw his weapon. [Joseph 5hp, Thieves 5hp]
[4+3 vs 4+2] You wade through the ensuing melee, murdering thieves left and right with your longsword as your guards hold their ground. [Thieves 4hp]
[1+3 vs 1+2] Someone throws dust into your eye and you start swinging blind, but in your chaotic slashing your opponents find it very hard to escape your blows. [1+3 vs 1+2], [1+3 vs 2+2] By the time your eyes clear again, most of the thieves are already lying dead around you, though it appears that in your frenzy you did cut down one of your own men. [Thieves 1hp, Joseph 4hp]
The remaining thieves [6-1 vs 1] flee into the backstreets rather than continue the fight. You are left with your remaining bodyguard, two dying companions and a lot of dead or dying thieves scattered around you.
Drua calls for her physician and asks him if he could spend the winter months healing her and seeking out an appropriate candidate for being the steward that would manage her estate and business.
A steward is easily picked out and the physician is happy to remain at your side to provide assistance. Now that Winter is upon you, you should be able to walk aided with a pair of walking canes.
All or nothing? Now why should I agree to that? I've already won a handsome sum, and I doubt anything in your.. "collection" as you call it would even be worth what I have.
Get him to reveal the monkey so I can assess if it's even worth it.
[6] Malcolm is not happy about the interruption to play, but he does accede and walks you through a cluttered room full of various possessions. You pass the monkey in its cage and comment on it. Malcolm explains that his father bought him the monkey as a childhood gift and that, although he could take or leave most of the possessions, he is very fond of it. He notices your interest and comments that if you wanted to bet on that, he would need a bigger stake than just your pocketbook.
Attempt to fight the infection/shadeling corruption myself, before enlisting the... 'questionable assistance' of the sorcerer who, might I add, will probably bring me a world of bloody pain.
Pompulion examines Ehndras, trying to find a general location where the shadeling might have affixed itself. Otherwise before doing anything drastic, he waits as Ehndras tries to purge himself of the infection.
[4] Ehndras though barely cognisant of his situation is not yet lost from the world. Some subconscious part of him rebels violently against the creature that infests him and after a herculean struggle is successful in expelling it from his body.
To the amazement and horror of onlookers, a sort of black syrup starts to drip from the gash along Ehndras' leg. It fizzes and bubbles, diffusing into a dark smoke. [4] Pompulion, recognising this as the shadeling trying to take form, intervenes quickly and speaks a few careful words of power, binding and then banishing it from this world. The black smoke seems to simply vanish into thin air.
[5] The supernatural infection gone, Ehndras shows a remarkable improvement over the following weeks. By the start of Winter he is conscious and well enough to move about on his own again with the aid of a walking stick, though his leg will remain splinted until the new year.
I read manning's tactics as an attempt to hide and then cause as much damage in the rear of the enemy force y striking at officers. I'm not sure about spliting the enemy force so much as flanking it at an opportune time to cause confusion(They should be considered not linked up with our main group I suppose?).
Battlewise I believe the main force should pull back and let the Preston force combine. That way we will only have to defend a single Riverbank(which should give us a big advantage terrain wise) against their army and they won't be able to bring their full force against us effectively. The Pikemen will protect against their calvary charges.
Tactics wise we should probably aim to conserve our forces and prevent them from negating our terrain advantage (I don't know how easy it would be for them to get around a river.)
If we had the time it would be very cool to use an engineer to set the bridge to collapse after half their forces had crossed trapping them and forcing the other group to move around or retreat. Otherwise plenty of stakes and ditches should help to protect us.
If any other commanders have any other tactics to add or clarify please feel free. Maybe with the surprise Spirit help we might pull off a close victory! Otherwise prepare to be fit for chains.))
Start planning the above tactics by pulling back to a riverbank and prepanning for the Preston Army
The Battle of PrestonPreparationsSince trying to retreat west would allow the smaller force to flank you and east would bring you straight into the path of the main Prestoner army, you withdraw to the northwestern islet of the delta, burning all but one bridge to maintain control. This puts you in the awkward position of being completely unable to retreat, but that wasn't in the cards anyway, was it?
Manning's crew holds back from the advancing army until they have joined with the main Prestoner army, putting them in an ideal position to flank or separate portions of the army (+1 circumstance bonus to the Tactics roll). They do send the two engineering crews on ahead, who meet up with the Grandmaster's troops before the Prestoners are ready for their attack. It costs the remaining
2 Ducats of the loot to forcibly purchase/seize the equipment needed from the looters, but the two engineers set up sufficient traps to grant a +2 bonus to one round of combat. On that same round they will also grant a rare +4 Tactics bonus to splitting the enemy's troops by collapsing the bridge.
Forces in PlayElbreth Main: 1 Piker, 1 Archer, 2 Heavy Inf, 3 Infantry [Tactics: +0/+4 to split forces in half]
Manning: 1 Ambush [Tactics: +1]
Preston: 10 Infantry (1 Tactician), 3 Catapults, 1 Cavalry [Tactics: +3 w/ Cavalry]
Round One TacticsManning: Taking out the officers means taking out the leadership. You employ the crack nature of your crew to try and divide King Philip's guard from the rest of the army whilst they attack the Elbrethan main body. [Req 5, Roll 4] Alas, Philip's unit is well concealed within the body of his forces, leaving Manning's crew at a disadvantage. They will be forced to fight with the rest of the army for a round of battle before they can try this again (at a -1 tactical disadvantage).
Elbreth: The Grandmaster attempts to
conserve his troops at the start of the battle [Req 6, Roll 3] but the brilliant tactical leadership of King Philip's command unit more than enable the opposing army to compensate, worsening the tactical disadvantage of the army to -2. The engineers are unwilling to collapse the bridge whilst this dangerous leader is still joined with the rest of his army.
Preston: Prince Karl on horseback works to lead the rest of his troops to
negate the terrain advantage presented by the river [Req 2, Roll 6] and with the superb leadership of the King directs them to several shallower points of the river to force a crossing.
+1 Bridge Advantage negated!Magical Intervention: [2] As the battle starts, heavy rain begins to thunder down upon the city, forcing the river to churn and flow. Elbreth gains a +1 Weather advantage whilst the storm continues.
Round One Battle: 5+10+3+2 vs 3+4+2+4+3+1-2+1 -
Clear Defeat (2 Elbrethan Infantry lost, 1 Prestoner Infantry lost)
Round Two TacticsManning: Manning's crew risk another attempt to try and isolate Philip's soldiers, [Req 5, Roll 1] but once more only put themselves in an unfavourable position. (-1 tactical disadvantage)
Black: As major an advantage as Philip still has, Black doesn't reorganise his troops further to try and conserve them (thus risking a continued tactical disadvantage) and just pulls them into the best stance to keep continuing the fight. The engineers are insistent that they hold their ground a little longer before collapsing the bridge.
Philip: [Req 2, Roll 5] Philip's troops continue to ford the river directly, negating the advantage it presents.
+1 Bridge Advantage negated!Intervention: [6] The storm worsens, the overflowing rivers turning into violent flash floods. The Weather advantage increases to +2 whilst the storm continues
and lightning strikes in several place, decimating an entire regiment of Prestoner infantry. The dark stormclouds above start to swirl ominously.
Round Two Battle: 3+8+3+2 vs 4+4+2+4+1+1-1+2 -
Narrow Victory (2 Prestoner infantry lost, 1 Elbrethan infantry lost)
Round Three TacticsManning: [Req 5, Roll 6] At last, Manning's crew are able to isolate King Philip and his guard from the rest of the army. With their leadership separated, the tactical side of the battle is likely to turn.
Black: The engineers see their chance and collapse the bridge, [Req 4, Roll 5] splitting the Prestoner army in half! The cavalry and infantry are trapped on the islet with the Elbrethans whilst the catapults are forced to try and fjord the river!
With the bridge gone, crossing the River now incurs a -2 Terrain penalty.Philip: With the collapse of the bridge and separation from their King, Prince Karl tries to spur his soldiers on through the river [Req 4, Roll 2] but lacks the tactical ability of his father. They for once are suffering the tactical disadvantage instead!
Intervention: [4] A cyclone forms from the heavy winds, a spear of dark cloud descending from the heavens. It plunges into the river, temporarily worsening the Weather disadvantage to the crossing troops to a deadly +3.
Round Three BattleManning vs Philip: 6+3 vs 3+1 -
Crushing Victory (Prince Philip's Tactician Infantry regiment is destroyed!)
Black vs Karl: 1+5+2-1 vs 6+4+2+4+2+3 -
Crushing Victory (2 Prestoner Infantry lost)
With the pact completed the spirits leave the field of play, but the effects of the storm will persist unguided until they exhaust themselves.
Round Four TacticsManning rejoins the main body of forces, adding his crew's ability to Tactics rolls.
Black: With the advantage clearly back on your side, you work to
conserve your troops [Req 4, Roll 6] to prevent losses on a victory.
Karl attempts to flee, but cannot readily do so because of the islet. The catapults and their engineers, separated from the doomed force, escape whilst the remainder of the force is trapped on the isle. They go on the defensive, but do not gain the terrain advantage from the river. Since this is technically open ground, Karl is at least able to employ his cavalry successfully.
Side Effects: [3] Because the Elbrethan forces are now on the offensive, they sustain the weather disadvantage. The cyclone remains out of the way, leaving them with a mere -2 disadvantage.
Round Four Battle: 2+3+3 vs 1+4+2+4+1-2 -
Clear Victory (2 Prestoner infantry lost)
Round Five Tactics[Req 4, Roll 5] Black continues to conserve his forces. Karl makes a desperate bid to flank his enemy for a final chance at escape (Req 5, Roll 3) but just makes his situation worse.
Side Effects: [5] The cyclone whips around, worsening the Elbrethan weather disadvantage to -3 but butchering the last Prestoner infantry regiment.
Round Five Battle: 1+3 vs 6+4+2+4+1-3 -
Victory (1 Prestoner Cavalry lost)
Side Effects: [2] The cyclone peters out, but heavy flooding and rain traps Elbreth's forces on the islet, enabling the enemy catapult crews to escape the field of battle. By the time the storm finally wears out they are long gone and any tracks washed away by the rain.
Nevertheless, this has been a victory.
All 3 Regular Infantry units have been lost (all remaining Crown infantry, all but one of Draven's guard/infantry) but both King Philip and Prince Karl have been slain in battle leaving the city entirely under your control. You may loot or capture the city at your leisure.
Winter draws on soon enough, and with it come the late reinforcements from Miring; three regiments led by Terenos d'Avistral and Sir Taric the Just.
Manning: [1+4] The battle was long and vicious. Frankly, you were more concerned about trying to stay alive than working on your sword technique, but the sheer length of it has no doubt caused some of the direct lessons to stick firmly in your mind. [You now have 40 Swordplay points.]
1 Guard Heavy Infantry (Draven)
1 Guard Heavy Infantry (Black)
1 Guard Pike Infantry (yl Marchis)
1 Guard Archers (Trubaldsome)
1 Crew Ambushers (Manning)
1 Guard Infantry (Terenos)
2 Crown Infantry (Crown/Taric)
OOC: The remaining infantry units are the upgraded type (1 Piker, 1 Archer, 2 Heavy Guard) but only the Pikers are known to be Auron's guard. The other units have not been 'claimed' by specific nobles as being their own, so I have semi-randomly assigned them.
Winter is now upon you.