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Twitter: @BeleagueredQM
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Threads 1-10: http://suptg.thisisnotatrueending.com/archive.html?tags=Beleaguered%20Prince%20Quest

Threads 11+: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Beleaguered%20Prince%20Quest

===============

You are Prince Meirion auk Gwyrren, the only sane man in a royal family with dubious concepts of strategy, justice, taxation, and governance in general. You have made it your goal in life to keep your family on the throne and your head firmly attached to your body.

You're currently on day… whichever of a quiet guard assignment on the edge of Archduchess Aleksandria's battle line. There hasn't been a fight more impressive than slight skirmishes between scouting parties in days, and the false peace is beginning to get on your nerves. Oh, your men are doing well enough, and you don't begrudge them their honest pay even if they're not doing much to earn it, but you're here to stop your uncle's plans, not to entrench yourself and wait out a war. You have to get back home in time for your brother's wedding, after all.

Perhaps today will change things.

"We're screwed," Myrddin says. He hands you a missive that came in with the morning messenger.

"I'm sure it can't be that bad," Olwen says.

"No, we're really screwed this time," you say.

The missive is an order from the Archduchess. She wants her mercenary forces to perform reconnaissance in force on Archduke Viktor's main encampment. That means fighting an army's defensive position across a river. You can't blame the Archduchess for handing this job over to mercenaries rather than her own vassals - suicide missions tend to strain loyalties - but it doesn't change the fact that you're screwed.

"How many men does the Archduke have at his encampment?" You ask.

"Somewhere around 15 000," Myrddin says. "Of course, they can't all man the walls at the same time. I'd expect to have to fight no more than a hundred men at a time, if all the mercenaries attack together and force them to spread themselves out."

"That's still not an enviable position to be in," Olwen says. "We could try sneaking around the river."

"Yes, but it'll take longer and we don't know what opposition we'll encounter on our way around," you say. "Not to mention that we'll be left without support."

"On the other hand, going at it alone could give us an opportunity to find your uncle's men," Myrddin says. "There are no gains without risk."

The final choice is, as always, up to you.

>"We'll attack across the river."
>"We'll try to circumvent the river."
>>
>>159824
>"We'll try to circumvent the river."
>>
>>159824
Time for stealth ops
>"We'll try to circumvent the river."
>>
>>159824
>>"We'll try to circumvent the river."
>>
>>159824
>>"We'll try to circumvent the river."
>>
>>159824
>"We'll try to circumvent the river."
>>
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>>159824
"We'll try to circumvent the river," you say. "That still follows our orders, right?"

"Technically, yes," Myrddin says. "Don't be surprised if the Archduchess demands an explanation later on though."

"It won't be a problem if we have something to show for your efforts," you say. "What are our options?"

"Archduke Viktor's forces have secured a bridge a few miles up the river," Olwen says. "It's defended, but not as much as their main encampment. If we can take it on top of everything else, that should earn us the Archduchess' favour."

It also means getting into another fight just before your reconnaissance mission, but you can see Olwen's point. Bridges can be major strategic advantages in wars.

"What else?"

"If we go farther up the river, we should be able to cross completely undetected," Myrddin says. "However, we'll have to walk a significant distance. If the slightest thing goes wrong, we could get surrounded."

>"Gather the men. We'll take a shot at that bridge."
>"Gather the men. We'll go farther up and sneak across the river."
>>
>>159921
>"Gather the men. We'll take a shot at that bridge."
>>
>>159921
>>"Gather the men. We'll take a shot at that bridge."
take it slow
>>
>>159921
>"Gather the men. We'll take a shot at that bridge."
>>
>>159921
>"Gather the men. We'll take a shot at that bridge."
>>
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>>159921
"Gather the men," you say. "We'll take a shot at that bridge."

"Maybe that'll get us a raise," Olwen says. "Aside from whatever we pick off the corpses, I mean."

"I'll be sure to keep a thorough account of everything," Myrddin says. "In any case, if you want to take the bridge, we'll need to leave within the hour. It is a longer route, and we'll need the spare time for the battle."

"Then let's get going," you say.

Olwen and Myrddin gather your five hundred men together. They've completely recovered from their first battle, and now is your chance to give them a bit of blood. Morale is high, but there's just nothing quite like the thrill of victory.

"Our orders are to perform reconnaissance in force against the enemy's main camp," you tell them. "Under normal circumstances, that would mean fighting across a river. I figured I'd spare your that, so we're going to assault a bridge on our way instead. It won't be easy, but you'll get a better pay out of it. Are you ready?"

"Yes, sir!"

There are no objections. You nod and raise up your company's banners.

"Let's move."

The men march as fast as they can so you can get to the main battle within a reasonable amount of time. You mostly go across roads, but every now and then, you need to cut through a forest for time and to avoid getting seen. As you get close to the bridge, you allow the men to rest while you examine the target.

The bridge's defenses aren't extraordinary, but they are decent. The guards are dug in in the middle of the bridge so they can't really be surrounded, and the river provides a natural defense.

You do have a few options though. The river isn't too deep, so you can have some men swim across while others attack the bridge directly and provide a distraction. That would allow you to surround the enemy. Alternatively, you could do the opposite and send a small group of soldiers in to assassinate as many guards as possible in order to create an opening for your main force. You also have the tools needed to simply blow up the enemy's defenses, but that might weaken the bridge, and it would make it more difficult for you to defend it yourself once you claim it.

>[Military/1d10] "The main force will attack the bridge while a smaller group of soldiers goes across the river to surround the enemy."
>[Military/1d10] "A small force will go in to attack the enemy and pave the way for the main force."
>[Military/1d12] "We'll destroy the enemy's fortifications."
>>
>>160039
>[Military/1d10] "A small force will go in to attack the enemy and pave the way for the main force."
>>
>>160039
>[Military/1d10] "The main force will attack the bridge while a smaller group of soldiers goes across the river to surround the enemy."
>>
>>160039
>[Military/1d10] "The main force will attack the bridge while a smaller group of soldiers goes across the river to surround the enemy."
>>
>>160039
>>[Military/1d10] "The main force will attack the bridge while a smaller group of soldiers goes across the river to surround the enemy."
>>
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>>160039
"We'll go with a two-pronged attack," you say. "The main force will take up a defensive formation and attack the bridge directly. Once the enemy is distracted, a smaller force will swim across the river for a flanking manoeuvre."

"That should work," Olwen says. "Who do you want to put in charge of the flanking formation?"

"Where's the Delyth?"

"In the back of the troops, as far away from any battle as she can possibly get," Myrddin says. "I don't think she's gotten over her previous failure."

"Now's her chance," you say. "Olwen, go with her in case something goes wrong."

"Yes, your highness."

You split your forces and march rows of pikemen in a defensive formation towards the bridge. They pound the ground with their boots and weapons as they move in order to draw the enemy's attention. Your musketeers will be in range in a matter of seconds.

>Roll 1d10, best of three.
>>
Rolled 7 (1d10)

>>160114
>>
Rolled 4 (1d10)

>>160114
>>
Rolled 8 (1d10)

>>160114
>>
Rolled 2 (1d10)

>>160114
>>
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>>160114
You have hundreds of men on your side. The bridge is guard by a few dozen. It's a respectable amount, and they could no doubt rely on more, but if they do summon reinforcement, the main encampment's defenses will suffer once the reconnaissance mission hits its stride. Either way, you win a significant tactical advantage here.

The enemy soldiers immediately take notice of you and start firing in your direction. Your defensive line holds together well, and your own return fire forces them to keep their heads low. You send a message back to Olwen and Delyth to let them know it's time for them to move.

The flanking force slips quietly through the sides. Still focused on you, the enemy doesn't notice them at all. You ramp up the fight to buy your Olwen and Delyth the time they'll need to get through.

After several minutes, a messenger rushes towards you.

"Sir, the flag is up on the other side," he says.

"Has the enemy noticed anything?"

"No, sir," the messenger says. "The flanking force is keeping low and quiet."
>[Sovereign/1d6] "I'll give them a chance to surrender."
>[Military/1d12] "Begin the attack in full."
>[Military/Autosuccess] "Keep a defensive formation until the enemy surrenders."
>>
>>160150
>[Sovereign/1d6] "I'll give them a chance to surrender."
>>
>>160150
>>[Sovereign/1d6] "I'll give them a chance to surrender."
>>
>>160150
>[Sovereign/1d6] "I'll give them a chance to surrender."
>>
>>160150
>[Sovereign/1d6] "I'll give them a chance to surrender.
>>
>>160150
>>[Military/1d12] "Begin the attack in full."
>>
>>160150
>[Sovereign/1d6] "I'll give them a chance to surrender."
fuck it, xp is more valuable than whether we succeed
>>
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>>160150
You raise up your hand to halt your soldiers' attack. The enemy takes a few more shots, but they quickly stop once they realize your side's gone quiet.

"You know how this works," you shout. "We have you flanked and outnumbered. If you're nobles, you can be kept comfortable until you're ransomed. If you're commoners, this isn't your fight in the first place. All you need to do is drop your weapons and let us in. The alternative would be very, very unpleasant for you."

You really hope this works. You'd rather not have to waste anymore time here.

>Roll 1d6, best of three.
>>
Rolled 3 (1d6)

>>160202
>>
Rolled 6 (1d6)

>>160202
>>
Rolled 2 (1d6)

>>160202
>>
>>160205
Thank fucking god
>>
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>>160202
"You know what? Screw this!"

Someone throws a musket over the bridge's fortifications. Another soldiers follows suit, then another. Soon, the bridge is covered with weapons of various kinds, and the soldiers come out of the fortifications with their hands up. You quickly order them to be searched and detained - but still relatively comfortable - for the moment.

"That's one bridge taken with minimal effort," Olwen says.

"I'm so glad that went well," Delyth says. "I was afraid it'd be like the last time."

"I remember telling you not to worry about that anymore."

"Yes, your highness."

"What do you want to do with the bridge?" Myrddin asks. "We'll need to leave some soldiers behind to hold it and escort the prisoners back to our own camp."

You can hold the bridge with a minimal force. A larger force would obviously be better, but then the following battle would be more difficult.

>"Leave as few men as necessary."
>"Organize a strong defense. I don't want to lose this place."
>>
>>160229
>"Organize a strong defense. I don't want to lose this place."
we can use it if we ever want to drag Aled's people here without the Archduchess' directly observing
>>
>>160229
>"Organize a strong defence. I don't want to lose this place."
>>
>>160229

>"Organize a strong defense. I don't want to lose this place."
>>
>>160229
>"Organize a strong defense. I don't want to lose this place."
>>
>>160229
>"Organize a strong defense. I don't want to lose this place."
>>
>>160205
Sweet
>>
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>>160229
"Organize a strong defense," you say. "I don't want to lose this place."

"It'll be nice to have a position to fall back to when things inevitably go wrong," Olwen says. "So long as we don't take too many risks, it shouldn't be a problem."

"Delyth, you're in charge here until we come back," you say. "Can you handle it?"

"Yes, sir."

She's got her footing back, but there's no reason to put any extra pressure on her. You allow the men enough time to search the fort and divvy up the loot. They can't bring it with them, but they'll get it once the mission is successful and you've all gone back. Hopefully.

"Let's go," Myrddin says. "We're slightly ahead of schedule, but that still doesn't give us much time."

You reorganize your now smaller force and resume your march towards the enemy encampment. Fortunately, you don't encounter any enemy forces on your way.

As you get closer to your destination, you can see smoke and hear cannon fire. The attack is just getting started.

The mercenaries trying to get across the river are having a hell of a time of it. Some of them try to cross by boat, but they're quickly shot down and sunk. The swimmers might fare a little better since the water does provide some measure of cover from bullets, but it won't be much. Besides, the enemies built a fence right on the edge of the beach. That doesn't leave a lot of room for the mercenaries to ready their weapons and defend themselves. They'll get shot as soon as they reach dry ground.

From your current position, you can attack the side of the enemy encampment. The fortifications aren't as extensive, so you should be able to do some damage and raw the enemy away. On the other hand, you could try to join up with the other mercenaries to support their assault directly. It would be more beneficial to them, but more dangerous to you.

>[Military/1d8] Support the other mercenaries.
>[Military/1d10] Attack the enemy's flank.
>>
>>160320
>[Military/1d8] Support the other mercenaries.
>>
>>160320
>>[Military/1d10] Attack the enemy's flank.
It's better for us
>>
>>160320
>[Military/1d10] Attack the enemy's flank.
>>
>>160320
>[Military/1d8] Support the other mercenaries.
>>
>>160320
>[Military/1d10] Attack the enemy's flank.
>>
>>160320
>>[Military/1d10] Attack the enemy's flank.
>>
>>160320
>[Military/1d10] Attack the enemy's flank.
>>
>>160320
>>[Military/1d10] Attack the enemy's flank.

Flanking is good. Let's flank.
>>
>>160320
>[Military/1d10] Attack the enemy's flank.
>>
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>>160320
"We're hitting the enemy's flank," you say. "Spread out, pikemen mixed with muskets. Keep the defense strong and don't do anything stupid. We'll have some good shots before they start to fight back, but they'll realize what's happening soon enough."

You still have enough soldiers with your to form an impressive battle line. They advance forward under your command and the musketeers fire at the enemy encampment to draw their attention. Meanwhile, the pikemen keep their shields and weapons up, ready for anything.

>Roll 1d10, best of three.
>>
Rolled 10 (1d10)

>>160372
>>160372
>>
Rolled 5 (1d10)

>>160372
Ez
>>
Rolled 10 (1d10)

>>160372
>>
Rolled 3 (1d10)

>>160372
rolling
>>160374
crit
>>
>>160376
nother crit.
>>
>>160372
hmm, our first doublecrit
>>
>>160374
blackguyscheering.gif
>>
>>160372
>the pikemen keep their shields
???
>>
Wonder what happens with the enemy
>>
>>160393
Obviously the phalanx never fell out of fashion in this world, that or he meant some sort of magical shields.
>>
>>160393
>Not wielding a tower shield and pike at the same time
wat r u, casul?
>>
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>>160372
Archduke Viktor has 15,000 soldiers with him, give or take a few hundred, but his fortifications can only accommodate so many. They quickly begin to fall under your assault, and although new soldiers climb up to replace the dead ones, the confusion does shift the situation anyway. Soldiers are moved from the riverside to reinforce the camp against your attack. The mercenaries still won't be able to accomplish much, but at least they'll be slightly less likely to get killed.

There is a light counterattack against your flanking manoeuvre, so you're forced to stay cautious. Overall though, you're quite satisfied with your army's performance thus far. You can more or less tell how the encampment's defenses, and the Archduchess should be able to arrange a full assault before the Archduke can make the necessary improvements.

You only need to keep this attack up a little longer and it will be a success by just about any measure, but there's still something that's nagging at you.

"Is there any news of Prince Siarl?" You ask Myrddin.

"None as far as I'm aware," Myrddin says. "He might not even be here. Want to check?"

>[Military/1d10/12XP] "Let's press the attack a little. I want to see what happens."
>[Military/Autosuccess/5XP] "No, this is enough. Let's retreat."
>>
>>160415
>>[Military/1d10/12XP] "Let's press the attack a little. I want to see what happens."
>>
>>160415
Wait, how long have I been without my trip? FFFFFFFFFFFFFFFFFF-
>>
>>160415
>[Military/1d10/12XP] "Let's press the attack a little. I want to see what happens."
>>
>>160415
>>[Military/1d10/12XP] "Let's press the attack a little. I want to see what happens."
>>
>>160415
>>>[Military/1d10/12XP] "Let's press the attack a little. I want to see what happens."
>>
>>160415
>>[Military/1d10/12XP] "Let's press the attack a little. I want to see what happens."
>>
>>160425
Starting from after the OP post.
>>
>>160393
They have enchanted bucklers that provide decent coverage. It's not much, but it's good for most bullets.
>>
>>160415
>[Military/Autosuccess/5XP] "No, this is enough. Let's retreat."
Do you think he could be somewhere else entirely?
>>
>>160415
>[Military/1d10/12XP] "Let's press the attack a little. I want to see what happens."
>>
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>>160415
"Let's press the attack a little," you say. "I want to see what happens."

"I'll pass the order," Olwen says.

The muskets go silent for a moment as their wielders prepare their bullets and weapons for an onslaught. The bullets soon resume, accompanied by a booming thunder that doesn't end. The soldiers march upon the encampment faster and faster, and the pikemen on the front lines hack at the palisades as soon as they're close enough.

>Roll 1d10, best of three.
>>
Rolled 1 (1d10)

>>160486
>>
Rolled 1 (1d10)

>>160486
>>
Rolled 5 (1d10)

>>160486
>>
Rolled 2 (1d10)

>>160486
>>
>>160493
Clutch save
>>
Rolled 6 (1d10)

>>160486
>>
>>160489
>>160492
Shit we would've been boned.
>>
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>>160489
>>160492
>>
>>160493
dang, 30 more seconds, and...
>>
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>>160486
The pikemen aren't lumberjacks, and they don't have axes, but the wooden defenses that surround the enemy encampment can only take so much damage. The enemy has to do something to push you off, but they can't, not while the musketeers are still firing.

You keep an eye up for anything unusual.

Then you see him. It's just for a brief moment, but it's definitely your cousin Siarl.

"Looks like we finally found what we were looking for," you say.

"If he's here, he's unlikely to leave any time soon," Myrddin says. "Maybe for negotiations or to oversee the occasional patrol, but since he's not commanding his own encampment, he must be here to act as a liaison."

"What do you want to do about him?" Olwen asks. "I think we can get him if we're lucky."

You can't capture him at the moment, but you might be able to kill him. Still, withdrawing now would give you more time to plan.

>[Military/1d8] "I'm going after him. Cover me if you can."
>[Military/1d12] "We're withdrawing for now. We can deal with him later."
>>
>>160528
>>>[Military/1d8] "I'm going after him. Cover me if you can."
>>
>>160528
>[Military/1d8] "I'm going after him. Cover me if you can."
>>
>>160528
Would capturing him blow our cover?
>>
>>160528
>[Military/1d12] "We're withdrawing for now. We can deal with him later."
>>
>>160528
>[Military/1d8] "I'm going after him. Cover me if you can."


LEEEEEEEERRRRROOOOOOOOOOOYYYYY
>>
>>160534
Maybe if we kill him, it'll be enough of a dent in Aled's plan to just pack up and go.
>>
>>160528
>>[Military/1d12] "We're withdrawing for now. We can deal with him later."
We should come back later and go for a capture.
>>
>>160534
It's more that you'd have to knock him out and drag his unconscious body back while people are trying to shoot and stab you, so it would get you killed.
>>
>>160528
>[Military/1d8] "I'm going after him. Cover me if you can."
>>160536
JEEEEEEEEENNNKIINNSS
>>
>>160528
>[Military/1d8] "I'm going after him. Cover me if you can."
>>
What is this universe's equivalent to Leroy Jenkins? And can we have Meirion yell it as he runs off?
>>
>>160528
>>[Military/1d12] "We're withdrawing for now. We can deal with him later."
>>
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>>160528
"I'm going after him," you say. "Cover me if you can."

"That is a terrible idea," Olwen says. "You know you'll be completely surrounded by 15,000 soldiers, right?"

"I'll deal with it," you say.

You get a running start and climb up the fence as fast as you can. Your fingers are bleeding by the time you roll over the top to avoid your own men's bullets, but you manage to make it. The soldiers around you are confused for just a moment, but that's enough for you to pull your sword out with a horrific screeching noise that sends them clutching at their ears. You scramble to your feet and run towards your cousin.

>Roll 1d8, best of three.
>>
Rolled 4 (1d8)

>>160587
>>
Rolled 2 (1d8)

>>160587
>>
Rolled 6 (1d8)

>>160587
>>160593
Noice
>>
Rolled 5 (1d8)

>>160587
>>
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>>160587
You run towards Prince Siarl, your movements covered by horrific noises and twisting illusions. No one is in a position to stop you, but you are forced to kill a few people just to clear the way. You let out a mighty warcry to get as much attention as possible.

Noticing that something is wrong, Prince Siarl frowns and draws his weapon. It's… well, it's best described as a giant fucking sword. It's the size of a normal man, and while it doesn't even have an edge, you know it possesses a powerful earth-based enchantment that can simply shatter a knight and his armour into pieces.

Prince Siarl points at you and yells. "Get him! Get him, you idiots."

The paltry opposition set against you accomplishes very little. You grab the nearest warm body and use it as a human shield for a bit before discarding it and replacing it with fresh one.

You're getting closer to Prince Siarl now, and you know you'll only get one shot at this.

>[Military/1d8] Bait him into attacking you. You can kill him with a counter.
>[Military/1d8] Use your sword's illusions to make the first attack. You can end this before he strikes.
>>
>>160639
>>[Military/1d8] Use your sword's illusions to make the first attack. You can end this before he strikes.
Gotta go fast
>>
>>160639
>>>[Military/1d8] Bait him into attacking you. You can kill him with a counter.
>>
>>160639
>[Military/1d8] Use your sword's illusions to make the first attack. You can end this before he strikes.
>>
>>160639
>>[Military/1d8] Use your sword's illusions to make the first attack. You can end this before he strikes.
>>
>>160639
>[Military/1d8] Use your sword's illusions to make the first attack. You can end this before he strikes.
>>
>>160639
>[Military/1d8] Use your sword's illusions to make the first attack. You can end this before he strikes.
>>
>>160639
>[Military/1d8] Use your sword's illusions to make the first attack. You can end this before he strikes.
I'm guessing earth moves are bad things to try to counter?
>>
Meirion is a kinslaying piece of shit
>>
>>160661
Why counter blunt force when you don't have to?
>>
>>160673
Hold on to that saltshaker lad, we haven't done anything yet.
>>
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>>160639
Although you're probably nimble enough to dodge Prince Siarl's gigantic weapon and kill him with a counter, you would much rather not take any risks. You quickly rotate your sword and the light swirls around you to hide your movements.

Siarl frowns and hesitates for a moment. His grip weakens and his sword's momentum wavers.

You step forward with your left foot and jump forward.

>Roll 1d8, best of three.
>>
Rolled 7 (1d8)

>>160727
>>
Rolled 7 (1d8)

>>160727
>>
Rolled 1 (1d8)

>>160727
>>
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>>160727
Prince Siarl's blade swings wide to your right. You step under his guard and thrust your rapier towards his throat.

"Wait. That sword." A look of recognition briefly flashes over his face, but it's too late. "You're -"

Your sword smoothly cuts into Prince Siarl's throat and through the back of his neck, slipping between the bone. You give it a light twist to make sure his spine is properly severed. His limp corpse slides away.

Before the surrounding enemy soldiers can react, you jump over the palisade. It's a rough landing, but you've had worse. You return to your soldiers as quickly as you can, and they form a defensive perimeter around you. You're soon joined by Myrddin and Olwen.

"Is it done?" Myrddin asks.

"It's done," you say. "What's the situation?"

"The other mercenaries are starting to pull back," Myrddin says. "It seems the mission is complete. We don't have any boats, so we'll have to walk back."

"Sound the retreat then," you order. "The others will just have to hope they're lucky. We can't support their retreat anyway."

Your soldiers slowly move backwards until they're out of the enemy's range. Their caution doesn't lessen as they return to the bridge you captured, but it looks like you've made a clean retreat this time.

"Are you going to be all right?" Olwen asks as the two of you walk together. "About Prince Siarl, I mean."

>"It's not my first time killing someone."
>"I did what I had to do."
>"It's better this way. Letting him live could have led to war with Rosea."
>>
>>160777
>>"I did what I had to do."
>>
>>160777
>"I did what I had to do."
>>
>>160777
>"I did what I had to do."
>>
>"It's better this way. Letting him live could have led to war with Rosea."
>>
>>160777
>>"It's better this way. Letting him live could have led to war with Rosea."
>>
>>160777
>>"I did what I had to do."
>>
>>160777
>"It's better this way. Letting him live could have led to war with Rosea."
>Aled has stuck to the shadows for too long.
>>
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>>160777
"I did what I had to do," you say. "Besides, it'd be bad if a Gwyrden prince became involved in Rosea's internal matters."

"You're -"

"It'd be bad if a Gwyrden prince got caught getting involved in Rosea's internal matters."

Olwen sighs. "Fine, if you say so," she says. "Just don't go overboard."

"On the plus side, our work here is mostly done," Myrddin says. "We can probably justify leaving if you want to."

"I'll think about it," you say. "I'd have to speak with the Archduchess first anyway. My cousin is no longer an issue, but that doesn't mean my uncle's men won't cause problems. He might decide to double down in order to recoup his losses."

Still, today is a very good day for the Victorious Prince. You survived a suicide mission with no losses, captured a bonus objective that your employer didn't even know about, and you struck a major blow against your uncle's powerbase. You just need to decide where you want to go from here.
>>
>>160878
How many times have the uncle and Meirion tried to assassinate each other so far?
>>
>>160878
And that is all for today's thread. The next one will be Sunday May 22nd at 7PM EDT.

Tonight went pretty well, so I can't really think of any closing remarks. Hopefully, it was fun.

Until next time, thanks for playing and goodnight.
>>
>>160900
So How badly did we hurt Uncle? How any other children does he have?
>>
>>160894
Not as many as you'd think. It was usually more subtle than that.

>>160906
A lot, but you just killed off the eldest, so he's going to have to restructure his affairs to a significant extent.
>>
>>160912
I didn't expect him to go down that easy desu. You said he was on our level. I expected a long drawn out fight.
>>
>>160939
me neither
>>
Hello OP, after seeing the last thread I read up in the archives. I like your quest very much, it has a light note to it but is still deep and the topic is to my liking.

>>160229
>"Yes, your highness."
We're incognito, so we shouldn't be addressed as "your highness" by the people who know us. Either use the fake name or Sir or something like that.

I prepared the statistics for the dice rolls so anons can see what risks they enter. I'll post it when I'm at home.
>>
>>161573
Here are the statistics.
Anons, as you can see, even though the hardest roll (d4) will naturally give the most XP, it has a much higher rate of failure. It's a good thing that critical failures don't lead to catastrophical consequences like they do in other quests, but it still has consequences for the following roll.
Ignoring the story aspects, from a pure powergaming perspective the d6 option might be a better option: From an average of 100 rolls, d4 will give 2080 XP and 42 failures (29 critical so the following rolls have higher chance of failure, too), d6 will only have 12 failures but still give 1575 XP.
>>
>>161632
>implying statistics matter when the dice gods decide our fate
>>
>>161637
True, but there might still be a difference between getting fucked and awaiting the fucking naked with your ass-cheeks spread.

>>159824
OP, please add the thread number in the subject in the future.



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