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Twitter: @BeleagueredQM
Pastebin: http://pastebin.com/FEc6v8FP

Previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=beleaguered+prince+quest

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 already at the battlefield to welcome the rising sun. Now, it's time for everyone else to wake up and get to their posts. The soldiers have had a good night's rest on your order, but that was with the understanding that they would be in top shape when the fight came. You won't be lax with them when they need to put some effort into it.

Fortunately, the professional mercenaries know better than to complain, and the militia has been trained enough to follow orders without question. Everyone takes their positions in the defenses - pikemen at the front, muskets in the middle and archers at the back - and wait for the enemy to arrive.

You stand at the back alongside the archers and Sir Connor so that you can oversee the battlefield.

"Our scouts have just sent back word," Sir Connor says. "There are two to three thousand people moving towards us. They look absolutely miserable."

"How many soldiers could have summon at full muster?"

"If he squeezed his vassals dry, he could manage fifteen thousand," Sir Connor says. "Given the numbers set against us, I don't think he would have brought more than ten thousand soldiers with him this time. Either his vassals rebuffed him, or he didn't bother waiting for them."

Still, you're outnumbered two or three to one. It's a good thing you crippled the enemy's morale, or else your army would have to suffer significant losses to emerge victorious and you'd hate to get so many Degfford men killed.

>[Military/Autosuccess] Wait for the enemy.
>[Military/1d12] Bolster your defense.
>[Military/d10] Send someone to harass the enemy.
>>
>>893818
>>[Military/d10] Send someone to harass the enemy.
>>
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>>893818
"Do we have any fresh scouts?"

"A few," Sir Connor says. "You want to send our guests an escort?"

"It would be a terrible shame if they were to get lost," you say. "Maybe they can follow a blood trail?"

Sir Connor chuckles and gives the order.

>Roll 1d10, best of three.
>>
>>893818

>[Military/d10] Send someone to harass the enemy.
>>
Rolled 7 (1d10)

>>893925
>>
Rolled 1 (1d10)

>>893925
>>
Rolled 4 (1d10)

>>893925
>>
Rolled 7 (1d10)

>>893925
>>
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>>893925
A few archers disappear into the woods. Effective at long range, silent, and difficult to spot. The enemy will figure out what's happening once enough corpses fall, but if there are a few thousand of them and they're spread out, it'll take a while for them to figure out what happened and take necessary precautions. Most importantly, it will cripple the enemy's morale.

If they have any left, that is.

So you wait for the scouts to do their job and order the soldiers to rest in rotations so they don't get too worked up. Maintaining a state of constant tension is extremely tiring and you don't want your people to slip up after all the plans you put in motion to make them as effective as possible.

The scouts return with no wounds and no arrows, and the report comes back up.

It's more of the same you've been hearing. The enemy is stretched too thin. Their formation is too loose to maintain a proper chain of command, especially now that a few of the officers are dead. Their morale is wretched and they look like corpses. A few of them are bandaged around their legs. Wolf bites, probably. They must be desperate if they're bringing wounded soldiers to a fight.

It's clear that the army is only being driven forward by Duke Ferrid's spite, but there's only so long that can last.

In the distance, you finally spot the wavering flag. The enemy is here at last, and it's time for you to welcome them.

>[Military/1d12] Ward them off with the archers so they can't approach.
>[Military/1d10] Hold off your attack until they're in musket range. You'll kill more.
>[Military/1d8] Wait until the melee has started and then use your muskets and bows to prevent their retreat.
>>
>>894019
>>[Military/1d8] Wait until the melee has started and then use your muskets and bows to prevent their retreat.
Let's finish this, shall we?
>>
>>894019
>[Military/1d10] Hold off your attack until they're in musket range. You'll kill more.
>>
>>894019
>[Military/1d10] Hold off your attack until they're in musket range. You'll kill more.
>>
>>894019
>>[Military/1d8] Wait until the melee has started and then use your muskets and bows to prevent their retreat.
>>
Well, the ties got started early this time.

>>894037
>>894104
1

>>894047
>>894081
2
>>
>>894019
>[Military/1d10] Hold off your attack until they're in musket range. You'll kill more.
>>
Rolled 2 (1d2)

>>894112
Or I could roll. That might help.
>>
>>894019
"Archers, hold for now!" You raise your hand to prevent any arrows from flying. You don't want to scare the enemy off and force them into a retreat before you've even crippled them. "Muskets, be ready. Pikes, hold the line!"

Your lines of musketmen, all professional soldiers, raise their weapon in anticipation of the enemy's attack.

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

>>894130
>>
Rolled 7 (1d10)

>>894130
>>
Rolled 2 (1d10)

>>894130
>>
So, we are going to give the crows their due today. Fun.
>>
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>>894130
The enemy soldiers get into something resembling a formation as they get closer. The line tightens up, they prop up their shields and they almost march in harmony. They even slow down a little to let the rear catch up.

It's exactly what you've been waiting for.

Ferrid's forces loose a few arrows while they march, but those arrows stop when the archers realize that their ammunitions are landing much closer to their own troop than your men. They might try later though, so you'll have to keep an eye out for that.

The enemy marches closer. They're within range of your muskets, but you hold off on the order. You let them get closer. Until the line starts to spread out. Until the entire enemy force is in range of your arrows. Until they're just a few steps away from your pikemen. Until they're so committed to this attack that they won't be able to turn back.

"Fire!"

'Loose' is the order to archers, while 'fire' is the order for muskets. There's no confusion in the ranks.

The first volley hits the enemy straight ahead, taking down their front lines and stalling their advance entirely; despite what some more boisterous generals might say, marching on top of allied corpses just doesn't work very well.

>[Military/1d10] Order a second volley while their shield wall is weakened.
>[Military/1d8] Loose the arrows before the enemy starts to fall back.
>>
>>894223
>>[Military/1d8] Loose the arrows before the enemy starts to fall back.
>>
>>894223
>[Military/1d8] Loose the arrows before the enemy starts to fall back.
>>
>>894223
>>[Military/1d8] Loose the arrows before the enemy starts to fall back.
>>
>>894223
>[Military/1d8] Loose the arrows before the enemy starts to fall back.
>>
>>894223
>[Military/1d8] Loose the arrows before the enemy starts to fall back.
>>
>>894223
They're not in a position where they can advance. The field is too narrow, and the shield wall is falling apart faster than it can reform. In this situation, the correct decision is to call a retreat. In fact, it's the only decision, since there's no way the soldiers are going to want to push through. Most of them are just farmers who spent six weeks learning how to stab people with a sharp stick. They're not cut out for this.

Unfortunately for them, examples must be made.

"Loose arrows!"

A volley of arrows soars through the sky towards the centre and back of the enemy's formation.

>Roll 1d8, best of three.
>>
Rolled 8 (1d8)

>>894311
>>
Rolled 7 (1d8)

>>894311
>>
Rolled 3 (1d8)

>>
>>894311
>>
>>894313
Nice!
>>
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>>894311
As you predicted, the pikemen at the front of the formation start to pull back, tripping all over each other.

Meanwhile, your arrows hit the soldiers behind, making such a retreat impossible. There's a broad blind spot between the front line and the target of your arrow volleys where the soldiers are mostly safe. The soldiers stuck there won't want to pull back in case they get hit by the arrows, which means the overall formation is bunching together. The soldiers at the back of the enemy formation are starting to back up in order to avoid the rain of arrows as well.

The enemy is almost completely paralyzed.

"They should have lost a few hundred people already," Sir Connor says. "They won't be able to last much longer."

"They're trapped," you say, "but I'm not looking to keep them as pets. We need a decisive strike."

"Personally, I'd rather keep at it with arrows and muskets," Connor says, "but I guess you could forego the defense and send the pikemen in to attack. If they lose their infantry, they won't be able to threaten us again. Their archers aren't nearly that good."

>[Military/1d10] "Better play it safe. Muskets and bows only."
>[Military/1d8] "The battlefield needs more blood. Assemble the pikemen."
>>
>>894391
>>[Military/1d8] "The battlefield needs more blood. Assemble the pikemen."
>>
>>894391
>>[Military/1d8] "The battlefield needs more blood. Assemble the pikemen."
>>
>>894391
>[Military/1d8] "The battlefield needs more blood. Assemble the pikemen."
>>
>>894391
>>[Military/1d10] "Better play it safe. Muskets and bows only."
Unless we trample them with horses, a decisive melee doesn't sound great.
>>
>>894391
How about shoot them with bows and muskets for a while, then when they start to rout we finish them with our fresh pikemen?
>>
>>894391
>>[Military/1d10] "Better play it safe. Muskets and bows only."
>>
>>894391
>[Military/1d8] "The battlefield needs more blood. Assemble the pikemen."
>>
>>894424
we just did that first bit
>>
>>894442
Yes, and I think we should continue as long as
>The enemy is almost completely paralyzed.
No need to endanger our pikemen unnecessarily.
>>
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>>894391
"Arrows won't be enough, and they'll get their shields back up soon enough," you say. "We need to take a more active approach. Assemble the pikemen. Send half in, then rotate them with the others so they can rest and the wounded can river."

"Yes, your… majesty? Highness? I'm afraid I'm not still not familiar with your protocol."

"You would be if you would keep your head out of the barmaid's skirts," you tell Sir Connor. "And it's 'highness.'"

"In that case, yes, your highness."

The pikemen leave their cover and carefully advance towards the enemy, who are now very motivated to get out of the way. Too bad for them, the archers are still doing their job.

>Roll 1d8, best of three.
>>
Rolled 6 (1d8)

>>894505
>>
Rolled 2 (1d8)

>>894505
>>
Rolled 3 (1d8)

>>894505
>>
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>>894505
Your pikemen move in to engage the enemy. There's a stiff struggle, but you emerge on the winning side. Your men, being more disciplined than the enemy and far less stressed, move under the cover of their shields and begin to attack. The Olstren soldiers manage to get a shield wall up in time to protect themselves from the first few stabs, but it quickly collapses around them and your men press their advantage.

Then it's the entire enemy line that collapses, starting at the sides. Soldiers throw away their shields and flee the battlefield as fast as they can. Now you know you've won. Everything else after this is just a formality.

But formalities must be observed.

Dozens of soldiers die to your pikes, and dozens more fall to your arrows. Your infantry can't go too far deep - you don't want them to get caught under the arrows themselves - but their work is proceeding at a nice pace.

The battlefield melts into chaos, and Ferrid's army becomes nothing more than a disorganized mob.

>[Military/1d12] Pull the infantry back. Arrows and muskets can finish this.
>[Military/1d8] Allow the enemy to retreat, but send archers and musketeers to hunt them down.
>>
>>894561
>[Military/1d8] Allow the enemy to retreat, but send archers and musketeers to hunt them down.
>>
>>894561
>>[Military/1d12] Pull the infantry back. Arrows and muskets can finish this.
>>
>>894561
>>[Military/1d8] Allow the enemy to retreat, but send archers and musketeers to hunt them down.
>>
>>894561
>>[Military/1d8] Allow the enemy to retreat, but send archers and musketeers to hunt them down.
>>
>>894561
>[Military/1d12] Pull the infantry back. Arrows and muskets can finish this.
Don't advance the ranged units
>>
>>894561
>[Military/1d8] Allow the enemy to retreat, but send archers and musketeers to hunt them down.
>>
>[Military/1d12] Pull the infantry back. Arrows and muskets can finish this.
>>
>>894561
"Pull the pikes back," you say. "And give me twelve men squads of scouts, muskets and archers."

"You want to send hunters to clean them up?" Sir Connor asks.

"Same basic principle as harassment," you say. "Get them while they're moving and prioritize officers. Keep track of deserters, but don't kill them unless there are no other targets. I want to know if bandits become a problem, but it's not an urgent concern."

"Right away, your highness."

The musketeers and the archers shouldn't be too tired, so that's one advantage for them. Meanwhile, the Olstren army as falling apart at the seams. Clumps of soldiers are retreating in every direction, and there's no discernable order to it. Unless the officers in charge are much better, this front was secured in a single battle. You just need to make sure it stays that way.

>Roll 1d8, best of three.
>>
Rolled 5 (1d8)

>>894690
>>
Rolled 1 (1d8)

>>894690
>>
Rolled 7 (1d8)

>>894690
>>
I'm a bit worried about our other fields of battle.
>>
>>894792
With this enemy army defeated, we'll be able to bolster our other armies.
>>
>>894792
Olwen/Papa can handle themselves.
Delyth is a wild card, but she wouldn't have been sent out if there wasn't a good chance.
>>
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>>894690
You let the army go and send your hunters in after them. In the meantime, you take stock of the situation.

Casualties on your side: none.

Casualties on the enemy side: upwards of five hundred.

About a fifth of the enemy is gone, and that's only casualties. Wounds will take a few hundred more, and the desertions will probably add up to over a thousand. Altogether, the enemy will have lost half its fighting force. They won't be able to remain here any longer; they'll have to pull back and meet up with their forces at the centre. You'll have to join up with the soldiers you left under Delyth's command to fight them, or perhaps set up a flanking manoeuvre of your own.

Wounds are bandaged, piked barricades are repaired and then there's more waiting until the hunting squads you sent out return. Once again, they've run out of arrows and bullets.

"What's the final tally?"

"Between deaths, wounded and deserters," Sir Connor says, "Duke Ferrid's forces on this side are down to between five and seven hundred. According to the scouts who returned latest, they've already begun packing up their camp. They won't remain here much longer."

>[Military/Autosuccess] "Be ready to move as well. We're joining Delyth as soon as we can."
>[Military/1d8] "Pack up here as well. We're following the enemy to catch them in a flanking manoeuvre."
>>
>>894823
>[Military/1d8] "Pack up here as well. We're following the enemy to catch them in a flanking manoeuvre."
>>
>>894823
>>[Military/1d8] "Pack up here as well. We're following the enemy to catch them in a flanking manoeuvre."
>>
>>894823
>>[Military/1d8] "Pack up here as well. We're following the enemy to catch them in a flanking manoeuvre."
>>
>>894823
>[Military/Autosuccess] "Be ready to move as well. We're joining Delyth as soon as we can."
We've got bigger fish to fry
>>
>>894823
>>[Military/Autosuccess] "Be ready to move as well. We're joining Delyth as soon as we can."
>>
>>894823
>>[Military/1d8] "Pack up here as well. We're following the enemy to catch them in a flanking manoeuvre."
>>
>>894823
>[Military/1d8] "Pack up here as well. We're following the enemy to catch them in a flanking manoeuvre."

They will likely regroup and come at us again if you don't follow up.
>>
>>894882
or we could hit the bigger groups and drop morale over there as well
>>
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>>894823
"Pack up here as well," you say. "We're following the enemy to catch them in a flanking manoeuvre."

"We won't be able to leave until this area is secure," Sir Connor reminds you.

"Obviously," you say, "but they'll have an extremely difficult time of it even if we're a full day behind them, and it'll put us in position to attack when they merge back with the rest of the army."

You'll start by the parts of the battlefield and camp that aren't too obvious, then move on to the rest when the retreating Olstren army is firmly out of the way. They won't suspect anything.

>Roll 1d8, best of three.
>>
Rolled 8 (1d8)

>>894927
>>
Rolled 3 (1d8)

>>894927
>>
Rolled 7 (1d8)

>>894927
>>
File: Meirion9.png (809 KB, 750x1060)
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>>894927
It'll take time to prepare everything and the men need time to rest. So do you, for that matter. You return to your temporary home in the camp, where Eleri is waiting for you, surrounded by sheets of paper.

"By the looks of this place," you say, "I'd almost think you were busier than I was."

"I got a glimpse of the battle earlier," she says. "I was… inspired."

"Glad to know some good came out of this mess." You hug her from behind and kiss her neck. "We'll be moving camp soon though. I thought I should let you know."

"Does that mean we should celebrate your victory?"

"I suppose it does."

Eleri giggles and stands up. She pushes you onto the bed and starts untying her clothes.

"I'm feeling generous today," she says, "so I don't mind if you want to do something different."

>[Dilettante/1d12] "Let's just do the same as always."
>[Dilettante/1d10] "Maybe something casual?"
>[Dilettante/1d8] "I could try being more forceful?"
>>
>>895013
>>[Dilettante/1d10] "Maybe something casual?"
>>
Rolled 4 (1d10)

>>895013
>[Dilettante/1d10] "Maybe something casual?"
>>
>>895013
>>[Dilettante/1d8] "I could try being more forceful?"
>>
>>895013
>[Dilettante/1d10] "Maybe something casual?"
>>
>>895013
>>[Dilettante/1d10] "Maybe something casual?"
Eleri is not the kind of girl to be forceful with.
>>
>>895013
>[Dilettante/1d8] "I could try being more forceful?"
>>
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>>895013
"Maybe something casual?"

"Like what? I lie down on back my back and you - waaiiit!"

You grab her and pull her onto the bed.

"It does seem to work for most people," you say. "Why not give it a try?"

>Roll 1d10, best of three.
>>
Rolled 2 (1d10)

>>895079
>>
Rolled 1 (1d10)

>>895079
>>
Rolled 4 (1d10)

>>895079
Nat 1
>>
Rolled 7 (1d10)

>>895079
>>
>>895125
Thank fuck for that. Imagine how fucked it would be for us to suddenly become impotent after every battle.
>>
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>>895079
You roll away from Eleri and she immediately crawls on top of you, panting for breath.

"That wasn't so bad," she says. "Maybe a little boring."

"Oh, I'm sure Delyth will be willing to make things more exciting," you say. "Besides, after a day like to day, it's fine to do something boring. It's more relaxing that way."

"I suppose it was nice to have you do all the work."

Eleri closes her eyes and falls asleep. You gently stroke her hair until your fatigue catches up to you. Now that the battle front is secure, you can rest until you reach the next one.
>>
Rolled 4, 4, 8, 1 = 17 (4d10)

>>895162
And time for the bonus xp rolls.
>>
Rolled 4 (1d6)

>>895170
And Military.
>>
Rolled 4 (1d8)

>>895186
Dilettante.
>>
Rolled 5 (1d12)

>>895197
And finally Enchantment.

So that's it for today. Beleaguered Prince Quest will return on Friday December 9th at 7PM EST. I'll also be running Relic Quest this Sunday at 7PM.

Thanks for playing and goodnight.
>>
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>>895205
cheers, boss
>>
>>895205
Thanks, QM.
>>
>>895205
Thanks for running!



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