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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.

Putting a mercenary army together is pretty simple, especially when you have subordinates capable of doing most of the work for you. It took only a few days for you to get the supplies you needed and recruit your soldiers, at which point you moved them to the Rosean border by road and ship. Vetting them wasn't too difficult; it seems Prince Aled already deployed his own people to execute whatever his plan is, so he doesn't have any left to infiltrate your army.

The mercenaries and soldiers don't know why they've been hired, nor do they know who you are; you, Olwen, and Myrddin wear masks most of the time. Myrddin spread some rumours that this is an affair between nobles, so your soldiers should twice before asking questions.

Of course, you can't accomplish anything from Gwyrddarfordir's side of the border. You need to get across somehow, but moving mercenaries across border isn't easy at the best of times, and it's going to be even more difficult if there is some sort of war brewing.

"I chose this place as a rallying point because Prince Aled's forces didn't come through here," Myrddin says. "That means the Rosean nobles on the other side of the border either oppose him, or have chosen to remain neutral. In either case, we can use that."

"I'm not so sure," you say. "If they want to maintain their neutrality, they might rebuff us."

"In which case you'll just have to find a way to talk things out," Myrddin says. "And if they are sympathetic towards whoever we're supposed to be fighting against, they'll make our lives easier."

"Either way, we need to make arrangements before we march the army across the border," Olwen says. "You'll have to go negotiate yourself."

The polite thing to do would be to go with only a few guards, meet the local noble, and convince them to let you cross. It might take a few hours longer, but it'll also make things easier on your supply lines.

The fastest approach, however, would be to convince the border guards to let you through without giving them time to contact their lord. If you don't mind coming off as an asshole, you can bring your army along to lean on them a little.

>"I'll negotiate with the lord. It'll make things easier for us in the long term longer."
>"I'll deal with the border guards directly. I don't want to get involved with local politics any more than I have to."
>"I'll deal with the guards. Bring the army along to put some pressure on them as well."
>>
>>97303
>"I'll negotiate with the lord. It'll make things easier for us in the long term longer."

Ignoring someone elses sovereign territory could blow up in our face after all.
>>
>>97303
>"I'll negotiate with the lord. It'll make things easier for us in the long term longer."

Just showing up in some other nation's territory unannounced and with a band of soldiers leaves too much open for... misunderstandings.
>>
>>97303
>>"I'll negotiate with the lord. It'll make things easier for us in the long term longer."
>>
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>>97303
"I'll negotiate with the lord," you say. "It'll make things easier for us in the long term."

"I would prefer to avoid any misunderstandings," Myrddin says. "Besides, this will also give us a chance to find out who we want to be fighting for."

"I'll prepare the horses and a few guards, just in case," Olwen says. "I'm hoping this won't turn violent, but I don't want to take any chances."

"That's fine," you say, "but make it quick. I don't want to waste any more time than we have to."

Olwen prepares the horses and you leave for the border accompanied by Myrddin and a small number of guards. There isn't a lot of traffic, but a few merchants give you odd looks - you're still wearing a mask. No one makes much of it though. You ride behind the merchants and wait for your turn at the border.

The border checkpoint is just a small fort that can't hold more than a hundred guards. Still, it's enough to police this road and keep order. Although you could probably take it with your army, it wouldn't be a simple manner.

When your turn finally comes, the guards stare at your dumbfounded for a bit until they snap out of it and remember their job.

"Can we… help you… sir?" One of the guards asks. Maybe it's his confusion, but his mastery of Gwyrden is not that good.

"I should certainly hope so," you answer in perfect Rosean. "I lead a mercenary and I heard there might be some opportunities for my men and I. I was hoping to speak with your lord to arrange for safe passage through his lands."

The guards look at each other and shrug.

"He's at the fort, so we can take you to him," a guard says. "Just leave your weapons and your guards outside."

You nod and disembark from your horse. You, Olwen, and Myrddin leave your weapons behind and the guards bring you to a small waiting room. You don't have to wait long before you're joined by the fort's commander. He looks only a few years older than you.

"I am Lord Boris Kedvev," the commander says. "My guards tell me you want to move a mercenary army through my lands. I would very much like to know why."

"We heard there might be some opportunities in Rosea," you say. "Gwyrddarfordir has been quiet lately, so we were hoping to make our fortune elsewhere for a while."

Kedvev mumbles something rather rude under his breath. "Now we have foreigners come to pick at our scabs," he says. "This entire situation is a disgrace."

>[Intrigue/1d8] "And what's your stake in this, if you don't mind me asking?"
>[Intrigue/1d10] "What is the situation anyway?"
>"It does sound like a mess."
>>
>>97605
>>[Intrigue/1d8] "And what's your stake in this, if you don't mind me asking?"
>>
>>97605
>>[Intrigue/1d8] "And what's your stake in this, if you don't mind me asking?"
>>
>>97605
>[Intrigue/1d10] "What is the situation anyway?"

We're just a merc, after all.
>>
>>97605
>[Intrigue/1d8] "And what's your stake in this, if you don't mind me asking?"

What are the various languages of the land, anyway? And what do they sound like? I don't think we ever asked this. I assume Gwyrden is some sort of Gaelic-like language and Rosean is similar to a Romance language?
>>
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>>97605
"And what's your stake in this, if you don't mind me asking?"

"I don't see how that's any of your business," Lord Kedvev says. "You foreign vultures wouldn't understand anyway."

"You don't go into the mercenary business without learning a thing or two about how royalty and nobility do things," you say. "Besides, I'm asking to move through your lands. I might as well see if I can do you a favour while I'm at it. What do you say?"

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

>>97808

MERC WITH A MOUTH
>>
>>97797
Gwyrden and Olstren are Gaelic, Svekkan is German and Rosea is Russian.

I ran out of ideas for names when I got to Rosea.
>>
>>97808
dice+1d8
>>
Rolled 1 (1d10)

>>97605
>"What is the situation anyway?"

>Newfags can't roll
>>
Rolled 6 (1d8)

>>97808
rollin

>>97829
wrong dice and wrong prompt.
>>
Rolled 3 (1d8)

>>97823
>>
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>>97808
Lord Kedvev sighs and runs a hand through his hair.

"I suppose I might as well tell you," he says. "It won't stay secret for long anyway." He reaches into a cupboard and pours himself a glass of clear alcohol. "Some years ago, the Tsar married one of his mistresses and legitimized their son. You see, the Tsar's oldest child is a son, but all his other legitimate children are daughters."

"And he wanted a spare just in case," you say. It's not an uncommon phenomenon. Hell, it's probably the reason why you were born.

"Something like that," Lord Kedvev says. "Archduke Victor Volkov. He was able to leverage his military prowess to rise in the Tsar's court even when he was just a commoner. Now that he's formally royalty, he isn't satisfied with his status. He's been trying to usurp Archduke Radomir's position as the Tsar's presumptive heir."

"And the Tsar isn't doing anything about it?" Myrddin asks.

"His options are limited," Lord Kedvev says. "After all, if Archduke Radomir wishes to inherit the throne, he'll have to stand on his own. Besides, Archduke Victor isn't declaring open war against his brother. No, he decided to attack the Archduchess Aleksandra's territories. He found some legitimate excuse, so no one can censure him."

"And how does that affect you?" You ask.

"I do owe the Archduchess a favour," Lord Kedvev says, "but I can't rally an army against someone of Archduke Victor's status for her sake. Even if I wanted to, I wouldn't have the numbers to make much of a difference. My men are needed elsewhere."

"You could repay that favour by allowing my men safe passage through your lands," you say. "If anyone asks, it's not like you have a reason to turn us away."

"I could," Lord Kedvev says, "but this and that are different things. I want to help the Archduchess, but I also need a reason to help you."

>[Sovereign/1d6] "We both know your territory will prosper if peace is restored."
>[Military/1d8] "Brigands thrive during times of war. My involvement will help ensure they don't plague your lands."
>[Merchant/1d10] "I've arranged my own supply lines. Having additional merchants going through your territory should generate some profits."
>>
>>97926
>[Military/1d8] "Brigands thrive during times of war. My involvement will help ensure they don't plague your lands."

Nobody likes brigands.
>>
>>97926
>>[Sovereign/1d6] "We both know your territory will prosper if peace is restored."
>[Military/1d8] "Brigands thrive during times of war. My involvement will help ensure they don't plague your lands."

Both
>>
>>97926
>[Military/1d8] "Brigands thrive during times of war. My involvement will help ensure they don't plague your lands."
>>
>>97926
>[Military/1d8] "Brigands thrive during times of war. My involvement will help ensure they don't plague your lands."
>>
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>>97926
People who know you also know what your skills are and what your word is worth, but unfortunately, Lord Kedvev doesn't know you, and for the moment, you'd prefer he didn't. If you want to get his attention, you'll have to give him something tangible.

"Bandits thrive in times of war," you say.

Olwen drops in to support you. "Deserters trying to get by, routed soldiers who don't know what to do, people from the losing side who need to kill for money…" She trails off. "It's only going to cause more problems for you men."

"My involvement can ensure that, at the very least, you don't have too many brigands to deal with."

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

>>98104
>>
Rolled 5 (1d8)

>>98104
Thanks for the help Olwen.
>>
Rolled 6 (1d8)

>>98104
>>
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>>98119
>>
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>>98104
"Very well," Lord Kedvev says. "I will allow you passage through my lands. I'll even write you a letter of introduction to the Archduchess. According to the latest news, she's only three days north. Her army won't be too difficult to find."

"Your assistance is much appreciated," you say.

"You can pay me back by not making things worse," Lord Kedvev says. "At least not for me."

Lord Kedvev gives you a letter of introduction so you can have an audience with the Archduchess, if you choose to do so. Afterwards, you send a messenger back to your army and ask them to join you across the border; Delyth should be able to herd them this far in your absence.

Your main force arrives an hour later. The merchants gawk, but the soldiers' march is irregular and their posture is relaxed, so the merchants don't worry for too long. Delyth rides ahead along with the bannermen to receive your orders.

"There haven't been any problems in your absence, sir," she says. "We're ready to proceed on your orders."

"What do you want to do?" Olwen asks. "Should we join Archduchess Aleksandria's force, or would you rather attack the enemy alone first? It would give us a chance to build a reputation."

"It's risky, but we should be able to pull it off," Myrddin says. "Archduke Viktor's army won't be difficult to find."

>"No unnecessary risks. We'll meet with the Archduchess before we do anything else."
>"Let's give Archduke Viktor a bloody nose. Maybe it'll draw out my uncle's forces."
>>
>>98233
>>"Let's give Archduke Viktor a bloody nose. Maybe it'll draw out my uncle's forces."
>>
>>98233
>"Let's give Archduke Viktor a bloody nose. Maybe it'll draw out my uncle's forces."

The key to success in war is the element of surprise. SURPRISE.
>>
>>98233
>"No unnecessary risks. We'll meet with the Archduchess before we do anything else."

We're here to foil Uncle's plans, not fight the Archduchess's wars for her.
>>
>>98260
Then why are you voting for the option that will most likely get us used as actual mercenaries in a foreign war?
>>
>>98233
>>"Let's give Archduke Viktor a bloody nose. Maybe it'll draw out my uncle's forces."
>>
>>98242
>>98251
>>98299
I second this, we'll prove ourselves usefull and let the men get a little steam out
>>
>>98233
>>"No unnecessary risks. We'll meet with the Archduchess before we do anything else."
>>
>>98233
>"Let's give Archduke Viktor a bloody nose. Maybe it'll draw out my uncle's forces."
>>
I'm sure we'll get Military to level 3 when this war is over
>>
>>98373
Victorious Prince!!!!!!!
>>
>>98373
>crit
>crit
>crit
>only got 36 exp because we ended the fight too fast
>>
>>98417
>>crit
>>crit
>>crit
More like
>critfail
>critfail
>critfail
Never understimate the dice gods
>>
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>>98233
"Let's give Archduke Viktor a bloody nose," you say. "It'll make us look good, and it might draw out my uncle's forces."

"If the Archduchess is close, her opponent won't be too far away," Olwen says. "Myrddin, you should be able to find him, right?"

"Of course," Myrddin says. "I'll just need a few scouting units."

"It might be better to keep the army together," Delyth says. "We'd be able to attack a soon as we find Archduke Viktor's forces."

Your army isn't large, but five hundred people is too much for a good scouting force. You'll be able to find your opponent eventually, but it'll be more difficult to move.

On the other hand, the element of surprise is a powerful advantage. So long as you don't get caught first, you'll be able to launch a devastating attack on the Archduke's forces.

>[Military/1d8] "We'll keep the army together.
>[Military/1d12] "We'll send out scouting parties."
>>
>>98454
>[Military/1d12] "We'll send out scouting parties."
>>
>>98454
>[Military/1d12] "We'll send out scouting parties."
Finding Aled's forces are what we want anyway.
>>
>>98454
>[Military/1d8] "We'll keep the army together.
>>
>[Military/1d12] "We'll send out scouting parties.

We want to hit and run, if we don't scout we might get caught in a long battle and we can't afford it
>>
>>98454
>>[Military/1d12] "We'll send out scouting parties."
Never go into battle without knowing the enemy
>>
>>98454
>[Military/1d12] "We'll send out scouting parties."
Something something know your enemy, something something know yourself, something something Art of War...
>>
>>98454
"We'll send out scouting parties," you say. "We're not in any particular rush, and I don't want to make any mistakes. Take as many men as you need, but whatever you do, don't get caught."

"Don't worry, your highness," Myrddin says. "Scouting is close enough to spying that I can handle it."

"I can help you map out the scouting paths," Delyth says. "I don't know the area very well, but we do have maps and geography is very good at imposing limits on where armies can and can't go."

"I'll be very happy with the help," Myrddin says.

You keep your army moving in the conflict's general direction for a few days while Myrddin and Delyth oversee the scouting efforts.

>Roll 1d12, best of three.
>>
Rolled 3 (1d12)

>>98682
>>
Rolled 9 (1d12)

>>98682
>>
Rolled 11 (1d12)

>>98682
Here goes...
>>
Rolled 7 (1d12)

>>98682
>>
>>98697
Nice,
>>
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>>98682
"What have you found?" You ask Myrddin and Delyth.

"Do you want the good news first, or the very good news?" Myrddin asks.

"Good news," you say.

"There's a small roaming contingent of five hundred or so troops raiding villages along the Archduchess' territory," Delyth says. "They're big enough to cause damage, but not large enough to force the Archduchess to deal with them. She'd certainly be grateful if we dealt with them?"

"Can we deal with them?" You ask. "The numbers are even."

"Our troops and our equipment should be better," Delyth says. "With your tactics, our losses should be minimal."

"And the very good news?"

"The contingent is led by Meuric auk Soryn," Myrddin says. "It seems we found Prince Aled's trail."

Meuric auk Soryn is the son of a minor noble. On his own, there's nothing noteworthy about him. However, he is a close ally and subordinate of your cousin Siarl. You didn't think your uncle would be willing to send one of his sons all the way to Rosea for this. He must have a lot riding on this civil war.

"Can we kill him?" You ask. "Can we afford not to kill him?"

"He won't see our faces unless we make a mistake," Myrddin says. "There's shouldn't be any risks towards us of we capture him and hand him over to the Archduchess. She can ransom him."

"We'll be fine, but what about Gwyrddarfordir?" You ask. "If word spreads that we're involved in this…"

"Archduke Viktor's reputation will fall a little," Myrddin says, "and you'll need to smooth things over with the rest of Rosea. It's hardly an unusual situation for you."

"It's a moot point for now," Olwen says. "We need to get to him before we decide what to do with him."

Where and how you attack Meuric's army will determine the flow of the battle. An ambush at night will give you a decisive advantage, but you'll have to wait to set it up, and the delays might allow him to attack more civilians. You can intercept him and force him into a traditional battle, but the risk to your men will be slightly greater unless you're very, very careful.

>[Military/Autosuccess/7XP] "We'll ambush him at night."
>[Military/Autosuccess/18XP] "We'll intercept the army as soon as possible."
>>
>>98879
We'll intercept the army as soon as possible
>>
>>98879
>[Military/Autosuccess/7XP] "We'll ambush him at night."

Sure, shit sucks but they're not OUR civilians.
>>
>>98879
>>[Military/Autosuccess/18XP] "We'll intercept the army as soon as possible."
VICTORIOUS

cloak and dagger waits for later, we don't know Aled's true purpose yet.
>>
>>98879
>[Military/Autosuccess/18XP] "We'll intercept the army as soon as possible."
>>
>>98879
>[Military/Autosuccess/18XP] "We'll intercept the army as soon as possible."
>>
>>98879
>[Military/Autosuccess/18XP] "We'll intercept the army as soon as possible."
>>
>>98934
>>98915
>>98912
>>98909
>>98897

I hope our personnal knowlege of war and the live of some Rosea's citizen are worth the lives of our soldiers
>>
>>98975
Autosuccess
>>
>>98975
in terms of pure numbers, less people will die.

In terms of experience, we need our personal army to get field experience. They're fresh and untested as a unit, and some might be fresh and untested period.

and the time we might give him could allow Aled to get all the use he wanted out of Meuric in the first place.
>>
>>98988
A victory can be costly

>>99001
I approve, but i hope this will not cut to much of our number, the night ambush would have given our troops some experience too
>>
>>98988
We''ll win either way, but we are guaranteed to lose more soldiers this way than we would through an ambush.

>>99001 only good point is
>the time we might give him could allow Aled to get all the use he wanted out of Meuric in the first place.

We don't actually know what our evil uncle is hoping to get out of this, if his objective is pillage some villages stopping that is our goal.
>>
>>99023
>if his objective is pillage some villages stopping that is our goal.
That's obviously not the case, or we would have seen the main army roving around by now.
>>
It might be worth it to try recruting some of the surviving villager after saving them. Revenge can be a good motivation and it'll give us some sacrifiable units

>>99043
he maybe don't want to be too flashy about it. And I have to admit that saving her citizen right away might get us some symathy from the Archduchess
>>
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>>98879
"I won't permit civilian casualties." At least not unless you have a good reason to cause them. "We'll intercept the army as soon as possible."

"I'll get the soldiers marching," Olwen says. "We'll need to decide a strategy by the time we get there though."

"You can leave that to me," you say. "We'll come back alive and loaded with whatever Meuric's men are carrying on me."

"I'm sure the soldiers will be glad to hear that, your highness."

You order your soldiers to arm themselves and march towards Meuric's army, keeping away from villages in order to prevent a panic. You wouldn't want a mob coming after you. Delyth and Myrddin work together to adjust your direction so you can block Meuric's army.

After several days, you come to a stop. According to your scouts' reports, Meuric will be coming your way in a matter of hours. That gives you plenty of time to decide your strategy.

You gather your lieutenants and examine the battlefield.

"They're marching, so they'll be alert," you say. "The terrain is wide open, so an ambush would be difficult."

"We can just use a defensive formation," Delyth says. "It'll be easy enough."

"A defensive formation would work if we just wanted to protect the civilians, but we want to kill the enemy," Olwen says. "We can mix muskets and pikemen to launch an offensive. Our range should be better than theirs, so by the time they reach us, most of their men should be dead."

"That's still not good enough," you say. "They might retreat. We need to flank them."

"It won't be easy to coordinate a flanking manoeuvre," Olwen says. "We'll need reliable runners, and separating our forces will leave us outnumbered."

"But if it works, Meuric's army will be decimated before they can get the first shot in," Delyth says. "It's aggressive, but it might work."

>[Military/1d12] "We'll use a defensive formation to start. It won't kill them, but it'll keep us safe."
>[Military/1d10] "We'll use a mixed pike and musket formation. Our range is the major advantage."
>[Military/1d8] "We'll use a mixed pike and musket formation along with a flanking manoeuvre. That's the most advantageous manoeuvre."
>>
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>>99206
>>[Military/1d8] "We'll use a mixed pike and musket formation along with a flanking manoeuvre. That's the most advantageous manoeuvre."
VICTORIOUS PRINCE
>>
>>99206>>[Military/1d8] "We'll use a mixed pike and musket formation along with a flanking manoeuvre. That's the most advantageous manoeuvre."

Victorious. Prince.
>>
>>99206
>[Military/1d10] "We'll use a mixed pike and musket formation. Our range is the major advantage."
Crushing morale might be more effective than just crushing them. This is might be only a fraction of Aled's full forces?
>>
>[Military/1d10] "We'll use a mixed pike and musket formation. Our range is the major advantage."

The army is not yet ready for complicate manoeuvres. If they retreat we'll still save the villager and scratching some enemy causuality
>>
>>99206
>[Military/1d8] "We'll use a mixed pike and musket formation along with a flanking manoeuvre. That's the most advantageous manoeuvre."


>>99254
I say VICTORIOUS PRINCE
>>
>>99206
Mixed pike along with flanking
>>
>>99264
You can say whatever you want dear. The outcome of the vote might aswell change but my opinion will not.
I the roll is bad we will lose a lots of men for little reward
>>
>>99294
Jesus christ, you are a negative nancy.
>>
>>99306
Someone has to be.
I value the lives of our men more than the thrill of victory, that's all
>>
>>99206
>[Military/1d8] "We'll use a mixed pike and musket formation along with a flanking manoeuvre. That's the most advantageous manoeuvre."
>>
>>99294
>I the roll is bad we will lose a lots for little reward
That applies to any roll though
>>99328
Soldiers are there to fight and die anyway
>>
>>99328
Lotta loyalty to some hired guns
>>
>>99328
A self-important namefag, haven't seen that one before...
>>
>>99294
If we roll badly ANY option fucks us. If we pass the 8 we deal a fuck ton more damage than the 10
>>
>>99362
You expect them to sacrifice their lives for you, lots of loyalty for some hired guns.

>>99370
Name is for another Qst, not really an habit

>>99375
Risk and reward, as always
>>
>>99389
we expect them to fight. They expect us to order them to fight. If they aren't going to fight, they'll leave to find a job that DOES involve fighting.
>>
>>99389
We pass on a 4, and we break them on a pass. We're ending it quickly and decisively which will save lives and pay dividends
>>
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>>99206
"We're grabbing all the advantages," you say. "I want two mixed pike and musket formations. One of them will wait by the road, while the other will move to a farther distance so they're not spotted. I'll command the main force. Delyth, I'll leave you in charge of the flanking army. Make sure to position your forces so that Meuric's army enters our range at about the same time."

"Yes, sir," Delyth says. "I won't fail you."

"For all our sakes, I hope not," you say. "The rest of you, arrange your soldiers. We'll lie down so it takes longer for the enemy to spot us. It's not much, but it'll do, and the musketeers will still be able to get the first shot in."

"Yes, sir."

Your forces arrange themselves so that the pikemen can use their shields to protect the musketeers. The shields are closer to bucklers since you wanted to strike a balance between mobility and defense, but the wind enchantments should provide sufficient protection from ranged attacks.

With your preparations done, you wait for Meuric's raiders to arrive.

>Roll 1d8, best of three.
>>
>>99410
They probably expect us to send good orders. The more survives, the better our reputation as clients, the more hired gun will come to us.
But i'm not trying to push anything, just answering. It's the third option's win anyway
>>
Rolled 2 (1d8)

>>99430
Welp...
>>
Rolled 2 (1d8)

>>99430
>>
Rolled 3 (1d8)

>>99430
>>
>>99439
>>99441
>>99443
oof...
>>
Rolled 8 (1d8)

>>99430
I got this
>>
>>99439
>>99441
>>99443
Welp...
>>
>>99447
Least it isn't a critfail
>>
>>99439
>>99441
>>99443
At least it isn't a critfail. The dice gods had to make us fail sometime.
>>
Well at least there wasn't a crit fail.
>>
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>>99448
>>
The probability of us failing that roll was fucking low
>>
I think we won't lose the battle. We'll just face some difficulty that will need us to roll again.
>>
I feel that no matter what i say i will sound like an asshole... yep i do.
Just, too bad guys.
>>
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>>99448
...sure did!
>>
>>99503
It can't be helped.
>>
>>99503
>no matter what i say i will sound like an asshole

This is true.

>Just, too bad guys.

And now you prove you just don't sound like an asshole, you ARE an asshole.
>>
>>99536
Hey, it's not against you... it's really too bad. I'm not putting that on you. Whatever the roll, this numbers would have meant trouble.
>>
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>>99430
You wait. And you wait. And you wait.

You finally hear a shot, but it's not from one of yours.

"The flanking army got their position wrong," you say. "Move, NOW!"

Your soldiers scramble to their feet and run towards the sound of the battle as fast as they can. Your pikemen are struggling to run while carrying their weapons, but thankfully, they don't have to go far.

As you suspected, the flanking army positioned itself too close to the road and got spotted. They're currently surrounded by Meuric's own musketeers. The losses aren't significant yet - the numerous wounded are behind the defensive pike formation, but at least they're at least just wounded for now - but they're not in a position to fight back.

"This is why you don't go cheap for armour," Olwen says. "Orders, sir?"

>[Military/1d8] "We're rushing Meuric's forces before they can cause serious damage."
>[Military/1d10] "Attack Meuric's forces at range to draw their attention."
>[Military/1d12] "We're joining the flanking force to reinforce them."
>>
>>99584
>[Military/1d8] "We're rushing Meuric's forces before they can cause serious damage."
>>
>>99584
>>[Military/1d8] "We're rushing Meuric's forces before they can cause serious damage."
>>
>>99584
>[Military/1d8] "We're rushing Meuric's forces before they can cause serious damage."

Fuck it, what are the odds we'll fail again?
>>
>[Military/1d8] "We're rushing Meuric's forces before they can cause serious damage.

Soldiers live before all, and it can be a good push on the morale
>>
>>99584
>>[Military/1d8] "We're rushing Meuric's forces before they can cause serious damage."
>>
>>99601
Around 3%.
>>
>>99584
>>[Military/1d8] "We're rushing Meuric's forces before they can cause serious damage."
The dice gods can't make us fail again. Yes I'm tempting fate
>>
>>99584
>[Military/1d8] "We're rushing Meuric's forces before they can cause serious damage."
may as well
>>
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>>99584
You draw your sword. "Muskets, fire two volleys! Pikes, we're charging!"

If the muskets fire any more than that, you'll be caught in the crossfire once you get into a melee. You'll be outnumbered, but it will take some time for Meuric to reorganize his forces to defend against your assault. In the meantime, you'll be able to do some damage, and Meuric's muskets won't be able to focus on your flanking force unless they're willing to throw away their lives.

You just hope nothing goes wrong.

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

>>99697
I can see it. We'll fail again.
>>
Rolled 8 (1d8)

>>99697
Let's go!
>>
Rolled 2 (1d8)

>>99697
May the blessing of the Dice Gods be upon us.
>>
Rolled 5 (1d8)

>>99697
rolling
>>99701
nope
>>
Rolled 6 (1d8)

>>99697
>>
>>99704
YES
E
S
>>
>>99704
Our savior !
>>
>>99738
>>99726
That's not a crit
>>
>>99748
That's a good score, it's enough.
It's not like anyone could do better
>>
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>>99704
>>
>>99748
I know it needs to be a 10 to be a crit, but whatever.
>>
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>>99697
You have 125 muskets under your direct command. The enemy is spread out in a tight encircling formation. This is not an advantageous position for them, especially since most of them have their back turned to you. The two volleys you ordered cause massive damage, especially when the flanking force manages a few shots of its own.

Meuric's forces quickly realize that they're a second enemy, and they do their best to get back into a defensive formation, but they're tripping over the corpses of their comrades. You easily spot the gaps in their defense and use them to force your way into their ranks.

Ineffective as it is, your flanking force is doing its job. It can't really fight, but Meuric can't ignore either. He has to prepare for an attack from any direction.

The battle soon dissolves into a chaotic melee. You can hear the enemy commanders shouting orders over the clash of weapons, so you could use your sword's enchantment to interfere with the chain of command, or you could try and find Meuric to force him into a duel. If you win, the enemy's sure to collapse.

You could also maintain the battle. It would drag things out longer, but so far, the advantage is yours.

>[Military/1d8] Disrupt the enemy's chain of command.
>[Military/1d8] Find Meuric and fight him.
>[Military/1d10] Focus on the battle.
>>
>>99813
>>[Military/1d8] Find Meuric and fight him.
D-d-d-duel
>>
>>99813
>>[Military/1d8] Disrupt the enemy's chain of command.
>[Military/1d8] Find Meuric and fight him.
>>
>>99813
>[Military/1d8] Find Meuric and fight him.
not necessarily duel, the illusions can be used to get past the guards.
>>
>[Military/1d8] Find Meuric and fight him.
It will probably disturb the chain of command anyway
>>
>>99813
>[Military/1d8] Find Meuric and fight him.
>>
>>99813
Find Meuric and fight him
>>
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>>99813
You need to check up on the flanking force as soon as possible. You can't let this fight drag on any longer than is absolutely necessary. You need to find Meuric and take him out one way or the other.

There's always a certain order to a battle. The commander gives the orders, while the lower officers execute them to the best of their ability depending on the circumstances. You focus on the orders that are being shouted and sift through the ones that are specific and the ones that are broader. That'll tell you where Meuric is.

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

>>99953
Here's hoping!
>>
Rolled 7 (1d8)

>>99953
>>
Rolled 2 (1d8)

>>99953
Come on and slam
>>
Rolled 3 (1d8)

>>99953
>>
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>>99953
"Pikes and swords at the front! Muskets, pull back!"

There's a generic retreat order if you ever heard one. It seems you found Meuric, and he's not too far away. You turn towards his voice and advance, stabbing, slashing, or otherwise wounding everyone unlucky enough to get in your way.

You push through the crowd of enemy soldiers and find Meuric accompanied by two guards. You slash one at the leg and, with a twist of your wrist, stab the other in the chest. You roughly pull your blade out and use the added momentum to cut into the first guard's neck. The two guards fall over, either dead or dying.

Meuric is visibly distraught by this development.

"Guards!" He yells. "Guards!"

That's a mistake; now everyone knows that the commander is pressed, and with your own soldiers still in the fight, there's no one less to rescue him.

"I think this battle's gone on long enough," you say in Rosean. "Don't you?"

Meuric snarls and draws a sword covered with a thin layer of frost.

"I won't be defeated by a Rosean dog!"

>[Military/1d8] Use your sword's enchantment to knock him out and take him alive.
>[Military/1d8] Kill Meuric.
>[Military/1d10] Focus on defending yourself.
>>
>>100033
>[Military/1d8] Use your sword's enchantment to knock him out and take him alive.
get more shekels
>>
>>100033
>>[Military/1d8] Kill Meuric.
War criminals deserve death. But mostly I don't want Uncle to be able to use him again.
>>
>>100033
>>[Military/1d8] Use your sword's enchantment to knock him out and take him alive.
This should level Up Military
>>
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>>100033
>>[Military/1d8] Use your sword's enchantment to knock him out and take him alive.
>>
>>100043
>>100057
Second that. And we could possibly get informations out of him !
>>
>>100073
>>100057
>>100043
And so we gained a recurring villain.
>>
>>100033
>[Military/1d8] Use your sword's enchantment to knock him out and take him alive.

Can we do it by hitting him in the face with our hilt?
>>
>>100117
We gotta pay those mercenaries
>>
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>>100033
Meuric is about as good as you, but you can't play it safe. You need to gamble and take him alive. He might know something, and Archduchess Aleksandria will certainly appreciate having him delivered alive, especially if you can get him to admit his name.

That's for later though. You still need to win this fight.

You bend your knees into a comfortable stance and hold up your sword.

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

>>100145
>>
Rolled 5 (1d8)

>>100145
>>
Rolled 3 (1d8)

>>100136
We already have.
>>100145
>>
>>100148
... no need for anyone to roll anymore ! Good job !
>>
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>>100145
You thrust your sword towards Meuric's face. He raises his sword up in a guard and you smirk. You press the edge of your blade against his as hard as you can. The scraping noise carries along the sword. No one can hear it, but you know it echoes in Meuric's ear.

Meuric falters for a brief instant. His arm loses its strength and his glaze over. He stumbles back and falls unconscious on the ground. The surrounding soldiers panic and try to rush towards him.

You stab the closest soldier in the throat as a warning to the others. They get the point and back away.

The enemy soldiers lose their morale and retreat in a formless mass. Unfortunately, your forces aren't in a position to track them down and wipe them out. No matter. A few hundred soldiers - maybe even a few dozen, now - won't make much of difference in the long run.

You grab Meuric's body and drag it back to your own forces.

"It looks like we won," Olwen says. She's covered with blood and grime. You probably don't look much better. "Are you okay?"

"I'll be fine." You drop Meuric's unconscious body at Olwen's feet. "Make sure he's bound and kept under watch. How's the flanking force?"

"It'll take some time before they're effective again, but it looks like there weren't any deaths among the soldiers," Olwen says. "Only…"

You sigh. "What is it?"

"Delyth was at the front, so she took a serious hit," Olwen says. "She'll probably make it, but she'll need treatment."

"That's what the alchemical supplies are for," you say. "Keep the wounded alive no matter what it takes. All able-bodied soldiers are to loot the dead. We're pulling back as soon as we can. I don't want to get caught by reinforcements."

"Yes, your highness."

This wasn't the overwhelming victory you'd hoped it was, but you came out of it alive. Next time, you won't make the slightest mistake.
>>
>>100227
We are unlucky when Delyth is around
>>
>>100227
And that is all for today's thread. Your army's going to be a bit banged up for a while, but one bad roll isn't enough to completely screw you over. You'd need at least two bad rolls for that.

Anyway, the next thread will be Friday, May 13th. That sounds kind of ominous, actually. I'll see you all then. In the meantime, thanks for playing and goodnight.
>>
>>100244
While it wasn't a flawless victory it still was a good one. See you on friday.
>>
>>100244
Oh, and I forgot to mention, you hit Military Level 3.
>>
>>100256
Noice. Prince is stronk now.
>>
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>>100244
>Friday, May 13th
Shit. I hope the Dice Gods will show us mercy.
>>
>>100256
WOOOOOO!

>>100244
how bad is it?
>>
>>100256
Thanks for the tread OP, see you soon



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