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File: You're a Knight.jpg (96 KB, 702x886)
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It's the year of our lord 1095 AD. And it's the start of the new year, and you are a knight swore to the local lord.

Breathing in the cold crisp air, you wonder to yourself what this new year will entail, you are a young enough lad knighted 2 years ago, making you 23 year old. You can still remember it as a fond memory as you look off in the distance.

"Arise, Sir Knight" The words echo throughout your mind. As you watch from the castle wall, the peasants working to and from in the cold weather that is winter. You don't envy them, as you been chosen by God, to be born at a higher status to become a knight, too bad you were the middle child and all your parent's wealth will go to your older more successful brother Arthur. He had been arms deep in guts and blood while you been having trouble finding a thief or bandit.

Walking down the stairs, you are dressed in a surcoat that has yellow and red checkered pattern, with chain under it, and padding under that, allowing you to stay warm and agile if you happen to come across.


Coming down the steps, you pass through the castle gates, and as you go mount up your horse for your daily patrol around the area, a frail peasant stands in your way.

"M'Lord you got to help the village. Our flock of sheep, they be taken one by one in the middle of the night. You got to help or we may not last through winter."

How do you response? (You can write in dialog)
>Help
>Don't Help
>Write-in
>Kill him

Where does this Knight come from? Different areas have different troops skills, and affect how you look. And will have a effect in the quest.
>England
>Italy
>France
>Holy Roman Empire
>Greece
>Write-In

If you have any questions, I can answer them, I'll give a heads up if I'm leaving or going to run in the future.
>>
>>1774440
>Help
>Holy Roman Empire
We're going to make Germany united
>>
>>1774440
>Peasant, I will solve the crime before you can learn to read.
>Holy Roman Empire
Deutschland über alles
>>
>>1774462
Supported.
>>
>>1774440
>Help
>Scotland
>>
>>1774462
>>1774486
Hail!

Fellow bretheren of the Empire.

Support
>>
>>1774462
Supporting
>>
File: tegaki.png (8 KB, 400x400)
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>>1774462
Only if the throne sits in Ulm.
>>
>>1774462
Let's do this
>>
File: Peasant.jpg (231 KB, 500x500)
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>>1774533
Nice to see you QM
>Help
>Holy Roman Empire

You deiced that helping this Peasant could make your daily job ten fold more exciting. And it's good to help your follow German in there time of need.

You look down on the peasant, "Of course I will help. It's my Christian duty to do so. Lead the way." you commanded the man.

"Of course M'lord, just this way down the road to the village."

***
On the travel, you see that the frozen weather is taking it's toll on the peasants. Sunken eyes stare at you from windows as your present is made known. They watch with uncertainly if you are here to take more wheat from them, or to help them.

While in the castle you never saw the peasants up close. If your lord treats the peasants this low, how long will he last before a peasant revolt raises up? These questions cloud your mind, as you trot to the scene of the crime.

"Here we are M'lord." The peasant said as he shows you the small flock of 7 sheep. They look better for wear than the farmers.

"When do the sheep go missing?"

"At night M'lord."

"Why don't you stay up and watch your flock?" You ask him.

"M'lord, I cannot. I must rest or my other duties don't get done.

What do you?
>Night Stakeout
>Look for clues
>Not your problem
>Write-in
>>
>>1774567
>Look for clues
>>
>>1774567
>Look for clues
>>
>>1774567
>Look for clues
>>
I'm making a pastebin. Give me 1d100s Average of 3

Skills will be posted in Pastebin, the higher the skill the better the rolls.
Ie. Best of 3, average of 3, lowest roll of 3.
>>
>>1774567
>help, of course to hell with these disgusting bandits!

>French hinterlands of Burgundy

>so you want me to help you but you won't help me? ThT doesn't seem fair does it?
>>
Rolled 75 (1d100)

>>1774586
The Rhine land.
>>
Rolled 71 (1d100)

>>1774586
>>
>Burgundy
>>
Rolled 92 (1d100)

>>1774605
This
>>
>burgundian
>>
File: Tracks.jpg (63 KB, 700x400)
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>>1774613
>>1774610
>>1774605
>80
https://pastebin.com/r51eKArT

"What will you be paying me for this?" You asked the peasant, you don't help people for free.

"M'lord, my village is poor, but we can give a good word to the Lord Arick, and prayers to the Good Lord in Heaven, for your kind deeds." He replied, with a smile, showing his yellow teeth.

Having another good deed, when you are in front in God himself, seems to be a good reward all by itself. But maybe you want something you can hold in your hands.

Dismounting, and with a crump as you step on the fresh snow. You walk over to the flock and look for clues, maybe some tracks can be find in the snow that can lead you to whoever been taking the flock one by one.

After a bit of looking you have find human tracks, that seem to be leading a sheep out into the woods.

"Find anything M'lord?" The peasant calls out as you look at the few hour old tracks.

>Go back to the Castle, report what we find
>Go mount up, and go after the tracks.
>Kill the peasant, he's in on it.
>Go follow the tracks but on foot.
>Write-In
>Not your problem
>>
>>1774681
>Go mount up
So guys, I have a idea. We should kill our lord and we become the new lord.

We have 10 gold maybe look for some land?
>>
>>1774691
This
How about we become a trader? Get the mad money and move around places
>>
File: campfire_stock.jpg (606 KB, 2400x2400)
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As you follow the tracks, you see off in the distance the tracks go into the woods. Continuing forth for some time, before you see smoke coming from a clearing. You dismount from your horse and close in for a closer look.

Walking to the smoke, you see a campfire set up and is roasting what looks to be lamb on the fire. Around the campfire you see three men, eating and seem happy and well-fed. From behind a tree you listen.

"...Should we move to the next village?"

"Nein, this village does nothing for it's people. We can pick it clean before moving on."

"What will you guys do with your lot of the coin?"

"Get me some farmland, and get a cow with it." They talked to themselves of the futures they would have while you waiting thinking of what should be done next.

Looking at them, they seemed to be armed with knives, your chain is strong, but they can overpower you if you scroll right in the middle of them.


You have with you, a Long sword, a Bow with 10 arrows, and a dagger. What should the next plan of action be?

>Shoot them with the bow
>Sword beats daggers
>Leave
>Talk with them
>Write-In
>>
>>1774731
>Snipe
>>
>>1774731
>Shoot them with bow
"Arrow to meet you"
>>
>>1774740
>>1774742
Roll 1d100 best of 3

That's it for me tonight will be back in the morning. If you want me to add anything let me know, magic or whatnot.
>>
Rolled 80 (1d100)

>>1774745
I want Centuar qts
>>
Rolled 21 (1d100)

>>1774748
This
We have to go into a fantasy land due to magic shit we have to deal with
>>
>>1774761
>21
I'm dissapointed anon.
>>
Rolled 14, 33 = 47 (2d100)

>>1774798
>>
>>1774745
Here is a map. I say Bradendburg since the Emperor lives their
>>
>>1774802
Woops, I have autism.
>>
Rolled 70 (1d100)

>>1774804
Okay, here's the actual roll
>>
>>1774802
That's lower than 21. Also OP said 1d100. Here is another map for your troubles.

If this OP stay alive, I want us to unite Germany as a whole. Maybe the crusade will give us the money we need to change the world
>>
Quest resuming in a hour
>>
File: Long-bow.jpg (66 KB, 810x455)
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"Time to give my bow some action" You whisper to yourself as you notch your first arrow.

It was a clean hit, as the arrow went on through the neck of one of the bandits. Before the rest of them can react to your presence another arrow is flying to the chest of the 2nd bandit, he's fell flat on his back as he cough up blood.

"Jesus Christ!" The last living bandit said, and takes off running into the woods.

You can try your luck and shoot him, or you can try your hand at melee. The other two aren't going anywhere anytime soon.

>Shoot Him
>Chase after him
>Leave him
>Write-In

What of the bodies? (After taking care of the other bandit)
>Loot the bodies
>Don't loot the bodies

I'm going to eat for a bit.
>>
>>1774806
>I want us to unite Germany as a whole
Good luck working against the desire of everybody but the Emperor, whose power relies on - you guessed it - everybody but the Emperor.
>>
Rolled 29 (1d100)

>>1775350
>Shoot him down
>Loot the bodies
>>
>>1775355
We have a 700 year head start. And my post didn't go through
>>
>>1775350
>Shoot him
>Loot the bodies
>>
Rolled 67 (1d100)

>>1774806
>>1775356
second
>>
>>1775356
Supporting
>>
Rolled 47 (1d100)

>>1775350
>>Chase after him
Since we are not bring back a sheep (uncooked?) we should bring this guy back to the villagers and let them take out some anger on him and then decide if we should kill him or not.

Maybe he can be conscripted into hard labor or as cannon fodder.
>>
File: Buddha-Arrow-of-Suffering.jpg (918 KB, 6000x4138)
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I was out shopping

Steadying your aim, you take a deep breath and hold it. He was picking up speed and distance from you but that don't stop you from taking the shot.

The arrow is loose, and it fly into the bandit leg, knocking him down for the count, as he's screams fill the woods.

Battle Won
>Killed 2 Bandits, 1 Wounded
Loot
>5 Gold Coins
>3 Daggers (Below Average quality)

Looting the bodies show a good payday of 5 gold coins, enough to buy half a cow. Must be the gains the Bandits got from selling the sheep. And three simple daggers, not as good as yours, but it's something to keep.

Walking to the down man, you see that he is bleeding from the arrow wound. He could be saved, as it was but a fresh wound.

"No, no, Don't kill me. I get kids!" The bandit pleaded from the ground, as you thought of what to do next.

What to do with the Bandit?
>Tie him up and bring him to the Peasants
>Tie him up and bring him to the Castle
>Kill him
>Leave him
>Write-In

What to do with the Loot?
>Keep money
>Give money to Peasants
>Write-In
>>
>>1775526
>Tie him up and bring to the Castle
>Keep Money
Let's inform the peasants of the bandits have been taken care of.
>>
>>1775526
>>Tie him up and bring him to the Castle
>Give money to Peasants
Keep 10% as a tithe to the church, drop it off at the next visit.
>>
>>1775526
>Keep money
>Kill him
>>
>>1775545
this
>>
Rolled 2 (1d2)

Here is the tie breaker, unless someone votes.

1 10% kept
2 Keep it all

Waiting 5 mins than writing
>>
File: Money.jpg (18 KB, 300x300)
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"It's the gallows for you, Bandit." You said and kicked him making him cough up blood.

***
After tying him up, you set him on your steed. Tied up like a hog being led to slaughter. The cold air freeze your bones, as you make it back to the Peasants. You are greeted with cheers, as you parade around the tie up bandit.

"M'lord, thank you so much. May the Heavenly Father, bless you for all your days." The peasant said, as he see the bandit.

"It was nothing, for a Knight like me. Worry not, for your flock is safe from anymore harm."

"Thank you."

***
Going back to the castle, you place the bandit under arrest into the dungeon. After a hard day of work, you rest in the tavern drinking some ale, and eating some lamb. The local guards and men at arms, hear your tale of killing down foes, and buy you a drink on the house.

After which you are set to meet with Lord Arick as he want to hear of what has happened in his lands. Going through the main hall you are greeted with a man with a long graying beard sitting in the throne, with two man at arms at his side. There is also a skinny lanky man, that whispers to the lord, before making himself unseen.

"Sir, ... I have heard of your works at dealing with the local bandits. I must say I'm impressed, you seem to have what it takes. That's why I want to send you to my distance cousin, he was lands overrun with bandits, farms that have failed, and peasants that kill men. It's your job to go East and clear up the mess my Cousin had made. And if you do good enough work, the Duke may reward you with a plot of land."

"M'lord, it will be my honor. But I must ask for some men to help me in this quest."

"Yes, yes. You can have your pick of 10 men, of either the man of arms or archers. No mounted men I afraid. My steward Hans will help you prepare for the travel."

*The lanky man, comes out of the shadows, and puts a hand of the Lord shoulder*

"It will be my pleasure, follow me and I will get you ready for your d-...quest."

Name
>Write-in

Horse Name
>Write-in
>>
>>1775620
>Horse Name
Clover
>>
>>1775620
>Name
William
>Horse Name
Whisper
>>
>>1775620
>Name
Christian

>Horse Name
Clover
>>
>>1775626
backing
>>
>>1775620
>Name
Willhelmus van Nassau

>Horse Name
Russel
>>
>>1775620
>Name
William

But make sure that horse name is Clover
>>
>>1774440
>Name
William
>Horse Name
Tug
>>
Rolled 65 (1d100)

>>1775620
William Van Nassau

Clover
>>
>>1775663
Take off the Van Nassau from my vote. Just William
>>
File: Map of World.jpg (116 KB, 728x593)
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William with his Horse Clover are going to Abodrites (Obotrites on map) He's mission to help the people there. From what learned from that land, it that it's outside the control of the Holy Roman Empire.

It's under the control of King Henry, who want the people to engage in agriculture, he is friendly to his Danish and Saxon neighbors and invite Foreign merchants to his lands.

Due to the land being recently under his control just 2 short years old, most of it's Pagan Slav population still need to be Germination and converted to Christianity. You learn that the people don't speak German but the Polabian language.

Is there anything you want to do before making the trip? It's a week travel to get there. William, will bring his weapons and armor, as well as all the money he saved up.

Before leaving William gives 10% of the money he took from the bandits, the priest blessed him and wish him a safe travel, he ask if you can bring a monk along on the trip so he may convert the people in Abodrites. Monk name is Martin. Food and water are provided.

What to do with the Monk
>Take the Monk
>Don't bring him

Before leaving.
>Buy something
>Nothing
>Write-In

What do you bring with you on the trip? Max 10.
# of Archers, # of Men of arms (Blunt, Spear, or other), # of squires, # of support men (Medic, other).
>>
>>1775721
>Don't bring him
>Nothing
>>
>>1775733
Make sure you say what type of men you bring with you. You get to choose 10 people with some combat experience to come with you. You can buy chickens or goats if you want. On trip or before hand.

https://pastebin.com/N7TagAGJ
>>
>>1775721
>Take the Monk
We got to spread the word of Christ

>10 Men
5 Archers (Bow men)
2 Spears guys
2 Mace guys
1 Sword guy Frank our right hand guy

>Buy something
Trade goods to make some money when we get to the place
>>
>>1775763
This works, if any anon want to add there own list of ideas they can. This is somewhat important so I'm going to wait to let you vote on what you want to bring.

Some info, you have 14.5 gold so you have enough money to buy chickens, goats, or even a cow. The place you're going is rumor to be in great need of food.

So keep that in mind, from what you learn the place your going is near the Baltic Sea so plan properly is what I'm saying. You can buy goods on the way. The village your in has more sheep than people so prices of goods change depending on the area.
>>
>>1775763
Supporting. Buy some goats, 8 females 2 males. And 5 hens.
>>
>>1775721
Can our name be Germanized to Wilhelm? Makes no sense for our name to be william
>>
>>1775831
I agree
>>
>>1775831
What about having our First name Wilhelm, middle name William?
>>
>>1775852
Makes no sense, Wilhelm is literally the german form of William. In some places in Germany, it's even spelt differently.
>>
>>1775854
Let's see if enough anons want to go with Wilhelm. I'm going to write the next update, so you can pick what to support what to bring with us to our travels.
>>
>>1775831
I support this
>>
>>1775831
support
>>
>>1775721
bring the priest; but we must protect him above all else
-lots of archers (4-6 sounds good)
-1-2 spearmen
-1-2 dudes with a flail (normal or heavy)
-1-2 dudes with a sword (two handed or with a shield)
-and one last support person; squire or "medic"
>>
>>1775821
i agree with the lots of goats and hens, but I don't know if we can afford that many, or if we can even travel with that many...
maybe some large fraction of those numbers might work...
>>
>>1775921
>Edit
change 1/2-1/3 of the archers to crossbowmen
>>1775763
this looks pretty good, maybe one more archer, and maybe one of the mace guys has a flail...
>>
File: Cart.jpg (122 KB, 640x452)
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Wilhelm brings the Monk along for the ride. He's name is Martin and you learn he had spend most of his life in the monastery. He is a happy man, happy to spread the faith of God to everyone he meets. He is average height, blonde hair amber eyes shaved in the tonsure hairstyle. He carries with him holy bible, a wooden cross, his brown robes, and a dagger to protect himself or cut his food.

Taking your pick of men you pick 5 archers, dressed in simple leather padding they will come with you on your journey. Two of them have crossbows, while the rest have bows. They are simple but honest men able to hunt in a pinch. The leader of the group is a man named Leo, he has Brown hair and blue eyes.

You also take your pick of 5 men of arms, armed with different weapons. 2 skilled with spears, 2 heavy hitters with flail and shield, and one man you gotten to know through your time spend in the Castle. Frank he is a 30 year old man, and he saw combat, as you can tell from his eyes. He is quick with sword, and has a good mind on him, knowing what to expect in travels.

Due to you being a Knight, you already have a squire to bring, he comes from a local healer family from the village, and know how to heal certain wounds better than the rest.

As a man of God, you make sure the Monk is kept safe from any local bandit that may try to harm him.

Before you set out, you buy a collection of goats and hens to bring with you. The Hens are able to fit in the cart you have been given, and your squire keep the goats in check as they follow you along your travels north.

Money spend:
10.5 Gold

Money reminding
4 Gold

Roll 1d100 3 rolls. To see how the trip goes.
>Straight to Abodrites (Fastest, dangerous)
>Mix of both (Medium speed, and danger)
>Go to the most common trails making detours avoiding bandit roads (Slowest, safest)

How fast you go is how much money you spend on the trip.
>>
Rolled 30 (1d100)

>>1775958
>Mix of both (Medium speed, and danger)
>>
Rolled 34 (1d100)

>>1775958
>>Mix of both (Medium speed, and danger)
>>
Rolled 97 (1d100)

>>1775958
Mixed
Nat 100
>>
>>1776012
"Bows down to anon."
>>
>>1775968
>>1775975
>>1776012
Success, due to your party size and the path you decided to take it will take you 1 week to reach the land of Abodrities. You have to go to a backward place called Rethwisch. It's not in any of the maps you can find, so you have to speak with the locals to get there.

Any stops on the way? You have 4 gold to spend.
>>
Rolled 79 (1d100)

>>1776045
Rolling for reasons
>>
>>1776045
We have glorious templary things to do why would we stop? (Granted if there is anyway to find a map with the location of towns and roads of the area we are going to we should get it.)
>>
>>1776050
I agree. What should we do when we get there?
>>
File: Village.jpg (241 KB, 1280x700)
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Wilhelm and his group of merry men, don't stop until they reach the small village of Rethwisch.

It's a small fishing village with a small lake nearly. It was access to the Baltic sea, where fishermen go out and fish at.

As you leave the HRE, you notice a change in the people and in the Language. The people here look Slav in nature, and the language they speak is Polabian. None, if not all don't speak German but they make way for you, none attack you on sight, and it seems like the rumors of them eating humans seem untrue. Making your way though you don't spot a church, the people here are pagans they seem to have a place of offering to there Slavic gods. That will not due as Martin already try to spread the word of Christ which seems to fall on deaf ears.

Your men stay close, Frank offers advice.

"Sir, Wilhelm. We should look for someone that speaks German, and find the lord we are to serve under." He said and resumed his position near the cart.

"Welcome! Welcome to Rethwisch. I am Olaf, I serve the late Lord here."

"What happened to the Lord?"

"He was gone missing, bandits raided the village, taking some pigs and have carried him away. We are without army, and as such we can't go after them. But now that your here. We can get the Lord back."

What do?
>>
>>1776231
Scout and find the Lord.
>>
>>1776231
What this guy said
>>
Roll 1d100 3 rolls please
>>
Rolled 56 (1d100)

>>1776375
>>
Rolled 15 (1d100)

>>1776375
Nat 100
>>
Rolled 45 (1d100)

>>1776375
>>
Wilhelm accept the call for help. But before they go looking for clues, to find the lord they ask Olaf for any leads.

Olaf points them in the direction of the bandit camp. They said since there is no guards or army here, they make there present known in the area. They are currently camped in the lake nearly, the villagers tell Olaf there are at least 10 men in the island. That the leader is a mountain of a men wearing bear pelts, while the rest wear leather padded armor.

They are mostly axe users but, a few of them could use a bow. The problem to get to the bandits is they group has to cross the lake into the island.

Olaf led the party to the lake, and off in the distance you see the Bandit camp set up. Too far to make a shot, but close enough to count at least 13 men.

The villagers and Olaf would be grateful if you are able to get rid of the bandits. And may reward you for your efforts. The quest you have been given was to help the local lord. But how you do it, will depend on your tactful mind.

Battlemap coming soon.
>>
File: Bandit Camp.jpg (523 KB, 1920x1080)
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>>1776474
Forget pic
>>
>>1776474
Wait for the to come to our side to raid again and ambush them, they don't even know we are here.
>>
File: Map of Town 2.jpg (116 KB, 995x965)
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Rolled 84 (1d100)

>>1776497
Here is my attempt at a map. Lake has three islands, red is enemies and grey is the village, the dark green is forest.

Frank "It's a deathtrap to go cross a lake, day or night."

>Attack at day
>Attack at Night
>Just wait until they come raiding again
>Do nothing
>Write-In

Rolling for reasons
>>
Rolled 57 (1d100)

>>1776518
>>Just wait until they come raiding again
They have to come back eventually for food or to make demands for him. We do not have the ability to just charge in and hope for the best
>>
>>1776518
Fortified base, that is isolated and with clear view of any incoming troops.
Do what >>1776497 said.
And >>1776535 said
>>
>>1776540
Any point in the map where you want to build a base?

Right now you and your men are allow to live in the 'Lord' manor if you can call it that. More of a big one story house, with a stables added in, with only 3 horses. Clover, and the 2 horses that pulled the wagon.
>>
>>1776518
>Just wait until they come raiding again
Location of settlements and castle? If there is one?
>Write-In
Ask the villagers where they tend to long and move though so we can set up the best ambush point. Tell the people to keep quite about our presence.
>>
File: Map of Town 2.png (299 KB, 995x965)
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>>1776561
Sorry, I was describing their location.
>>1776518
We should ambush them at the orange location.
The dark red and white should be troops disguised as travelers heading towards the area, with a few people that look like traders "broken" down there.
As the bandits accost the traders, the other 2 groups should close in, and when they are positioned near the ambush zone, a signal should be given to attack.
>>
Here is the current Pastebin, and some updated stats to help you for this plan of action. https://pastebin.com/N7TagAGJ

Small village of Rethwisch
Pop: 80 Villagers
1 Christian Olaf
79 Pagans
Horses: 3

Military:
12 Men (Christians)

Wilhelm Party (Average Morale)
1 Knight Trained
Wilhelm
5 Archers (Leo Squad Leader) Trained
2 Crossbows
3 Bowman
Leo
5 melee (Frank Squad Leader) Trained
2 Spearman
2 Flail
1 Sword Man
Frank
1 Squire Green
1 Monk Green
Martin
>>
>>1776595
The villagers are willing to help Wilhelm and his party, Some men are willing to fight, while the rest are willing to help prepare for the bandits.

That 84 roll was for the villagers help.
>>
>>1776576
>>1776574
>>1776535
Roll me 1d100 best of 3
>>
Rolled 90 (1d100)

>>1776622
I've got this
>>
Rolled 65 (1d100)

>>1776624
You do got it
>>1776622
>>
Rolled 41 (1d100)

>>1776622
>>1776624
Yes you do.
>>1776629
Too slow, dangit.
>>
>>1776624
>>1776629
>>1776634
Before I write, do you want the villagers to do anything to help you set up?
>>
>>1776637
And to add to that, what troops do you want to be in the Orange Location and what troops do you want to be in the white and Red location?

Where do you want Wilhelm to be?
>>
>>1776641
Wilhelm out front at the ambush site with a cloak covering the armor, the crossbowmen in the wagon ready to fire, the other melee people are approaching from the rear, towards the city, and the bowmen are approaching from the front.
>>
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Rolled 12, 63, 96 = 171 (3d100)

You tell your plan to your squad. They nod in agreement. You got set to work, as Olaf told you that they come every week to come pick on the villagers before leaving with another pig to fed there greedy mouths. That travelers are a rare sight as they are driven off by the bandits.

The villagers are hopeful of what can be done. They provide a wagon and cloaks for your units. The crossbow men hide behind the overturn wagon.

While you and Frank fake trying to repair a axis on the wagon. To the north up the road to the village the bowmen led by Leo wait in the trees for the signal. To the East the men of arms wait, dressed as travelers, coming to help the overturned wagon.

Once everything is in position, you wait for what seems to be hours until they are spotted advancing to your location walking right into the trap. They looked hungover after a long time of drinking. There leader the one that look in charge, walk up to you waving his Axe around speaking in a language the villagers speak.

"Ready M'lord?" Frank asked.

"Of course. Fire!" You yell, as you and Leo duck down, as the Crossbow man pop up from there positions, and let loose two bolts into the leader, putting him down.

The others behind him numbering 9 look on with stock before they draw there weapons ready for a fight. The men in the other positions start advancing, the archers start shooting and the men of arms come to back you up.

Roll 1d100 3 rolls. I'll roll for the enemies.
>>
>>1776641
If any know how to fight have them behind us to finish off People we down, otherwise the hang back pelt them with stone or range weapons and chase down people who break and run from the group.
>>
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Rolled 89 (1d100)

>>1776710
I wonder if I got it again. Maybe.
>>
Rolled 75 (1d100)

>>1776710
>>
>>1776714
Give me another d100 due to the Villagers having a role in the fight. So 4 1d100 in total
>>
Rolled 22 (1d100)

>>1776710
>>1776727
>>
Rolled 96 (1d100)

>>1776727
>>
Rolled 31 (1d100)

>>1776727
>>
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It's a massacre is what can be said for the battle today.

After the Leader fell, Wilhelm and Frank showed there true form. A quick swing of the sword and the bandit near you head is in two. Frank stab a man in the neck as he closed in at the bandit. The two crossbow man reloaded and one missed, but the other hit in the the chest knocking them out of the fight. 4 men killed in a matter of seconds.

The archers set up from the north, started raining down death from above, as the bandit started to break. 2 more are filled with arrows, before they even get there weapon out. The men at arms charge from there position, ready to charge down the fleeing foe. But the Villagers with revenge in there eyes pelted the fleeing bandits with arrows, javelins and stones they can find. By the time Olaf was able to call them off, most bandits were beaten to death 10 times over.

>Battle Won
10 Bandits Killed
0 Injured
Troops gain EXP.
Loot is gotten from the bandits.

"Thank you, Sir Wilhelm, you will be in my prayers." Olaf said as he direct the villagers back to work.

"What should we do now sir?" Your squire asks?

>Cont
>>
>>1776818
Take the axes, sell all but the leaders cause viking engravings are cool, then sell the pelts and loot the bodies.
>>
>>1776825
Also give the best armor to the priest to keep him safe.
>>
>>1776818
Loot everything, leave them stripped naked and give what we don't need or want to the villagers like clothes.

Get on a boat, and ship all our guys to their island base, and raid it for anything of worth.
>>
>>1776818
Did the villagers gain any exp or level ups?
>>
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Aftermath of the battle.

There is 3 bandits that remind, in the island in the lake. But for now they are defeated, your units have above average morale after winning against the Pagans. The villagers are happy you are here. Olaf tells that it's unlikely the Lord will come back, as he been gone since last month. He's been waiting for you to defeat the bandits to tell you. Now the honor of ruling over the village falls to you Wilhelm the Knight.

Current Date: January 10, 1095 AD
>Got Small village of Rethwisch
>Now Lord of the village

What will the first order of business? Martin wants a Church to be built to convent the masses, Frank want to get rid of the last of the bandits and have a barracks for the troops, (3 left). Leo want to make some outpost around the village to keep it safe using his archers to man them. You have some ideas in mind to spend the rest of the month doing. Your squire want his own horse,
The Village elder tells the village is in need of grain to be planted in Spring, some food would be useful, and that some of the villagers want to join the militia.
Olaf tells Wilhelm, as the new lord he was to keep everything in order. And give you a detail list of the current food, morale, and religion of the town. He want for the village to grow quickly, so it's put on the map allowing it to grow in size.

Morale: Above Average
Military: Enough Trained (12 units)
Food: Below Average (Need more food to last through winter without starving)
Trade: Nonexistence
Religion: 13/93 Christians
Renown: 1 Lord/Hero of the Village
Crops: None (Winter time)

Actions allowed, (Villager, Military, Hero, Religion)
>A. Build
>B. Get food
>C. Patrol
>D. Convert
>E. Teach
>F. Write (letters, books)
>G. Pray
>I. Trade
>Write-In

That's all for me tonight if you have questions or anything. I'm staying a bit to answer them. Come up with a list of what you want the people to do, and when I come back the most voted on thing will happen.

Example: Wilhelm learn language, Monk teach to kids German language and Christ, Villagers build outposts/church, Military take care of bandit/patrol. If it make sense and you explain it so anons understand it can be done. If the hero want to go to make the king, he can do so, as long as it make sense and get votes. He can even spend his time drawing Jesus guiding his sword in battle, the sky is the limit.
>>
>>1776840
>Write-In
So I'm not sure if we can do more than one action so I figure what we do is raid the bandit camp and take whatever supplies and hopefully it will last us through winter, then get grain.

We life with the villagers for now in their homes while teaching the willing to do basic drills and formations. See if we can get the villagers to help build the outpost around their village since we will be staying with them till winter is over.
>>
>>1776840
Will you use google docs or pastebin to help keep track of our cash, exp, people, and resources?

What kind of people are in this village?

How many of them speak our language?

Olaf seems to speak our tongue well enough, is he germanic?

Is there a Castle or estate where the late lord stayed at?

What are the nearby settlements?

How big is this land we now own, and how many people or assets are in/on it?
>>
>>1776844
Alright if you need help coming up with a turn
I said 4 actions is allow, but if it's something simple it's a free action
What you want the Military to do
What you want the Villagers to do
What you want Wilhelm to do
What you want the Monk to do

What you want to do during the month is 1 military action of clearing the bandits. The Hero teaching is a 1 hero action, and the villagers building is 1 villager action. You have a free action with the monk, if he's left alone he will just learn Polabian language to preach about Christ


>>1776853
1. I'm Using Pastebin, right now I'm adding the village stuff.
2. 80 in the villagers, not counting Wilhelm and his 12 men team
3. 2 Olaf is Germanic he helped the past lord before he was kill, he slowly teaching the Village Elder, so they can talk to the villagers on what they need/want
4. Yes, he was from Denmark, before making his way to Hesse then making his way somehow to Rethwisch. So he knows Dane, German, and Polabian.
5. A Large home big enough for 2 families has a stables added in.
6. Yes, the nearly villages are a day travel away. You have to learn if there are major cities nearly from Olaf or locals.
7. 80 villagers, +12 units we brought with us. Very poor fishing village. Pastebin will be updated.

https://pastebin.com/SkScDuWD
Wilhelm Skills/stuff^
https://pastebin.com/N7TagAGJ
Town^

Not done yet back in a few mins you'll see changes
>>
>>1776840
Forget the most important thing

Current holdings: Very poor village (Rethwisch)
Set monthly tax (Due to being a village, tax is paid in goods)
>No Taxes :^)
>Low
>Medium :^/
>High
>Very High
>All of it :^(
>Write-In can be somewhere in the middle of one of choices.

Keep in mind, lower taxes, increase growth but that doesn't increase you money.
(Lord been gone for a month, so no taxes were paid, although they were raided by bandits over the past month)
>>
>>1776870
>Low
we take half and redistribute the rest to the village for now.
Do we have to send anything back to our lord?
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>>1776860
Have the monk teach the pagans how to speak properly.
>>
>>1776877
>Do we have to send anything back to our lord?
You're the lord now, Olaf tells that the current Duke doesn't care who running the village, just that the yearly tax pay in the fall is received.

>>1776878
Anything else you want to see in the pastebin?

Right now you have 12 axes, and 9 padded armor to make use of. Bandits had 2 gold on them.
>>
>>1776885
>>1776826
You said trade is non existent so cant sell the axes, so maybe arm villagers to guard the lords hall while on the mission?
(while still keeping the one)


I feel like we should develop this town, as a starting point for our new united germany, of course we shouldn't abandon the HRE just yet.
>>
>>1776888
Ayyo trips, although this is a slow board so not that impressive, anyways I forgot to say before we go we should build a church!
>>
>>1776888
You can use a action either a Villager one, or a Hero one to start trade. It's non existent since the other villages know there is bandits roaming the land. They need to know it's all clear before coming to trade. (Helpful tip from me, should bring Olaf along to speak with others)

12 axes were looted from the bandits, 10 of them are normal, while 2 from the leader have engravings like the Vikings had.

Linked the map here >>1775721 You are outside the HRE, in the country of Obotrities, but the current King Henry is friendly to his neighbors. He is now your liege, as this is his land.

Meta Obotrites join HRE later on. Meta

>>1776893
Most people in /qst/ are Americans, it's faster in the morning.
>>
One of the villager sees you have 5 hens, he want to gift you a cock do you accept?
>>
>>1776900
Please let him mean rooster.
Accept.
>>1776896
Take Olaf and look through the previous lords affects, looking for documents and letters firstly.
>>
>>1776840
>Villager Action
Have them build Outposts so our archers can man them. And have they start building a barrack if our roll is high enough.
>Military Action
Clear out the rest of the bandits from the island and set up a patrol around the village. Loot the Bandit camp as well.
Set up a Village Milita, arm 9 of the 19 with axes and the leather armor. Leaving 5 with only daggers and 10 without armor. 5 being archers.
>Hero Action
Have Wilhelm and Olaf look through the past Lord letters, writing. Then have him go to the Villages around with Olaf telling the bandits are defeated and we're the new lord of the village so come trade with us.
>Religious Action
Have Martin teach the Villagers German and Christianity

>>1776870
Low taxes. Take half and give rest to villagers, they are going to need the food more than us.

>>1776900
Accept
>>
>>1776885
A quick simple description of named characters.

Hmm, We aren't leaving the livestock unguarded and in the cold are we?

>>1776900
Yes we want that cock badly. I swear its for the hens!
>>
>>1776860
-this is only a rough outline, not a contributing suggestion, so probably don't use this...
List of basic goals:
-remove the last of the bandits (via force or peace)
-get food for the peasants and the group
-make this village more safe (i.e train the peasants, arm the peasants, set up watch towers, ect. )
-spread religion
------------------
-Taxes should be low or none; we want to keep morale high and remain the local hero
-remember to keep a bit of the loot for donating to the church
>>
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>>1776913
Since you ask nicely. All named Characters are Christian,

Lord Arick
40s Lord, your past lord, before you went off in your travels, He try his best, but is stupid. Has his steward Hans do much of the rulering

Hans
Lanky man, steward to your past lord. He's a weird guy, he got a very pointy bread.

Leo
Leader of the archers Early 30s, Knows how to shoot apples out of trees, the Robin in your group of misfit army. Few inchs taller than rest, strong arms. Light brown hair green eyes. Knows how to shoot good

Frank
Leader of the Man of Arms Late 30s had seem lot of combat, your guy to talk tactics with, gives it to you straight. Brown Hair, blue eyes.

Martin
Happy Man, Blonde hair amber eyes, tonsure hair style, carries bible and cross with brown robes. Armed with dagger. Want to spread the word of Christ to everyone, lives day and night for God in Heaven. Want a church build.

Olaf
Steward/Translator of past lord late 30s works for you. A Dane blonde hair blue eyes. Average height and weight,

Wilhelm
You, middle children, a knight of 23 years old. Ready to make a impact in the world. Personally killed 3 people 2 Sheep bandits, and a Pagan Bandit, Bit taller than the rest, young and ready for adventure.

Clover
Wilhelm's Horse, Mare, 5 years old. Wilhelm's 18 year present. Strawberry Roan. (Fertile)

Will be added in the pastebin. When I wake up

>>1776916
Only 3 bandits that you know of, Leader is kill. Outline helps anons, and keeping loot for church gives Good boy points with God.
>>
>>1776927
Frank is...Frankish, right?
>>
>>1776988
What gives you that idea? Any other questions you need answering?
Yes, It's his secret
>>
Rolled 69 (1d100)

>>1776912
Supporting
>>
>>1776916
how about we arm the peasants AFTER we make them christians, pagans are more likely to turn around and murder us
>>
>>1777041
What a lewd roll.
>>
>>1777108
>>1777112
So how will you anons plan to make this small village into the staging ground into uniting Germany as a whole.

The crusade seems like something we will have to deal with if we want to raise in fame and wealth quickly.

For now we have to increase the amount of Germans in the village.

More Germans more Christians less pagans. More wealth more trade more pop. More area of influence

How about we write letters or get Germans to settle in thw village.
>>
>>1777120
We could easily call that village in our lords fief to come and work for us. He can even bring his family and friends it will be germans that like us and they can easily spread our fame in our village so they see that their new lord is a decent warrior/ruler.

Then we start to trade with some other christians and german fiefs and get in their good grace. Maybe we can send some trades in the pagans and use then as spies?.
>>
>>1777123
that villager*
>>
>>1777123
Yes. Now we just have to somehow fit that all together into a action. The problem I see is the trip to the Lord is 1 week away. So it will take 2 weeks to just get 5-6 Germans. And peasants were bound to the land so It's hard to do that.

I think this anon >>1776912 has the best plan so far. To get trade going have everyone do something. Clear out the bandits and keep them away. Get conversation going the whole bloom also having us learn the lay of the land around us
>>
Rolled 32 (1d100)

>>1776912
This
>>
It's me the QM just phone posting. Give me 3 1d100. So we can get this turn underway.
>>
Rolled 20, 70, 87 = 177 (3d100)

>>1777829
>>
Rolled 50 (1d100)

>>1777829
>>
Rolled 96 (1d100)

>>1777829
>>
Rolled 74 (1d100)

>>1777829
>>
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>>1776912
>Religious Action
>Have Martin teach the Villagers German and Christianity

Martin is thrill with Zealot glee, as he got a large flock of pagans to convert. He sets up a Schedule of daily things to do with the villagers, a skill that he had learned to do and follow for many years of his life. Martin currently reside in the gathering hall building, until a church is build, his schedule has him wake up early in the morning, eat with the villagers then he gets to work. He holds mass, he than teaches the people the German tongue, he then goes back into a evening mass. He is a true Zealot to the core, already baptised 6 pagans, and is slowly teaching 10 of the pagans German.
1/12 months into teaching 10 Villagers German. More teachers more people taught.
You got
>6 More Christians
>10 Learning German 1/12 way done
Martin will passively convert people and keep teaching the 10 to speak and understand German. He ask for a church to be built.
>>
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>Villager Action
>Have them build Outposts so our archers can man them. And have they start building a barrack if our roll is high enough.

The villagers happy with the arrival of foreign help, and Wilhelm saving them from the bandits set off to work. They fell log after log, and quickly build the outposts even in the freezing cold, as they know they are safe now with your watchful eye. After getting 5 Outposts done around the village, they got halfway done with the barracks, it can fit you current units, but once it’s done it can fit 20 good men.

You build
>5 Outposts they sound the alarm and keep watch of the village
>Half a Barracks where your men can rest for the night
>>
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>Military Action
>Clear out the rest of the bandits from the island and set up a patrol around the village. Loot the Bandit camp as well.
>Set up a Village Militia, arm 9 of the 19 with axes and the leather armor. Leaving 5 with only daggers and 10 without armor. 5 being archers.

With the troops ready, after a short rest. Wilhelm set out to the lake crossing it to deal with the reminding bandits. As the boat comes to shore, meeting no resistance, you make your way to the bandit camp. From there you see two cooking up some pork, and the other two are sleeping. With them surrounded they surrender.

Looting the camp was gave profit to your small village, 6 pigs still live, 6 axes were looted, and 24 gold coins were found. Questing the bandits showed they have killed the Lord long ago, and his is swimming with the fishes.

The pigs are returned to the villagers and they cheer their goodwill, the axes are put to use arming the village militia set up. 19 good men, are in it, 14 with looted axes, and 5 with bows. 12 of them are armored with leather padded armor. Don’t expect them to hold the line when faced with many enemies.
>Got 3 prisoners
>Got rid of bandits
>Gained Morale
>24 gold, and 6 axes
>>
>>1778597
-village is defended enough, especially with the bandits gone...
-2 remaining goals; religion and food
Religion just needs a church and time
-Food is more difficult, a number of pigs isn't a legitimate answer to long term hunger, have some peasants do their job and farm
-lastly, distribute any unwanted loot to the village, keep some for us and the church. I say that it's a little early for taxes, so we should probably just go around asking for donations
>>
>>1778768
Farm what?
It's winter time. The ground is frozen.
We should hunt a deer or 2 when we get low on food. Deer, at the time, are property of the Lord of the land and therefore ours.
>>
>>1778789
So hunt for boards and deers. We also have the goats and hens we brought with us.
>>
Go out and explore nearby settlements, bring gold to buy grain and food.
>>
We should allow the villagers to hunt for food only during this winter so they don't starve.
>>
>>1778789
Wait a minute we're being stupid we live right next to the ocean. We can get the villagers fishing nets, or better fishing shit to get more food for the winter
>>
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>>1778584
I say we get 20 good men, stat.
>>
yo, what happened, thread dead or something?
where did everyone go?
>>
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RIP thread.




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