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File: Fantasykey1.png (26 KB, 900x900)
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(This is going to be a quest about fantasy military strategy with drawn battlemaps. You might remember a similar quest that was about a not!roman province governor.)

The continent of Oth is home the Free Alliance. The nations of the Free Alliance depend on one another and live in relative peace. But the borders of the Alliance are surrounded by enemies and every nation bears some responsibility for defense. There are large forts located on the borders, where joint forces of the Alliance defend against encroaching enemies. You have been selected to command one of these forts. Who are you?

>High Hammerer Urist Kolost, a veteran warrior chosen to command the northern fortress, Ngath Guluk. You will command the large ballistae and heavy infantry of the Dwarven Kingdom.

>Holy Knight Sir Rolfe the Truthful, a pious knight chosen to command the southern fortress, St. Remmonet's Abbey. You will command the clerics and paladins of the Holy Order.

>Elder Raendel, an ancient elf chosen to command the western fortress, Ionolos. You will command the spearmen and archers of the Sylvan Union.

>Archmage Tolosivic of Golos, a powerful wizard chosen to command the eastern fortress, Nel. You will command the wizards and constructs of the Golos Wizard's Guild.
>>
>>4605978
>Holy Knight Sir Rolfe the Truthful, a pious knight chosen to command the southern fortress, St. Remmonet's Abbey. You will command the clerics and paladins of the Holy Order.
By Gods Grace, we are going to sit on our ass in a fort and won't move
>>
>>4605978
>Sir Rolfe
>>
>>4605978
>>High Hammerer Urist Kolost, a veteran warrior chosen to command the northern fortress, Ngath Guluk. You will command the large ballistae and heavy infantry of the Dwarven Kingdom.
>>
>>4605978
>Holy Knight Sir Rolfe the Truthful, a pious knight chosen to command the southern fortress, St. Remmonet's Abbey. You will command the clerics and paladins of the Holy Order.
>>
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>>4606068
>>4606207
>>4606216

At the Abbey of Saint Francois you recieved a letter informing you of the assignment. The letter was from the High Priestess herself. You saved the letter and keep it with you always. You've been thinking of having it framed.

You gathered your company of knights and prepared to travel. You set out south from Saint Francois' and crossed through the countryside. The vines were heavy with grapes and the pious people of your homeland offered you cheese and wine at every village.

After crossing the Giles river, you travelled through Akia. You enjoyed the hospitality of monasteries along the way. Though the hymns were sung in a foreign tongue, the melodies were familiar. The olive oil and pasta were likewise a refreshing change of pace.

When you crossed the strait of Ankes, you began to worry. The land became drier and the sun became hotter still. Olive trees gave way to date palms. Before long you were marching through a desert. Days away from the fort, your knights began to dress each morning in their chainmail and tabards, foregoing their plate armor in the desert sun. The people you meet in this land are often suspicious and sometimes not even believers.

You ride high in the saddle, proudly looking over your company of knights. They are 95 riders, with half that number being squires. Their chainmail and tabards gleam in the hot sun. The journey has been difficult on account of the sweltering heat. It should be a bit cooler at St. Remmonet's Abbey. It is almost midday and you need to find a place to rest and water your horses. Thankfully there is an oasis just over the next ridge.

You look over the oasis and you are quite perturbed. There is a large group of desert nomads resting and watering their horses at the oasis. They don't make any immediate move to attack. Not counting the women and children they still outnumber you by a wide margin. But they have no armor and very poor weapons. You don't know if they're friendly or not.

>Approach with a small group of riders to parlay.

>Approach with all your riders to rest and water your horses beside the nomads.

>Charge them and rout them from the field in a show of force.
>>
>>4606278
>Approach with all your riders to rest and water your horses beside the nomads.
We can always target the women and children
>>
>>4606278
>Approach with all your riders to rest and water your horses beside the nomads.
With no weapons or armor and presumably not having the same level of skill, even two on one odds is in our favor if they decide to be violent.
>>
>>4606278
>Approach with a small group of riders to parlay.
Being cautious can't hurt

>>4606297
>target the women and children
Already eager to do knightly deeds huh?
>>
>>4606278
>Approach with a small group of riders to parlay
>>
>>4606278
>>Approach with a small group of riders to parlay.
>>
>>4606278
By the way OP, you mentioned us going south. Is the map upside down? A compass would be helpful here.
>>
>>4606278
>Approach with a small group of riders to parlay.

For surly it is rude to approach a claimed oasis without making oneself known. Lords on high from the Holy Order give praise and bless these pious deeds, let waters of life be had for all.
>>
>>4606278
> Where are the division borders
> Why are divisions rotated
> What are the division sizes (I, II, III, X)?
We are 95, so the gray one (assuming that's friendly, need to be blue, unknowns are yellow trefoils) needs to be I
>>
>>4606278
>Approach with a small group of riders to parlay.
>>
>>4606278
>Approach with a small group of riders to parlay.
>>
>>4606278
>Approach with a small group of riders to parlay.

Maybe we could recruit them as auxiliaries or something - they probably have a much better sense of how to survive and fight in this environment then we do, even if we are better armed and trained then they are.
>>
>>4606278
>Approach with a small group of riders to parlay
Also, what race are we? The assumption is human but we could be a pious Ratman for all we know.
>>
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>>4606769
>>4606706
>>4606668
>>4606666
>>4606559
>>4606480
>>4606422

You stop the company and gather a small group of riders. You approach and the nomads make no hostile movements. They lead you to a tent where you meet a small group of nomad men who wear finer robes than the others. Their language is strange but one of them can speak Akian. One of your knights can also speak Akian so you're able to parley with only a slight language barrier. You request access to the oasis and the nomads chat among themselves in their own language. They seem to come to an agreement.

In return for access to the oasis they want you to help them with a livestock raid. They want to steal some camels from a rival nomad tribe, but the tribe's warriors are better armed and trained than they are. You consult your knights. Sir Cassius, known for his combat prowess, suggests helping the nomads. Sir Gilberd, known for his cleverness, suggests giving the nomads some coin in return for access to the oasis. Sir Balian, known for his piety, suggests attacking the nomads.

>Help the nomads with their raid.

>Try to pay the nomads for access to the oasis.

>Break off negotiations and prepare to fight.
>>
>>4606497
Sorry, the top of the map is east. I accidentally turned it sideways. Next time it will be the right way up.

>>4606664
The symbology is tweaked a little from the standard NATO system. The division symbols represent formations on the battlefield so their rotation represents the facing of the formations. Adding the notation for division size is a good idea and I'll start doing that. diplomacy will be a big part of the quest so the faction colors of the units are important.

>>4606769
Human.
>>
>>4606805
> Try to pay the nomads for access to the oasis.
Don't get involved in politics unless we have to, we don't know anything about the rival tribe, their armies and the politics in the area - or do we?

Also, is going further south in the other ravine, or ignoring the nomads and passing around the oasis to the east (without engaging them) an option? (Formation borders would be nice) Even though we have better ordnance, I don't want to risk my soldiers. How risky is the ravine to the south? Do we have any recce?
>>
>>4606805
>Help the nomads with their raid.
Spread the word of god one way or the other
>>
>>4606810

Going around to the other side of the oasis is possible, but it would likely antagonize the nomads. Continuing south would be also be possible but risky as you don't know the distance to the next oasis.
>>
>>4606805
>Try to pay the nomads for access to the oasis.
>>
>>4606805
>Try to pay the nomads for access to the oasis.
>>
>>4606805
>Try to pay the nomads for access to the oasis.
Better to just stay as neutral as possible.
>>
>>4606805
>Try to pay the nomads for access to the oasis.
If they only want to do the raid to steal some cattle, then a little gold will help them to the same end without any unnecessary bloodshed
>>
>>4606805
Before we talk about paying them off, could we get an idea of how much money we have on hand to deal with? Generally, of the three options, I think that is probably the best, but not if we are handing over half our money or something.
>>
>>4606884
I think we will have the amount by next turn, and we can decide whether we want to pay them off using their offer, haggle, attack, or they attack.

Also I think that gold and supplies can be more easily replenished for a medieval western military army (they were expected to plunder and live off the land) than soldiers. Where can we find trained Christian knights around?
>>
You attempt to pay off the nomads. You have 367 gold coins. Gold is plentiful in this region and water is scarce. 50 coins would be a fair price.

>Offer coins(choose amount)

>Ask the nomads to name an amount.

>Give up negotiating.
>>
>>4606950
>Ask the nomads to name an amount.
>>
>>4606950
>Ask the nomads to name an amount.
>>
>>4606950
>>4606805
By the Holy Order and great Gods on high, cease this nonsense. Were these peace loving nomads intent on sharing the splendids of natural oasi we may come to an agreement, even donate coin in loving charity. Yet they have shown themselves as savage tribals, intent on raiding and bringing instability to this region. Sir Balian speaks true and righteous, these are not innocents, they merely masquerade as such. Slight bloodletting should be had, a show of displeasure, these people do not own the lands, they hold not sway of the Free Alliance here in the wilds of Oth. Attempts should be made not to kill, merely to scold with cuts that the nomads learn.
>>
>>4607110
Yeah I gotta agree with this guy
Let’s do charity work
>>
>>4606950
Offer 30 coins and Sir Cassius' martial experience in planning their raid.
>>
>>4606950
>Offer 50 coins


>>4607110
I know we should not negotiate with the Nomads but being overly hostile with them will cause problems in the future.
>>
>>4607110
>+1 Take the initiative to punch them in their barbaric faces. No point dirtying our blades with their blood, their crappy weapons cannot penetrate platemail anyways.
Maybe we can even extract a “fine” (rob them) for planning to steal.
>>
>>4607110
Support. We do not do business with sandniggers.
>>
>>4607110
dudes got a point
>>
>>4607110
Attack them, and we will become a piece on the political chessboard of the region. Which we don't see, since we have no intel to speak of.

Paying the gold price is our best option, even if we have a don't negotiate with terrorists attitude.

>>4606950
> Ask the nomads to name an amount.
>>
>>4607110
We have 1 troop of heavy cavalry currently in chain mail (the heat does not permit us to wear plate, and signaling our troops to armor up is a clear hostile action). For all we know, they have 2 troops of light cavalry ready to attack at a moment's notice.

They have the initiative, the element of surprise (we're not likely to give warning to ours until they can see the attack themselves), and they know the area. Also, they are rested, and cool. We also don't have recce, so there might be an unknown number of hostiles securing the perimeter. And as far as I know from military history, nomadic light cavalry (especially cavalry archers) vs medieval knights is never a good combination, as light cavalry has superior mobility, and can easily outmaneuver the troop of knights.

Even though we're better armed, I'd expect casualties from combat.

Engaging them is not the correct solution here, unless we can covertly signal our troops to prepare for combat immediately. (Full plate, weps hot, and build formation against a rush from the east.) However such preparations will be clearly visible to the hostiles, as plate reflects the Sun. Any enemy recce in the area will have the opportunity to signal hostile intent on our part.
>>
>>4606950
>Ask the nomads to name an amount.
>>
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>>4607110
>>4607155
>>4607359
>>4607482
>>4607572

You break off negotiations and prepare to leave. You're going to try to scare them away from the oasis. The small group that negotiated with you give you some regretful looks and then start saddling their horses. The nomads aren't naive but they don't want to attack first. The whole tribe is here and they want to avoid violence if possible. You ride back to your company and order them to prepare for combat. They wheel around and form up to charge the nomads.

The nomads have saddled their horses and sent the noncombatants into the palm groves on the eastern side of the oasis. The small group of nomads that negotiated with you have broken off from the rest. Their horses and equipment are better than the others and they seem to be armed with bows instead of lances. There are only about 20 riders in that unit.


>Charge into the nearest group.

>Charge into the center of their formation.

>Charge the horse archers in the back.

>Write-in
>>
>>4607747
>Go for the non-combatants
Knightly deeds
>>
>>4607747
>Charge into the nearest group.
Take them in one-by-one, don’t want to get surrounded. We can take a couple of arrows assuming our steeds are barded.
>>
>>4607751
Slaughter peasants later, kill the actual threat first
>>
>>4607753
Then how about we send a small group to slaughter the peasants and force the enemies to move troops to defend them?
>>
>>4607772
>Charge the horse archers in the back.
if their leaders fall they will rout.


we could have avoided this like Ceasar did when he was captured by pirates, he paid them then he came back with an army and crucified all of them.


>>4607772
We don't have enough men to spare, if we do that then our main unit is even more vulnerable to being surrounded.
>>
>>4607747
>Charge into the nearest group.
>>
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>>4607822
>>4607752

You charge into the nearest group of nomads. Your knights shout praises to the glory of The Goddess as they couch their lances. The charge tears into the unarmored nomads. Many of the nomads are unhorsed and trampled. The second you collide with them, they turn and run. Their horses are lighter and faster than your own. A few are cut down before they pull away from you. They flee to the southeast in a loose formation. The other large group takes this opportunity to charge into your flank. In the heat of battle you can't be sure of the losses, but it seems that a handful of your riders were unhorsed.

The horse archers standby, waiting. If they fired now they would likely hit some of their own tribesmen.

>Ignore the flank and keep chasing the fleeing nomads.

>Wheel around and fight the attacking nomads.
>>
>>4607747
Godess, thank you 4chan, now we engage. OP, thank you for the more STANAG-compatible

So:
Phase 0:
All troops armor up to full plate. Form 3 platoons of 33-32-33 men, platoons Alpha, Bravo and Charlie. Platoon Alpha should have the best fighters. Form a wide, staggered line to make the enemy think we're more numerous than we are.

Phase 1:
Start charging the enemy in a northeast general direction. Form into a staggered wedge formation to minimize damage from arrows. Try going shields up if we have it, expect heavy archery barrages. We expect hostile light cavalry companies alpha and bravo to form up and defend the cavalry archer platoon charlie in the north.

Phase 2:
Wedge formation shall break up main line of resistance from light cavalry hostiles, platoon alpha fights to the east, while platoons bravo and charlie engages hostile companies alpha and bravo, respectively. Try to keep them apart, and from encircling us. Platoon alpha should engage the cavalry archers to break up suppressing fire.

If the archers retreat (expected to the east), do not pursue, break engagement, and join platoons bravo and charlie.
>>
>>4607902
> Ignore the flank and keep chasing the fleeing nomads.
We run the risk of the second company engaging us unprepared, but the larger risk is the cavalry archers providing suppressive fire. The main objective is to engage the cavalry archers at short range, and stave off the attacking Nomad company for long enough til we neutralize their threat.
>>
>>4607907
>>4607908
+1
Remember to hunt down the civilians after we beat these heathens
>>
>>4607908
+1
>>
>>4607908
>We run the risk of the second company engaging us unprepared
Um, haven't they already engaged us? Look at the image, also:
>The other large group takes this opportunity to charge into your flank. In the heat of battle you can't be sure of the losses, but it seems that a handful of your riders were unhorsed.
Doesn't continuing to chase just let the second company pick away at our flank?
>>
>>4607965
If we engage, then we provide opportunity for hostile company alpha to regroup, and the cavalry archers to engage. To me that looks like getting encircled by having two or three formations engsge us from different directions.

What did I said about not engaging...
>>
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You find yourself wishing you had had time to don your full plate as the arrows fly past your head. You chase the fleeing nomads and they turn to face you again. The horse archers and other nomads move in to surround you but you give a few quick orders. You and your most trusted knights break off from the company and charge the horse archers. You send half the remaining riders to fight the other nomads. The group that attacked your flank are pushed back to the shores of the oasis. Caught between the water and your knights, they can't maneuver.

The horse archers surprisingly don't flee, but instead charge directly into you. These men are the tribe's best warriors and their honor is on the line. Your knights are making short work of the unarmored riders when you spot the other group of horse archers. They fly the Free Alliance standard but otherwise look the same as the nomads you're fighting. They seem to be standing by and watching the battle.

>Ignore them and finish this battle.

>Send riders to confirm their identity.

>write-in
>>
>>4607990
>Ignore them and finish this battle.
Finish the fight and then we can yell at them for just watching instead of helping
>>
>>4607990
>Ignore them and finish this battle.
>>
>>4607990
>Ignore them and finish this battle.
>>
>>4607990
>>Ignore them and finish this battle.
>>
>>4607990
> Send riders to confirm their identity
We either have reinforcements we desperately need, or we have to leave fast before we get ground between the two armies
>>
>>4607990
>Ignore them and finish this battle.
These new arrivals might be the other group of nomads that this group was planning on raiding - if that is the case, then maybe we just found some allies.
>>
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You ignore the presence of the horse archers. After a few more minutes of fighting, the nomads flee. All the noncombatants and many of the combatants escaped in the chaos of the battle. In the fighting, 4 squires were unhorsed and trampled to death. 1 knight was killed by an arrow. 7 more riders were unhorsed but not seriously injured. Of the enemy, about 96 were killed. You gather together all the captured nomads and the other horse archers approach. They're a patrol from St. Remmonet's Abbey. Your maps were wrong, and the fort is much closer than you had thought.

You ride to the fort, prisoners in tow. The Free Alliance has a code of conduct that precludes execution without trial. When you arrive at St. Remmonet's Abbey, the prisoners are put in the dungeon. Your knights stable their horses and find their quarters. A dwarven knight approaches you and introduces himself. He is called Sir Kulbet.

The previous commander of the fort died under mysterious circumstances. His adjutant, the provisional commander, Sir Kulbet, shows you to your quarters. He's a devout paladin and glad to see more of The Goddess' sworn knights in this land. He tells you that the change of command ceremony will take place on Sunday. After a short evening mass, you retire to your quarters.

You wake in the morning. There are many things to see and do before Sunday.

The date is Year of Our Lady 1123, White-Gold Moon, Day 6, Friday.

>Go see Sir Kulbet and learn about the fort's current situation.

>Go meet Seraphina, the commander of the archers.

>Go meet Koinos, commander of the Akian spearmen.

>Go to the map room and study the region.

>Explore the fort.

>Start investigating the previous commander's death.
>>
>>4609216
>Go see Sir Kulbet and learn about the fort's current situation.
>>
>>4609216
>Go see Sir Kulbet and learn about the fort's current situation.
>>
>>4609216
> Learn about the fort's current situation.
>>
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You spend the day with Sir Kulbet, learning about the fort and its role in the region.

Saint Remmonet's Abbey:

Location:
The fort(black square) is set into a hill in the foothills of the Kumil mountains. It is the only Free Alliance fort on the continent of Zunek. The nearby port city of Agamede provides supplies for the fort. To the north lies the Kingdom of Ankes(orange), an unaligned nation currently in talks to join the Free Alliance. Across the strait of Ankes lies Akia(purple), an important member of the Free Alliance and the southernmost nation on Oth. The land for the Abbey and Agamede(blue) was originally an Akian colony that was given to the Free Alliance over 100 years ago. To the south lies the Kumil mountains. The Kumil tribesman(cyan) are wild hill dwarves who were converted by Saint Remmonet himself. They are friendly to the Free Alliance but don't qualify for membership. In the southern mountains there is the orcish kingdom of Gruz(dark red). There is a wide swath of territory that is contested between the dwarves and orcs. They are locked in a centuries long war. In the jungle to the southwest is the Rhylek Empire(bright red). A number of monstrous races have been subjugated by a family of red dragons. They are hostile to the Free Alliance, seeking to add Akia and Ankes to their empire. They are allied with Gruz. On the island of Baucis there is an unaligned merchant republic(yellow) which trades with all the major powers in the region. The desert is home to a large variety of nomads who don't make territorial claims. On the Zunekian coast east of Ankes is the Emirate of Dura(green). They are unaligned but act as a regional rival to Akia and Ankes. Their goals are a mystery.
>>
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>>4609583

Troops:

The Akian Spearmen are expert spearmen who can fight equally well mounted or on foot. They are commanded by Koinos, a warrior born in Agamede. They are 440 and organized into four companies.

The Tulay Archers are expert horse archers. They are commanded by Seraphina, a converted nomad. They are 375 and organized into three companies.

The Clerics of St. Remmonet are expert healers who can fight if necessary. They are lead by Abbess Basak, a descendant of St. Remmonet. They are 87.

You are very familiar with the Holy Knights of Saint Francois. They are legendary heavy cavalry. They are currently 90, with 7 of those injured. They are currently commanded by you, but you will have to pick another knight to lead them when you assume command of the fort.

Who will assume command of the Holy Knights?

>Sir Cassius the Mighty

>Sir Gilberd the Wise

>Sir Balian the Pious
>>
>>4609586
>Sir Gilberd the Wise
>>
>>4609586
>Sir Balian the Pious
Like it’s even a choice
>>
>>4609586
>Sir Gilberd the Wise

Because he was the one that wanted to avoid any bloodshed with the nomads in the first place.
>>
>>4609586
>Sir Gilberd the Wise
A wise person for a COMMANDER might be better, the legendary Holy Knights already have many pious and mighty among them.
>>
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>>4609693
>>4609673
>>4609605

You inform Sir Gilberd that he'll take command of the knights on Sunday. He thanks you and promises to lead them well. Sir Cassius takes on a more active role in the training of the squires. Sir Balian spends more time with the clerics, studying the holy books.

Over the course of the day, you learn more about Sir Kulbet. He's from the dwarven Mountainhome and he's a member of the Stoneguard, an order of paladins who are sworn to The Goddess but answer to the Matriarch of Mountainhome instead of the High Priestess. He drinks very moderately for a dwarf. The previous commander was another member of the Stoneguard, Sir Etom. He was chosen by the Council to improve relations with the local dwarves. He was found dead in his bed. Sir Kulbet, Abbess Basak and a cleric named Turuk were the only ones to see the body before it was interred. In Sir Kulbet's opinion, he looked as though he had been poisoned or killed by dark magic.

The day grows late and you retire to your quarters. When you wake there is one more day before the change of command ceremony.

The date is Year of Our Lady 1123, White-Gold Moon, Day 7, Saturday.

>Go meet Abbess Basak.

>Go meet Seraphina, the commander of the Tulay archers.

>Go meet Koinos, commander of the Akian spearmen.

>Explore the fort.

>Start investigating the previous commander's death.
>>
>>4609720
>Start investigating the previous commander's death.
>>
>>4609720
>>Go meet Abbess Basak.
>>
>>4609720
>Start investigating the previous commander's death.
Before the trail goes cold
>>
>>4609720
>Start investigating the previous commander's death.
>>
>>4609720
>Start investigating the previous commander's death.
>>
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You decide to spend the day investigating Sir Etom's death. You first go to meet Turuk, the cleric who inspected the corpse and performed the last rites. He specializes in defense against curses and hexes. You find him in the chapel and talk to him in a secluded corner of the abbey. He is cooperative and gives you his notes about the corpse.

-Face contorted in a grimace of fear(evidence of dark magic?)
-Blood and skin grey.
-No cursed objects found near body.
-Rituals to detect dark magic came back with negative result.(evidence of no dark magic?)
-Conclusion: Probably poison, some chance of dark magic.

"That's all I've got. I'll admit, I'm no expert on poison. There's an herbalist called Gulen in Agamede. She knows all about poison and medicine. I've been meaning to ask her about it, but I'm always busy here. The Rhylek are constantly making new curses to afflict our people.

If you're assuming it was poison, then you should investigate the kitchen staff. Oh, and the acolyte who served dinner to Sir Etom the night before he died. His name is Pek."

>Consult Gulen the Herbalist

>Investigate kitchen staff

>Interrogate Acolyte Pek
>>
>>4609852
>Interrogate Acolyte Pek
Just ask if the soup seemed odd, or if Sir Etom was behaving odd
>>
>>4609852
>Consult Gulen the Herbalist
>>
>>4609852
>Interrogate Acolyte Pek
>>
You meet Acolyte Pek in the acolytes' chambers and bring him to the chapel's audience chamber. He's a young man who has spent his whole life in the Abbey. You sit down across from him and begin to ask some basic questions.

"On the night of Dove Moon 15 did you serve Sir Etom dinner?"

"Yes, sir."

"And was there anything unusual about that dinner?"

"No, sir."

He hesitated.

>Calmly ask why he hesitated.

>Try to intimidate him.

>Slap him around.
>>
>>4609960
>Calmly ask why he hesitated.
>>
>>4609960
>Calmly ask why he hesitated.
>>
>>4609960
>Calmly ask why he hesitated.
>Try to intimidate him.
Why not both? Move in real close.
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You lean across the table and calmly but firmly ask, "Why did you hesitate?"

"That dinner wasn't unusual. I tasted the commander's meal and there wasn't anything strange about it... But that night... I had the most horrific nightmares. And the next morning...the commander..."

The acolyte is shaken up. It's good that you didn't pressure him too much. The information he gave you is odd, but he's almost certainly telling the truth. If the food was poisoned then Pek should have died as well. But the nightmares seem important somehow. They're usually associated with hexes. Either way, you're out of time and its time to retire to your quarters.

On Sunday morning you attend mass. The Abbess delivers a moving sermon in praise of defenders of the faith. In the afternoon there's the change of command ceremony. The whole fort gathers to watch. You hand the Holy Knights' battle standard to Sir Gilberd and receive the Free Alliance battle standard from Sir Kulbet. On the battle map your troops will now appear as blue.

Koinos lays a spear at your feet and Seraphina lays down a bow. You give them their weapons back and they swear to obey you. Afterwards the Abbess blesses you and you swear to protect the Abbey. She puts a silver amulet around your neck and accepts your oath. After the ceremony you retire to your quarters.

The date is Year of Our Lady 1123, White-Gold Moon, Day 9, Monday.

There's no time to rest. You receive a report of an orcish war party attacking your dwarven allies in the nearby hills. They are about 400. Some of them are ogres and minotaurs.

>Ride out to fight them. (Specify how many and which troops you'll take.)

>Stand by and send scouts to get more information.(This will likely displease your allies.)
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>>4610272
Ride out to the hills in strength. Take all 83 healthy knights and squires, 3 divisions of spears, 2 divisions of archers, and 40 clerics.
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>>4610284
+1
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>>4610284
> divisions
Anon, I don't think, all our soldiers would be a division (10k-25k soldiers + auxiliaries)

>>4610272
> Ride out with...
> 80 knights (2 platoons)
> 90 Archers (2 platoons)
> 180 Spears (4 platoons)
> 40 Clerics (1 platoon)

Knights should be in full plate regardless of the exterior heat (armored cavalry platoons). We need to keep something to the castle, since if we have to retreat, the castle must stand.

Can we send forward recce to get information, while we ride out?
>>
>>4610284
+1
>>4610272
>I'd like to interrogate you more but it's already half past seven and I need to brush my teeth and go to bed
>>
>>4610323
>>4610320
actually changing to this
>>
>>4610320
>+1
>>4610323
>I'd like to interrogate you more but it's already half past seven and I need to brush my teeth and go to bed
>>
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You ride out with about half of your troops. Sir Kulbet stays behind and commands the reserve force. Your troops are well rested and fully armored. You send riders ahead of the formation and learn that the initial report exaggerated the number of enemies. There are about 200 orcs, 25 minotaurs and 30 ogres. When you reach the battlefield you see that the Kumil Dwarves are losing.

One of their companies is caught between two companies of orcs on the flat land north of the hills. Their other company is holding a hill in the southwest while engaging the ogres. Though the ogres are many fewer, they stand over 10 feet tall and possess inhuman strength. They seem to be winning the engagement.

The minotaurs stand by on the southeastern hill. Their bestial nature grants them great strength but also skittishness. They're sure to rout if the fighting goes poorly for their allies.

(This map is oriented so that North is at the top.)

(Units marked with an M are Monstrous Infantry; Minotaurs, Ogres, etc.)

What is the plan?
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>>4610580
>Send the knights, 1 archer platoon and the clerics to help the encircled dwarves
>4 Spear platoons and 1 archer platoon engage the ogres fighting the dwarves

The knights are our most elite units, sending them to fight the orcs with shock and awe will be deadly enough but with the supporting fire of the archers and the magic from the Clerics, it should be enough to handle them.

The remainder of our forces can engage the ogres, though they may be large pure numbers should be enough to take them down and the archers will be of great help in whittling them down.
>>
>>4610580
Archers form a line and start firing at enemies from the encircled dwarves. All archers shall keep engaged, and send two platoons of spears.

The two platoons of knights shall engage the monstrous infantry helping the other dwarwen army.

The clerics snd the remaining spears shall engage the monstrous infantry in the hills.

Since the battle is uphill try to signal the dwarves to retreat downhill and join the other company, thus msking the opponents lose the advantage in the hill. Once the battle is on flat ground, the archers can provide fire support for all engaged friendlies.
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>>4610580
Send all of our cavalry to charge against the two orc companies in the flatland. Cavalry wouldn't be much good on a hill anyway.

Send everyone else to attack the ogres on the hill.

If the minotaurs rout after we defeat their allies, allow them to retreat. If they don't, then attack them with all our forces.
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>>4610623
sounds good. remember not to send cavalry into the mountains. Archers form a line and signal for dwarfs to retreat. My guess is ogres move more sluggishly downhill so we can start feathering them from a distance. once dwarfes have cought up, have them form a defensive line with the spearmen. If the knights get in trouble with the Minotaurs they should also retreat behind that line.
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>>4610665
+1

but leave one unit of spearmen in reserve so if the minotaurs starts to move we can intercept them.
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>>4610580
Are the archers even able to engage the ogres or the orcs? With them embroiled in melee the way they are I'd have thought they'd risk hitting our allies.

Seems like a smarter use for the archers is to hold back as a reserve, ready to fire on the minotaurs if they begin to advance.





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