Behind the Serpent Throne (CK2)

Well then, all we have to do is prevent Kiralo from getting himself killed and everything should probably be fine. I'm glad the bonus to Vend Only wasn't needed, if we had failed we probably would have needed to do something about that, but the army is basically okay the way it is. So my plan for next turn would be to throw all our dice at stopping the assassination, bar some extremely important action suddenly appearing.

Note, battle is inherently chaotic, and with the numbers, it could theoretically go either way. But not getting assassinated does certainly improve your odds a lot.
 
Ah. I thought you were tagging me to remind me to vote.

Anyway, that presumption was rather obvious IMO given the information you've provided. Jinhai doesn't have a gluttony of winning plays, and you mentioned that marching through Hirand was the shortest route to the capital, and with the mention of Kiralo's fate tying it together as if you assassinate someone ideally you'd want to take advantage of the disruption in command.

Still looking rather poor for Kiralo though given the fates were rather definitive, and it's going to take something more than standard to render it null.
 
Turn 11B--Planning
Turn 11B--Planning

Each day he rode closer to destiny. He had to move fast, and he needed to move his army fast, if he was going to stand any chance of this working. His spies had all reported the same thing, had been very careful about this, and the spirits he'd been using had said the same thing.

Jinhai was turning north. Jinhai was falling into his trap, and he was falling into Jinhai's trap. Kiralo knew what the idea was. He didn't want to be out of place to hit the Imperial army while it was still stuck in chaos. Kiralo died, and then others died as well, and chaos broke out as people struggled and argued over who was in charge, and then Prince Jinhai hit them at the last moment when they were least ready as the men were deserting and the lords were starting to ask whether they should change sides.

Then, then Kiralo imagined, almost tasting the victory that Jinhai desired, that would be one army destroyed. He'd have the numbers and the momentum to reach the army at the edge of Csrae before the army in Irit could catch up.

And with the odds heavily against them, the army of Hari-Nat would have to be very lucky to win.

But if Jinhai didn't kill Kiralo, he still had a chance. If he won decisively enough in a fight against Kiralo's forces, he could still do the same plan as before. But right now, the odds were against him if he didn't even things out.

The numbers were roughly equal, and might have even been a little in the Prince's favor, except that this was everything the prince had.

Which meant that if Kiralo could just manage not to die, then he could force the Prince to either confront him or retreat, and retreat would be death, it would be the end of his ambitions. He'd move in one step from a potential Emperor-maker to a mere rebel, and that would be it.

Jinhai was a man of ambition. He was a man like Kiralo in some ways, but his ambitions were twisted and impious, the kinds of ambitions that were the doom of a man and the doom of thousands.

Kiralo could not let him win.

For the good of the empire, Jinhai must perish… and it began with preventing his own assassination.

6 dice!

Title: Faster, Faster!
Dice Rolled: Martial
Probability: 75%/50%/35%
Effect: This is it. Every day, every hour faster that the army goes limits options for Prince Jinhai on where the battle will take place. And he cannot resist giving battle at this point, having closed in many of his own options. Speed is key, and at this point Jinhai doesn't care who is annoyed or frustrated.

Title: Drinking With Officers
Dice Rolled: Diplomacy
Probability: Variable
Text: Get to know the officers that Kiralo has been saddled with. He could choose some of them, in some positions...but not all of them in all positions. Which leaves plenty of nobles that need to be talked to, plenty of officers petty and grand. It has had a good effect so far, actually.

Title: The Symbolism Is Not the Act
Dice Rolled: Diplomacy
Probability: Varied
Text: Entertainment while marching can be pretty limited, and for the most part it is sufficient for most of the troops. Except the nobles. Stage a few plays using the rough stages that provincial players use, and it might raise morale for the rather richer and more refined of the officers.

Title: A Great Destiny?
Dice Rolled: Diplomacy
Probability: ???
Text: Ayila is...an odd girl. An odd, startlingly effective girl. Perhaps Kiralo would like to quiz her more on this 'destiny' of hers and what she's even doing here, and how she expects Kiralo to help her? And how she can help Kiralo, with this great destiny of hers, perhaps?

Title: Scouting Trips
Dice Rolled: Martial
Probability: 80%
Text: Get a lay of the land. Kiralo cannot act as a scout at all times, after all he is in charge of the army, but he could ride ahead with the Rassit for a while, try to get a feel for scouting in general, and the terrain in particular. Especially with the bandit problem, the army might be forced to pay close attention to the terrain in any case.

Title: Dispensing Justice
Dice Rolled: Stewardship
Probability: 70%
Text: The enforcement of the rules was always a very, very difficult process. Checking in with the bureaucrats and sergeants is always important to make sure that none of the laws are being ignored.

Title: Training with the Dancers
Dice Rolled: Martial/Personal Combat
Probability: Variable
Text: Before too long, in battle at least, Kiralo might be fighting with his unit again. Perhaps some practice riding out with them could help, as well as more practice at group maneuvers. Of course, he might decide to take his place in the back as a Csiritan general, but one shall see. There is not much time left.

Title: Fighting the Next War
Dice Rolled: Martial
Probability: Variable
Text: Start looking into and asking questions about just what the Sea-Raiders are doing. Isn't it typhoon season? This is usually not the time for such raids, and yet...here they are. What will the plans be for the Hari-Os forces?

Title: Liberal Foraging
Dice Rolled: Martial
Probability: Variable.
Text: As a way to speed up the army, he could allow his troops to 'liberally forage' which was to say loot and steal crops from the field. This would hurt people, and it would leave his army a little more spread out for a while if there's some secret trick that he has going, but it'd also allow them to shave a little bit of time off their movements.

Title: Bunch Up
Dice Rolled: Martial
Probability: Variable
Text: The army is strung out, between the baggage train and the multiple different camps. Bringing it together would slow progress, but would make the army more ready to move in case of a surprise and, just as important, simplify certain matters when it comes to confronting the enemy. But the cost is speed, and what a cost it is.

Title: Poison Proof
Dice Rolled: Intrigue
Probability: 70%+2% (Shadow)+3% (Spirits)
Text: Measures against poison are central to life in Csirit. Learning how to deal with poison is something that Kiralo should have worked on earlier. Perhaps he could work on getting his spirits to sniff it out, even if it's too late to work on building up an immunity as all mature adults do.

Title: Training Accidents?
Dice Rolled: Intrigue
Probability: 75%+2%+3%
Text: Will he die on his horse, hit by some 'accidental' volley or stabbed by some foolish soldier? He needs to watch out for circumstances where it would 'make sense' for him to die, or where he would not expect it at all.
Title: Guards! Guards!
Dice Rolled: Intrigue
Probability: 60%+2%
Text: He needs to get more guards. He needs to surround himself with people that are loyal to him, and that will kill in his name. It won't stop the most subtle methods, but if it's a knife in the dark, perhaps it could help.

Title: Loyalty Checks?
Dice Rolled: Intrigue
Probability: Variable, +2 and +3 to rolls.
Text: Someone in this camp, maybe many someones, are traitors. They are plotting. Are his guards against him? Is one of the generals planning on removing him in Jinhai's name? Suspicion can shade into paranoia, and paranoia can potentially make others angry, but… he needs to know.

Title: Beating the Bush?
Dice Rolled: Intrigue
Probability: Variable, +2 to rolls.
Text: There are actions he can do to force anyone who is a traitor to react. Make himself appear vulnerable, provide opportunities to 'sabotage' the army, and then catch those fools who think that he'd make such a mistake.

Title: Mage Time
Dice Rolled: Magic
Probability: Variable
Text: Now is the time for calling out the most dangerous spirits, for preparing for War, and knowing that at any moment it could explode into violence. Now is the time when all of the Mages he'd gathered either pay off and show their expertise or fail him. And he needs to know ahead of time what their plans are, when it comes time for battle.

*******

A/N: And there we go!
 
Scouting Trips, Mage time and Training Accidents look good.

Not prepared to vote for next war yet, would rather not liberally forage.

Good call with North, Neptune :)
 
[X] Plan Kick The Hornet's Nest
-[X] Scouting Trips
-[X] Training with the Dancers
-[X] Beating the Bush? x2
-[X] Mage Time x2

Nothing too complicated this time. Recon, get the last bits of preparations done for the battle, and since we can't get too fancy on the intrigue(spending all the intrigue actions leaves us unready for army), I'll go with the bold and brash option of provoking an attempt at a time and place of our choice rather than leaving it to Jinhai
 
Some of the logic is a little twisty IMO, as it pretty much ignores the whole maneuvering phase of battles which could last months due to the armies being near parity and each wanting the best advantages they could get to maximize their chances of victory. So they maneuvered around each other, harassed each other, and tried to get the other army to attack on terrain favorable to themselves.

Kiralo should have an incredible advantage here as he doesn't need to do the participate in the maneuvering phase as time is on his side, numbers are on his side, as should the logistics. He can just park his army in the terrain with the most advantages, and wait.

And if Prince Jinhai doesn't attack, knowing the disadvantages he'd face, he'd gradually lose as the Irit army can march into Basrat and the reserve on the border in Csrae can be called up now that we know which way Jinhai went. And if Jinhai does attack, then Kiralo's army would have greater advantages and the chance of victory would be higher. This also allows Kiralo to find a position where his artillery can be best taken advantage of which can be devastating.

--

OOC I know why it probably wasn't there, but IC I'm surprised there isn't an option to sort out a chain of command in case of Kiralo's death given his knowledge. He knows the means by which Jinhai aims to seek victory, so he should realistically given the depiction of him make measures to ensure a transfer of authority in the event of his death.
 
Mage Time is probably needed if we want to get the most out of our mages. Beating the Bush is a bit high risk since we're still giving them opportunities to sabotage us, so if we pick it we should better spend 2 Dice on it.

OOC I know why it probably wasn't there, but IC I'm surprised there isn't an option to sort out a chain of command in case of Kiralo's death given his knowledge. He knows the means by which Jinhai aims to seek victory, so he should realistically given the depiction of him make measures to ensure a transfer of authority in the event of his death.
Kiralo probably knows that any chain of command he'd make in the case of his death would fall apart soon after because opportunistic nobles and generals would use the situation to get themselves into higher positions.
 
Some of the logic is a little twisty IMO, as it pretty much ignores the whole maneuvering phase of battles which could last months due to the armies being near parity and each wanting the best advantages they could get to maximize their chances of victory. So they maneuvered around each other, harassed each other, and tried to get the other army to attack on terrain favorable to themselves.

Kiralo should have an incredible advantage here as he doesn't need to do the participate in the maneuvering phase as time is on his side, numbers are on his side, as should the logistics. He can just park his army in the terrain with the most advantages, and wait.

And if Prince Jinhai doesn't attack, knowing the disadvantages he'd face, he'd gradually lose as the Irit army can march into Basrat and the reserve on the border in Csrae can be called up now that we know which way Jinhai went. And if Jinhai does attack, then Kiralo's army would have greater advantages and the chance of victory would be higher. This also allows Kiralo to find a position where his artillery can be best taken advantage of which can be devastating.

--

OOC I know why it probably wasn't there, but IC I'm surprised there isn't an option to sort out a chain of command in case of Kiralo's death given his knowledge. He knows the means by which Jinhai aims to seek victory, so he should realistically given the depiction of him make measures to ensure a transfer of authority in the event of his death.

Though there are factors that make it difficult to do so. But he does have a lot greater ability to choose his battlefield than he normally would, yes.

Politically, parking his rear in one spot and waiting isn't necessarily viable.

That's also why there isn't a chain of command option. If he dies, then all of the political shit that he's been racing ahead of will catch up.

Hell, he could actually probably help choose the next leader of the army more by declaring someone he DOESN'T want in charge as his chosen successor, because then he'd know at least one person that isn't going to be put in charge. :V
 
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[x] Plan Staying Alive
-[x] Faster, Faster!
-[x] Training with the Dancers
-[x] Poison Proof
-[x] Training Accidents?
-[x] Beating the Bush?
-[x] Mage Time


Covers the main attack vectors, spends time with people he trusts, gives assassins less time to act which increases the chance that they'll bite on the hook.

Also choosing and scouting the battlefield and getting the magic in order.
 
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I'd strongly advise against less than 2 dice on the Mage option. This sort of thing is pretty liable to backfire if it fails.
 
@The Laurent If we don't pick Scouting Trips there will still be reports from our normal scouts, they just won't as detailed as if Kiralo had gone out himself? If so, can we have an idea how much of a difference there would be between picking Scouting Trips and not picking it? Because I remember us rolling pretty well on the roll for our Rassit scouts (we even picked an option to boost it), so my first reaction wouldn't be to think of Kiralo as that much better than the scouts.

My plan for now:
[X] Plan People Die When They Are Killed
-[X] Scouting Trips
-[X] Mage Time x2
-[X] Poison Proof
-[X] Training Accidents?
-[X] Guards! Guards!

Try to find advantageous terrain for the battle and knowing what the mages plan on doing will be useful when Kiralo makes his own plan. The rest I spend on preventing the assassination, since the MC dying kinda sucks and I'm not convinced one die spend on another action will make alot of difference for the battle while not substantially lowering our chance of survival.

Picking Poison Proof, Training Accidents and Guards! Guards! to protect against both subtle and not so subtle attempts. No Beating the Bush though, not just because it's a bit risky by giving them opportunities but also because it might be too obvious and the assassin might choose not to bite. And if they don't and just wait for an opportunity we didn't create ourselves, we need the protections from these three actions.
 
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@The Laurent If we don't pick Scouting Trips there will still be reports from our normal scouts, they just won't as detailed as if Kiralo had gone out himself? If so, can we have an idea how much of a difference there would be between picking Scouting Trips and not picking it? Because I remember us rolling pretty well on the roll for our Rassit scouts (we even picked an option to boost it), so my first reaction wouldn't be to think of Kiralo as that much better than the scouts.

My plan for now:
[X] Plan People Die When They Are Killed
-[X] Scouting Trips
-[X] Mage Time
-[X] Poison Proof
-[X] Training Accidents?
-[] Guards! Guards!
-[X] Beating the Bush? x2

Try to find advantageous terrain for the battle and knowing what the mages plan on doing will be useful when Kiralo makes his own plan. The rest I spend on preventing the assassination, since the MC dying kinda sucks and I'm not convinced one die spend on another action will make alot of difference for the battle while not substantially lowering our chance of survival. Beating the Bush is to lure them out, 2 Dice because giving them an opportunity is pretty high risk. For the remaining 2 Dice, I'm still a bit unsure. Poison Proof and Training Accidents protect against more subtle attempts, but for all we know the Prince doesn't care about the attempt being subtle in which case Guards! Guards! would be more useful. Going on Scouting Trips would give the assassin a good opportunity..... But who's to say he's relying on only a single attempt?

Well, it'd be somewhat less good, but some of what doing so grants is a more personalized understanding of these matters. Like, the difference between reading a report and being where the report came from? If that makes sense?
 
I kind of feel that we should beat the bush or defend from accidents/poison whatever, but not both.
As in, pick one approach.
Seconding the two dice on mages thing, but I'd like to see drinking with officers in some plan, too. More than training with dancers, or scouting, even.
 
Not completely happy with other plans, so here's my own take.

[X] Plan Gently Nudge The Hornet's Nest
-[X] Poison Proof
-[X] Beating the Bush? x2
-[X] Mage Time x2
-[X] Drinking With Officers

Same as that other one, but instead of training with Rassit we're making nice with officers. I think it will be more useful to the army overall than personal improvements.

Now with poison proof because I'm extra like that :[
 
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I'd strongly advise against less than 2 dice on the Mage option. This sort of thing is pretty liable to backfire if it fails.
And beating the bush too.

OK

[x] Plan Staying Alive
-[x] Faster, Faster!
-[x] Training with the Dancers
-[x] Poison Proof
-[x] Training Accidents?
-[x] Mage Time x2

I don't want Kiralo scouting because that is a prime opportunity to kill him
 
[X] Plan Gently Nudge The Hornet's Nest

Seems a good overall plan of limiting assassination options, while meeting with our officers. I personally dislike Kiralo going on a scouting mission, as by it's very definition he'll be in an advanced area scouting and liable to come into contact with the enemy thus giving opportunities for him to be killed.
 
I am not that fond of the Scouting Trips, either.

However, I am also not fond of trying to play cat and mouse with some possible assassin. Let's face it, any competent assassin is likely better at that game than Kiralo, and if he manages to see through our deception he may find a way to turn the tables and kill Kiralo.

I much prefer choosing the more cautious defensive options, and I especially want Guards, Guards. My ideal plan would probably be some mashup of 'People Die When They Are Killed' and 'Staying Alive'.
 
I am not that fond of the Scouting Trips, either.

However, I am also not fond of trying to play cat and mouse with some possible assassin. Let's face it, any competent assassin is likely better at that game than Kiralo, and if he manages to see through our deception he may find a way to turn the tables and kill Kiralo.

I much prefer choosing the more cautious defensive options, and I especially want Guards, Guards. My ideal plan would probably be some mashup of 'People Die When They Are Killed' and 'Staying Alive'.
If Kiralo goes on a Scouting Trip, he won't go alone though. There will be multiple bodyguards and Rassit with him, so he should still be pretty secure. I can think of several instances where he would be less safe even if he stayed in the camp.
 
Vote closes tomorrow!
Adhoc vote count started by The Laurent on May 31, 2017 at 4:46 PM, finished with 23 posts and 10 votes.

  • [X] Plan Kick The Hornet's Nest
    -[X] Scouting Trips
    -[X] Training with the Dancers
    -[X] Beating the Bush? x2
    -[X] Mage Time x2
    [X] Plan Kick The Hornet's Nest
    [X] Plan People Die When They Are Killed
    -[X] Scouting Trips
    -[X] Mage Time x2
    -[x] Poison Proof
    -[x] Training Accidents?
    -[X] Guards! Guards!
    [X] Plan People Die When They Are Killed
    [X] Plan Gently Nudge The Hornet's Nest
    -[x] Poison Proof
    -[X] Beating the Bush? x2
    -[X] Mage Time x2
    -[X] Drinking With Officers
    [X] Plan Gently Nudge The Hornet's Nest
    [x] Plan Staying Alive
    -[x] Faster, Faster!
    -[X] Training with the Dancers
    -[x] Poison Proof
    -[x] Training Accidents?
    -[X] Mage Time x2
 
*clears throat*

I like my plan best because it covers for more subtle threats like poison in addition to provoking a direct response, and also involves social activity. I think it's more important than even more scouting, where we hold a fairly solid advantage already.
I'm also dubious about the benefits of more personal training when the main event is practically upon us and we generally tend to ignore personal improvements in favor of more strategic gains anyway.

I also think putting two dice on provocation is better than three separate protective actions. Face 'em on our terms, yadda yadda.

So, uh, be Gentle to that Hornet Nest, is what I'm asking.
 
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