Mercenary Company Quest (CK2 Quest)

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Vote Tally : Mercenary Company Quest (CK2 Quest) Original - Fantasy | Page 4 | Sufficient Velocity [Posts: 99-103]
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[X] Plan: When life gives you lemons
-[X][Toldur] Hunting Traitors
-[X][Thamara] Supply Lines II
No. of Votes: 5


Total No. of Voters: 5
 
[X] Plan: When life gives you lemons
-[X] [Toldur] Hunting Traitors
-[X] [Thamara] Supply Lines II

This works though I won't lie I can't wait for us to earn more action points so we can do more per turn.
 
This works though I won't lie I can't wait for us to earn more action points so we can do more per turn.

I'm planning to give the opportunity to recruit more companions either at the end of campaign or halfway through it depending on how it goes (the former if it goes badly or the latter if it goes well). I wanted only two characters to start off with to get into the swing of things and have a less complex character creation for the quest, but now we had a couple of turns, I won't deny that it feels a bit empty to only have two actions
 
I'm planning to give the opportunity to recruit more companions either at the end of campaign or halfway through it depending on how it goes (the former if it goes badly or the latter if it goes well). I wanted only two characters to start off with to get into the swing of things and have a less complex character creation for the quest, but now we had a couple of turns, I won't deny that it feels a bit empty to only have two actions
It's all good starting with two characters makes sense after all we're a newly formed company it takes time to earn a reputation and gather companions.
 
Week 3, Mith 4-3997
[X] Plan: When life gives you lemons
-[X] [Toldur] Hunting Traitors
-[X] [Thamara] Supply Lines II

Hunting Traitors (Toldur)
DC: 20. Roll: 7+14+2+2 = 25

Captain Emili Marques and his Scarlet Marauders had quite the bounty on their head and while you certainly wanted to collect that, you also wanted to make sure that will not defect to the enemy.

To that end, you gathered up your Ironsides and set off in pursuit the same day that Judge Duret informed you of their betrayal. It would not do to let them get too much of a head start but catching them up to the Farlan sellswords proved to be the easier part.

You reached them on the second day of the hunt and from there, you had the trickier part of actually defeating them. They outnumbered your Ironsides over six to one, but these were lightly armed and armoured Farlans whilst your half a dozen were all Jorgardians. They might be able to take you if they were willingly to swarm you, but you doubted these cowards had the guts to do that. No, it was far more likely they would break and flee, something which presented its own set of problems.

You needed to strike the Scarlet Marauders hard and swiftly, both to keep them from putting up a proper defence and to keep as many of the mercenaries from escaping since you only had so much time to track them down.

It was in the middle of the night when you struck. Whilst the majority of the Farlans were tired and asleep and only a handful on watch, your Ironsides struck.

Both your hunter and huntress opened fire. Two bolts struck down half of the sentry and the rest of you charged in. You cut down the Farlans as they rose from their slumber whilst the sellswords didn't bother fighting back once they realised they were under attack, instead running into the wilderness with whatever they had on them.

By the end of it, you got over half of the Scarlet Marauders though admittedly not by much. You personally slew Captain Emilio Marques, looping off the head of the dazed man as he stumbled out of his tent. Between his death, the loss of over half their manpower and losing pretty much all of their supplies, this is the end of the Scarlet Marauders even if a few of their number survive.

After gathering the most valuable things you can take with you and leaving the rest to nature and any lucky scavengers, you and your Ironsides returned to the town. The head of Captain Marques is enough proof to collect the bounty from Judge Duret and the loot you took with you either goes to your own supplies or Thamara sells it off in the town markets.

***​

Supply Lines (Thamara)
DC: 18. Roll: 7+13 = 19

After a semi-successful last week, Thamara continued the work in the hopes of getting it done before she leaves on campaign. After double-checking that the shopkeepers are still willingly to stock and store the goods for her, she branched out a bit, looking for more reasonable traders.

It took her a bit, but she found some who were going to charge her reasonable prices for the desired services. After a bit of haggling and bargaining, the Kirman woman hammered out some deals and you now have a private supply line set up when you march out on campaign.

***​

Enemy Action!

It is two says before you set out that Baron Talbot makes the first move. A dozen knights come north from the Principality and assault on of the patrols being made by the sellswords from the Serene Republic of Torrine. They are wiped out to a man, unsurprising given that it was a case of light infantry going up against heavily armed cavalry.

The remaining Torrines are left with low morale, Judge Duret is furious that his foe got the first blood in the upcoming campaign and in general, it is a poor omen to start off the campaign with, especially given the desertion by the Farlan mercenary company last week.

Friendly Actions!

On a brighter note, both Judge Duret and his General Brosseau proved successful at hiring two mercenary companies, both easily a good deal more impressive than the Farlan sellswords they are nominally replacing.

Judge Duret's deal is the better one as your employer has found himself a large (and expensive) band of mercenaries from the Daric Commonwealth. While they aren't as dangerous as one of your people, the stout and sturdy Darmans are all wearing heavy plate armour and are armed to match. With eighty melee infantry supported by three scores of crossbowmen, the Sons of Balvar are largest and most dangerous mercenary company on Duret's payroll even if Raigh's Ravagers are still the most famous.

General Brosseau's hire isn't as impressive, but it still rather impressive nonetheless. Hailing from no particular place, it consists of light forces from across Kalirea. It heavily favours melee-oriented troops, but it also has a decent amount of bowmen.

***​

Random Event Roll: 55

With a shining sun and clear skies, the campaign finally begins proper. At the order of Judge Gernert Duret and under the command of General Beatrix Brosseau, an army over four hundred strong marches south going from the lands of the Commonwealth of Southron into the territory of its bitter foe, the Principality of Southron.

And within that army is your Ironsides, going to war for the first time since you and Thamara founded the company.

***​

Budget:
Bounty Collection: +50
Loot: +34
Setting up Supply Lines: -5
Upkeep: -7.125
Net Change: +71.875

You are marching to war for the first time since the founding of your Ironsides and for the fourth time in your life. You will reach the border between the Commonwealth and the Principality at the end of the week and you will remain with the army unless specifically specified otherwise.

You get one action for Toldur and one action for Thamara. You may put them on the same action for a Cooperation bonus on that action. Use Plan Voting.

Diplomacy Actions
[] Speaking to the General

With Judge Duret having chosen to stay at home, he has left command of his army to General Beatrix Brosseau. Try to arrange a chat with your commander for the duration of the campaign. DC: 15. Costs 1 Budget.
[] Chat with Raigh

The leader of a somewhat famous mercenary band, Ciaran Raigh had a decent reputation and is frankly better than you. Now you are on the campaign path together, try to get to know him better. DC: 15. Costs 1 Budget.
[] Campsite Chats

Now the army is on the march, it might be a good idea to integrate yourself into presence of the common troops and maybe get to know them better while they get to know you better. DC: 12. Costs 0 Budget.

Martial Actions
[] Extra Patrols

While General Brosseau has put out some patrols for the army, you could arrange for your company to do some extra ones just in case. DC: 10. Costs 3 Budget.
[] Forceful Scouting

As you approach the border, you could do some scouting. While dangerous, you could go ahead of the army and slip into Principality territory to see what they got waiting for you. DC: 20. Costs 5 Budget

Stewardship Actions
[] Army Logistics

There isn't much to do on the march except make sure that the army doesn't use up any more supplies than necessary and try to stretch what it does have. DC: 15. Costs 0 Budget.
[] Company Logistics

There isn't much to do on the march except make sure that your company doesn't use up any more supplies than necessary and try to stretch what it does have. DC: 15. Gain 2 Budget.

Intrigue Actions
[] Spying on the Boss

General Brosseau seems like a decent leader, but she works for a Southron Oligarch. See what she is really like and what sort of secrets she may have. DC: 20. Costs 2 Budget.
[] Ravager Rivals

The sellswords of Ciaran Raigh aren't call the Ravagers for no reason and you aren't afraid to admit that Raigh is the better captain between you. Looking for what the Arc is getting up to and see if there is anything to give you the advantage over him. DC: 18. Costs 2 Budget.
[] Sneaky Scouting

While you've got a week or two before the campaign starts, some early reconnaissance couldn't hurt. It would help to know what you risk running into before you run into it. DC: 18. Costs 0 Budget.

Learning Actions
[] Pray to Mirra.

While you worship all of the Winter Gods, the Lightning Soldier is the one whose path you follow. Make some offerings to gain a Blessing from the Storm Goddess. DC: 10. Costs 2 Budget.
[] Pray to Urbad

Urbad is the Moridean God of Conquest and Men and the former means that his Blessing might be worth getting for the campaign. DC: 15. Costs 2 Budget. Toldur may not take this action.
[] Pray to Korica

Korica is the Moridean Goddess of War and Honour and that makes her an ideal goddess to pray to over this upcoming campaign. DC: 15. Costs 2 Budget.
[] Pray to Nirea

Nirea is the Moridean Goddess of Strategy and Death and means it may be worthwhile to get her Blessing for the campaign. DC: 15. Costs 2 Budget.
[] Local Spirits

While nowhere near the power of a deity, local spirits are nothing to scoff at and earning their favour can grant some useful boosts. DC: 10. Costs 2 Budget.
[] War Spirits

You are going to war and that means earning the favour of a war spirit or two can only be good. It never hurts to have an extra bit of spiritual aid on the battlefield. DC: 10. Costs 2 Budget.

***​

And now you march to war. You did well on the Hunting Traitors action and you got a lot of Budget from it on top of stopping the Scarlet Marauders from joining up with Baron Talbot's army as they would have done if they had successfully got away.

In other news, someone on Talbot's side has made the first move while both Duret and Brosseau have gone mercenary recruiting with some rather good successes. Now you march to war with one week to be prepare before entering enemy territory. Once you cross the border, expect to have a chance of seeing combat against the enemy.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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With our financial situation stable, I think it's time to stack buffs so that we can punch hard - and also because choosing to not pray to gods is a bad choice, when they command such power.

[X] Plan Spirits On High
-[X] [Toldur] Pray to Mirra
-[X] [Thamara] War Spirits
 
So I say this turn praying to some spirits would be a good idea along with some scouting perhaps?

[X] Plan Spirits On High
-[X] [Toldur] Pray to Mirra
-[X] [Thamara] War Spirits

This works for me our company proved our worth by tracking down and eliminating the traitors others can do the scouting work and our supplies should be fine we just started marching after all. So I'm all for doubling down and praying to some Spirits before we get into some heavy fighting.
 
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[X] Plan Spirits On High
"Our new boss has amassed himself quite the army," answers the dark-skinned woman from there she sits as the desk with a pile of papers, "Our little band of Jorgardians is just the cherry on the top. Duret himself has a significant force in his retinue. Fifteen technically not knights, three scores of heavy troops that are split two-one into greatswordsmen and longbowmen. The rest is mercenaries like us, mainly minor forgettable, but there is some light cavalry from Kargard with supporting light infantry, a whole band of half a hundred recruits from Torrine and some veterans from Farlan, a score of spearmen and a score of archers."
Judge Duret's deal is the better one as your employer has found himself a large (and expensive) band of mercenaries from the Daric Commonwealth. While they aren't as dangerous as one of your people, the stout and sturdy Darmans are all wearing heavy plate armour and are armed to match. With eighty melee infantry supported by three scores of crossbowmen, the Sons of Balvar are largest and most dangerous mercenary company on Duret's payroll even if Raigh's Ravagers are still the most famous.

General Brosseau's hire isn't as impressive, but it still rather impressive nonetheless. Hailing from no particular place, it consists of light forces from across Kalirea. It heavily favours melee-oriented troops, but it also has a decent amount of bowmen.
With a shining sun and clear skies, the campaign finally begins proper. At the order of Judge Gernert Duret and under the command of General Beatrix Brosseau, an army over four hundred strong marches south going from the lands of the Commonwealth of Southron into the territory of its bitter foe, the Principality of Southron.
Just some minor number stuff I like to do for funsies. If I've done the numbers right, Judge Duret's army consists of:
-15 Knight-equivalents, 40 Greatswordsmen, and 20 longbowmen with heavy armor for his personal retinue. 75 men in all.
-6 Jorgardian mercenaries (that's us)
-Around 50 green mercenaries from Torrine (less so now after that patrol got hit, low morale)
-Around 20 Farlan Veterans (deserted and a majority of whom were killed by us, the rest scattered.)
-80 Darman Heavy Infantry
-60 Darman Armored Crossbowmen
-20 generic Spearmen
-20 generic Archers (or maybe the Spearmen and archers were the Farlans, but we were 'only' outnumbered over 3-1, not 6-1.)
-Kargard light cavalry and light infantry
-Generic light infantry and a smaller number of bowmen
-Raigh's Ravagers, a balanced force of heavy infantry, light infantry, and archers.
 
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[X] Plan Spirits On High
-[X] [Toldur] Pray to Mirra
-[X] [Thamara] War Spirits

We fear no evil for the Gods guide us with ancestral arms.
 
[x] Plan Spirits On High

How did that line from that fanfic go? "Verily, though I walk through the valley of the shadow of death, I will fear no evil, for I wield a hammer full of 'Fuck You.'"
 
Just some minor number stuff I like to do for funsies. If I've done the numbers right, Judge Duret's army consists of:
Mostly correct (the generic spearmen and archers were the Farlans and I wrote three to one instead of six to one by mistake) and I've got the following:
Commonwealth Army (435) = 15 Heavy Cav, 10 Light Cav, 5 Jorgardians, 140 Heavy Infantry, 150 Light Infantry, 80 Heavy Archers, 35 Light Archers,
 
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