[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.
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