[X] Plan Scouting and Campfires
-[X] [Toldur] Forceful Scouting
-[X] [Thamara] Campsite Chats
Forceful Scouting (Toldur)
DC: 20. Roll: 8+16 = 24
Enemy Actions!
Having finally entered enemy territory, you decide that a bit of scouting is in order to make sure that enemy does not catch you off guard. Taking your Ironsides out ahead of the army, you advance further into enemy territory.
While your group does not go unnoticed, neither of the enemy patrols that you encounter engage you. At least they do not after your hunters pick off two of their number both times. Understandable since the agile and lightly armed troops used by the enemy to patrol stand no chance against your Jorgardians in a fight.
Nonetheless, you do not stick around lest the enemy decide to overwhelm you with a mixture of sheer numbers and using their heavier forces. Fortunately, only one trip is all that is needed to find out what the enemy is up to.
The village of Bouris lays on the route to Mortfout, the town that Baron Talbot rules over and is somewhere that the army will need to go through on its march. Talbot seems to realise this as the Principality forces are fortifying the village.
The fortifications are not much, but they will make it more of a hassle to take Bouris and seizing Bouris is something that the army will need to do. Not only can Bouris act as a supply point and temporary base of operations, but it cannot by left in enemy hands. While it is technically possible to bypass the village, that just leaves the supplies of the army vulnerable to the enemy whilst also leaving the army exposed to being outflanked or encircled.
The Principality also has plenty of forces defending Bouris. You are not able to get too close or stay too long, but it is quite clear from the amount of people milling about in the distance that a good hundred or two soldiers are stationed in Bouris.
***
Campsite Chats (Thamara)
DC: 12. Roll: 3+10 = 13
Friendly Action?
While Toldur is off scouting, Thamara focuses on the home front or at least what passes for the home front while she is on the march in enemy territory. Having a company that is full of Jorgardians grants her a certain amount of respect inherited from the people of Jorgard, but neither she or Toldur exactly have any friends or connections amongst the rest of the army.
She doesn't have the time or ability to forge many connections so Thamara focuses on the Sons of Balvar as the Daric sellswords are the most impressive group in the army apart from arguably Raigh's Ravagers.
As expected of a Daric company, the Sons of Balvar consist of mostly Darman. Short and sturdy, the stout folk live up to their stereotype and after a bit of suspicion, Thamara makes some headway after helping them acquire some extra booze. From there, she gets a welcome spot at their campfires and tents.
The Kirman shares some stories about her times in the Great Desert while the Darmans regale with tales of their past mercenary adventures. It isn't much of a connection, but it leaves the Sons of Balvar thinking favourably of Toldur's Ironsides and Thamara even receives a few comments that the Daric Commonwealth is going to be busy soon so the Toldur's Ironsides may want to go looking for work over there once this campaign is over.
Provided they survive it of course.
Yet that isn't all that happens and Thamara isn't the only individual amongst the Sons of Balvar attempting to make connections. A handful of the Ravagers are covertly going about the Sons of Balvar and quietly sounding out support. She don't gather much, but from what her new Darman buddies tell Thamara, Ciaran Raigh seems to consider himself better suited to leading the army than General Brosseau.
Thamara can't exactly deny that the Karc captain has a point. By all accounts, Captain Raigh is both a superior fighter and better general than the Larman woman that Judge Duret put in command.
***
Friendly Action!
Apparently fed up of the enemy raids and not willingly to let a third one come this week, General Brosseau set up even more patrols than normal. A rotating pattern, the general made sure that the patrols were overlapping enough that no one could sneak up on the army undetected.
Ultimately, it proved to be unneeded as rather than carry out another attack on the army, the Principality forces had chosen to strengthen their defences for your upcoming invasion.
***
Random Event Roll: 61
There is a wyrm on the loose. Not the worst news and a wyrm running about Principality territory would have been good news if it wasn't for the fact that you were currently in Principality territory and the wyrm wasn't that far away from the lands of Baron Talbot.
Something to be concerned about if it went after the invading Commonwealth army, but the presence of the wyrm could also be a boon if it ran into Talbot's forces or begin to threaten his holdings.
***
Budget:
Military Operations: -5
Payment: +50
Upkeep: -7.125
Net Change: +37.875
The first major battle of the campaign is coming up. The Principality forces under Baron Talbot are fortifying the village of Bouris and if you are to march on Baron Talbot's centre of power as planned, Bouris must fall to the Commonwealth. At least a hundred men and likely many more defend Bouris while General Brosseau has over four hundred to take it.
Oh and there is an overgrown snake running about the province.
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.
[]
Daric Friends
Thamara has formed some connections within the Sons of Balvar. Break out the booze supplies and turn those connections into something deeper and more solid.
DC: 10. Costs 2 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
Now you've reached 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
[] Wyrm Hunting
While not as dangerous a wyvern, a wyrn is still nothing to scoff at. Rally up your Ironsides and take care of this monster before it can begin to cause problems.
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
Having entered enemy territory, maybe do some covert looking around to see what the Principality has in wait.
DC: 18. Costs 0 Budget.
[] Leadership Woes
There seems to be a bit of trouble between Captain Raigh and General Brosseau. You don't think it is serious, but it may be worth investigating just what happened between them.
DC: 18. Costs 2 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 or, since you are in enemy territory, not actively opposing you.
DC: 20. 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.
***
So you get some intel on what the enemy is doing and you begin to make some new friends. Expect the first major battle of the campaign next turn. You will either participate or not depending on your orders, in which you don't get a say since you aren't commanding the army and you lack any sway with General Brosseau.
Meanwhile a wyrm is a non-sapient beast that is a giant, fire-breathing snake of the dragonic family. A high level mid-tier monster that poses a threat, but still within your ability to take care of.
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