Someone Always Pays Us In The End (Black Company/Multicross, CKII)

[X]Base Camp
[X]Check on the Wizards

Setting up a temporary camp and checking on our magic users sound best to me.
 
[X]Look for the Company- Some of the men report being scattered about around the wagons, so there is hope that a good chunk of the Company has just been thrown about, rather than killed. It would behoove you to send out scouts and see if you can find anyone to return to camp. Chance of Success: ??? Rewards: More men and supplies.
[X]Check on the Wizards- Boy oh boy was that some hardcore magical bullshit. Even with your very, very basic grasp of magic you still felt like you got punched in the dick and stabbed in the gut at the same time. Half-Hand and Tic are by no means powerful, but they're still leagues ahead of you. Its probably a good idea to make sure they're okay. Chance of Success: ??? Rewards: Hopefully stable wizards.
 
... We are spymaster material, apparently. That works pretty well.

We should probably go find the Annalist, at least; it was one of the options, so he should still be alive. But let's see.
[]Base Camp- Your men are tired, wounded and disorganized. They need a place to rest and return to if all else fails. While you don't have much to work with the wagons can be moved together to form makeshift buildings, and there should be enough canvas and rope to make larger scale tents and shelters. Chance of Success: ??? Reward: +1 action, Morale boost, More Options
More options and an extra Action. Extra Action is always good - unless, somehow, we've managed to do everything, but I don't think that'll be a problem. Also, we're Engineer, this should be pretty easy.

[]Scout the Fortress- To the north is the Fortress With No Name, center piece of the Plain and supposedly home to men the Company left behind in times long since past. If you can get there you may find supplies and helping hands, as well as a more permanent place to shelter. It has been a really, really fucking long time since the the Company passed through this place, so you have no idea if there will be anyone left. Chance of Success: ??? Rewards: Information, help?
Can wait for a bit; if anyone's still there, they may well have noticed the gate exploding, and anyone who got lost away from us is probably going to head there as a rendezvous.

[]Look for the Company- Some of the men report being scattered about around the wagons, so there is hope that a good chunk of the Company has just been thrown about, rather than killed. It would behoove you to send out scouts and see if you can find anyone to return to camp. Chance of Success: ??? Rewards: More men and supplies
Good idea, stabilizes the situation.

[]Scout the Edge of the Plain- You don't think there were heavily forested woods around the plain, much less ones that look a lot less tropical than the South's climate would allow. You can't send them too far off, but it wouldn't be a bad idea to go and get some idea of whats out there. Chance of Success: ??? Reward: Information
Hmm. Something to keep an eye on, but it should probably wait until we have our feet under us.

[]Help the Wounded- While you weren't trained as a doctor your education did provide you with a basic knowledge of anatomy, and part of an engineer's job is to fix things. In this case said things will be human, but is that really any difference from a cart? Chance of Success: ??? Reward: More able bodied men, Morale increase
On the one hand, this is a good idea; on the other, that question really makes me leery of letting Sparky do this without a trained professional. I think we'd better hold off on this until we find a surgeon, or whoever takes care of the horses, because I'm not sure the men would appreciate Mr. "I Know What I'm Doing!" trying to put their insides where they belong when he doesn't know what he's doing.

[]Check on the Wizards- Boy oh boy was that some hardcore magical bullshit. Even with your very, very basic grasp of magic you still felt like you got punched in the dick and stabbed in the gut at the same time. Half-Hand and Tic are by no means powerful, but they're still leagues ahead of you. Its probably a good idea to make sure they're okay. Chance of Success: ??? Rewards: Hopefully stable wizards.
Another good idea.


So, Base Camp is practically a gimme - it's the Engineer's forte, it's useful (more actions, a place to put people who need to be in bed, etc), it establishes to anything watching that we're not out of it. After that ... either looking for the rest of the Company or helping out the wizards. Searching for the other survivors is, I think, more useful, because not everyone is probably going to be incapacitated so we should get useful guys cropping up. On the other hand, if we do have an unstable wizard or two, it'd be best to find that out quickly, and they can probably help with some non-magical things even if they can't actually use magic.
 
Turn .2
Base Camp- Your men are tired, wounded and disorganized. They need a place to rest and return to if all else fails. While you don't have much to work with the wagons can be moved together to form makeshift buildings, and there should be enough canvas and rope to make larger scale tents and shelters. Chance of Success: ??? Reward: +1 action, Morale boost, More Options

30 vs 11+18+9.5(1/2 Learning)=38.5

Its not the best you could do, but for the situation at hand its pretty damn alright. The wagons have been arrayed in large circle, the spaces in between them fortified by bits of wood and metal from the ruined one. Large sheets of canvas have been stretched over the shelter, giving the men a place to rest. A large section has been cordoned off with more canvas for a triage bay, giving the worst of the wounded a place to rest. You've taken over one of the wagons and are using it as an office, officially taking unofficial command of the Company here. Along with the wizards a few officers from each surviving platoon have started reporting to you, letting you delegate more.

Rewards: Morale up to Terrible, +1 Action, More Options

Check on the Wizards- Boy oh boy was that some hardcore magical bullshit. Even with your very, very basic grasp of magic you still felt like you got punched in the dick and stabbed in the gut at the same time. Half-Hand and Tic are by no means powerful, but they're still leagues ahead of you. Its probably a good idea to make sure they're okay. Chance of Success: ??? Rewards: Hopefully stable wizards.

20 vs 2+16+5(Half-Hand)=22 (Bare Success)

Thank whatever gods may be watching that Half-Hand was only moderately injured, rather than completely incapacitated. You're not sure how you would've handled Tic without him. Tic, normally just slightly crazed and prone to falling into repetitive action, had been doing the same weird movements over and over for at least an hour. Its only thanks to you and Half Hand that you managed to stop him before he got them right and completed the spell, a spell that summoned a rather nasty demon at great cost to the caster even in the best of conditions. Right now it probably would've torn another hole in reality, or something equally stupid. Apparently Tic thought he could trade places with the demon or something dumb like that. Oh well. Now you've got him safely sequestered in a wagon and only a minor taint on the area. Great.

Rewards: Wizards secure, Tic locked for 1d2=1 rounds until recovery, only slightly drawn the interest of horrible gribblies.

You can choose three actions, some options may have changed

[]Scout the Fortress- To the north is the Fortress With No Name, center piece of the Plain and supposedly home to men the Company left behind in times long since past. If you can get there you may find supplies and helping hands, as well as a more permanent place to shelter. It has been a really, really fucking long time since the the Company passed through this place, so you have no idea if there will be anyone left. Chance of Success: ??? Rewards: Information, help?

[]Look for the Company- Some of the men report being scattered about around the wagons, so there is hope that a good chunk of the Company has just been thrown about, rather than killed. It would behoove you to send out
scouts and see if you can find anyone to return to camp. Chance of Success: ??? Rewards: More men and supplies

[]Scout the Edge of the Plain- You don't think there were heavily forested woods around the plain, much less ones that look a lot less tropical than the South's climate would allow. You can't send them too far off, but it wouldn't be a bad idea to go and get some idea of whats out there. It would also be nice to get some material for expanding on your base camp Chance of Success: ??? Reward: Information, base camp actions unlocked

[] Get Everything in Order- Currently everything is a big of a giant mess right now, with all the violent planar bullshit and such. However now that you have access to a relatively stable home base you can start to unfuck the situation. And maybe start to figure out what to do if everyone else is dead. Rewards: CoS information unlocked, Bonus to emergency actions

[] Medic!- Right now you have a bunch of wounded men in the triage area and only a smattering of people to help them. You're pretty sure that you can find more people with medical experince, its just a matter of asking around and giving orders. Shouldn't be too hard. CoS: ??? Rewards-More men treated, triage situation becomes less dire

[]Set up the Defense- You have a base camp, but its quite possibly the most undefended locations you've ever been in, and thats counting the forest grove where you and Fredrick would 'meet' back at school. Well, nevermind that. The point is that you should order some of the men to stand guard, it'll make you less of a giant target. CoS: ??? Rewards: More defended, possibility of morale increase
 
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