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

[X]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: 30% Rewards: Information, help?

[X]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

[X]Mystical Bullshit Part 1: Tick's uh, less completely over the edge and Half-Hand is his usual surly self. Half-Hand thinks that if you could get the Wizards some mystical supplies they could possibly start scrying and doing actual magic. CoS: 60% Reward: Magic Options Unlocked

Glad to see that this is back.
 
[X]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: 30% Rewards: Information, help?

[X]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

[X]Mystical Bullshit Part 1: Tick's uh, less completely over the edge and Half-Hand is his usual surly self. Half-Hand thinks that if you could get the Wizards some mystical supplies they could possibly start scrying and doing actual magic. CoS: 60% Reward: Magic Options Unlocked
 
[X]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: 30% Rewards: Information, help?

[X]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

[X]Mystical Bullshit Part 1: Tick's uh, less completely over the edge and Half-Hand is his usual surly self. Half-Hand thinks that if you could get the Wizards some mystical supplies they could possibly start scrying and doing actual magic. CoS: 60% Reward: Magic Options Unlocked
 
[X]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: 30% Rewards: Information, help?

[X]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

[X]Mystical Bullshit Part 1: Tick's uh, less completely over the edge and Half-Hand is his usual surly self. Half-Hand thinks that if you could get the Wizards some mystical supplies they could possibly start scrying and doing actual magic. CoS: 60% Reward: Magic Options Unlocked
 
Turn . 5
[X]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: 30% Rewards: Information, help?

47+19+5= 71 vs 70

Your scouts leave early in the day and don't report back till long after the light from that alien sky up above has dimmed, a sense of unease growing about the camp. Finally they ride back in a bedraggled band, followed by a small party, the standard of the Company flying high over their heads. With them comes Merk, the Company's Annalist. Once they reach your camp he comes straight to you, an honor guard of heavily armored First platoon veterans carrying papers with him.

'Shits fucked Sparks, its all gone to hell. After that, uh, utter insanity when the Lance did its thing I ended up with most of Command plus the First and Second. The Captain had us dig in around the sides of the Fortress, using the Spear to ward off most of the more dangerous things that could come at us. By the middle of the week we thought we would be okay, things were kinda shaky but we were holding it together. Then, then She came out of the Fortress. All we heard at first was the screaming, guess there was someone left inside after all, and then the men began to choke and die. The-THey fucking coughed up blood as their eyes melted. Guys were set on fire randomly, the smell of blood and flesh was everywhere. It was, well, godawful. And in the center of it all I see Her, crazy bitch in all black, laughing in this cacophony of voices as she killed us. I know who she us, yes I goddamn do. I've read the Annals, I should be the one to know. Its Soulcatcher, the black devil out of our past."

Merk takes a moment to drink some of your very limited supply of booze before continuing. "Captain came at here with the Spear, got him boiled inside his own skin but she ran off after that. Leu's dead, Captain's dead, Pincushion (your Standard-bearer) got his arm burnt off. And worst of goddamn all most of the Annals are gone! I don't know how she did it, but she ran off with them during the fight. I'll kill her for that, I'll cut her face off with my own knife."

You leave Merk to stew in his rage and go out to stare at what you've been given. 50 men remain from Second Company, brave bastard the lot of them. Worse than that only five of First remain. Some of those bastards had been with the Company since it was up North, you had joined with a few of them. Hells hells hells.

Reward: 50 Second Platoon (Heavy Infantry), 5 First Platoon (Elite Heavy Infantry), Information, Rising chance of Alcoholism

[X]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

91+16+5= 122 vs ??? (Crit!)

The other band of scouts arrives shortly after, and in considerably better spirits. For with them they bring a bundle of maps. Apparently deep in the greenwood surrounding the plain the Scouts found a small structure of grey stone sunken into the earth. Inside it they found a bevy of strange objects, crates marked with a unknown symbol and a single working glowing...thing. A box of metal with glowing glass on it, the scouts hit 'yes' when it asked them if they would like a geographic survey of the area. Using the maps they were able to get a good lay of the land, especially when they used it to find the location of what it called a 'small hive city on traction'. Whatever the fuck that is, it must be good? They just hope that whoever would wear a eagle with two heads don't come back any time soon.

Rewards: Location of bunker with some bullshit in it, maps of the local area (+5 to scouting nearby), Information, Options unlocked.

[x]Mystical Bullshit Part 1: Tick's uh, less completely over the edge and Half-Hand is his usual surly self. Half-Hand thinks that if you could get the Wizards some mystical supplies they could possibly start scrying and doing actual magic. CoS: 60% Reward: Magic Options Unlocked

73+23+5= 101 vs 40 (Crit, Jesus Christ)

Compared to the scouting missions what the mages do is almost mundane, almost. Half Hand and Tic spend a great deal of the day gathering ingredients, chanting terrible things and scaring the hell out of the men with illusions. Upon hearing about Soulcatcher being loose Tic, however, goes into goddamn over drive. The nervous mage nearly works himself to death as he goes from wagon to wagon, putting up wards and chanting hurriedly, the very wood burning at his touch. When he finishes he turns to you, grins and then passes out, blood spewing from his face.

"Welp," Half Hand says, "I'm pretty sure hes not fucking dead. Anyways, from what I can tell that little shit worked himself half to death making sure those wagons make like a barrier around the camp. Wizards, shadows and anything else magical should have some serious trouble getting through. Never seen him that terrified since a few days a go."

Reward: Magic options unlocked, -10 to all magical enemy rolls within wagon circle


With the Captain and his second in command dead on the Plain that makes...Regent, the last highest ranking officer of the 2nd Platoon Captain. However he doesn't seem to really want it. "Take the job Sparks, I can't handle running the whole fucking Company. I've been a goddamn wreck this past week."

You're the Captain fully now, Captain of a ruined shell of a Company. The men are in low spirits, supplies are eh and you have no idea where you are. Thankfully you have the Spear, Lance, a lot of weapons and your own suffocating genius to figure this out. The first order of business if your next move. The Company has traditionally been nomadic, travelling from place to place. But theres nothing in the Annals that says you can't put down roots, its just not usual.

If you did want to do that you could take over the Fortress. Its sturdy enough and full of ancient treasures; plus the Old Man, the Chronicler, Croaker, the spirit the Company prays too is said to reside within. On the other hand horrible things are kept locked beneath it, who knows what might come boiling out of the depths?
Keeping your camp on the Plain might be doable, though you'd want to tear it down and probably move it into the woodland. Theres room to grow and its provides the option of moving on if need be, but it has almost on defense.

You could also keep on going as you always have, travelling north in search of pay. Perhaps you want to see if you can find a better site to root, or discard the idea totally.

[]Put down roots, take over the land with the purpose of ruling it in some manner
-[] In the Fortress With No Name
-[] In the growing camp on the edge of the Glittering Plain
[]Continue to be nomadic


Hour moratorium for discussion, this is a pretty important vote
 
Last edited:
With them are the rest of the 4th, 200 more of the 8th and a small contingent of the 3rd, along with your Annalist, Merk.

With them comes Vile, the Company's Annalist.
Wait, is Merk a personal Annalist, Engineer Annalist, or something else? Also, Vile or Veil?

they used it to find the location of what it called a 'small hive city on traction'. Whatever the fuck that is, it must be good? They just hope that whoever would wear a eagle with two heads don't come back any time soon
... Black Company x 40K, huh? Oh, Lady ....

Dear Soulcatcher:

Fuck you.

Signed,
All of us.
 
Soulcatcher is one of the original Ten Who Were Taken, sorcerer-warlords enslaved by an even more powerful being called the Dominator. The Dominator is bad, bad juju. Anyway, in The Black Company, Soulcatcher is the Taken who hires the Company into the Lady's service and gives them orders and such. Long story short, she tried to backstab the Lady and got her head cut off.

Some time later she started haunting the (depowered) Lady and the Company and finally ended up getting Croaker to sew her head back on - up to that point she'd been carrying it around with her in a box, IIRC. I forget what happened to her after that, but she had a little bit of a vendetta/blood feud/'would kill everything to see you cry' issue with the Lady and I thought she ended up being taken out again at some point but I'd really have to go back and reread the later books.

She has two main callouts - she speaks in a lot of different voices, usually one per sentence. She has a 'business-like' voice that's believed to be her real voice, and if she uses it she's serious. She also has a thing for crows; if they're around assume she's either watching or can watch.


@mcclay
Not to make life more difficult for you, but back in Turn .3, Merk was located with most of the 8th and part of the 3rd, and most of the Annals. In Turn .5, Merk was located with Command and the 1st and 2nd, and Soulcatcher stole the Annals. Are we going with Turn .5 being the correct one?
 
[x]Put down roots, take over the land with the purpose of ruling it in some manner
-[x] In the Fortress With No Name
 
So we might be in 40k.....question since technically speaking we are a mercenary company, what would it cost a Rouge Trader to hire us?
 
@mcclay
Not to make life more difficult for you, but back in Turn .3, Merk was located with most of the 8th and part of the 3rd, and most of the Annals. In Turn .5, Merk was located with Command and the 1st and 2nd, and Soulcatcher stole the Annals. Are we going with Turn .5 being the correct one?

Heck, okay. This is why you shouldn't A) have terrible notes like me and B) leave your quest to lie fallow for several weeks. I'm sticking with the more recent Annals thing because its more narritvely interesting to me, but I do apologize for this fuck up. It hopefully shouldn't happen again.

And more votes would be very nice, I don't want to update based off just one dude/dudette's vote.
 
[X]Put down roots, take over the land with the purpose of ruling it in some manner
- [X] In the Fortress With No Name


Nomadic works best when you have some idea of the local situation, but with knowledge of only one city - and no information on whether or not they need or even want soldiery, particularly of the Black Company's standards - it's kind of the worse option. Setting up a fortification puts us in a defensible position and gives potential clients a location to head to if they want to hire the Company ... or join. (It also gives them a target if they want to destroy the Company, but if they can take the Company in a siege they can take the Company on the move, so I'm not sure it's worth staying nomadic.) As for the options ... the GP camp is makeshift and needs more resources to be something acceptable; it's not in a particularly good location, IIRC, and is kind of a shanty-town. The Fortress With No Name is an actual structure, even after Soulcatcher's little fit, and while it probably needs some updating/remodeling, it's still much more defensible than anything we're going to be able to build.

There is the slight issue of possibly having bad things inside and/or Soulcatcher having left presents, but I still think it's the better option.
 
[X]Put down roots, take over the land with the purpose of ruling it in some manner
- [X] In the Fortress With No Name
 
Turn 1
Turn 1
Men and supplies pour into the Fortress as you watch from a ruined battlement, those already inside the Fortress working hard to patch holes and direct the supplies towards stockpiles. Its a chaotic, hectic mess of a place, with men getting lost in the twisting corridors and sustaining minor injuries from traps. Things are falling into place though, barracks are being set up inside long unused halls, supply rooms are cleared of debris and filled again. The Fortress rings with the sounds of work as everyone settles in. Thankfully you have some help with that. Next to you stands Shzra and Hura, the leaders of the Shadowguard. The Shadowguard were set up by the Lady when the Company left the Fortress, men given a mission to protect Croaker's body and keep the Plain friendly to the Company. For the past 1000 years they recruited from the small villages close to the Plain, bolstering their numbers and making inbreeding less of an issue. They've been badly decimated by Soulcatcher but have joined up with the Company to protect the Fortress. Only time will tell whats in store for your

Martial (Choose 1): Regent is a favorite among the men, his easy going manner endearing him to them. His tactical skill makes him invaluable as your Lieutenant, the main voice through which your orders are relayed to the Company at large. Right now your defenses are fine, but Regent fears that the undisciplined state of the Company will be its downfall if you do come under attack.

[]Scout the Forest: North of the Plain a great forest grows, spreading out and forming a natural border between you and the rest of the world. You're still not even sure whats within its boughs, having only scouted out a small portion of it around the edges of the Plain. A small force of men can penetrate into the greenwood and find out much. Maybe even more structures like the sunken earth one? Chance of Success: 50& Reward: Information, maybe more cool things?
[]Scout the Metal Thing: You can see what the glowing glass called a 'wheeled hive' in the far distance from the top of the Fortress. Its great spire looms above the treeline, casting a shadow on the woods around it. Your scouts report its made of metal, and you marvel at the existence of such a quantity of steel and iron. It must be made through magic, though how and why you're not sure. It may be inhabited, though the lack of light suggests not, and if it isn't you can still salvage much from it.Chance of Success: 60% Reward: Information??? Other people??? Magic???
[]Occupy the Sunken Place: The underground structure made of strange stone is well defended and holds a great deal of supplies, though most of them are too arcane for your scouts to figure out their purpose. Having a forwards operating base in the forest would prove invaluable for both scouting and later exploitation of the resources there. Chance of Success: 60% Reward: +5 to forest scouting rolls, unlocks later options, early warning from the North
[]Set up the 5th Generation Projectors: Your greatest achievements lie cold and unused in the courtyard of the Fortress. With some work you can set up artillery pits on the walls of the Fortress, digging entrenched positions for the projectors. Already you've picked out men with the needed technical and magical acumen to crew them. All five guns could cover most of the Plain. Chance of Success: 50% Reward: Projectors set up, better defense on the Fortress.

Diplomacy (Choose 1): Pincushion flits around the Fortress, eagerly talking to the Shadowguard and members of your camp as he figures out the sitatuion within. Without any neighbors to worry about it seems like his job would be kind of useless, but he assures he has a few ideas on what to do.

[]Interfortress Tensions: The Shadowguard and the Company have been apart for 1000 years, its not surprising that different traditions have developed between them. While for now there have only been a few brawls and yelled words a tension is growing within the Fortress. Pincushion is fairly sure that he can talk everyone down and prevent a riot before it happens. Chance of Success: 40% Reward: No Company-Shadowguard tension.
[]Claiming the Fortress: While you have in all but name taken full control of the Fortress there is the worry of optics. No banners hang from its walls and your flag only flies within the main hall. If you were to place your colors about the Fortress and raise the standard upon the highest point its likely that anyone who sees you will not take you to be a pack of bandits. Reward: Company established in Fortress, Lowered chance of 'civilized' peoples attacking you
[]Language of the Eagle: The language spoken by the sunken place's glowing glass is only barely similar to both Northern and Southern. A few words and bits of grammar are similar, but for the most part its gibberish. However you do have some grasp on it, and any edge can be used. Having both Pincushion and your scouts learn the language can only help you figure out what that place is all about and deal with its owners if they still live. Chance of Success: 50% Reward: Eagle language learned, information from bunker, scouts taught to learn the language of others.

Stewardship (Choose 1): Shrza leads the Shadowguard, the son of a Hisen and a woman from the South of the world Croaker and the Great Company once walked through. A more than competent officer he has lead his men and maintained the upkeep of the Fortress for many years now. He has his hands full now though, between Soulcatcher's escape has badly damaged the Fortress, and that is not even going into the ancient traps and secrets that litter the structure.

[]Patching Holes: Soulcatcher is a being of fell magic, able to melt rock and stone with a flick of her wrist. Much of the Fortress's outer wall was terrible damaged in the fighting. Horrible magics have left great rents and tears into the stone and Shzar fears that great foundations the structure sits on may be damaged. You can't do much about the latter, but using the stone and wood within the Fortress you can at least try and patch some holes. Chance of Success: 60% Reward: Fortress Defenses restored, malus on the defense reduced.
[]Timber!: The woods around the Plain are lush and bountiful, the old growth forest filled with strong trees. Inside your base building supplies are very, very limited. This lack of materials can be fixed by sending out logging teams into the forest and hauling the wood back to the Fortress. Plus it might get the men to start some sort of commerce. Chance of Success: 50% Reward: Options Unlocked, Building Supplies, 50 Logging income.
[]Trapfinder: The ancients who built this place did not want anything to get in or out without dealing with a whole heap of bullshit. The layered traps and hidden spells in deep places within. A few generations of Company mages staying here in one shape or another has made walking to mess a thoroughly dangerous experience. A couple men with sticks and damn good sprinting could at least make taking a stroll less dangerous. Chance of Success: 40% Reward: Traps cleared up, Crit fails in fortress less likely to be as horrible.

Intrigue (Choose 2): Half Hand and Tic have set themselves up in a tower near the Fortresses center, wasting no time in warding it and putting a hell of a lot of soldiers between them and everyone else. You go up there quite a bit, having some skill at magic, and often end up in long conversations with the two wizards. They're mostly worried about what they pissed off, Soulcatcher and the network of caverns deep below the Fortress. They do have a few ideas on more mundane protection too.

[]Tonk!: Tonk is a core part of the Company's culture, you're pretty sure the card game has been played since the Company left Khantovire. Its a key way for the men to unwind and share information. If you can break out the cards and start getting games up and running its likely to help the Company settle into their new home. CoS: 70% Reward: Morale Increase, Intrigue Options, Rumor mill.
[]Scrying: One of the many amenities of the tower is a deep scrying pool, and the correct runes and other bits to use it. With a little bit of chanting and possibly maybe some blood Half Hand is sure he can look around. Due to not knowing where the fuck you are he won't be able to see anything specific, but if something catches his eye he'll let you know. Chance of Success: 100% Reward: Varying degrees of information.
[]Playing Spelunky: Deep under the Fortress is a network of caves containing frozen men, caught within a strange time spell cast thousands of years ago. The only people alive who can cast it now are Croaker and Soulcatcher, one of whom is gone and the other is, uh, not in the mood for that. Also in the caverns are treasure troves, books of the apolcalypse, the bodies of mythical creatures and who knows what else. Theres also the place where Croaker killed a Goddess, but you should probably avoid that for now.
Chance of Success: ??? Rewards: ???
[]Closing off the Undercroft: Above the caverns but below ground level there are a series of sewer tunnels, bolt holes, escape routes, storage rooms and maintenance passages. A clever invader could easily worm their way into the Fortress, thankfully the Company is far too crafty for that. By collapsing passageways and leaving nasty traps in those that remain it would be easy to make it much harder to sneak into the Fortress uneseen. Chance of Success: 60$ Reward: Harder for spies to infiltrate Fortress.

Piety (Choose 1): Merk goes from either being despondent to filled with rage every hour, his moods both mercurial and utterly unhelpful. Its likely that if somethings not done he'll burn himself out or do something dumb. As it stands right now the man is pretty much useless. (-10 to Piety actions until dealt with, may worsen if left unchecked.)

[]The Great Captain: Willing trapped within the body of the great golem Shiva, Croaker watches over the Company. It is by his will that good luck happens, and even when things are in the shitter he slips the Company some edge or advantage to help them get out. THats what many say at least. A good portion of the Company treat the Old Man like a patron spirit, a few like a God. Whatever the case no one has seen him in quite some time. The Shadowguard report that hes locked the doors to his great throne room a few years before now, and doubled the strength of the protections when Soulcatcher got out. It would probably be good to get those doors open. Chance of Success: ??? Reward: Access to Croaker.
[]Tales From Before: The Lady, One-Eye, Raven, Darling, Sleepy, Murgen and Croaker. These men and women dominate the minds of the Company, providing examples and cautionary tales in equal measure. Their stories deserve to be told again, to show the Company that no matter how bad things get the Company will always bounce back. Getting Annal readings started again will bring up morale but quite a bit. Chance of Success: 80% Reward: Morale increase, veneration of the Company as an institution grows.
[]Rebuilding Merk: The Annalist's job is to protect the Annals, with their life if need be. Merk clearly feels like he fucked up, which is true, and that he should either give up or go into a rage to make up for that failure, which is stupid and false. You're not the best at empathy, but maybe you can convince him to get out of his slump? Chance of Success: ??? probably not great Rewards; Merk is less fucked up

Learning (Choose 2): You are a master engineer and probably one of the most educated people in the Company. There is nothing, nothing, you cannot do if you put your mind too it. You'll show those fuckers at the Academy you're not an idiot. You'll show them all!

[]Glowing Glass: The strange objects found in the sunken place seem to be some sort of information thing? Maybe? Probably. Whatever it is you're sure you can figure it out if you noodle around with it a bit. Learning the language while doing so shouldn't be hard either. Chance of Success: 30% Reward: Knowledge of computers
[]Farming the Plain: Can it be done? Should it be done? Who the hell knows and who the hell cares respectively. You have a few seeds in your workshop, two somewhat worried mages and whole lot of ambition. Its spooky, the sky is constantly dark and you're wearing heavy armor in case things go to shit. Let's go. Chance of Success: 20% Reward: Farming knowledge
[]More Engineers Please!: Most of your fellow engineers died horrible deaths when the Lance exploded everything. THe rest are busy managing the projectors. Searching both the Company and the Shadowguard for more technically minded individuals will likely take a lot off your plate and possibly generate new ideas. Chance of Success: 50% Reward: More engineers, +5 bonus to learning tests, new ideas?
[]Projector Production: Projectors are the way of the future, you're sure of it. Its always better to fight an enemy at a distance than deal with the bastard close up. And its very hard to ambush a approaching caravan from the top of a hill with a sword. The problem is that each Projector takes a good deal of time to make. You can't just mass produce them like the Lady did way back when. Or can you? Chance of Success: 30% Reward: Projector mass production possible.

1 hour moratorium for discussion.
 
Okay, so let's see what's going on ...

Martial (Choose 1): Regent is a favorite among the men, his easy going manner endearing him to them. His tactical skill makes him invaluable as your Lieutenant, the main voice through which your orders are relayed to the Company at large. Right now your defenses are fine, but Regent fears that the undisciplined state of the Company will be its downfall if you do come under attack.

[]Scout the Forest: North of the Plain a great forest grows, spreading out and forming a natural border between you and the rest of the world. You're still not even sure whats within its boughs, having only scouted out a small portion of it around the edges of the Plain. A small force of men can penetrate into the greenwood and find out much. Maybe even more structures like the sunken earth one? Chance of Success: 50& Reward: Information, maybe more cool things?
[]Scout the Metal Thing: You can see what the glowing glass called a 'wheeled hive' in the far distance from the top of the Fortress. Its great spire looms above the treeline, casting a shadow on the woods around it. Your scouts report its made of metal, and you marvel at the existence of such a quantity of steel and iron. It must be made through magic, though how and why you're not sure. It may be inhabited, though the lack of light suggests not, and if it isn't you can still salvage much from it.Chance of Success: 60% Reward: Information??? Other people??? Magic???
[]Occupy the Sunken Place: The underground structure made of strange stone is well defended and holds a great deal of supplies, though most of them are too arcane for your scouts to figure out their purpose. Having a forwards operating base in the forest would prove invaluable for both scouting and later exploitation of the resources there. Chance of Success: 60% Reward: +5 to forest scouting rolls, unlocks later options, early warning from the North
[]Set up the 5th Generation Projectors: Your greatest achievements lie cold and unused in the courtyard of the Fortress. With some work you can set up artillery pits on the walls of the Fortress, digging entrenched positions for the projectors. Already you've picked out men with the needed technical and magical acumen to crew them. All five guns could cover most of the Plain. Chance of Success: 50% Reward: Projectors set up, better defense on the Fortress.
So we have a forest, a hive, a bunker, and the Projectors. We only get one this turn, and I'm not liking the Chances of success on any of them. I'm ambivalent about the bunker; on the one hand, supplies and a secondary location, but on the other someone put them there and I'd like to not auto-hostile someone if possible. The Projectors are something I'd like to see, because I'm a turtle at heart. No solid thoughts on the other two, at least not right now.

Diplomacy (Choose 1): Pincushion flits around the Fortress, eagerly talking to the Shadowguard and members of your camp as he figures out the sitatuion within. Without any neighbors to worry about it seems like his job would be kind of useless, but he assures he has a few ideas on what to do.

[]Interfortress Tensions: The Shadowguard and the Company have been apart for 1000 years, its not surprising that different traditions have developed between them. While for now there have only been a few brawls and yelled words a tension is growing within the Fortress. Pincushion is fairly sure that he can talk everyone down and prevent a riot before it happens. Chance of Success: 40% Reward: No Company-Shadowguard tension.
[]Claiming the Fortress: While you have in all but name taken full control of the Fortress there is the worry of optics. No banners hang from its walls and your flag only flies within the main hall. If you were to place your colors about the Fortress and raise the standard upon the highest point its likely that anyone who sees you will not take you to be a pack of bandits. Reward: Company established in Fortress, Lowered chance of 'civilized' peoples attacking you
[]Language of the Eagle: The language spoken by the sunken place's glowing glass is only barely similar to both Northern and Southern. A few words and bits of grammar are similar, but for the most part its gibberish. However you do have some grasp on it, and any edge can be used. Having both Pincushion and your scouts learn the language can only help you figure out what that place is all about and deal with its owners if they still live. Chance of Success: 50% Reward: Eagle language learned, information from bunker, scouts taught to learn the language of others.
On the one hand, Lowered Tensions all my yes. On the other, I weep at 40% chance. (I will probably be afraid of anything below 80%, because I am a cowardly turtle :p) After that, Language would be my next choice.

Stewardship (Choose 1): Shrza leads the Shadowguard, the son of a Hisen and a woman from the South of the world Croaker and the Great Company once walked through. A more than competent officer he has lead his men and maintained the upkeep of the Fortress for many years now. He has his hands full now though, between Soulcatcher's escape has badly damaged the Fortress, and that is not even going into the ancient traps and secrets that litter the structure.

[]Patching Holes: Soulcatcher is a being of fell magic, able to melt rock and stone with a flick of her wrist. Much of the Fortress's outer wall was terrible damaged in the fighting. Horrible magics have left great rents and tears into the stone and Shzar fears that great foundations the structure sits on may be damaged. You can't do much about the latter, but using the stone and wood within the Fortress you can at least try and patch some holes. Chance of Success: 60% Reward: Fortress Defenses restored, malus on the defense reduced.
[]Timber!: The woods around the Plain are lush and bountiful, the old growth forest filled with strong trees. Inside your base building supplies are very, very limited. This lack of materials can be fixed by sending out logging teams into the forest and hauling the wood back to the Fortress. Plus it might get the men to start some sort of commerce. Chance of Success: 50% Reward: Options Unlocked, Building Supplies, 50 Logging income.
[]Trapfinder: The ancients who built this place did not want anything to get in or out without dealing with a whole heap of bullshit. The layered traps and hidden spells in deep places within. A few generations of Company mages staying here in one shape or another has made walking to mess a thoroughly dangerous experience. A couple men with sticks and damn good sprinting could at least make taking a stroll less dangerous. Chance of Success: 40% Reward: Traps cleared up, Crit fails in fortress less likely to be as horrible.
Honestly, leaning toward Trapfinder. The other two are really good options, but knowing where all the really nasty traps that you can't disarm are, and disarming the ones you can, is simply good sense. Let's not have a panic situation turn even worse because someone set off Delayed Blast Fireball.

Intrigue (Choose 2): Half Hand and Tic have set themselves up in a tower near the Fortresses center, wasting no time in warding it and putting a hell of a lot of soldiers between them and everyone else. You go up there quite a bit, having some skill at magic, and often end up in long conversations with the two wizards. They're mostly worried about what they pissed off, Soulcatcher and the network of caverns deep below the Fortress. They do have a few ideas on more mundane protection too.

[]Tonk!: Tonk is a core part of the Company's culture, you're pretty sure the card game has been played since the Company left Khantovire. Its a key way for the men to unwind and share information. If you can break out the cards and start getting games up and running its likely to help the Company settle into their new home. CoS: 70% Reward: Morale Increase, Intrigue Options, Rumor mill.
[]Scrying: One of the many amenities of the tower is a deep scrying pool, and the correct runes and other bits to use it. With a little bit of chanting and possibly maybe some blood Half Hand is sure he can look around. Due to not knowing where the fuck you are he won't be able to see anything specific, but if something catches his eye he'll let you know. Chance of Success: 100% Reward: Varying degrees of information.
[]Playing Spelunky: Deep under the Fortress is a network of caves containing frozen men, caught within a strange time spell cast thousands of years ago. The only people alive who can cast it now are Croaker and Soulcatcher, one of whom is gone and the other is, uh, not in the mood for that. Also in the caverns are treasure troves, books of the apolcalypse, the bodies of mythical creatures and who knows what else. Theres also the place where Croaker killed a Goddess, but you should probably avoid that for now.
Chance of Success: ??? Rewards: ???
[]Closing off the Undercroft: Above the caverns but below ground level there are a series of sewer tunnels, bolt holes, escape routes, storage rooms and maintenance passages. A clever invader could easily worm their way into the Fortress, thankfully the Company is far too crafty for that. By collapsing passageways and leaving nasty traps in those that remain it would be easy to make it much harder to sneak into the Fortress uneseen. Chance of Success: 60$ Reward: Harder for spies to infiltrate Fortress.
Tonk. Tonk, tonk, tonktonktonk. We get two things, it's a good chance of success, raises morale, and even if we try lessens tensions and fail, if we can at least get a few games of Tonk running we probably won't have a civil war. Not sure on the other choice; Scrying is guaranteed but variable success, Spelunky could give us supplies and goodies (and maybe let us know where to never go), and the Undercroft is something that should get done sooner or later anyway.

Piety (Choose 1): Merk goes from either being despondent to filled with rage every hour, his moods both mercurial and utterly unhelpful. Its likely that if somethings not done he'll burn himself out or do something dumb. As it stands right now the man is pretty much useless. (-10 to Piety actions until dealt with, may worsen if left unchecked.)

[]The Great Captain: Willing trapped within the body of the great golem Shiva, Croaker watches over the Company. It is by his will that good luck happens, and even when things are in the shitter he slips the Company some edge or advantage to help them get out. THats what many say at least. A good portion of the Company treat the Old Man like a patron spirit, a few like a God. Whatever the case no one has seen him in quite some time. The Shadowguard report that hes locked the doors to his great throne room a few years before now, and doubled the strength of the protections when Soulcatcher got out. It would probably be good to get those doors open. Chance of Success: ??? Reward: Access to Croaker.
[]Tales From Before: The Lady, One-Eye, Raven, Darling, Sleepy, Murgen and Croaker. These men and women dominate the minds of the Company, providing examples and cautionary tales in equal measure. Their stories deserve to be told again, to show the Company that no matter how bad things get the Company will always bounce back. Getting Annal readings started again will bring up morale but quite a bit. Chance of Success: 80% Reward: Morale increase, veneration of the Company as an institution grows.
[]Rebuilding Merk: The Annalist's job is to protect the Annals, with their life if need be. Merk clearly feels like he fucked up, which is true, and that he should either give up or go into a rage to make up for that failure, which is stupid and false. You're not the best at empathy, but maybe you can convince him to get out of his slump? Chance of Success: ??? probably not great Rewards; Merk is less fucked up
Not sure here; probably leaning toward Tales or Rebuilding; this isn't the first time an Annalist has fucked up, and if we can get Merk thinking about that and how to retrieve/restore the lost Annals then that at least puts his mood swings to good use. Not to mention that with the losses in leadership, getting him sorted soonest is probably best. On the other hand, Tales might have a similar effect on him thanks to Morale buff, especially if we get one of the worse parts of the history.

I'd like to go after Croaker, but ... really, I don't think it's as important as everything else.

Learning (Choose 2): You are a master engineer and probably one of the most educated people in the Company. There is nothing, nothing, you cannot do if you put your mind too it. You'll show those fuckers at the Academy you're not an idiot. You'll show them all!

[]Glowing Glass: The strange objects found in the sunken place seem to be some sort of information thing? Maybe? Probably. Whatever it is you're sure you can figure it out if you noodle around with it a bit. Learning the language while doing so shouldn't be hard either. Chance of Success: 30% Reward: Knowledge of computers
[]Farming the Plain: Can it be done? Should it be done? Who the hell knows and who the hell cares respectively. You have a few seeds in your workshop, two somewhat worried mages and whole lot of ambition. Its spooky, the sky is constantly dark and you're wearing heavy armor in case things go to shit. Let's go. Chance of Success: 20% Reward: Farming knowledge
[]More Engineers Please!: Most of your fellow engineers died horrible deaths when the Lance exploded everything. THe rest are busy managing the projectors. Searching both the Company and the Shadowguard for more technically minded individuals will likely take a lot off your plate and possibly generate new ideas. Chance of Success: 50% Reward: More engineers, +5 bonus to learning tests, new ideas?
[]Projector Production: Projectors are the way of the future, you're sure of it. Its always better to fight an enemy at a distance than deal with the bastard close up. And its very hard to ambush a approaching caravan from the top of a hill with a sword. The problem is that each Projector takes a good deal of time to make. You can't just mass produce them like the Lady did way back when. Or can you? Chance of Success: 30% Reward: Projector mass production possible.
Another two-choice. More Engineers should probably be one of them, because bonuses and more engineers. Figuring out Computers would be another one, because even if we are dealing with terrible IoM computers they can be a lot of help. Farming ... on the one hand, it gives people a lot to do, because it's hard work (especially with no draft animals), but on the other it's kind of a change in occupation. A lot of people joined the Company to get away from farming! And then Projectors, which is good and fun.

My thoughts right now, anyway. Not going to make a vote just yet because I want to let things run through my head for a bit first.
 
Hey, so, this thread died because I never got any votes on the turn and thus felt that there was no interest in it. If there is still interest I'd be more than happy to start running again, now that my life has become a little less hectic.
 
Hey, so, this thread died because I never got any votes on the turn and thus felt that there was no interest in it. If there is still interest I'd be more than happy to start running again, now that my life has become a little less hectic.

I'd like to play. While we have a Black Company fit here though crossed with Worm.

I'd like to have a quest about the Black Company here too.
 
Alright, well, if people are interested then y'all can start voting on a turn plan so that I can update either tomorrow or the next day.
 
Martial (Choose 1):
[X]Set up the 5th Generation Projectors: Your greatest achievements lie cold and unused in the courtyard of the Fortress. With some work you can set up artillery pits on the walls of the Fortress, digging entrenched positions for the projectors. Already you've picked out men with the needed technical and magical acumen to crew them. All five guns could cover most of the Plain. Chance of Success: 50% Reward: Projectors set up, better defense on the Fortress.

Diplomacy (Choose 1):
[X]Interfortress Tensions: The Shadowguard and the Company have been apart for 1000 years, its not surprising that different traditions have developed between them. While for now there have only been a few brawls and yelled words a tension is growing within the Fortress. Pincushion is fairly sure that he can talk everyone down and prevent a riot before it happens. Chance of Success: 40% Reward: No Company-Shadowguard tension.

Stewardship (Choose 1):
[X]Trapfinder: The ancients who built this place did not want anything to get in or out without dealing with a whole heap of bullshit. The layered traps and hidden spells in deep places within. A few generations of Company mages staying here in one shape or another has made walking to mess a thoroughly dangerous experience. A couple men with sticks and damn good sprinting could at least make taking a stroll less dangerous. Chance of Success: 40% Reward: Traps cleared up, Crit fails in fortress less likely to be as horrible.

Intrigue (Choose 2):
[X]Tonk!: Tonk is a core part of the Company's culture, you're pretty sure the card game has been played since the Company left Khantovire. Its a key way for the men to unwind and share information. If you can break out the cards and start getting games up and running its likely to help the Company settle into their new home. CoS: 70% Reward: Morale Increase, Intrigue Options, Rumor mill.
[X]Closing off the Undercroft: Above the caverns but below ground level there are a series of sewer tunnels, bolt holes, escape routes, storage rooms and maintenance passages. A clever invader could easily worm their way into the Fortress, thankfully the Company is far too crafty for that. By collapsing passageways and leaving nasty traps in those that remain it would be easy to make it much harder to sneak into the Fortress uneseen. Chance of Success: 60$ Reward: Harder for spies to infiltrate Fortress.

Piety (Choose 1):
[X]Rebuilding Merk: The Annalist's job is to protect the Annals, with their life if need be. Merk clearly feels like he fucked up, which is true, and that he should either give up or go into a rage to make up for that failure, which is stupid and false. You're not the best at empathy, but maybe you can convince him to get out of his slump? Chance of Success: ??? probably not great Rewards; Merk is less fucked up

Learning (Choose 2):
[X]Farming the Plain: Can it be done? Should it be done? Who the hell knows and who the hell cares respectively. You have a few seeds in your workshop, two somewhat worried mages and whole lot of ambition. Its spooky, the sky is constantly dark and you're wearing heavy armor in case things go to shit. Let's go. Chance of Success: 20% Reward: Farming knowledge
[X]More Engineers Please!: Most of your fellow engineers died horrible deaths when the Lance exploded everything. THe rest are busy managing the projectors. Searching both the Company and the Shadowguard for more technically minded individuals will likely take a lot off your plate and possibly generate new ideas. Chance of Success: 50% Reward: More engineers, +5 bonus to learning tests, new ideas?
 
Back
Top