How are we going to light and keep torches in the rain?

[X] Bohort will move to put himself between the abomination and the collapsing ruined keep, baiting the beast to charge him and dodging so as to allow it to ram into the building and, hopefully, be trampled by its falling debris. Asger will circle around the building to help the keep collapse upon itself when the abomination rams into it. The Grail Knight will remain on standby to provide the killing blow once the abomination hits the building, or to support Bohort if things go wrong.
 
How are we going to light and keep torches in the rain?

[X] Bohort will move to put himself between the abomination and the collapsing ruined keep, baiting the beast to charge him and dodging so as to allow it to ram into the building and, hopefully, be trampled by its falling debris. Asger will circle around the building to help the keep collapse upon itself when the abomination rams into it. The Grail Knight will remain on standby to provide the killing blow once the abomination hits the building, or to support Bohort if things go wrong.
Capes/Cloaks: The Lady's best umbrella.
 
How are we going to light and keep torches in the rain?
According to the Grail Knight, the torches are dry and will be easy to kindle. So as long as we move fast and pick them up before the get all wet, lighting them shouldn't be a problem. And I admittedly have no experience, but I think once a torch is burning it won't go out easily.

P.S. I can't find anything solid about torches' ability to withstand rain. Internet, I am so disappointed in you.
 
Vote will be called when I wake up tomorrow or when there's five votes.

Sorry I didn't get to it earlier, stomach hurt today.
 
Norscan Misery 5
Norscan Misery 5

"Light the torches. We'll wield those to overwhelm it. Lord Grail Knight! Keep back, take watch and when you can smite the beast-- for your blessed arm will stab surer and stronger than either of us."

You take off your cloak and hold it over the torches. Asger fiddles with the flint, striking the two pieces together, getting the little water on them off. The Grail Knight holds the torches-- essentially wooden clubs with oil soaked rags wrapped around them-- as he fiddles with the strike and fuel.

Sparks fly, land on the rags. They glow hot orange and red, bright for a little moment. Smoke begins to slowly rise, and you cheer-- only for it to die in your throat with the little embers.

It seems then, that the torches will have to dry a little.

You dare a glance behind you. The beast is moving-- slowly, but ever gaining speed-- towards you.

Someone has to distract this beast. You need at least two people to light the torches that will allow you to cauterize this thing's wounds, make them stick.

You hand the cloak over to the Grail Knight.

"Keep these dry. Light them."

Then your grip your blade and turn, water falling off your shoulders. With the little soft sound of steel on leather you pull your sword, a good-enough replacement from the baggage trains your army brought, and charge. Littered stones are lit by lightning as you race past them, sword in one hand, shield in the other. The soft turf yields easily enough.

At the last moment you leap hoping for some extra momentum to stab the thing, bite through the bone. But it slams its elbow into you instead, sending you careening through the air like a cannonball until you slam into one of those left over stone blocks. It doesn't hurt that bad-- adrenaline racing through you dulls it, and your armor kept the worst damage at bay. You fall from it, landing on your hands and knees.

Behind you the stone block falls, landing with a great thump on its side.

Past the beast, the ruined remnants of the castle hang precipitously-- how, exactly, considering half the castle was just blown away, is a question. Looking now, you think you're about 100 feet away from the castle, so that's nice to know.

Right. Forward charges are great against Orcs.

Less so against abominations.

You're going to need to be smart about this.

Instincts you've been honing since you were twelve scream in your ear and you roll to the side. A moment later, the thing's arm slams into the soft ground knuckle first. Your roll was graceless-- but it worked well enough.

The beast rips its arm from the ground-- great globules of mud slide off of it, up to the elbow. It races at you, again, but you duck and let its claws fly overhead. They're slower, now, than they were, and all of a sudden you have an idea.

Slashing up, you cut into the thing's leg. It screams and punches you, again. Letting yourself be hit in the shield, you slide back a bit.

A kick follows, and this time you dodge again. The leg ends up knee deep in the soft mud, and the beast pulls it back up and races after you-- again, slower now than it was. Both its legs should be weak for at least a little while.

The rain is still lightly pinging off your helm, but at least you've gotten some work done now. The thing roars, again, and tries to punch you-- but now that you can actually see the wind up, knocking them off course with your shield is possible.

You continue like this, trading blows, ducking and dodging and taking what you have to, not wounding the beast but remaining unwounded in turn. Compared to the Diestros, this thing isn't that hard.

But then it pulls some bullshit. A hard piece of black bone cracks from its arm, putrescent and disgusting as this thing has ever been. With its good arm, it manages to grab you, hold you-- and then jam the thing into your shoulder.

You drop your sword and the thing grabs you. Holding you by the neck in one hand and the leg in the other it starts pulling. You feel a stretch, and a burning in your shoulder.

Before it can kill you, though, the Grail Knight stabs at it with a lit torch. Distracted, it can't stop you from pulling your dagger out its sheathe then stabbing down.

You punch through the thing's skull, the brain, and the jaw. It tilts over and falls-- it might get back up, if the Grail Knight didn't toss the torch on it, as well as your cloak to keep it from the rain.

Unfortunately, you have bigger problems.

Like, say. The poison currently coursing through you. It burns, it burns and burns and burns. What little of your arm you can see is turning green-- which is not a great sign.

[] Pray
[] Pass out
[] Oh no
 
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[X] Pray

Nothing else we can really do.

EDIT: I don't suppose our wife gave us anything that could be helpful before we headed off?
 
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Bretonnian Rebuild: Bowmen
Bowmen



(Source)


Bretonnia is strong in many ways. Your knights are the envy of the Old World, as far south as Araby and as far north as Kislev; your Damsels are counted at least equal to the Wizards of the Empire, and certainly to their priests; and no force among the civilized peoples is as deadly as a Grail Knight.

However, traditionally speaking, the ranged battles favor your foes. For most of the Kingdom's existence, there was no archer like equivalent to the Men At Arms; instead, in return for taking up a bow, gambeson and helm, peasants might be excused from paying taxes, receive loot from the field of battle, and extra wages are certain to be paid. There is certainly no lack of number-- nearly every peasant of Bretonnia hunts to supplement their diet or to sell at market-- nor of skill-- they are well-enough synchronized, and good shots-- but of discipline.

In comparison to the professional warriors and soldiers that take the field, these bowmen are often psychologically and spiritually ill-equipped for the battlefield. But they do have numbers-- and under the gaze of villeins, the wealthy huntsmen of their lord who often organize the recruitment of these bowmen, they can be a good force for the ranged combat, sending volleys flying well into the foe.

Still, there is a reason why among the Estalian/Tilean influenced Knights of Carcassonne, the arbalest is making gains.

Core

Unit Size: 10+

Cost: 6 points a model

Stats: (Villein)

M:4 (4)
WS: 2(3)
BS: 3 (4)
S: 3 (3)
T: 3 (3)
W: 1 (2)
I: 3 (3)
A: 1 (1)
LD: 6 (7)

Equipment: Hand Weapon, Longbow and Defensive Stakes

Options:
  • Any Unit may take light armor (1pt/model)
  • Any Unit may replace its defensive stakes with the ability to Skirmish (1pt/model)
  • Any Unit may be equipped with braziers (all arrows count as flaming attacks) for +5 pts/unit.
  • Upgrade one bowman to to a musician for 5 pts.
  • Upgrade one bowman to a standard bearer for +10 pts.
  • Upgrade one bowman to villein for +5 pts.
Special Rules:
The Peasant's Duty, Defensive Stakes
 
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Bretonnian Rebuild: Arbalest
Bretonnian Rebuild: Arbalest



Source

Crossbows are not a new technology-- they've been used by various peoples since the time of Nehekara, even-- as shown by the many tapestries and diagrams hanging on the wall of the University of Parravon. Various individuals have used them as long as Bretonnia has existed, folk heroes and so on.

However, there is a difference between people at all using them and there taking a place in armies of the Kingdom. Crossbow production within Bretonnia has always produced a somewhat inferior product, too finicky and unreliable to be worth the shame of having them at arms for any lord worth his salt. Further, you can't trust the dwarfs for aid, the elves are either insane or too preoccupied to teach you, and the Empire...no. So in various civilian applications, they were seen-- but never as part of a proper lord's retinue or force.

However, in 2400 IC, the famed scholar Alain Beaumont took his famous pilgrimage to Tilea and Estalia. There he learned at the feet of some of the wisest, most dedicated and fearsome inventors in the entire Old World. Taking the expertise he was surrounded with, he designed, sketched, smithed out and sold his first batch of what he called Arbalest to Lord Bonfils of Carcassonne.

For a variety of reasons, including simple unpopularity of the weapon, particularly with the lords of Aquitaine, who claim that Lord Fredemund would never have tolerated such Imperial Nonsense for his vassals, bowman are much, much more numerous within the kingdom's armies. There is also the simple matter of having to train Arbalests, whereas to find dozens of bowmen you need only walk into the inn of any moderately sized village within Bretonnia.

Still, among the lords of Montfort and Carcassone who need a way to conquer the monstrous beasts of their greenskins foes when they themselves can't, if only for lack of hands, the Arbalest is gaining favor.

Rare

Unit Size: 10+

Cost: 10 Points/model

Stats:
M:4
WS:2
BS:4
S:3
T:3
W:1
I:3
A:1
LD:7

Equipment: Hand Weapon, Arbalest and light armor

Options:
  • Upgrade 1 Arbalest to Musician, 5 pts
  • Upgrade 1 Arbalest to Standard Bearer, 10 points
Special Rules:

The Peasants Duty

Arbalest:
The Crossbows of Bretonnia are mighty, dangerous contraptions, powerfully propelled-- certainly superior to the Imperial examples. All shooting attacks are Armor Piercing.

The Pragmatic Sanction: The crossbow is, in many ways, the antithesis of knightly valor and as such, there is a storm of controversy over its head. No units of Arbalests may be taken in army where the general has the Virtue of Noble Disdain. Armies in which the general has the Virtue of Stoicism or Empathy Arbalests may be taken as Core.
 
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To expound just a tad on what the thought process behind the army redesign has been, the most basic goal is that anyone working with this hypothetical army book should be at least broadly capable of representing both Roland's last stand at Ronceveaux as well as Edward III's battles in the 100 Years War-- except, obviously, for the gunpowder components of the latter-- with the core book.

I've also been attempting to weave in the Heroic Virtues with the rest of the army, a little at least.

How do you like it so far?
 
The Declaration of King Louis 1er
The Declaration of King Louis
24 AB, 1001 IC, DC 5252, CA VIII 502


Let it be known throughout every land of man, and of elf, and of dwarf, that Bretonnia signifies freedom. In accordance with this principle, any slave found on Bretonnian land, by any mean or method of learning, will be freed; that no restitution will be offered, in any manner, to any former "master"; that homes will be found, lodgings offered, and employment secured for those who are freed on Bretonnian soil. This be in accordance with the will of the Lady, long may We rule in her name, and that this divine justice and abolition of this sin will not be compromised.
--
Promulgation of King Gaston
1319 AB, 2320 IC


We reaffirm, in even stronger terms, the decree of Our Predecessor, Louis 1er. Further than merely Bretonnian soil meaning freedom, let the heraldries of Our Knights and the flags of Our Ships mean the same: any ship a vessel of the Royal Navy discovers bearing slaves will be stopped and boarded, and the slaves there freed. They will be returned to their homes, along with a restitution from the revenues of said slavers, the rest of which not used as such going to the Captain of said Bretonnian ships; then to the Admiral in Command; then, finally, to the Royal Treasury.

Further, so long as the Kingdom of Naggaroth, the Tribes of Norsca, and the Under-Empire of the Skaven practice the abominable system of Slavery; raid foreign lands for to rip their inhabitants away as slaves; and, or, purchases from foreign markets slaves in any manner, a state of war will persist until and unless such a time comes as they cease this practice.
--
Because I know some people aren't going to believe it.
 
Norscan Misery 6
Norscan Misery 6

This...

This hurts. Pain falls on you like stars from the sky. You see purple, and red, and a whole kaleidoscope of colors besides. The world spins in strange circles, and you cannot tell whether your companions are giants or halflings-- it changes from moment to moment. They're probably speaking, but you are too busy writhing on the floor in agony to listen.

Pain isn't that new to you. That time as a squire, when that merchant slid his razor through your arm? That hurt. You've still got that scar. It sometimes twinges at night.

When your body was shattered at Aldium, and you suffocated under the press of greenflesh, crawling and scrabbling and choking, that hurt. You sometimes breathe funny during training-- not wrong, just...long.

When you rode, as your father's emissary, to the aid of Estalia against her foes and you were shot by Skaven-- that burned. That still burns, now, if you think too long about it, feel your shoulder give way under lead.

This? This is worse than any of that. This? Isn't going away.

Unless this passes, it's going to kill.

That thought brings sharpness, clarity, and your tongue starts working again well enough.

"Lady... You saved my life at Aldium. You gave me vissions, you gave me a mission. I'm not done with it. The world's still not saved. Grimgor and Maullobaude still aren't beat. And if they don't fail, a million souls will perish as slaves. The innocent, Lady, rounded up, and fed on and murdered and abused. Dishonor rampant."

You vomit up blood. At least, you're pretty sure that's what happened.

Pray To The Lady: 76/???

"Please, Shallya. Lady of my wife. Don't let me die here, in this festering winter. Let a son return to his mother, let a husband return to his wife." You grasp your shoulder, feel the the blood soaking armor. "Let a father see his child at least once. I'll pay any price you ask, mother of mercy, just please don't let me die here, and now."

Pray to Shallya: 58/???

"Ulric! Sigmar! You worthless bastard gods of a worthless bastard Empire! I've protected your name, father murder! And I'm told, False King, that you hate Chaos! Well I just slaughtered more of their servants than any ten of your priests! I showed valor and courage, and I'm told that you value that, as much as you value anything besides beer and women!"

Pray To Imperial gods: 10/???

"Myrmidia! I protected your flock at Aldium. Didn't I? Didn't I..."

Pray to Myrmidia: 10/???

You feel more red blood pour out.

You are going to die here. In this worthless hole of evil, and snow, and murder. You are going to bleed out, slowly. Your heart is going to slow, and slow, and stop.

You are going to meet Gilles much, much too soon.

Somewhere a crow's voice breaks the silence, calling you home.

It isn't fair. It isn't right. You start crying, if you weren't already. You were going to save the world, and now look at you. Dying in a puddle of your own blood to help a band of Norscans.

Pathetic.

Just like your life's been. They were not right-- but now, you'll never get to prove it.

Then before your eyes-- and you swear it is not simply the poison cutting off the oxygen to your brain-- you see mists beginning to pour in from the darkness. Water falls, and carries away the dirty snow in small streams-- gray ash is channeled, and the stone is cleansed.

From out of the mists, three women appear before you clad in pure white dresses.

The crow flies away.

You cannot see them, such is the intensity of light that comes before them. Their staffs are purpleheart, with many fine engravings exulting the Lady wrought into their body. Their eyes-- their eyes are like the very deepest depths of some languid pool found in the most beautiful forest of this or any world, for that matter. Blond hair is captured in a silken veil that falls far onto the ground itself, though it remains clean-- if only by the expedient method of melting all the snow from under it.

One of them takes a silken cloth with a lily embroidered in it, and wraps it around the wound where the poison entered. And immediately, the pain and the sweat and the very bad trip, they all end. Through the whiplash, you at least manage to communicate a very simple question:

Why?

"The Lady has asked much of you."

"She can give much in return."

You try to adjust the silk, only for the one nearest you to slap your hand-- and somehow it still hurts, even through armor.

"Do not-"

"Do not-"

"Do not-"

"Meddle with that bandage."

"It is-"

"-The Lady's very own favor-"

"-And a tourniquet choking and cleansing the poison."

"If it falls, every effect of the poison will return-"

"-If not worsened-"

"-And you will die."

Flowing, each starts then finishes sentences, one thought shared by three minds. It's oddly comforting-- kind of like what you'd expect if you had three mothers taking care of you. Not so bizarre as that sounds, but still.

"Thirty days, at least, to heal it."

"Be well-"

"
-sons of Bretonnia." The first fixes Asger with a glare that could mountains.

"Betray them, north son, and the birds will feast on your carcass."

"The birds feast on every carcass one day, woman."

You really want to punch him. Raiding your people, blowing you up, and now getting into a fight with the Lady's Prophetesses.

Instead, all you do is say "thank you".

And with that they depart back into mist.
--
You've risen up from the ground where you were bleeding out, flexing your arm. The three of you are taking a moment to catch your breath, and to feel human again.

Asger has already started examining your armor, hoping to figure out how, exactly, the bone pierced it-- he is, apparently, worried that the extreme heat of the explosion weakened the metal some, or warped it when taken in combination with the rough landings you both had.

The Grail Knight has been silent.

You've been praying.

"Your name, Sir?"

The peace comes to an end.

"...I don't know." The grail knight looks to the ground, almost like he expects to see it written in the dust.

"...Pardon me, what?"

"I don't know my name. I don't know my family-- if I even have a family left. The last thing I remember is waking up in that castle, being interrogated by those men. That was a year ago.

All I know is that I am a Grail Knight, and I have to destroy this." He pulls a large, sickly yellow crystal out from under his clothes. It hurts to look at it. "I'm not sure how to destroy it, but the Lady has guided me so far. Further, I believe she has guided me to you, and for a reason at that.

I will confess, there is some chance that the beasts of Chaos seek us out for rewards from their dread master-- but she is not so terrible, and she is not so mighty, as they believe. They can be beaten, and so can that dark god. If you wish me to leave, I will-- but if not, I would like to travel with you."

[] Yeah, you'd like a Grail Knight with you.

[] You need to be inconspicuous and blend in-- not drag in every foul beasts that wants to end your life.
--
Gain Trait: Magical Poison Bandage- the Lady has gifted you with the method to not die of poison: A magical bandage. However, if it is moved-- not rattled, or shook, but moved-- the effects of the poison will return, and the stronger at that-- a potential weakness.
 
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