can't parse this.
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[x] Order an infiltration at night with your eagle knights and Vadac at night, to allow the Sea Guard and your troops to storm the fortified lighthouse without seriously damaging it.
[x] Order an infiltration at night with your eagle knights and Vadac, to allow the Sea Guard and your troops to storm the fortified lighthouse without seriously damaging it.
I'm curious as to how the MC was created? How you decided on stats, traits, etc. did you have an image in mind when you first started creating her or was it somewhat decided by chance/rolls?
Hm. I feel like, given what we're trying to do, that barely hidden Elven contempt might be a problem in the future. Something to keep an eye on.
[x] Order an infiltration at night with your eagle knights and Vadac, to allow the Sea Guard and your troops to storm the fortified lighthouse without seriously damaging it.
[X] Order an infiltration at night with your eagle knights and Vadac at night, to allow the Sea Guard and your troops to storm the fortified lighthouse without seriously damaging it.
[x] Order an infiltration at night with your eagle knights and Vadac at night, to allow the Sea Guard and your troops to storm the fortified lighthouse without seriously damaging it.
[x] Order an infiltration at night with your eagle knights and Vadac at night, to allow the Sea Guard and your troops to storm the fortified lighthouse without seriously damaging it.
[x] Order an infiltration at night with your eagle knights and Vadac at night, to allow the Sea Guard and your troops to storm the fortified lighthouse without seriously damaging it.
I just… really don't think anything that could be squatting there needs much work to kill?
[x] Order an infiltration at night with your eagle knights and Vadac at night, to allow the Sea Guard and your troops to storm the fortified lighthouse without seriously damaging it.
[x] Order an infiltration at night with your eagle knights and Vadac, to allow the Sea Guard and your troops to storm the fortified lighthouse without seriously damaging it.
You secure your dark cloak over your armour as your Hawkship sits at anchor, not far from Tor Sar'than. The night sky is thick with stars, clear and unclouded. A pity, you think. The attack would've been easier with cloud cover, but Eydis's mist will still provide you enough cover. Your ring sits uneasily on your finger, your sword already attached to Galerion's saddle.
His armour has been covered with dark cloth, as has the barding on all the other eagles. Vadac is dressed much as he always is - in a drab patchwork of leather and cloth, all dark enough to blend into the night. His elfbow and arrows were carefully secured for flight, though he'd had to borrow your spare quiver. His would've sent his arrows tumbling out at the slightest aerial manoeuvre.
You'd flown over the lighthouse in the early hours of the morning before your ships were this close. A telescope and your magic were enough to make some basic observations from a safe height.
A band of pirates infested the lighthouse, using the nearby bay to shelter their ramshackle ships. There were quite a few of them, but you hadn't seen any cannon or other fixed defences that might prove a danger to your ships.
You look out at the small fleet and at your knights. The ships are all still on the water, hidden just out of sight of the lighthouse. Small boats have been lowered into the water, full of troops ready to land at your signal. The Sea Guard look at ease, but the human mercenaries all look extremely uncomfortable.
You don't blame them. For those without mistweavers, without ships capable of turning aside cannonballs with their starwood hulls, a directly opposed landing like this one would be dubious at best - suicidal at worst.
"Start the timer, and give us some cover," you ask Eydis as you clamber onto Galerion's back. She nods and turns over a small sand timer on the table next to her. An hour, and the attack will proceed without a call from you, without the assumption that the gates are open.
Then Eydis grasps the winds, all eight held at once and merged into one. She reaches out and weaves them into mist, appearing only a short distance from the lighthouse. By the time your eagles reach it, the defenders will be blinded.
"With me," you order, and Galerion leaps up into the air. Your knights follow, Vadac riding with one. The air is cold, and you are grateful for the scarf wrapped around much of your face. Combined with your cloak, and the other cloth you wear under your armour, you're reasonably warm.
Exceeded DC by 125, 5 extra degrees of success, exceeded DC by 100, critical success. Rolled 95-100, critical success.
Gain Trait: Night Fighter: Skilled at night-fighting, you gain a +5 bonus to Prowess and martial checks that take place at night.
The lighthouse is soon in sight, though Eydis's insubstantial mist shrouds it. It is a tall, thin spire of stone, flaring out from a circular base. No fire burns at its peak, nor do mirrors rest there. Crude human construction has sprung up around it, like mould on a chef's masterwork, and in the bay. Several boats and small ships are moored there - a vital thing to seize, if you can manage it.
Two sets of walls defend the settlement - the inner, Elvish wall that defends the lighthouse, and the outer palisade that protects the extra ramshackle construction the pirates have thrown up. Vadac will handle the outer gate, whilst you handle the inner one. Your knights will circle the area, hidden in the mist, and taking shots with their elfbows to support both of you.
Without a word from you, Galerion descends. You fly over the human construction for a moment, and then with a slow, careful deceleration he lands atop the inner wall. You silently unbuckle yourself and slip onto the ground, drawing your sword as you do. Though you often fight from eagleback, you and Galerion work just as well as separate partners.
Your connection to him is deeper than that of your other knights to their eagles. Your magic has allowed you to form a mental bond with him; freeing you of the need for reigns to communicate what you need him to do. Eagles will not throw a rider, and are intelligent beings, but they find the reigns the most trustworthy form of direction in combat.
He takes to the skies once more, ready to assist you if you require it - and to serve as a second pair of eyes, through your bond.
Exceeded DC by 75, 3 extra degrees of success. Overcast three times, all for duration
You draw on Ulgu, the Wind of Shadows, and drink deeply from the night. You spin it into soft threads around you, preventing any sound from escaping a small radius around you but allowing you to still hear what's going on beyond it. Shadows dance up your form as you do, the gathered shadow-magic shrouding you from view.
The inner gate is some distance away, along the wall, but that's alright - your part in the plan is to open it when Vadac has opened the outer gate. A few guards stand watch on the inner wall, but only a few. They wear quilted armour and helmets - if that. Some wear no armour at all, and most are armed with crossbows rather than expensive pistols.
Taking out the guards, opposed: 1d100 +30 (Prowess) +5 (Eagle Knight of Eatine) +5 (Sword of Hoeth) +5 (Night Fighter) vs 1d100 + 10 (Prowess).
= 79+30+5+5+5 vs 30 + 10,
= 124 vs 40
Exceeded opponent by 75, 3 extra degrees of success.
You move quickly, now your steps are muffled by Ulgu. Your blade slashes out once, twice, three times and with each swing of the quicksilver-sword a pirate dies. Their screams do not echo out into the night, swallowed up by your spell. You proceed to the old gatehouse, a square building above the inner gate, which is manned by a more serious-looking squad of men.
Each carries a sword or axe, in addition to the crossbows that rest on tables. Most wear helmets and steel breastplates - but they are just as outclassed. You wave your hand and open the door to the gatehouse with a minor cantrip. The men turn to look at you, and you stride forward.
"What is that?!" shouts one.
"A daemon!" shouts another.
You do not give them more time. Before the first man has drawn his sword, you are across the room. Your blow splits one man in half at the waist, and then you dart to the side as you slice the head from a man reaching for a crossbow. Two bear down on you, their weapons drawn, just as the smartest of them reaches his crossbow and fires it at you.
Your blade cuts the bolt from the air in a silver blur and then the two men charging at you are in one swing; the ihtilmar greatsword not caring to stop for flesh or steel.
The last one, the smart one, tries to run. He has not reached the door handle before you are there. With one last thrust, the gatehouse is secured.
Your heart sings at the kill, the confirmation of your superiority. You are no Khaineite, no murder cultist, but this is the blood-pride that lurks in the heart of all elves. Its voice is seductive, its presence inescapable. The bloody-handed god is as true an aspect of your people as Isha the Mother.
A horn sounds, high and clear. Three short blasts. Through Galerion's eyes, you see the inner gate swing open, and your knights swoop down to defend it. Boats row in from the sea, having closed to the shore with the aid of the mist.
You let the silencing spell fade, returning the shadow to the world. The time for silence has come to an end, and now all that remains is battle. You draw on the fires lit for warmth inside the gatehouse, on the ring burning on your finger, and you call on Aqshy. You run your hand up your sword's blade, and fire follows it.
Exceeded DC by 75, three extra degrees of success. Osydin overcasts three times for duration.
Flaming Sword of Rhuin Mechanics: Add +Magic to Prowess rolls for the duration of the spell, attacks are magical and flaming.
It burns white hot, and yet your sword is not harmed. Your gauntleted hands are not burnt by the grip. This fire is yours, and it will serve you.
With one swift kick, you work the ancient mechanism and the inner gates begin to open. Now, now battle calls.
You see the gates flung wide open, Sea-Guard already disembarking and securing the outer gates. Your Eagle Knights fly above the battlefield, supporting Vadac with arrows and swift diving attacks. The Eonir proves his worth in battle too, felling a dozen men with his arrows before the first of your troops arrive.
Fighting your way up the tower, opposed: 1d100 +30 (Prowess) +5 (Eagle Knight of Eatine) +5 (Sword of Hoeth) +5 (Night Fighter) + 25 (Flaming Sword fo Rhuin) vs 1d100 + 10 (Prowess) +20 (Numbers) +10 (Defensive Position).
= 20+30+5+5+5 vs 54+10+20+10
= 65 vs 94
Lost by 25, one extra degree of failure. Ithilmar armour degrades injury three steps. Gain Minor Injury (-5 to next roll)
The first of the pirates to rush from the lighthouse meet you on your way down from the wall. Your flaming sword is a beacon in the night, even through the mist, and they send crossbow bolts flying towards you. Your blade is a whirling orange-white blur in the night, cutting down a half dozen bolts before you reach the pirates.
Then the killing begins. Your burning sword cuts through steel blades and wooden hafts alike, but more and more pirates pour out of the lighthouse. Some are half-dressed, but others seem to have been preparing to relieve other guards and are fully equipped.
One strikes at you with a brutish zweihander, his strikes quick and powerful. This one seems better armoured too, and somewhat skilled for a human. He does not land a hit on you, but neither can you overcome his defence and defend yourself from the other pirates. You cut down a few, but they soon learn to toss in only strikes at your sides or rear when you're distracted.
A few blows slam home against your armour, and you grit your teeth at the brief flash of pain. The dusty ground in front of the inner gates is covered in blood and burning corpses, but slowly you are being pushed backwards.
Fighting your way up the tower, opposed: 1d100 +30 (Prowess) +5 (Eagle Knight of Eatine) +5 (Sword of Hoeth) +5 (Night Fighter) + 25 (Flaming Sword fo Rhuin) -5 (Minor Injury) vs 1d100 + 10 (Prowess) +20 (Numbers) +10 (Defensive Position).
= 75+30+5+5+5-5 vs 12+10+20+10
= 115 vs 52
Exceeded opponent by 50, two extra degrees of success.
This pirate may have his band of brigands, but you are not alone. With only a thought, Galerion screams out of the sky. His cry is tremendously loud, and even before his talons cut men to ribbons they turn skyward.
You take advantage of the distraction and strike at the human - who must surely be the leader of these pirates, if his superior skill and equipment is anything to go by. Your first blow pushes him back and chips his greatsword. He attempts to riposte, but now you have the space to slip around his blow and behead him with one whirling cut.
Galerion is merciless in his onslaught, ripping men apart with his beak and slashing them to pieces with his talons. Crossbow bolts pelt him, but all they manage to do is cut through the cloth covering his armour. His shining silver barding now exposed, the Eagle remains undaunted.
You fall upon the pirates from their rear, and this is what breaks them. They turn to flee, and you raise your sword in victory.
They meet only a phalanx of Sea Guard spears. Your troops have moved swiftly through the outer defences, and as the pirates waver the back ranks of Sea Guard fire their elfbows through the gaps in the slightly staggered ranks. The pirates are cut down in moments, just as you see a flash of light bright enough to make night into day for a single moment.
Lady Ortiz, you think, has just engaged some pirates.
As the sun crests the horizon, the battle is well and truly won. Your forces have complete control of the Lighthouse and the bay. Casualties were light - only a few unlucky handgunners, who were hit by crossbow bolts. These were just pirates, after all - lightly armed and armoured men who broke upon taking even light casualties without their leaders around to urge them onwards.
There is, however, a problem. Whilst no prisoners were taken from amongst the pirates, it seems they did have a habit of taking prisoners as slaves or hostages. Captain Hochstrasse's men found a large number in a ramshackle building, and you yourself found several inside the lighthouse. These seemed to be the more valuable prisoners, for one reason or another.
Most of them seem to have been kept as manual labourers, working small farms down by the bay under the guard of the pirates, or performing menial tasks in and around the lighthouse. Some of the ones from the lighthouse itself seem to have some value as hostages, and at least one claims to be a Bretonnian noblewoman whose husband would pay dearly for her return.
This leaves you with a dilemma. Whilst capturing the lighthouse intact did allow you to capture the pirate's supplies - and boats - intact, you already have a number of wives, children, hangers-on, and general labourers with you. Many of the freed prisoners want to stay, most being poor locals or sailors.
Allowing them to stay would provide you with a significant boost in civilian population, but the supplies you brought were calculated to last until you could begin growing, fishing, or otherwise producing enough food for the force you brought with you. It would be a gamble that the additional supplies captured and existing infrastructure would offset the greater initial population.
On the matter of the noblewoman, you decide to...
[x] Direct your hawkship to escort her home. This would be the safest and quickest option, but it would tie up your hawkship for some time. -1 (of currently 2) naval actions for the turn, reward ???
[x] Pay for her passage on one of the transports. This is the compromise position between cost to you and safety for her. Cost: 50gc, Reward: Probably lesser.
[x] Ask some of the sailors who wish to leave to return her home with one of the pirate's boats. This may take some time and is not exactly safe. Cost: Free! Reward: Unlikely.
On the matter of the freed prisoners, you decide to...
[x] Allow them to stay. Although it's a risk, with the significant resources captured from the pirates, you believe that it will reward you. Increase in population of Labourers, Farmers, Sailors, with attendant increase in consumption.
[x] Allow them to take some of the boats to return home. No increase in consumption, but reduced loot from the battle.
[x] Drive them out of the Lighthouse settlement. This will also prevent the increase in consumption but may lead to discipline problems with your human mercenaries.
[X] Direct your hawkship to escort her home.
[X] Allow them to stay.
The supplies and infrastructure they had must've been enough to cover for the civilians and the pirates, so I think it should be safe to keep them around. Losing the hawkship for a turn is worse since we want to start fishing, but I think we have enough slack that it won't be an issue.