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> Previous Threads
> Thread One: >>842771
> Thread Two:
>>859045

You awaken in the former mayor of Tavet's bed, and stand, stretching your body. You walk over to the doorway, reach down, and slide on your briefs, and trousers. Grabbing your shirt, you look back at the bed. Euean, your newest concubine, lies naked, drooling on the pillows. You crack open the door, and she looks up at you, half-asleep, and groggy from last night's liquor and entertainment. You wink, and nod, before leaving the room.

You walk outside, and take a moment to enjoy the sunrise, before sliding onto your warhorse. Stroking its nose in affection, you ride around Tavet, inspecting your newest acquisition. The village is surrounded by wheat fields, and several chickens run wild. The houses are sturdy, and might make for good building material. Your men are scattered around haphazardly, laughing, boasting, or nursing a killer headache, and in several cases, all three. Sigh, a new day's ahead of you.

> What are your orders?

(cont.)
>>
> Sir Durwin
> Traits: Intimidating, Low Empathy
> Skills: Military Tactics, Siege-craft, Animal Training
> Equ: Crossbow, Steel Arming Sword, Steel Shield
> Arm: Steel Helm, Steel Half-Plate, Steel Mail, Clothes,

> Durwin's Holdings

> Protection racket with Urdl and its surrounding homesteads
> The ruins of Tavet
> Durwin's Harem:(1)

> Durwin's Loot

> 9,004 crowns
> Morale: Elated
> 146 Day's Rations

> 3 Barrels of Mead
> 400 crown's worth of Tools
> 400 crown's worth of Fine Jewelry
> 300 crown's worth of Textiles
> 4 Plains Oxen
> 2 Poor Quality Wagons
> 1 High Quality Wagon
> 6 Spiked Siege Ladders

> Durwin's Captives:

> 7 Adult Males
> 11 Adult Women
> 4 Elderly
> 11 Children

> Durwin's Warband, (78 men, (8 Noncombatants)), (258 crown weekly wages)

> Bandits, (8)
> Exp: 2
> Pay: 2 p/w
> Equ: Swords:(8), Horses:(8), Shields:(1), Bucklers:(7) Crossbows:(8)
> Arm: Mail:(8)

> Bandits, (12)
> Exp: 2
> Pay: 2 p/w
> Equ: Spears: (4), Swords:(8), Horses:(6), Bucklers:(7), Crossbows:(11)
> Arm: Mail:(5) Clothes:(7)

> Bandits, (20)
> Exp: 1
> Pay: 2 p/w
> Equ: Spears: (5), Clubs:(15)
> Arm: Clothes:(20)

> Bandits, (11)
> Wounded, (2)
> Exp: 0
> Pay: 2 p/w
> Equ: Sharpened Farm Tools:(11)
> Arm: Clothes:(11)

> Black Vipers, (12)
> Exp: 7
> Pay: 10 p/w
> Equ: Swords:(12), Shields:(12)
> Arm: Half-Plate:(12), Mail(12)

> Deserters, (4)
> Exp: 5
> Pay: 5 p/w
> Equ: Swords:(4), Crossbows:(4) Horse:(4)
> Arm: Mail:(4)

> Peasants, (3)
> Exp: 2
> Pay: 2 p/w
> Equ: Clubs:(3)
> Arm: Clothes:(3)

> Ex-Guard, (1)
> Exp: 5
> Pay: 5 p/w
> Equ: Sword:(1), Crossbows:(1) Horse:(1)
> Arm: Mail:(1)

> Camp Servant, (1)
> Noncombatant unit
> Pay: 1 p/w
> Helps keep up morale

> Enslaved Camp Servants, (7)
> Noncombatant units
> Pay: N/A
> Helps keep up morale
>>
Hooray it's back, time to interrogate the villagers.
>>
>>873680

((What questions do you ask, exactly?))
>>
>>873728
Copy and paste from last thread
>>868130

Gonna leave the pick to other anons, but whoever we don't pick should be given to the best men as personal slaves.
Interrogate the village chief and whoever looks like a trader.
How much does this village pay in taxes and to whom?
What do they export and import?
When will someone come to this village?
As for the other women they will be given to our men, they must decide who gets to fuck who and when either by lottery or turn system.
Also have some of the men go and collect whatever edible crops they can salvage.
>>
>>873728
Where is the rest of the plunder?
How much does this village pay in taxes and to whom?
What do they export and import?
When will someone come to this village?
>>
Here are my other ideas from last thread.
>use the tools to dismantle some of the houses, dismantle and learn the design of the poor quality wagon then build more wagons and maybe a ballista.
>We should vandalize the mayors home to show we were here like how the legion did to that town in new vegas, it should be something roman related. Only after we leave of course.
>Also we should modify whatever brooms and pitchforks into spears, use the wood leftover from the houses after we made the wagons to make shields and teach our men the phalanx formation.

>Teach them basic farming :^)
>>
>>873742
I like these, mostly we're just scraping out a piece of our own land and need to build up dat infrastructure. For the most part I would think that we need to also ask around if any of these fine menfolk want to join up.

That aside I think we need to set up plans for not only equiping our warband, but also getting that neat little fort. After that we keep an ear to the ground and see what happens form there.
>>
>>873797

((Note: The South is deeply agrarian, and the vast majority of your band know how to farm. Your men keep in shape by training to fight, not pulling a plow.))

>>873742
>>873757
>>873797

So interrogation, followed by house dismantling, and an attempt to build more wagons and a ballista, along with manufacturing spears from the village Tools? Alright, updating now.
>>
>>873797
Also some more ideas.
>Interrogate the villagers if they've been raided by other bandits recently.
>Endurance training by having our men march around the village wall, sometimes with sacks full of rocks.
>When we go to recruit more men in Orth, collect intelligence on nations and their wars, especially losers, so we can go recruit more deserters.
>>873847
I don't think any of the villagers will join us now. A shame they denied our generous offer.
>>873872
>the vast majority of your band know how to farm.
Holy shit the argument was pointless, my sides.
>>
>>873882
I like the idea of collecting more deserters, they'll be more trained than the others, but we'll probably need to spend more on them to entice them back to the army life.
>>
How much are we getting from Urdil anyway, and when do we collect?
>>
You give a loud command, ordering your soldiers to stop lollygagging and get to training. Your men comply, without complaint. You decide that it would be wise to interrogate the village leader. Unfortunately, he's dead, so you have to settle for an Elder.

You're both sitting at the deceased mayor's dinner table, your hands are resting on the table, as are his, though his wrists and ankles are bound.
He's a tall, wrinkled old man, who must have been powerfully muscular before age took him, his gray-white beard goes down to his chest, and he looks at you in disgust.

"What'd ye like to know, kin-slayer?"

"How much does this village pay in taxes, and to whom?"

"Well, Tavet's in the Thurht Province, which is part of the Rytik Kingdom. We used to pay our taxes to Duke Oht the 7th, whose ancestors founded Orht. Every six months, we'd pay him 400 crowns, and a fourth of our food in taxes.

In exchange, his men would keep the Bandit population down. His men have been doing a shitty job of it, even before yer lot showed up, and the Duke's off with Yotl, the King of Rytik, fighting a war against the Nomad Hordes."

"How much do ye export and import?"

"Well, we used to fend for ourselves, mostly. Once every few months a trader would show up and we'd trade food and lodging for tools and crowns."

"When will someone come to this village?"

"Right now, it's Felsite, the 22nd in the Time of the blessed Earth-mother. Ye heretical Westerners would say it's May, the 22nd, the calendar really doesn't make much difference. Every now and then, about once or twice a month, homesteaders will come and visit their relatives in town, traders come every great now and then, and sometime during late Galena, or early Limestone, one of the Duke's tax collectors will show up."

"Where is the rest of the plunder?"
[5+2=7] VS [19+2=21]
((+2, due to Durwin's intimidating nature.))((+2, due to the old man not giving two shits if he lives or dies.))

"Plunder!?! Ye loot an' sack our homes, take every fucking royal mark we own, rape our wives and daughters, slaughter damn near every one of our men, and squat in our houses, and you, fucking, want, MORE!?! There isn't anything else to take, an' if I were twenty years younger I'd break yer pit-damned neck!"

*Sigh* "If I didn't hate to see good steel punished, I'd have ye flayed, staked, and burned for threatening me. As it is, thank ye for yer time." With that said, you jump to your feet and decapitate the old man before he can stand. Regardless of age, you're not going to tolerate threats to kill you.

(cont.)
>>
>>874050
So we have about a month or less before someone comes to this town. Hopefully enough to build our stuff and train a little.

>In exchange, his men would keep the Bandit population down.
Better learn from this mistake when we get big.

I have been thinking for awhile on how we can keep our subjects safe and I've come up with an idea, every town will have a camp where we keep some of the men, they patrol the roads and territory with horses, chariots and wagons killing and recruiting other bandit gangs that have the balls or the stupidity to raid our villages, the recruited bandits will be sent to us for proper training.
>>
[-1 Elderly Captive]

You have one of the captive slaves dispose of the corpse, while you ponder logistics. Right now, a good 29 of your men are wielding sharpened farm tools and wooden clubs, which is intolerable. You have the idea to fashion new spears out of the village's tools, and any metal you can get your hands on. Unfortunately, you're no blacksmith, and don't know the first thing about forging quality weapons.

[9]

Fortunately, one of the village Elders used to work iron and steel in his youth, and he could likely forge some good spears. So you set him to work at crossbow-point. Slowly, but surely, his arthritic hands begin to fashion quality killing tools.

[+1 Spear p/d]

You have a passing fantasy that perhaps some of the silver Jewelry could be put to good use in fashioning a collar for Euean, to identify her as yours. You're quite sure the Steut Jeweler would be capable of it, he may be a Jeweler primarily, but almost all Jewelers, Goldsmiths, and Silversmiths, dabble in other materials. It would be wasteful, but, the idea does arouse you somewhat...

> Yes, jewelry is meant to be worn, after all. [-50 crown's worth of Jewelry, Euean gets a silver collar]
> No, it's a waste of good money. [Nothing changes, Euean's status remains unmarked]

Turning your mind from such thoughts, you begin to debate the logistics of building a functional ballista from the material in these houses. You've got all of the wood you'd need to make the frame but you don't have enough mechanical parts, and would have to travel to Orht to purchase them. It shouldn't be too difficult to acquire what you need.

As for a wagon, hmm, in your expert opinion, you'd say there's enough raw material in the wooden houses to make at least five wagons. But they'd be low quality, as you lack the proper tools to fashion the wheels, and you wouldn't have any oxen or draft horses to haul them.

> What should you do?
>>
>>874183
That isn't a very good idea. Without us around chances are they are gonna harass people because they are a bunch of bandits.

In old times what you did was have some kind of fortification that watched over and secured nearby lands. Meaning we either take down that other bandit lord or we build our own fortification.

We got siegecraft yeah? Shouldn't be too hard to put something together. Once we find a good location anyway.
>>
>>874218
I'm hoping by the time we can implement this our men are disciplined enough and we have enough slaves to satisfy the stupider ones that no harassment happens.
>>
>>874215
>>874215
>Yes on Jewels, we did say we'd make her feel special after all.
>For Other things; Set up a basic catapult or some siege works that way we can go ahead and take out that fort. Best way to get things moving.

Though with the amount of public disorder that is going on we'll need to leave a few men behind to maintain order while we go. Something like a dozen men with one of our men at arm's who we can trust for the most part to not stick us later.
>>
>>873977

You would get about 20 Day's Rations, and a few dozen crowns every few months if you bothered to send collectors.
>>
>>873977

Pretty sure once or twice a year is probably the best we could expect on collections worth anything.

>>874215
>> Yes, jewelry is meant to be worn, after all. [-50 crown's worth of Jewelry, Euean gets a silver collar]

Why not.

>> What should you do?

Well we've got stupid money, so a trip to Ohrt would be a solid idea in any case. Recruits, mercs, weapons, parts for some ballistae, maybe picking up some damn hounds we can train into wardogs already? Pick up some oxen or draft horses. Really, anything useful we can lay our hands on.

Might not be a bad idea to send men out looking for other ne'er do wells to recruit into our ranks while we do business in Ohrt.

Perhaps send some men to scout out the keep we need to take.


Otherwise, I had a thought on our bandit lads, perhaps we could form them into an elite group of light cavalry in the future? Something like Border Reivers armed with crossbows.
>>
>>874215
Wait, how many oxen and horses does it take to pull a wagon?
let's send some men to Urth to sell the loot and buy stuff like mechanical parts and more horses/oxen and equipment.
Also aren't the villager's tools enough to make the wheels? If not add the tools to the shopping list.
Have the rest train and keep the slaves in order. Especially the 1 and 0 bandits.
Make sure to set some horsemen on the roads to warn us if anyone's coming.
I'll let other anons decide on the collar.
>>
>>874215
Make wooden shields with the lumber. Make our guys likely to live longer. Build some mobile pallisades too and a few other siege equipment. We are gonna need it to take out the other bandit lord.

Send some guys to Orht to purchase parts, find a slaver, and gear as well as recruit. Send our best trader and most persuasive guys along.

...we really need to figure out our guys skills. Would make delegating SO much easier. We should do that too.

If they find a slaver tell them we need a carpenter and smith along with skilled sex slaves. Preferably smiths with experience in armor or weapons.

Meanwhile send some scouts we need to find other bandit groups, more villages, and good spots for camps or even fortifications. Hopefully we can find some ruins to reclaim.

>>874249
hm...not too bad actually.

How many livestock does this village own?

Including oxen?

Is the harvest ready?

Might as well grab the critters eat some and give the rest to Orht. More animals mean increased profits and food we can get during our collections. As well as improving goodwill.

Nice thing about being bandits is we just steal it from those who don't pay us to protect them.
>>
>>874284
Supporting the recruiting, hounds and scouting the keep, add them to the shopping list.
>>
Copy and paste from last thread cause it's important.

Speaking about Vaelyn, here is my plan to make her ours.
Get the old couple to go to Orth and sell the towns Jewelry and Textiles at 1.8 the price, warn them they can't fail again or they know what will happen, then when they fail offer Vaelyn a deal, she becomes our slave and the elderly couple can go with 50 crowns in their pocket to go wherever they please.
Of course this plan does have a chance to fail if they can meet our demands so we can always just take Vaelyn now.

What do anons think?
>>
>>874215
> Yes, jewelry is meant to be worn, after all. [-50 crown's worth of Jewelry, Euean gets a silver collar]
Ensure all goods are brought to our new town.
Send men to find more equipment and men back in Ohrt.
Have scouts begin checking out the local bandits turf.
Break the women into rotation.
Send the remaining men into the fields for supervised labor.
>>
>>874292
The pallisades are a really good idea, also supporting scouting for other bandits, villages and spots.
We should gift as much livestock to Urdl as they can handle as investment for future taxes before selling what they can't accept.
>>
>>874309
I would suggest just sending the old couple into Ohrt with our demands, and just "make her ours" while they are away.
Keep the oldies as our merchants, in time they will get used to it, and if they betray use we could always hand her over the thre rest of the men.
>>
Also we should tell whoever is keeping guard of the blacksmith to watch and learn. Just in case the might.
>>
>>874368
*he
>>
What is taking ignoble king's time now?
>>
>>874460
My massive shlong in his boipussy
>>
>>874460
Ignoble's gone. Sasquatch probably got hold of his pc
>>
>>874246
>>874284
>>874291
>>874292
>>874298
>>874309
>>874322
>>874325
>>874333

So the consensus is to craft Euean a silver collar, make wooden shields, mobile palisades, a simple catapult or two, scout out Koed The Brazen's territory, make a trip a to Orht to pick up recruits, mercenaries, weapons, mechanical parts, oxen, draft horses, and hounds to train into war-dogs? OK. Update commencing.
>>
You decide to go ahead with crafting the silver collar. After all, you have the resources to spend, and that's a good a way to spend them as any. A day later, the Jeweler manages to produce a collar. It is a simple, small, two inch tall, one inch thick band, of silver with a small loop on the front, to allow you to attach it to a chain, if you so wished. It is engraved with, "PROPERTY OF SIR DURWIN." The collar has a small lock, fixing it into place, and you have the key with you. All in all, you'd say it's a high quality piece of work, though Euean might disagree.

[-50 crown's worth of Jewelry]
[Euean is now collared]

You also have a good twenty of your men disassemble a few of the houses. You and a few of your more mechanically inclined soldiers work on fashioning a catapult out of the scrap lumber, and realize that you'll need mechanical parts to pull it off.

[1+2=3]
((+2, due to Durwin's siege-craft skill.))

Six hours of debate later, you and your men realize that you've wasted six hours in a redundant debate. You do manage to partially complete a mobile palisade in the two hours of daylight you have left.

You send five of your finest horsemen to scout out Koed The Brazen's territory, as you'll need to know your opponent, if you wish to defeat him.

You do some thinking, and realize you'll be needing to take another trip to Orht, and rather soon, at that.
(cont.)
>>
>>874598
>a fucking one
We can redo that right
>>
>>874602

Of course. It just wasted a day's progress.
>>
>>874611
Should have built a ballista, would have gotten a 20.
>>
You decide to take the Black Vipers, Erbin and Yuth, and three of the Deserters with you on your mercantile expedition, along with two loot-filled wagons, and four oxen to haul it all. You tell Erbin and Yuth that you expect them to provide at least 1.8 times the standard cost in goods, or you'll turn Vaelyn over to your men, they agree to do their best to sell for high prices.

*Day Seventeen*

You arrive at Orht, and get to shopping. Sadly, the Eastern Trader convoy is still a good two months away, so slaves are off of the menu for now.

[4]

Damn! How hard can it be to find a halfway decent artificer in a city of thirty thousand!?! You've been searching almost all day, and you only found one man selling parts. A foreign merchant who didn't even know the names of some of his own product, you managed to get half of the parts you'll need at double the price.

[-90 crowns]
[+3 Mechanical Parts]
[8914 crowns remaining]

[7]

Your hunt for weapons goes only marginally better, a travelling vendor had a few suits of chainmail, a few swords, and a crossbow for sale. You didn't actually find any armor for reasonable prices.

[+3 Mail]
[+4 Swords]
[+1 Crossbow]
[8654 crowns remaining]

[9]

Fortunately, you managed to find a pair of draft horses on a discount. Though they aren't suitable for war, they can haul a wagon without difficulty.

[+2 Horses]
[8354 crowns remaining]

[1]

Worst of all, no-one in the entire damned port was selling any hounds!

[18+4=22]
((+4, due to extensive trading experience.))

Erbin and Yuth somehow managed to get THREE TIMES the value of their sold goods. You don't know if you're angry or giddy.

[-400 crown's worth of Tools]
[-350 crown's worth of Fine Jewelry]
[-300 crown's worth of Textiles]
[+3,150 crowns]
[11,504 crowns remaining]

[12]

You managed to recruit some criminal lowlifes, but no deserters or mercenaries could be found.

[+14 Untrained Bandit Scum]

> Bandits, (14)
> Exp: 0
> Pay: 2 p/w
> Equ: Clubs:(14)
> Arm: Clothes:(14)

> That trip went poorly, what do you do when you arrive back at Tavet?
>>
>>874677

The RNG seems to be spiting you, perhaps this is the price you pay for winning a perfect siege battle...
>>
>>874677
We'll go back and build some Ballistas. We will need something special if we want to take that castle
>>
>>874677
>The only good roll is for the traders.
>We lose the opportunity to fuck Vaelyn.
What God have we angered to receive this punishment, is it the god of ballistas?
Send scouts to find more villages. Train men, build the wagons with the tools we definitely bought.
>>874690
We need parts for those.
>>
>>874677
Does nobody in these villages have any dogs? Not a person
>>
>>874711
Also make more shields and finish the palisade.
>>
>>874677
Tell Oldies that for blondes safety she will be joining our Harem, but they are allowed to stick around and hep her with this changing life for as along as they want. When they would like to leave tell them to speak with is and we will provide them we one thousand crowns and a wagon and wish them good luck. (We won't let the leave, just kill them).
Scout the rival bandit with horse men, and idc what else.
>>
>>874736
I don't want to back stab the old couple.
>>
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>>874677
>Worst of all, no-one in the entire damned port was selling any hounds!

>Erbin and Yuth somehow managed to get THREE TIMES the value of their sold goods. You don't know if you're angry or giddy.

You know what, I'd say that'd be a feat deserving freedom for them.

>> That trip went poorly, what do you do when you arrive back at Tavet?

Send out scouting parties in all directions to see what all we have around us

Build ballista

Drill the men in storming walls
>>
>>874748
Oh yea also drill the men in besiege by using mock battles on the wall.
>>
>>874736

No lad, they did exceptionally well by us. We might be a bandit chief, we might be a murderous bastard, but we can't well show that we treat those who serve us well like shit. It's bad for business.
>>
>>874757
Aye, now we either have to let them go or come up with another way we can get their granddaughter.
>>
>>874677

>Erbin and Yuth somehow managed to get THREE TIMES the value of their sold goods. You don't know if you're angry or giddy.

oldies did really well, do something nice for them to lift their spirits.
>>
>>874677
Keep Vaelyn with you as collateral then give Erbin and Yuth some money to get a house/shop at one of the towns so they can live and sell the things you give them. Wont have to keep going with them and can just send a few men every month with some wares for them to sell then send them again to collect. They can keep an eye out for slavers or buy things for you so you can just send people to pick them up.
>>
>>874794
A good idea if we can guarantee they won't fuck us over, just using Vaelyn isn't safe enough for me.
>>
>>874763

Honestly, for making us 2k on top of what the goods were worth, when she had an estimated value of 200 for being sold as a slave, I think it could be considered a ransom for all 3. Hell, toss them 100 crowns on their way if anyone else is in favor of it.

At the very least, releasing the daughter back to them. Could well reward them, and try and keep them on to fence goods for us on the regular.

Rewards them for their work, and shows other slaves that by hard work and dedication to us they might well earn their own their freedom or at least not live all that bad under our heel.
>>
So should we free the old couple and Vaelyn or should we go with >>874794
>>
>>874748
We need to keep some scouts in range of the bandit lord's keep. They have simple orders to tell us when they leave and to follow them.

After that we follow the scout bag and pick up their trail. Then we ambush them.

IF we can kill guys out in the field it makes so there is that fewer enemies to kill when we besiege them.

Besides that I agree and is the only modification I would suggest to make.
>>
>>874902
I prefer we have the ambush until after we know their routes and the frequency of their expeditions.
>>
>>874909
honestly I was hoping we would catch them with their pants down and flanking them.

Getting flanked when your already engaged sucks hard even with professional soldiers. Much less when your using a bunch of shitty bandits.

Hopefully we can get lucky like that otherwise yeah that would also work.
>>
>>874902
Honestly, I wouldn't mind trying diplomacy first.

I think an ambush would be preferable only if we can catch Koen out in the open. Cut off the head and the rest dies and all that. Gives us an optimal chance of taking over his band.
>>
>>874809
I'm voting for this one >>874802, with 50 crowns. They done good work, time for them to see that we reward good work.

>>874952
If it were any regular group of bandits, diplomacy would be fine. But with a self-styled "bandit lord", I don't think we can trust any terms or agreements with him. I don't think he's gonna bend the knee.
>>
>>874980
>I don't think he's gonna bend the knee.

Likely not. We're calling ourselves the same of course.

Might not hurt to try, is all. Might could solicit one of his underlings to betray him though.

Instead of ambushing a party sent out from the keep, meet with them and lay out a chest of coin.
>>
Oh, forgot to mention in the update,

[+Specialized Carpentry Tools]
[-250 crowns]
[11,254 crowns remaining]

>>874690
>>874711
>>874728
>>874748
>>874756

So the plan is to build a wagons, build a ballista, continue scouting the area around Tavet, and train the men to do mock siege battles? OK.

>>874677

Also, if you are fine with being a Rules Lawyer, Durwin said that if Erbin and Yuth returned with at least 1.8 times the good's standard price in crowns, he wouldn't turn Vaelyn over to his MEN. He never swore not to claim her himself. Maybe their reward for doing so well is to know that Vaelyn will be part of Durwin's Harem and won't be doing manual labor ever again?
>>
>>875464
I think that would be a fair trade. She will not be harmed, and we will give her jewelry and feed and cloth her. It's a much better life than she is going to get anywhere else
>>
>>875464

Before I do the update, I need to know,

> Does Durwin claim Vaelyn for his Harem using a technicality?

> Yes, She'll be better off for it.
> No, You'll find another way
>>
>>875521
Lets take the grandparents aside and tell them basically this >>875516
If they still want to go, after they have witnessed our kindness and benevolence, then they can
>>
>>875521
> Yes, She'll be better off for it.
>>
>>875521
>> No, You'll find another way
>>
>>875521
>Yes, She'll be better off for it.
>>
>>875521
>> No, You'll find another way

We should let Vaelyn join our harem in exchange for her grandparents freedom, maybe even give them some money. If they want to stay near her, set them up with a shop in a town under our control in the future.
>>
>>875521
> No, You'll find another way
>>
>>875644
This is good. Seconding.
>>
>>875644
That sounds like a good offer
>>
>>873645
here senpai i archived it all just post this at the top of new threads

http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Low-Fantasy+Warlord+Quest
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>>875644
Sounds good.
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>>875715
>>875931
>1 post by this ID
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>>875521
>> No, You'll find another way
Eh, shes nothing special.
>>
On the ride back to Tavet, you do some thinking. Erbin and Yuth have done a commendable job fencing your goods... Perhaps they should be rewarded for their efforts. But, how? Hmm, that's an interesting idea, to be sure...

When you return to Tavet, you dismount from your horse, and go to the fortified and guarded building where the slaves are being stored. You nod at the guards, who straighten their backs and offer a salute before you enter. Almost immediately, the smell of cooking, laundry, and day-old sex hit you. A good dozen captive slaves are toiling, polishing weapons, cleaning dishes, stitching clothes, generally keeping your army running. The slaves glance up at you for a brief instant, before returning to their tasks with extreme urgency. Rumors of the impromptu execution you committed earlier must've spread quickly.

You see Vaelyn hunched over a washbasin, frantically scrubbing the dirt out of a pair of socks. You walk over to the basin, noting the she's bent over the basin somewhat, and catch an excellent view of her cleavage, before coughing slightly. She looks up at you, her eyes are somewhat fearful, the low amount of rations, constant hiking, and labor have done much to reduce her weight. She's certainly not skinny, by any means, but is more curved than plump, now. "Y-yes my L-lord?"

You prefer the term Sir, but your men and your captives seem to have become fixated on the title of Lord. It doesn't effect anything, so you let it be. "Vaelyn, I've had my eyes on ye for quite some time now, and I would be immensely pleased if ye became one of my concubines. I would simply take ye as my own, as is my right by conquest, but yer grandparents have preformed commendably today, so I offer ye a proposition. If ye willingly join my Harem, I'll see to it that your grandparents escorted to Orht, given a stipend of fifty crowns each, and set free. Ye wouldn't have to work another day in yer life, and ye'd want for nothing. I'd give ye a better life than ye'd ever have as a farmer's wife, or a slave.

If ye refuse, ye'll either keep working under me until yer a withered old crone, or ye'll be sold into slavery for a pittance of Royal Marks under the Easterners, and I assure ye, they wouldn't treat ye with nearly as much consideration as I. I was going to offer this to ye all by itself, yer grandparents getting set free is just a bonus. Well, what do ye say?"

*Roll For Persuasion*
[19-2+4=21] VS [7-4=3]
((-2, due to Durwin's low empathy, +4, due to the circumstances.))((-4, due to the circumstances.))
(cont.)
>>
>>876036
Wew. What a roll. I bet she fucking jumped at our feet and begged us to take her
>>
Her eyes widen, and she flusters somewhat, before stammering. "You, you'll set Erbin and Yuth free? With a hundred crowns, no tricks, no treachery, and no backstabbing?" "I swear it by the Sky-father himself." "I-I, and I'll be doing, what, exactly?" "Me, whenever, wherever, and however I please. Aside from that, nothing. No farm labor, no housework, yer only responsibility would be to please me." "Um... I, I guess, I'll say... Yes... If only for Erbin and Yuth's sake." You grin, "Then I'll be expecting ye in my quarters later tonight," and walk off, leaving her to wonder what she got herself into.

True to your oath, you provide Erbin and Yuth with fifty crowns each, and send an escort with them to Orht. They're angry with the decision you forced their granddaughter to make, but they have no choice but to accept it. Between Euean and Vaelyn, you find yourself looking forward to tonight...

[-100 crowns]
[-3 Enslaved Camp Servants]
[+1 Concubine For Durwin's Harem]

((Now, on with the game itself.))
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>>876064
Well not as Negan-esque as I thought it would have been, but we are finally building our Harem
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>>876140
A waste of time desu
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>>876160
Nah, we gotta build up our image
>>
Such matters aside, you've got a Warband to manage. First of all, you'll need to construct a few more wagons, and get around to building that Ballista. In your younger years, before the incident drove you to banditry, you'd worked with siege equipment, and you've always had a passion for it. To pull a lever, or cut a rope, and see a machine of your own creation crumble the works of generations with impunity... There's no greater feeling in the world. Catapult, Ballista, Trebuchet, Battering Ram, Siege Tower, Petard... You've built them all, and wreaked devastation with them all.

Since you became a bandit, you assumed you'd never work with them again, but here you are, about to construct a Ballista. Just like old times, only better. Now, no stuffy, foolhardy general will tell you what to do with your art, you'll use it as you see fit, and no one can tell you otherwise! NOW, TO BUILD!

[18+2+2=22]
((+2, due to Durwin's expertise, +2, due to Durwin's siege equipment fetish))

The next few hours are a blur, you remember nothing but zealous shouting, constant movement, and pure, unadulterated joy upon completion. With teary eyes, and a wide, insane smile, you awaken from your trance look upon your masterpiece... Masterpieces, that is.

You lay your eyes upon the finest Ballista you've ever seen, two, almost perfectly precisely aligned Catapults, and five, sturdily built mobile palisades. But, most beautiful of all, you lay your eyes upon the sleek, powerful, and awesome, towering form of a masterfully formed Trebuchet. Where you got the mechanical parts for these, you have no idea, and you utter a quick prayer of thanks to whatever Gods might be out there.

[+1 Ballista]
[+2 Catapults]
[+5 Mobile Palisades]
[+1 Trebuchet]
[-3 Mechanical Parts]

You fall to your knees and kiss the Earth that birthed the materials that made this possible, and your body is wracked with sobs of gleeful joy as you imagine the total symphony of destruction these implements of your will shall accomplish. Your men are gathered in a crowd, staring at you, mouths agape, and you realize that you are extremely sweaty, and exhausted. It is also eight hours after you began to build, and the sun has set. Normally, it takes weeks for a group of men to fashion a handful of siege machines with the best of equipment, but this...

> PRAISE BE TO ALL OF THE GODS! What do you do now? Besides test-firing, of course.
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>>876173
THE GODS HAVE BLESSED US
WE ARE TRULY THE MEN TO INHERIT THE EARTH

We will wait until we get the scouts back and see what they have found, then we will march right up to the fort and siege it. Maybe they will surrender because of just how many siege pieces we have
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>>875913

May the Truth guide your path. Durwin's rolls are obscene, and I'm sure Thoth Talibah would kill to have them.

>>876160

To an extent, yes. But I enjoy writing segments from Durwin's specific point of view every now and then, and until he starts going on Quests or starts up a Kingdom of his own, these posts are the only in-character ways to write them possible, apart from being extremely descriptive, which I try to do, writing slice of life posts, which do literally nothing to further the plot, or fighting personally, which Durwin has been far too smart to do yet.

That, and Durwin is a bandit lord in a dark-ages, low-fantasy medieval setting. It's only good setting cohesion for me to provide options to pursue that. Most people have voted for it, and I try to write it in moderation. I apologize if you feel updates are taking too long.

>>876195

Unfortunately, not enough of your men know how to actually operate siege engines. Before you use them, you'll need to train your men to use them in combat.
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>>876173
>What do you do now?

Wait on our scouts, let the men get some rest in.
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>>876268
Well then we will train for the next few days
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>>876173

>>876269
>>876274
A mix of these, pretty much.
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>>876173
>Making a ballista got us all that siege equipment.
Praise the roman god of ballistas and siege.
Let's wait for our scouts by training our men, the training methods shall be having them march laps around the wall, sometimes with sacks filled with rocks, and mock siege battles, one group is the attacker the other the defender.
Also build the wagons and the shields.
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>>876173
When our men can use these Holy Engines of War, we shall conquer that bandit keep.
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>>876269
>>876274
>>876301
>>876666
>>876713

The plan is to praise the, *possibly fictitious* God of Siege Engines, strenuously train your men to fight siege battles, build a few wagons, and make some more bucklers? OK then.
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>>876984
The praising was a joke m8.
Also the god of siege is not fictitious, he is obviously the brother of mars.
>>
*Day Eighteen*

You are so enamored with your new Siege Engines, you completely forget about Euean and Vaelyn, sleeping on the ground outside after four hours of test firing the weapons in the dark. When you awaken, you are no less elated than the moment you completed the glorious Siege Engines, and you get to work right away.

*Day Thirty-Five*

You pay your men their wages, and are delighted with how heavy your coin sacks still are!

[-572 crowns]
[10,582 crowns]

[20+4=24]
((+4, due to high morale))
((FUCKING SERIOUSLY!?!?!))

You put your men through an absolutely hellish training regimen, forcing them to march dozens of miles around Tavet with sacks full of rocks, fight endless, bone-breaking, painful mock siege battles with wooden weapons, and spend a full six hours a day sparring with their weapons and equipment.

Though your men groan, and curse, they never complain about the training conditions. After the battle of Tavet, their faith in your military genius is nigh unshakable, and they weather the agonizing regimen with an inhuman fortitude.
And in two weeks, they have become almost inhuman. Their skill with the blade, their discipline, and their intense love for violence, you've rarely seen an army this capable, much less one that used to be nothing more than a rabble of bandits, deserters, and mercenaries.

[All training Soldiers receive +2 Exp!]

[9]

Though you're no carpenter, you've worked with wooden Siege Engines before, and you know a thing or two about woodworking. You manage to carve out a low quality wagon in your spare time over the course of two weeks. It's not pretty, but it's yours.

[+1 Poor Quality Wagon]

[3]

You don't have much time in between all that you're doing, but you manage to carve out nice, hard little buckler from a piece of wagon scrap wood.

[+1 Buckler]

[20-2+2=20]
((I, I don't know what to even think anymore.))
((-2, due to low knowledge, +2 due to Durwin's military tactics skill.))

Your scouts have all arrived by Day Thirty-Five, and they came bearing great, great knowledge. In-fact, it will take you several days to sort through it all, there's a dozen villages and five towns in Thurt Province alone, not counting Orht!

[Durwin now has total knowledge of everything in the Rytik Kingdom, and some of places beyond!]
((If you want to know anything, ask and ye shall receive.))

Over the course of two weeks, you, get to know, Vaelyn much better. The first time she was, somewhat understandably, extremely reluctant, but after a full week you managed to break her of that. She's quite warm, and her curves make for great handles. Her and Euean both begin to increase in skill and eagerness, though they certainly aren't grade-a escorts, they're getting there, and each night is just a little bit better than the last.

> Now that your horde is trained, and mighty, what do you do?
> If you want to know anything about any nearby locations whatsoever, ask and ye shall receive.

(cont.)
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>>877195
THE SIEGE GODS HAVE TRULY BLESSED US
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>>877195
let's move on the keep. we have the equipment, we have the training - we can do this!
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>>877233
This. It's time to march. We should be able to know every nook and cranny of that fort.
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>>877195
>> If you want to know anything about any nearby locations whatsoever, ask and ye shall receive.

Well I mean the keep and the band within. We were specifically scouting that out already weren't we?
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>>877195
Give us a brief description of the towns, list them in order of closest to farthest.
>>877233
>>877243
I don't think the keep scouts have returned yet so we should wait.
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>>877195
Give us a map! A map oh lord! A map!
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>>877267
We definitely need a map.
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>>877195
also hi, its me from cult quest.
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>>877195
Ask the scouts about good places to make camp or build fortifications.

Ask the scouts what they know about the bandit fort and other bandit forces whom we can absorb.

If we got the info we need on the bandit lord then we prepare to take them out. Hopefully by ambushing or flanking their raiding parties when they are otherwise engaged. So as to weaken them for the big siege.

If we do not have all the info we need then we start going around to other villages and 'offer' our protection. If they agree we ask what problems they are dealing with and help them out. If not we attack. Simple.

Meanwhile send guys to the five different towns to buy gear, find slavers, and recruit.

Keep on building shields with the remaining lumber we got.
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>>877365
Ah also ask the scouts about ruins. If we get lucky we can just reclaim some of them for our use.
>>
> Sir Durwin
> Traits: Intimidating, Low Empathy
> Skills: Military Tactics, Siege-craft, Animal Training
> Equ: Crossbow, Steel Arming Sword, Steel Shield, Aged Warhorse
> Arm: Steel Helm, Steel Half-Plate, Steel Mail, Clothes,

> Durwin's Holdings

> Protection racket with Urdl and its surrounding homesteads
> The ruins of Tavet
> Durwin's Harem:(2)

> Durwin's Loot

> 9,004 crowns
> Morale: Tired, but Loyal
> 128 Day's Rations

> 3 Barrels of Mead
> 4 Plains Oxen
> 3 Poor Quality Wagons
> 1 High Quality Wagon

> Durwin's Captives:

> 7 Adult Males
> 11 Adult Women
> 4 Elderly
> 11 Children

> Durwin's Warband, (90 men, (5 Noncombatants)), (282 crown weekly wages)

> Bandits, (8)
> Exp: 2
> Pay: 2 p/w
> Equ: Swords:(8), Horses:(8), Shields:(1), Bucklers:(7), Crossbows:(8)
> Arm: Mail:(8)

> Bandits, (12)
> Exp: 2
> Pay: 2 p/w
> Equ: Swords:(12), Horses:(6), Bucklers:(8), Crossbows:(12)
> Arm: Mail:(8) Clothes:(4)

> Bandits, (20)
> Exp: 3
> Pay: 2 p/w
> Equ: Spears: (20)
> Arm: Clothes:(20)

> Bandits, (25)
> Exp: 2
> Pay: 2 p/w
> Equ: Spears:(4), Sharpened Farm Tools:(7), Clubs:(14)
> Arm: Clothes:(25)

> Black Vipers, (12)
> Exp: 9
> Pay: 10 p/w
> Equ: Swords:(12), Shields:(12)
> Arm: Half-Plate:(12), Mail(12)

> Deserters, (4)
> Exp: 5
> Pay: 5 p/w
> Equ: Swords:(4), Crossbows:(4) Horse:(4)
> Arm: Mail:(4)

> Peasants, (3)
> Exp: 4
> Pay: 2 p/w
> Equ: Clubs:(3)
> Arm: Clothes:(3)

> Ex-Guard, (1)
> Exp: 5
> Pay: 5 p/w
> Equ: Sword:(1), Crossbows:(1) Horse:(1)
> Arm: Mail:(1)

> Camp Servant, (1)
> Noncombatant unit
> Pay: 1 p/w
> Helps keep up morale

> Enslaved Camp Servants, (4)
> Noncombatant units
> Pay: N/A
> Helps keep up morale

> Siege Machines, (9)
> Inanimate Objects, (don't contribute to army count)
> Ballista:(1)
> Catapults:(2)
> Mobile Palisades:(5)
> Trebuchet:(1)
> Siege Ladders:(6)
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>>877692
What do the scouts report on the strength of the bandit fort
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>>877692
You forgot to fix the xp amounts on the first two groups of bandits
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>>877195
Ask the scouts if the bandit fort has people paying tribute to them. if they do maybe try and convince the subjects to attack them then flank the bandits while in combat with the peasants. Element of surprise AND we have the god of siege and conquest watching over our rolls.
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>>877195
Attacking fort straight out seems like a bad idea, we dont want to lose too many men. At the end no matter how loyal they are scum there's always the chance of them breaking mid combat if its not going well. The more fights we win without losing too many men the more the illusion of us being invincible persists.
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>>877195
King I've noticed that when doing actions like training you seem to vary the bonus given, such as this time it was +4 from moral, but earlier it was +2 from the black vipers, and before that +2 from Durwins previous experience, so I was wondering. How do you calculate bonuses for rolls?
>>
Everyone, due to my extremely busy schedule, I will not be able to post any new Threads, on Mondays, Tuesdays, and Wednesdays, and my posts will be infrequent at best. I will be able to post new Threads and post frequently on Thursdays, Fridays, Saturdays, and Sundays.

I'm not going to update this Thread further, but I will answer your questions.

>>877247

You were scouting the keep specifically, but you also sent out horsemen to search the nearby countryside. They did their job extremely well.

>>877266

The keep scouts have returned.

> The closest Town is Hirnol, it is five day's travel from Tavet. It is inland and on the road leading to Orht. It has a population of roughly 500, subsists primarily on agriculture. It is home to a small candle-maker's guild, and has a robust economy. It has a small stone wall, and a permanent militia of 25 swordsmen, and 25 crossbowmen.

> The second closest Town is Ebbun, it is seven day's travel from Tavet. It is further inland than Hirnol, and on the same road leading to Orht. It has a population of roughly 300, subsists primarily on agriculture, and trade with merchants going to Orht by land. It is a trade town, and has no wall, though it has 20 permanent militia swordsmen. and 5 crossbowmen. Its economy is prosperous. A large amount of merchants and their mercenaries are there at any given moment. As many as 50 on a good day, 20 on a bad day.

> The third closest Town is Okmul, it is ten day's travel from Tavet. It is upstream on the coast of the same river Orht is built alongside. It has a population of roughly 150, subsists primarily on agriculture, fishing, and some trade with merchants going to Orht by river from further inland. It isn't a trade town, and has no guilds, it does however, have a fairly decent economy. There are 5 permanent militia swordsmen and 5 crossbowmen stationed here.

> The second furthest Town is Teth, it is twelve day's travel from Tavet. It is on the same road Hirnol and Ebbun are built on. It has a population of roughly 12,000, subsists primarily on agriculture, trade with merchants going to Orht by land, and a prosperous silver mine. It is known for its ornate religious temples to the Earth-mother, and there are rumors that Pit-stained Cultists are attempting to infiltrate and conquer Teth from within. Its economy is prosperous, and it is home to the Niruk Clan, a minor noble family distantly related to Duke Oht the 7th. There are 2,000 permanent militia spear-men, 1,000 militia swordsmen, and 500 militia crossbowmen stationed here.
>>
> The farthest Town is Nikdn, it is fifteen day's travel from Tavet. It is on the same road Hirnol, Ebbun, and Teth, are built on. It has a population of roughly 800, subsists primarily on agriculture, and trade with merchants going to Orht by land. It is on the border between Thurht, and makes coin by taxing those entering and leaving Thurht by road. Its economy is middling. There are 80 permanent militia swordsmen, and 20 militia crossbowmen stationed here.

>>877267
>>877273

As much as I would like to come up with a map for you all, I don't have the time or the software to set one up. Although, I'll see what I can do this weekend.
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>>877963

They were scouting, not training.

>>878003

Eight Villages, dozens of homesteads, Ebbun, and Okmul pay tribute to Koed The Brazen.

>>878034

I derive the bonuses from the circumstances pertaining to the roll. Earlier, the Black Vipers were leading the charge, and Durwin's military tactics experience wasn't of any use as the battle had already commenced. The morale bonus applied as the training regimen was harsh, and depended on your men remaining dedicated.
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>>878136
Shit, better pay attention to Okmul, it will probably send a group to destroy us when they hear what happened to Tavet.
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>>878210
Quick question, which town is closest to Urdil?
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>>878210
>Eight Villages, dozens of homesteads, Ebbun, and Okmul pay tribute to Koed The Brazen.

Well, I should reckon we're going to need more men.
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>>877365
>>877372
Any info relating to this?

>>878397
I agree.

We need more villages under our control and more gear. We got the siege engines now we need the men and equipment for them.
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Ded
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>>888898
I'm praying it ain't so
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>>889192
Sayyyy it ain't soo oooooo
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pls no op y so fag?
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>>888898
I should hope not.

Top notch writing and world building. With my new job I really can't stay with it near as much, but still.



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