[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


Twitter: @BeleagueredQM
Pastebin: http://pastebin.com/FEc6v8FP

Previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=beleaguered+prince+quest

You are Prince Meirion auk Gwyrren, the only sane man in a royal family with dubious concepts of strategy, justice, taxation, and governance in general. You have made it your goal in life to keep your family on the throne and your head firmly attached to your body.

===============

"My people have already begun sending back reports," Myrddin says. "You'll be happy to know you're quite popular in the city."

"That does absolute wonder for my confidence." You flex your arm. It's still a little sore, but the wounds have healed enough for you to be able to use it in a real fight. "And the investigation?"

"Finished as well," Myrddin says. "A minor baron by the name of Sion auk Corffdyn is the one who directly arranged the assassination."

"And indirectly?"

"He owes very large debts to your uncle," Myrddin says, "and their relation seems to be fairly good, so turning him isn't an option."

It's a shame for Sion that you won't be able to use him as a double agent. The only other option is to kill him, but you need someone to break into his castle and rummage around for any incriminating evidence. Someone needs to take care of him.

You could do it yourself - Olstren's matter is now out of your hands, you have enough time to make a trip before your children are born - or you could delegate the task to Myrddin's agents.

>You'll do this yourself.
>Delegate to your spies.
>>
>>1149350
>>You'll do this yourself.
>>
>>1149350
>You'll do this yourself.
>>
>>1149350
>Delegate to your spies.
children are important, and it could be a trap.
>>
>>1149350
>Delegate to your spies
>>
Rolled 2 (1d2)

Okay, I'll roll it.

>>1149386
>>1149407
1

>>1149425
>>1149431
2
>>
File: Myrrdin4.jpg (89 KB, 1280x720)
89 KB
89 KB JPG
>>1149350
"I'll delegate to the spies," you say. "What's your plan?"

"We only need someone to break into his castle and see what they can find," Myrddin says. "It will be defended, however. Sneaking someone in would be easier if we lure Sion out somehow like we did with Duke Ferrid, but the more steps a plan has…"

"The more likely that one of them will fail," you conclude.

That's always the problem with preparation. It can make things easier, but if one step of the plan fails, the whole thing falls apart. Luring Sion out will make it easier to kill him and will draw guards away from the castle, making it easier to break in, but you'll also have to split your forces.

Fortunately, you have a brand new spy network to leverage, even if most of its influence is centred around Degfford, and you're quite experienced at these underhanded machinations.

>[Intrigue/2d12] "Lure him out first."
>[Intrigue/1d10] "Just send the assassin in."
>>
>>1149460
>>[Intrigue/2d12] "Lure him out first."
double crit chance? yes please.
>>
>>1149460
>[Intrigue/2d12] "Lure him out first."
>>
>>1149460
>>[Intrigue/2d12] "Lure him out first."
>>
File: Myrrdin3.png (505 KB, 1280x720)
505 KB
505 KB PNG
>>1149460
"Lure him out first," you say. "A hunting trip would be best, but take advantage of whatever hobbies or vices he has. Once he's gone, send two teams to deal with him."

"One for the assassination and one for the break-in," Myrddin says. "I already know who to send."

If you're lucky, auk Corffdyn will have something you can use against your uncle.

>Roll 2d12, best of three.
>>
Rolled 10, 1 = 11 (2d12)

>>1149524
>>
Rolled 1, 9 = 10 (2d12)

>>1149524
>>
Rolled 7, 3 = 10 (2d12)

>>1149524
>>
>>1149529
>>1149538
>>1149540
I'm honestly not sure how to deal with this.
>>
>>1149544
Why not? we passed didn't we?
>>
>>1149544
the crits?

How about you only ever "keep" one crit, and getting a second crit in the same roll is just converted to bonus xp?
>>
>>1149547
I briefly thought about taking the best set, but it's looking like too much of a hassle. I'll just pick the best results from each die, so 10 and 9.

Those 1s though.
>>
File: Meirion2.png (163 KB, 500x281)
163 KB
163 KB PNG
>>1149524
"The team will be ready to leave tomorrow," Myrddin says. "In the meantime…"

"We need to start on our next civic project." You rub your forehead, trying to think of what's left to do and what you can do with your current resources. "Clerks, merchant district, theatre, enchantment workshop and alchemy storehouse, wasn't it?"

"That's correct, your highness."

Clerks means a more effective government and ensures that the city will run without issue even in your absence. The merchant district means more production, more trade and more money in general. The theatre won't do much on his own, but it will attract a more educated crowd, which will mean more wealthy and educated aristocrats in the long run. Naturally, the enchantment workshop and the alchemy storehouse will support your magical industries, a necessity if you ever want to raise up a full army.

>"How do we get more clerks?"
>"It's time we built a merchant district."
>"A theatre sounds like a simple enough project."
>"We need a supplier of enchantments."
>"We need an alchemical storehouse."
>>
>>1149586
>"We need a supplier of enchantments."
>>
>>1149586
>"It's time we built a merchant district."
>>
>>1149586
>>"We need a supplier of enchantments."
>>
>>1149586

"It's time we built a merchant district."
>>
Rolled 2 (1d2)

>>1149598
>>1149601
1

>>1149600
>>1149642
2
>>
>>1149600
>>1149642
you guys realize we're hamstringing our army if we need one?
>>
File: Myrddin5.jpg (51 KB, 575x620)
51 KB
51 KB JPG
>>1149586
"We need a merchant district," you say. "We need to capitalize on the city's growth and maintain our momentum."

Money makes everything better, after all, and you have plenty of people able and willing to help you with it. Much of the work has already been done with the city market, but there's always room for more.

"Do you want me to ask Seren for help?" Myrddin asks. "Or perhaps Esyllt?"

They're both busy at the moment, but one of them might be able to spare some time. Seren is familiar with the local markets, while Esyllt knows much about trade, and you think her father is still in the city if you need more assistance.

>"I'd like to ask Seren's advice."
>"We should invite Esyllt and her father."
>"No need to bother them. I can do this on my own."
>>
>>1149677
>"I'd like to ask Seren's advice."
>"We should invite Esyllt and her father."
>>
>>1149677
>"We should invite Esyllt and her father."
>>
>>1149677
>>"We should invite Esyllt and her father."
>>
File: Esyllt3.png (230 KB, 623x880)
230 KB
230 KB PNG
>>1149677
"We should invite Esyllt and her father to join us," you say. "They have the most experience and capital to spend."

"Meurig opened an office in the city," Myrddin says. "He's been moving around a lot lately, but Esyllt had a meeting with him today."

"Let's get going."

Myrddin packs up a few things and you strap your sheath to your belt, just in case.

It's a nice summer day outside, just hot enough that you can dress light, but not hot enough to wear you out. The labourers and craftsmen must be glad for it.

Your sort-of father-in-law's office is a small manor. There are guards patrolling the grounds, but they know you by sight, as does the secretary in the lobby. You're immediately brought up to the office, no questions asked.

There aren't any questions when you enter the office either. Esyllt and her father are just staring at each other across the room without blinking. They don't even turn to look at you. Myrddin coughs to catch their attention, but they still don't budge.

They must be having quite a disagreement.

"While I hate to intrude on other people's business," you say, "I'm afraid I need your help with something."

Meurig smiles sarcastically. "It would be inappropriate for someone of my lowly position to disobey his highness' orders," he says. "I'll agree to your terms, Esyllt. Be grateful to his highness for supporting you."

"Thank you, father." Despite her display of gratitude, Esyllt gives you a one-eyed glare for disrupting whatever mind game she had going with her father. "So, what do you need of us, your highness?"

"We're expanding the market into a full district," Myrddin says. "His highness suggested we ask for your advice."

"Oh?" Meurig raises and eyebrow. "Do you want more merchants, or more craftsmen?"

There are enough craftsmen in the city that you can find them locally, but if you go out of your way to recruit merchants, you'll be bringing new blood and new money to the city.

>[Merchant/1d12] "Craftsmen, if possible."
>[Merchant/1d10] "Merchants, we need new blood."
>>
>>1149794
>[Merchant/1d10] "Merchants, we need new blood."
I feel craftsmen won't help us as much once we leave.
>>
>>1149794
>>[Merchant/1d10] "Merchants, we need new blood."
>>
>>1149794
>>[Merchant/1d10] "Merchants, we need new blood."
>>
>>1149794
>[Merchant/1d10] "Merchants, we need new blood."
>>
File: Meurig 2.jpg (42 KB, 800x1115)
42 KB
42 KB JPG
>>1149794
"Merchants," you say. "We need as much new blood as possible."

"Money will be funnelled to the craftsmen automatically so long as the merchants are investing," Esyllt agrees. "We're tied up with most of the local merchants, but it should be possible to gain interest from merchants elsewhere in the kingdom."

"Indeed," Meurig says. "I'm quite looking forward to seeing how you deal with Olstren. They do have some materials that simply can't be obtained here, and we have many items they can't produce. It's a golden opportunity."

>Roll 1d10, best of three.
>>
Rolled 6 (1d10)

>>1149900
>>
Rolled 1 (1d10)

>>1149900
REJOICE
>>
File: Meirion8.jpg (64 KB, 500x479)
64 KB
64 KB JPG
>>1149900
"And what role do you have for us?" Esyllt asks. "I've already invested quite a bit into Degfford, but some of my caravans recently came home, so I do have some capital."

"That's what I wanted to talk to you about," you say. "What are you interested in?"

"We can just buy more shops," Esyllt says, "but that won't do much in the long run. If we're going to get more merchants, they need an incentive to come."

"We could provide some loans," Meurig says. "Undercut the standard interest rate if merchants are willing to spend some or all of the loan in Degfford. They won't turn down an opportunity to expand their profits."

And even if the interest is lower than usual, they'll still make a hefty bit of coin once the loans get paid back.

>[Merchant/1d12] "Invest directly in Degfford. It's a surer thing."
>[Merchant/1d10] "Offer some loans to trustworthy parties. It's more profitable in the long run."
>>
>>1149986
>>[Merchant/1d10] "Offer some loans to trustworthy parties. It's more profitable in the long run."
>>
>>1149986
>[Merchant/1d10] "Offer some loans to trustworthy parties. It's more profitable in the long run."
>>
>>1149986
>>[Merchant/1d10] "Offer some loans to trustworthy parties. It's more profitable in the long run."
>>
>>1149986
>[Merchant/1d10] "Offer some loans to trustworthy parties. It's more profitable in the long run."
>>
File: Esyllt2.jpg (117 KB, 850x1700)
117 KB
117 KB JPG
>>1149986
"Offer some loans to trustworthy parties," you say. "It's more profitable in the long run."

Esyllt and her father nod in acceptance at your request. With this, they'll be extremely motivated to find competent merchants who know how to run a business. Otherwise, they won't get their money back.

>Roll 1d10, best of three.
>>
Rolled 9 (1d10)

>>1150063
>>
Rolled 9 (1d10)

>>1150063
>>
Rolled 5 (1d10)

>>1150063
>>
File: Meurig 6.png (549 KB, 1111x622)
549 KB
549 KB PNG
>>1150063
"This is starting to look like a very exciting venture," Meurig says.

"Is there anything else you need?" Esyllt asks. You look at Myrddin.

"Nothing specific," Myrddin says, "but we do need to build the place. Do you have any preferences on that front?"

"Stores are obviously most important," Meurig says, "but warehouses are also necessary if you want to move goods in large numbers."

"Perhaps you could build public houses as well," Esyllt says. "Places were merchants can gather together to talk and do business, perhaps establish semi-formal guilds."

It depends on how much you're comfortable spending.

>[Merchant/1d12] Stores will be enough.
>[Merchant/1d10] Stores and warehouses.
>[Merchant/1d8] All of the above, plus pubs.

>You guys had an autosuccess banked that I forgot to carry over, so you can spend it here.
>>
>>1150121
>>[Merchant/1d8] All of the above, plus pubs.
>>
>>1150121
>[Merchant/1d4] All of the above, plus pubs, plus roads and lighting in the nearby vicinity.
>>
>>1150121
>>[Merchant/1d8] All of the above, plus pubs.
>>
>>1150121
>[Merchant/1d8] All of the above, plus pubs.
>>
>>1150121
>>[Merchant/1d8] All of the above, plus pubs.
>>
File: Meirion7.jpg (45 KB, 640x360)
45 KB
45 KB JPG
>>1150121
"Sure," you say. "The city has enough funds for all of that, and I can make up the difference if necessary."

"I'm always glad to see you're taking this seriously, your highness," Meurig says. "Too many nobles fail to appreciate the true value of a merchant."

"Fortunately, I've taken an extended vacation from that particular nonsense." It feels like years since you had to convince your father that taxing merchants for most of their wealth is a bad idea. The trick is to let them keep enough coin that they can invest, but not enough that they have anything to spare for savings. Forced to choose between the two, merchants will always invest. "Although with my mother in the capital, it shouldn't be as bad these days."

"The Queen's return has quelled many of our concerns," Meurig says, "but it's still nice to see long-term possibilities. Please see to it that your children inherit your views. The situation in Svekka is interesting, but the risks are great."

Ah, yes, the merchant revolution brewing in Svekka. It's been a while since you've heard about it, and it doesn't seem to have exploded into a full war yet, but it certainly isn't a pleasant situation to be in.

>"Merchants and nobles work in different spheres. There's no need for conflict between us."
>"It's better if the nobles' authority supports merchants in their endeavours."
>"The wealth of merchants should be used to support the nobility."
>>
>>1150241
>>"Merchants and nobles work in different spheres. There's no need for conflict between us."
>>
>>1150241
>>"Merchants and nobles work in different spheres. There's no need for conflict between us."
>>
>>1150241
>"Merchants and nobles work in different spheres. There's no need for conflict between us."
>>
File: Esyllt1.jpg (181 KB, 850x1208)
181 KB
181 KB JPG
>>1150241
"Merchants and nobles work in different spheres," you say. "There's no need for conflict between us."

"War is good for business. Peace is good for business." Meurig smirks. "In the end, it comes down to the ability to exploit opportunities. Since you and my daughter have been kind enough to provide, I shall harvest."

"I'm glad you're pleased father," Esyllt says as she motions for you to help her stand up. "Unless there's something else we need to discuss, we'll be taking our leave."

"Of course, Esyllt," Meurig says. "Do come by again when you have business to discuss."

You help Esyllt up and she takes your arm for stability, although you suspect she's subtly asking you to spoil her; she was able to get here on her own after all.

"Did things go well?" You ask her.

"It was exhausting, until you arrived," Esyllt admits. "Ever since I started my own business, my father has been treating me like a rival merchant rather than a daughter. I do appreciate the sentiment, but it's still frustrating to deal with."

"Come on." You hug Esyllt and kiss her forehead. "Let's get you home so you can rest."
>>
Rolled 7, 6, 10 = 23 (3d10)

>>1150365
And bonus XP time!
>>
Rolled 3 (1d8)

>>1150377
>>
Rolled 3 (1d12)

>>1150381
>>
Rolled 6, 3 = 9 (2d6)

>>1150389
And that's it.

Beleaguered Prince Quest will return on Friday February 17th. Until then, goodnight and thanks for playing.
>>
File: zaheerlander.gif (1.43 MB, 478x218)
1.43 MB
1.43 MB GIF
>>1150394
cheers, boss
>>
>>1149674
> Not using our superior TACTICS and INTRIGUE using Reagans connections to steal the enemies alchemical supplies.

They'll never expect us to act as Bandits. Trick them into over-extending and separating from their baggage train, then steal all their stuff. Torch it, retreat a bit and hide while the "bait" turns and ties up as many units as possible to string them out, then once they've separated their forces by leaving the minimum required to prevent the bait force from following, have the bait unti slightly disenegage to allow the left behind force to start to regroup wih the main force and have a hidden unit with our musketmen ambush the forces left behind from a flanking attack, to then ambush their returning forces as well with our archers brought along on the raid when they stop to take stock of the situation of their supply camp, and (hopefully) have the reinforced bait unit come smash into them from behind while they're attempting to engage us.

Ideally we would have time to lay traps or caltrops or something between our archers and the camp and to maybe have our archers range in on it. Maybe put up something like a scarecrow with a sealed envelope pinned to it to draw them to a set point.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.