Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Completed [LP] Enlist in the Royal Dragoons! Codex plays Sabres of Infinity

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,469
Location
Dragodol
1 - this is where needlessly tiring the horses bites us in the ass. 2 and 3 are both reasonable things to do, but we are cavalry. The horses are our life. They need to be cared for. And lets not forget we spent a fortune on ours.

in a real life we would probably do all three things
 
Joined
Nov 29, 2016
Messages
1,832
Amount of actions you can do here actually depends on time. Rushing to the bridge gives you more time, fucking around with baneseals costs some time, etc. So its not that arbitrary of a choice.
 
Joined
Nov 29, 2016
Messages
1,832
Cut firing loops.

You set your men to chipping away new firing loops along the walls of the the toll house facing the river and the bridge.

The work is hard. The toll house was clearly built with the threat of bandit attacks in mind. The walls are thick and the stones are sturdily mortared. However, after ninety minutes' toil, your men finally report that they now have more secure firing positions.

Still, there is no sign of either the Antari or Captain Hunter. You proceed to:

1) Care for the horses.
2) Block the road.

(Had I known how many actions we had remaining, would've rolled this all in one update. However I never failed that riding check before, so I didn't know. Sorry.)

As of the Autumn of the 602nd year of the Old Imperial Era.

Alaric d'al Ortiga
Age: 14
Rank: Cornet
Wealth: 40
Income: 5

Soldiering: 64%

Charisma: 40%

Intellect: 0%

Reputation: 44%

Health: 75%

Idealism: 65% Cynicism: 35%

Ruthlessness: 41% Mercy: 59%

You have no decorations as of yet.

Senior NCO: Sergeant Hernandes

Discipline: 50%

Morale: 20%

Loyalty: 25%
 

JRIz

Augur
Joined
Aug 17, 2015
Messages
502
2, the horses will survive either way -- or does ours have a hidden health stat? We won't need them in good condition in the near future because (a) we will win the battle with our superior discipline and soldiering and our trap and no one will escape, and (b) this small troop is not the vanguard of a larger army or something, contrary to what the scouts said, or gets relieved by other troops at short-term notice in which case we would have to get away. Even then, 2 is beneficial if we can stop the ones we're fighting from reporting to the others. 2 is bad if we're caught by surprise but why should that happen?
 

Kipeci

Arcane
Joined
May 22, 2012
Messages
3,027
Location
Vicksburg
2

Kill ‘em all! We have good discipline and defensive firing positions for when the guy’s magic does its work. I doubt that we need to run away at this point.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,509
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
2

Kill ‘em all! We have good discipline and defensive firing positions for when the guy’s magic does its work. I doubt that we need to run away at this point.
Maybe, but I don't want our men walking back.
 
Joined
Nov 29, 2016
Messages
1,832
You take some time to care to your horses, feeding them with oats from the feed bags you brought along with you and rubbing them down with rags soaked in boiled water. After that, you clean your saddlery and ensure that none of your mounts have any hidden and hitherto undetected injuries.

Finally, after an hour and a half, you do all that you can for your mounts. Unfortunately, your horse is still in a rather foul mood, and refuses to take a saddle. It looks like you'll be walking for the next day or two.

(Another failed intelligence check.)

-

Just as your men finish their work, you begin to hear the sounds of boots marching to fife and drum behind you. Over the next few minutes, the sounds grow louder until finally, you see the Captain himself leading his column up the road on horseback, resplendent in the bane-hardened plate of a Knight of the Orders-Militant.

Captain Hunter rides up to you, his face a picture of exuberance.

"Ah! Cornet Ortiga, I trust that we are prepared to receive our Antari visitors?"

When you answer him in the affirmative, the Captain grins and dismounts, taking the reins in his hand.

"Good. We shan't have much longer before they decide to pay us a visit." He points out a smoke trail rising from the woods on the other side of the river.

"A party of locals wouldn't dare risk detection so close to the outpost, but a column of armed men would. They've likely stopped to warm up and rest their horses." Hunter pauses in thought for a moment, before frowning. "They wouldn't be doing that in the middle of the afternoon unless they're expecting a fight. Their leader must be a smart one: he knows that this bridge is our last chance to stop them."

Hunter looks over his shoulder and beckons the rest of his greatcloaked men to follow him.

"Well then. Let's get to our positions before they decide to press on." The Captain shoots you a serious expression as he walks past, his warhorse behind him. "Saints guide you Ortiga."

-

You and your men return to your positions within the toll house as Captain Hunter leads his Grenadiers across the bridge. You sit in anticipation, staring at the column of smoke in the distance.

A few minutes later, the Captain waves a yellow signal flag in your direction, telling you that all is in readiness. You relax for a moment, then realize that the rising smoke from the other side of the river is gone: the Antari have doused their fires and are back on the move.

Soon enough, you see the head of their column marching down the road. Their leader is a giant, bearded man on a large warhorse, resplendent in bane-hardened armour. From his back rise a pair of metal and leather frames, rising well over his head and covered with feathers in a way reminsicent of angel wings: he is an Antari Church Hussar, one of the most feared warriors on the continent.

The Antari looks to his sides. For a moment he pauses, staring at where you know Captain Hunter has hidden himself. Then, after a moment, he shakes his head and rides on.

The Antari mutters something to the standard bearer beside him: a scrawny man carrying on his shoulder a banner emblazoned with a grizzly bear rampant with a greatsword. A series of heavy carts follows them, surrounded on all sides by a massive mob of rag-tag infantry.

-

As soon as the enemy Commander sets foot on the bridge, you feel the sensation of a banecaster at work, pulling you towards Captain Hunter's position. The Antari commander feels it too. You see him turn in his saddle, but it is too late.

You hear the staccato sound of splintering wood in the distance. From your distant vantage point, you can see the trees on the opposite side of the river bend, twist and finally disintegrate into a storm of wooden shrapnel. The Antari column is churned into chaos by a sudden storm of metre-long splinters. Men fall impaled or mangled by the sudden attack; even from three hundred metres away, you can hear their anguished screams of agony and shock.

From the tollhouse, you see the Antari commander pick himself off the ground, his magnificent warhorse turned to a gory ruin, his armour scored and bloodied. You see him pick up the tattered remains of his flag from the shattered corpse of his standard bearer. You hear him bellow orders in the primally melodic tongue of the Antari as he tries to bring his men to order.

-

Then you see half a hundred black specks fly from the forest in high arcs and land on the road. Explosions rock the chaotic mass of the Antari column as each of the grenades burn through their fuses and explode.

The already shattered Antari formation begins to disintegrate into an unordered mob. Some run for the woods, only to be cut down by a sudden volley of musketry. Captain Hunter has sprung his trap.

From the other side of the river, you can hear your commander crying for blood as his men charge out of the forest with fixed bayonets.

"Tierra and Victory! Kill them all!"

-

What little you can see of the battle is a chaotic tangle of limbs, bodies and steel. Obscured by the swirling clouds of powder smoke, the already-chaotic nature of hand to hand combat becomes pure confusion to your eyes. As the smoke begins to clear, you begin getting a better glimpse of the situation.

Attacked from both sides, the Antari are not doing particularly well. With the superior reach of their bayonets, the Grenadiers are slowly whittling down the numbers of the remaining Antari defenders. A dozen or so Antari try to escape over the bridge, but your men quickly open fire on them.

The firefight does not last long. Your men exchange a few volleys with the Antari. A few Antari balls pockmark the stone wall and a few more smash through the windows, but none are able to hit your men.

After two or three minutes of firing back and forth, the small band of Antari facing you lose any stomach for battle. The three or four still on their feet hurl themselves into the river, preferring to take their chances with the icy current.

-

With your attention turned back to the battle, you see that the situation has taken a turn for the worse. Fighting at the head of his men, the armoured Antari commander is cutting a swathe through the Grenadiers trying to stop him from escaping. Likewise, Captain Hunter is laying about left and right with the burning blade of his longsword, clearing a charred path of carnage as he tries to engage the retreating Hussar.

You take a look at your men. Their rifled carbines are accurate enough to make some slight difference in the distant melee but you know that the meagre weight of fire your small unit could throw would hardly allow you control the course of the fighting. However, you note that the Antari are still entirely unguarded on the flank facing you. A mounted charge would be risky, but might be just the thing needed to force the enemy to capitulate.

Thinking quickly, you shout an order to your men:

1) "Let us give the Grenadiers some supporting fire from here!"
2) "Mount up! We're going to charge the enemy!"

As of the Autumn of the 602nd year of the Old Imperial Era.

Alaric d'al Ortiga
Age: 14
Rank: Cornet
Wealth: 40
Income: 5

Soldiering: 64%

Charisma: 40%

Intellect: 0%

Reputation: 44%

Health: 75%

Idealism: 65% Cynicism: 35%

Ruthlessness: 41% Mercy: 59%

You have no decorations as of yet.

Senior NCO: Sergeant Hernandes

Discipline: 50%

Morale: 20%

Loyalty: 25%
 

Grimgravy

Arcane
Patron
Joined
Sep 12, 2013
Messages
3,469
Codex 2016 - The Age of Grimoire
Option 2 would be great if our horse had a saddle at the moment, but it doesn't.

1
 
Joined
Nov 29, 2016
Messages
1,832
(I think its reasonable to turn 5 unanimous votes into the threshold for an early update, given that I don't think we ever got more than 9 votes - let me know if anyone has an issue with this.)

You order your men to keep up a steady rate of fire. The rifled barrels of your carbines allow your men to shoot accurately from far away, but the fact that they must wrap every ball in a cloth patch to let it catch the rifling doesn't do their rate of fire any favours.

Firing as quickly and as accurately as they can, your men manage to down a handful of men before you hear a great roar coming from the Antari force. Fueled by raw, desperate courage, the Antari hurl themselves as one man against the Grenadiers. You feel a knot at the pit of your stomach as you see the Antari cut their way through to freedom, leaving their precious supply carts behind. The Antari commander stands fast, guarding the retreat of his men. He holds off his attackers, waiting for the last of his surviving men to win free before withdrawing from his exhausted pursuers.

The battle is over.

-

With the battle over, you set your men to aiding the wounded on both sides. Captain Hunter approaches you to shake your hand and offer congratulations on your part in the victory, assuring you that he will be mentioning you in his dispatches.

The Grenadiers open up the supply carts to find casks of salt pork, lard and barrels of strong Antari potato wine, as well as over six hundred warm fur cloaks and a stack of thick blankets. It seems that your outpost will neither lack for food nor warm clothing this winter.

-

Captain Hunter looks with approval at the haul of plunder, but still seems disappointed at their inability to capture the Antari commander.

"He seemed a fine swordsman, that fellow. He kept his head cool even as we hit him from all sides. Seemed like a very able fellow, probably would have caught a fair bit of ransom."

Regardless, neither you or your captain have time to dwell on what could have been: you must still haul the captured supplies back to the outpost and recover the wounded.

-

It takes the entire evening and much of the night to get the captured supplies and wounded back to the outpost. Bone-tired and battered, you barely have enough energy to tie up your horse before falling into your bed and immediately losing yourself in a deep, dreamless sleep.

-

Three weeks later, a messenger is spotted riding up the road from Noringia. He brings with him letters addressed to you from your family and friends, as well as similar post for the other men of the garrison. More importantly, he brings a copy of the Aetoria Gazette, which contains within its four dozen pages news of the war elsewhere.

You learn that the supply column you ambushed had been on its way to supply a larger Antari force, poised to strike south at Noringia itself. Without its much needed winter supplies, the paralyzed Antari army began crumbling in the face of the cold before finally being annihilated in detail by the main force of the King's army in several running skirmishes.

The destruction of the Antari main force has also resulted in a raft of promotions for junior officers who had distinguished themselves in the presence of the King or his generals. One of those mentioned is Davis d'al Elson of the Royal Dragoons, who, for his actions in battle, has been promoted to lieutenant. Strangely enough, no particular act of extraordinary bravery or genius was cited as a reason for the extraordinary promotion of a cornet with barely a year's seniority.

Why do you think that is?

1) He clearly used his noble birth to secure an undeserved promotion.
2) Perhaps one of his more powerful relatives pulled some strings?
3) Maybe the Gazette ran out of space to print whatever Elson had done to deserve his promotion?

As of the Autumn of the 602nd year of the Old Imperial Era.

Alaric d'al Ortiga
Age: 14
Rank: Cornet
Wealth: 40
Income: 5

Soldiering: 64%

Charisma: 40%

Intellect: 0%

Reputation: 44%

Health: 75%

Idealism: 65% Cynicism: 35%

Ruthlessness: 41% Mercy: 59%

You have no decorations as of yet.

Senior NCO: Sergeant Hernandes

Discipline: 50%

Morale: 20%

Loyalty: 25%
 

baud

Arcane
Patron
Joined
Dec 11, 2016
Messages
3,992
Location
Septentrion
RPG Wokedex Strap Yourselves In Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
3
e7TMVpL.png


Let's make Alaric even more idealist
 
Last edited:

JRIz

Augur
Joined
Aug 17, 2015
Messages
502
Great, I told you riding as fast as we can is bonkers. We could have gotten that Antari dog.

The choice: Well, 2 but...
3
e7TMVpL.png


Let's make Alaric even more idealist
Why not? 3. For God and our king!

Will high Idealism disable choices like the one where we would keep the bane seals for ourselves?
 

Kipeci

Arcane
Joined
May 22, 2012
Messages
3,027
Location
Vicksburg
If we hadn’t gone so fast would we have had time to cut firing loops and all that, though? Yeah, we had to walk right there at the end, but we should have saved some time, shouldn’t we?

It seems there were a lot of intelligence checks that we blundered past, I don’t know if that could be salvaged.
 
Joined
Nov 29, 2016
Messages
1,832
Doing a run focused on one stat in this game is kind of like playing a pure fighter/talker in AoD. You can brute-force the game down a path most appropriate to your chosen stat (provided you still pick the correct options as there is not always a clear soldiering, intellect, and charisma choice,) but it is the hybrids that get the most content at the expense of being difficult to build and ideally requiring multiple playthroughs. Still, there is more than one build capable of getting all three decorations, for example.

However there are checks that require very high soldiering which lead to some very good bonuses and allow to brute force otherwise extremely costly challenges later in the series, so again this is not a strictly inferior build. Investing heavily into one stat means that you do get some extra specialist context should we choose to take on challenges that demand it.

I replayed this sequence and capturing the hussar is doable with this character build, however only with changes to unit and obviously the choices leading up to the ambush.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom