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Chapter 1.2 - Summer Campaign Somerset (505 AD)

Posted by Teller of TalesFor group 0
Teller of Tales
GM, 73 posts
Spinner of Sagas
Giver of Gifts
Sun 2 May 2021
at 15:55
  • msg #1

Chapter 1.2 - Summer Campaign Somerset (505 AD)

The new knights join with Earl Guinier's forces in Camelford, and head east to muster with King Idres's Army near Devon.  It is a grand spectacle to be riding along with 50 knights and 100 men-at-arms, kicking up a storm of dust as you pass the peasants working in the fields while you are astride your chargers in your shiny new armor.

Arriving at King Idres's camp you are stunned.  While you had traveled on the periphery of the army before, you never saw anything of this size.  There are 500 knights and 1000 men-at-arms in a camp that seems to go on for as far as you can see.

There is a whole section of massive pieces of siege equipment, hundreds of archers, and a wagon train with supplies that seems like it would take a day or more to pass.  At night the place is lit up with cooking fires and you can't imagine any kingdom being able to withstand this much might!

After a week, all of the Earls have arrived and the army heads east.  Earl Guinier's forces are somewhere in the middle of the army, which stretches as far forward and back as you can see.  It takes several days of slow riding to get to Jagent and then, finally to Somerset.

The King of Somerset, apparently agreeing with the knights' assessment, flees into the marches with his knights, leaving his castles and cities guarded only by men-at-arms.

Earl Guinier's forces are set to work taking the castle at Wells, while most of the army moves passed and splits, heading toward Bath and Bristol.

The Battle of Wells

While not perhaps the most glorious endeavor, taking a castle armed only with footmen is still necessary to keep supply lines open and properly subjugate the populace.  After making camp and tending to extra horses, leaving excess equipment, and the like.  The knights form up just out of bow range.

Several trebuchet launch huge pieces of masonry at the gates, crushing them to splinters after getting the range right.  A trumpet blares and the knights charge forward into the gap where the gates had stood.

Please state your intentions.  You will need to make a horsemanship roll to successfully navigate the littered path going into the castle while attempting to avoid other knights and enemy defenses.  Failure means taking falling damage and being unhorsed.

Once at the gate, if still mounted you can attempt to push through the defenders and press the attack farther into the castle looking for an enemy commander or otherwise disrupting the defenses; or you can help clear the defenders at the gate in order to facilitate the entry of the knights behind you.  If unhorsed, you can attack those at the gate.  Either way you will be using sword.  There is no need to dismount versus footmen, that is a chivalrous thing to do against an enemy knight.

This message was last edited by the GM at 20:52, Sat 05 June 2021.
Sir Abloc
Player, 35 posts
Sun 2 May 2021
at 19:55
  • msg #2

Chapter 1.2 - Summer Campaign Somerset (505 AD)

This is it! he think to himself as he charge the shattered gates of Wells. The thundering sound of charging knights. The stench of horse and man, of fear and terror, mingle with the sound of his own racing heart and men screaming as they fall off their horses or are killed by the archers on the walls of Well.

This is it!


Intentions - Sir Abloc is eager to win glory so he charge the shattered gates hoping to be the first through the gates. He wants to push on into the castle and confront the commander. IF he falls of his horse then he will fight on foot to take the gates.

Sir Abloc rolled 4 using 1d20.  Horsemanship @ 15

This message was last edited by the player at 19:56, Sun 02 May 2021.
Sir Daron
Player, 20 posts
Sun 2 May 2021
at 20:05
  • msg #3

Chapter 1.2 - Summer Campaign Somerset (505 AD)

Sir Daron rides forth, his mind filled with dreams of glory and gold. Unfortunately for the confident young knight he is destined not to reach the gate - at least not as part of the grand charge!



OOC: 21:03, Today: Sir Daron rolled 19 using 1d20.  Horsemanship @15.

Oof!

Teller of Tales
GM, 75 posts
Spinner of Sagas
Giver of Gifts
Fri 7 May 2021
at 02:56
  • msg #4

Chapter 1.2 - Summer Campaign Somerset (505 AD)

Sir Abloc

Sir Abloc skillfully maneuvers his horse through the debris and defenders, managing to avoid running into any of the other knights, a couple of whom were not so lucky, or skilled on a horse.  Leaping over a surprised defender, Sir Abloc continues up the main street in search of the enemy commander.

The flash of a pennant alerts him to the enemy commander's presence and he waves his companions to follow him.  If only they had not all fallen off of their horses at the gate.  Fortunately, a couple of other knights followed his illustrious example and close on the commander's guards as Sir Abloc himself goes after the commander.

Their first exchange results in no more harm than a violently vibrating sword arm.  However, on his second swing, Sir Abloc connects solidly with his sword while the enemy commander's own blow goes wide, leaving him open to a solid blow, although he manages to stay on his feet.

Sir Abloc rolled 4 using 1d20.  Horsemanship.

Take a check in Horsemanship and one in Valorous for charging ahead with little thought or care.

Sir Abloc, rolled 6 using 1d20.  Awareness.

Take a check in Awareness.

Sir Abloc, rolled 9 using 1d20.  Sword.
NPC Commander, rolled 9 using 1d20.  Sword.

Take a check in Sword.

Sir Abloc, rolled 3 using 1d20.  Sword.
NPC Commander, rolled 19 using 1d20.  Sword.
Sir Abloc, rolled 21 using 5d6.  Damage.
Commander, rolled 7 using 1d20.  Dexterity.
The Enemy Commander takes 21 - 10 = 11 points of damage but remains on his feet.





Sir Daron

Sir Daron's horse stumbles on a piece of dislodged masonry and Sir Daron is unhorsed.  While thrown, Sir Daron manages to twist in the air and land on his feet, charging a stunned defender.

Sir Daron rolled 19 using 1d20.  Horsemanship
Sir Daron, rolled 9 using 1d20.  Dexterity.

Sir Daron, rolled 8 using 1d20.  Sword.
Sir Daron, rolled 20 using 6d6.  Damage.

Take a check in Sword.

The enemy soldier crumples to the ground, bleeding profusely.
The footman too 20 - 8 = 12 damage and collapsed.





Sir Rhydwyn

Like Sir Daron before him, Sir Rhydwyn is not so fortunate as Sir Abloc and is thrown from his horse, landing unceremoniously in a pile of armor and taking 3 damage.  It takes him a round to get to his feet.

Sir Rhydwyn, rolled 17 using 1d20.  Horsemanship.
Sir Rhydwyn, rolled 10 using 1d20.  Dexterity.
Sir Rhydwyn, rolled 3 using 1d3.  Damage.





Sir Aeddan

Sir Aeddan follows in the illustrious footsteps, or hoofprints, of Sirs Daron and Rhydwyn and is thrown from his horse.  His fall lacks the graceful ease of Sir Darona and like Sir Rhydwyn, he ends up in a pile near a crumbled portion of the wall.  He takes 2 points of damage and it takes him a round to get to his feet.

Sir Aeddan, rolled 19 using 1d20.  Horsemanship.
Sir Aeddan, rolled 18 using 1d20.  Dexterity.
Sir Aeddan, rolled 2 using 1d3.  Damage.





Next round, Sir Abloc continues to fight the enemy commander, while the others face new footmen.
Sir Abloc
Player, 40 posts
Fri 7 May 2021
at 08:53
  • msg #5

Chapter 1.2 - Summer Campaign Somerset (505 AD)

Sir Abloc push on the attack hoping to end the battle as soon as possible. He doesnt know the fate of his friends but hope they are well.

"Yield noble Sir Knight!!" he calls out to the enemy commander hoping to convince him to surrender. "You have done your duty and defended the castle with honor. Surrender now and spare your men more hardship! The battle is already lost!"
This message was last edited by the player at 10:28, Fri 07 May 2021.
Sir Daron
Player, 21 posts
Sat 8 May 2021
at 00:41
  • msg #6

Chapter 1.2 - Summer Campaign Somerset (505 AD)

Sir Daron scarcely has time to draw breath before he is looking around. Seeing both Sir Rhydwyn and Sir Aeddan fall from their horses the young knight says a prayer to God and the saints and rushes to stand over at least the nearest of his friends to ward off any attack against the fallen knight.
Teller of Tales
GM, 78 posts
Spinner of Sagas
Giver of Gifts
Sat 8 May 2021
at 21:34
  • msg #7

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

Sir Abloc

Although wounded, the enemy commander seems disinclined to give up the fight too quickly, a move he seems to regret after Sir Abloc slams him once more with his sword.  Although the enemy commander manages to at least get his shield up, blocking the force of the blow, it still knocks him to the ground, at which point he pleads for mercy.

Sir Abloc, rolled 10 using 1d20.  Sword.
Commander, rolled 7 using 1d20.  Sword.
Sir Abloc, rolled 16 using 5d6.  Damage.
Commander, rolled 13 using 1d20.  Dexterity.
The Enemy Commander takes 16 - 10 - 6 = 0 points of damage and is knocked off of his feet.

Take a check in Sword.





Sir Daron

Sir Daron interposes himself between his companions and the footmen rushing up to greet them, knocking one unconscious with a swift swipe of his sword.

Sir Daron, rolled 8 using 1d20.  Sword.
Footman, rolled 2 using 1d20.  Axe.
Sir Daron, rolled 25 using 6d6.  Damage.
The footman took 25 - 4 - 6 = 15 damage and collapsed.

Take a check in Sword.





Sir Rhydwyn

Sir Rhydwyn gets to his feet and swings at the footman who approaches but seems a bit shaken from the fall and swings wide.  The footman fares no better and neither is struck

Sir Rhydwyn, rolled 16 using 1d20.  Sword.
Footman, rolled 18 using 1d20.  Axe.





Sir Aeddan

Sir Aeddan coems up swinging and catches the nearest footman with a solid blow that knocks the man to his knees.

Sir Aeddan, rolled 6 using 1d20.  Sword.
Footman, rolled 16 using 1d20.  Axe.
Sir Aeddan, rolled 18 using 5d6.  Damage.
The footman took 18 - 4 = 14 damage and is knocked down.

Take a check in Sword.





Last round of combat as someone <cough> Sir Abloc <cough> defeated the enemy commander.
Sir Abloc
Player, 41 posts
Sun 9 May 2021
at 06:28
  • msg #8

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

"Mercy shall be given, Sir Knight. Now surrender your men and the castle. You will become a prisoner but you will be treated according to your status." says Sir Abloc. It suddenly dawns on him that he has survived his first battle and without a scratch. He says a silent prayer and hope his companions has been equally lucky.
Sir Daron
Player, 22 posts
Mon 10 May 2021
at 21:46
  • msg #9

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

Sir Daron is still standing guard over the defeated footman when word comes of the enemy commander's defeat. Though the young knight has not done too badly, excusing his horsemanship, Sir Daron cannot helpful but look rueful. Not great ransom for him...
Sir Aeddan
player, 15 posts
Mon 10 May 2021
at 22:15
  • msg #10

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

Sir Aeddan, still grateful for the assistance of Sir Daron after their ignominious falls from their respective horses, notes that Sir Daron looks a bit despondent and calls out to him.  "We may not be the finest horsemen yet," he laughs self-deprecatingly, "but look what fighters we are!  Let the world beware, once we can stay in a saddle!"
This message was last edited by the player at 11:40, Wed 12 May 2021.
Sir Daron
Player, 23 posts
Wed 12 May 2021
at 10:36
  • msg #11

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

Despite his annoyance at his failure Sir Daron cannot help but smile at his friend's comment. "Aye, though I worry they'll have to tie me into my saddle next battle!"
Teller of Tales
GM, 79 posts
Spinner of Sagas
Giver of Gifts
Wed 12 May 2021
at 20:33
  • msg #12

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

With the enemy commander captured and Cornish knights swarming through the gates, the defenses crumble and Earl Guinier's knights take control of Wells.  Although the cities in Somerset had largely escaped capture during the prior seasons' campaigns, the addition of siege equipment and lack of knights (save the commander) to defend them, seems to have turned the tide in Cornwall's favor.

With a secession of hostilities, Sir Aeddan and Sir Rhydwyn take the opportunity to use First Aid on one another.  Sir Aeddan is fully healed and Sir Rhydwyn gets back one hp.

Sir Aeddan, rolled 7 using 1d20.  Healing First Aid.
Sir Rhydwyn, rolled 1 using 1d3.  Healing.

Sir Aeddan take a check in First Aid.

Sir Rhydwyn, rolled 7 using 1d20.  Healing First Aid.
Sir Aeddan, rolled 3 using 1d3.  Healing.

Sir Rhydwyn take a check in First Aid.


The knights rest and recover over the next week, during which time Sir Rhydwyn recovers fully and Sir Alboc is paid the ransom for Sir Gwynallt, the enemy commander.    Soon enough, they are once more on the march, heading to join the coming battle for Bristol.

Feel free to react before we move on to the Battle of Bristol.
This message was last edited by the GM at 20:53, Sat 05 June 2021.
Sir Abloc
Player, 45 posts
Fri 14 May 2021
at 09:18
  • msg #13

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

"My noble friends! I am glad to see you were not harmed at the taking of Wells. I have heard rumours of how well you took the gates and held off the enemy!" Sir Abloc is glad to see his companions unharmed. Other and more experienced knights had been less fortunate and the priests had been busy.

Sir Abloc keep quiet about the ransom he receives. He knows his defeat of the enemy knight were more a matter of chance than skill and it seems like bad form to flaunt his newfound wealth. To be honest he has never own that much silver before and has intructed his squire to guard the chest with his life.

On the march he do his best to downplay his role at Wells and does his best to praise other knights and listen to their tales. And if he is nervous about the coming battle for Bristol he tries not to show it and keep his concerns between him and his priest.
Sir Daron
Player, 25 posts
Mon 17 May 2021
at 17:46
  • msg #14

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

"Alas we did not do as well as you my brother," Sir Daron replies, but smiled warmly and clasped his hand to Sir Abloc's, shaking it.. "Still it is a poor man who cannot congratulate a friend who does well."

Sir Daron spends much of his time on the road to Bristol discretely practicing his horsemanship. If Bristol is anything like Wells he has more to fear from his own steed than the enemy!
Sir Rhydwyn
Player, 28 posts
Mon 17 May 2021
at 18:37
  • msg #15

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

"Indeed, you did the best out of all of us, Sir Abloc," Rhydwyn says with a chuckle. "I'm glad to see that you are doing well after the battle."
Sir Abloc
Player, 49 posts
Tue 18 May 2021
at 05:52
  • msg #16

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

"It was poor luck on my part, my Brothers, and I have heard rumours of your skills with both sword and lance, so I am certain you will win glory in the coming campaign. What is even more important is that we are all well and can continue our wonderful adventure together!" Sir Abloc says with a grin on his face.

Then he leans closer to the others and whispers "At least we did better at Wells than at the banquet!" He sounds like a man with a new-found fear of social events.
Teller of Tales
GM, 82 posts
Spinner of Sagas
Giver of Gifts
Tue 18 May 2021
at 14:22
  • msg #17

Re: Chapter 1.2 - Summer Campaign Somerset (505 AD)

The ride to Bristol takes a couple of days.  Although it is only 15-20 miles as the crow flies, the roads are a little less direct and the siege engines slow everything down to a crawl.  With summer taking hold of the land, the roads are dry and dusty but it is better than rain, which would turn the paths into a sea of mud.

Although the knights are mainly there to guard the siege engines, there are no threats to be seen.  The King of Somerset and his knights have secreted themselves in the marshes and the footmen are guarding the castles and cities.

Arriving at the outskirts of Bristol, the young knights find a rather different situation than at Wells.  Bristol is on the far side of the River Avon and thick walls and tall towers protect the only bridge in the area.  Although King Idres has setup siege engines, they seem to have had limited impact so far.



The closest bridge is to the west, near to the sea.  However, it is adjacent to the Lamplighter's Marsh, which is currently inhabited by a large number of Somerset knights.  It seems unwise to cross a large force in the area for fear of ambush or getting your supply-lines cut.

There is another heavily guarded bridge at Bath to the east, where the remainder of the Cornish knights are besieging the city.  About halfway between Bath and Bristol there is a bridge at Keynsham.  Scouts have reported that it appears lightly guarded and is the obvious place for a large force to cross and come around to the rear of Bath and Bristol.  However, King Idres believes it to be a trap and has proposed an alternate plan.

About halfway between Keynsham and Bristol, the river curves in a wide "C."  The engineers believe that it would be an ideal place to setup a ferry as the river's change in direction would make getting a boat across far easier and the curve in the river would provide natural barriers on three sides of the beachhead.

It is decided to send a dozen of Earl Guinier's knights, including Sir Abloc, Sir Aeddan, Sir Daron, and Sir Rhydwyn.  The small group of knights and engineers head upstream at dawn with a few wagons filled with equipment for the engineers.

Arriving at the spot that has been chosen, the engineers construct a couple of flat-bottomed ferries from the wagons, each ferry capable of carrying four horses and four men at a time.  The knights and their squires setup camp.

When the ferries are ready, the engineers explain that the ferry will be attached to one of the knights' horses by two coils of rope.  The knight will ride his horse upstream along the riverbank while the ropes are played out.  If done properly, the ferry will maintain its place relative to the camp but be pulled across the river as the horse moves upstream along the curving bank.

Sir Abloc is the first to attempt this.  It does not go well.  Despite the assistance from the engineers (+5), Sir Abloc has a lot of difficulty letting the rope out at the proper speed and that seems to cause him to lose control of his horse and they have to pull the ferry back to shore.

Sir Abloc, rolled 18, 19 using 2d20.  Boating / Horsemanship.

Sir Rhydwyn does a little better than Sir Abloc but seems to have similar problems coordinating the letting out of the rope at the proper speed and keeping control of his horse.

Sir Rhydwyn, rolled 10, 14 using 2d20.  Boating / Horsemanship.

Sir Aeddan, having watched the others and listened carefully to the instructions from the engineers, masterfully plays out the rope and has successfully gotten the ferry halfway across the river but forgets to pay attention to where his horse is going.  The horse ends up in the river, throwing Sir Aeddan in the process.  Fortunately he is able to catch onto the rope (+5) and half swims and half drags himself back to shore.

Sir Aeddan, rolled 6, 20 using 2d20.  Boating / Horsemanship.

Sir Aeddan, rolled 3 using 1d20.  Swim.

Take a check in Swim, a point in Boating for criticalling, and a point in Horsemanship for fumbling.


Sir Daron is a bit apprehensive when it is his turn but he takes his cue from Sir Aeddan and successfully lets the rope out at the correct speed in order to keep the ferry on the right track.  Having also learned from Sir Aeddan's mistakes, he keeps an especial eye on his horse, and masterfully controls it until the ferry is on the far side.

Sir Daron, rolled 2, 15 using 2d20.  Boating / Horsemanship.

Take a check in Boating and a point in Horsemanship for criticalling.


Once the ferry is properly secured on the far side, the engineers set to work on a pulley system that will allow them to pull a ferry from each side at the same time.  As they are doing this, Sir Abloc, Sir Aeddan, and Sir Daron notice a man watching the proceedings from the far side of the river.  There are no farms in the immediate area

Sir Rhydwyn, rolled 14 using 1d20.  Awareness.
Sir Daron, rolled 8 using 1d20.  Awareness.
Sir Aeddan, rolled 5 using 1d20.  Awareness.
Sir Abloc, rolled 1 using 1d20.  Awareness.

Sir Abloc, Sir Aeddan, and Sir Daron take a check in Awareness.


It would be bad if the enemy were to discover what the knights are up to, as they could probably disrupt the ferry and increase guards around the backs of the cities.  The knights can immediately cross the river in the ferry before it is tested (requires a Valorous check) and attempt to apprehend the 'spy.'  They can wait until the ferry is tested and search out the spy but this will require hunting rolls.  Or they can return immediately to Bristol and have the invasion force immediately make for the ferry.




For the Battle of Wells:

Sir Abloc - 20 Glory for two rounds of battle and 25 Glory for capturing the enemy commander.
Sirs Aeddan, Daron, and Rhydwyn - 20 Glory for two rounds of battle.

This message was last edited by the GM at 20:53, Sat 05 June 2021.
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