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Need this to flesh out some of the crucial NPCs some more. Here

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Need this to flesh out some of the crucial NPCs some more. Here it goes:

You are a mercenary captain. Well, captain when hired, village militia when fed(plus properly entertained), brigand when unemployed. You command about 30 men, a few women and two half-orcs in your group.

Recently a representative of some crazy-ass cultists approached you and asked you to help them loot and pillage. Payment is good plus 10 percent of looted wealth. You agreed and as your group joins the railders, you realize entire raiding group consists of about three mercenary groups(about 100 strong alltogether), about 100 cultists (disorganized rabble, but lots of bloodlust) and about 100 lizardfolk (tough but slow, not prone to listening orders). Along with this cultists got the help of this gigantic flying snake that looks like can eat an entire calf in one bite. Not bad.

Plan is to strike at about 20 villages in next month plus a minor town if lords do not send any larger force from Large City which is about two weeks travel off.

Just as raiding group consolidated, mercenary groups elected you as their temporary leader.

Do you act in any way regarding the raids/what is your plan/what is your exit strategy/etc.?

thanks
>>
First of all, discover who has the most control over the flying snake and the lizardfolk. Probably need to lick this guy's ass and protect him until the moment is right to fuck him over. Snake and lizards seem to be the biggest threat to me getting rich off the raid. Try to plant the idea in their handler that they don't really need valuables. They can take the cows, pigs and stuff to eat. We'll be sending them as second wave.
>>
Cultists are going to be the actual first wave. They're easy to dispatch for the defenders, so more loot for us. What we need to do is look like we're on the first line, create a single break through defender lines, then goad the cultists into slaughter. The villages we raid probably won't have many defenses, but after the end of the month the cultists should be spent and in no way to oppose our mercenaries. If the cultists are repelled, send the lizards to finish the defenders off.
We just need to look like we're doing all the hard work, but gradually move to the back as we send cultists and lizards forward. If things start to go bad, we get the fuck out with what we got.
As for the split of loot between mercenaries, split depending on number of men in each mercenary band. The split amount goes to the captain of each band, who is responsible for splitting it further to his men. It's only fair and there's no reason to try to fuck them over and risk animosity or violence.
>>
Optionally, try to goad the cultists into attacking minor town even if reinforcement defenders are sent. But this time lizards and snake go first, cultists second and we disappear as soon as possible, hopefully after kiling the cult leader. It's likely both the beasts and the cultist fucks will be dealt with by the defenders.
Final option is to turn against the cultists after raids are done. If everything goes according to plan, they should have a lot of casualties. If the cult leader is dead, snake and lizards may just fuck off. They were getting food and shit, so should be content. We dispatch the cultists, take their stuff and get the fuck out to somewhere else.
>>
>>52999630
OP here.

Flying snake is controlled by head cult honcho. Well, not really controlled - he is the one snake has a deal with. Snake is intelligent and rather old and not really amused over the fact it must be a brawler for this raiding. Still, it cooperates due to religious reasons.

>>52999638
Well, cultists are not DUMB. They will want them, lizardfolk and mercenaries to attack together. But for sure, mercenaries are best at evading trouble if that is required. Also, you know villages in this region are really poorly defended. Apart of a few strong villagefolk with a few forks, swords and bows, the worst thing you can meet is some inexperienced adventurers restin in a inn.

Also I'm thinking all mercenaries should be on horses. I hess proper mobility(and ability to flee) is a must for mercenaries.
>>
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>>52999387
>Working in the employ of crazy-ass cultists
That was the first pivotal mistake.
Hiring yourself to the local Duke to support his crushing of this idiotic rabble was the way to go.
He'll probably bring in some bands of murderhobos to support the Duchy's levy-troops, those guys will fall over themselves murdering the flying snek for XP and "glory".

Never work for the crazy. Never EVER work for the religiously insane.
>>
>>52999805
This is where I disagree. You might get a better deal to betray the cultists than to fight against them from the start.
>>
>>52999762
>>52999805
Don't fight against the murderhobos. If you see them, just try to distract them and sneak away. It always goes wrong somehow. It's like they have luck on their side.
>>
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>>52999867
Yeah, and you might (read will) get necked by the Duke as a bunch of bandits without a shred of loyalty after you betray your comrades and help kill them. Congrats, you've chosen the least honorable and survivable possible path.

Or you could choose the non-retarded side in the first place. (hint: it's not the side putting hundreds of men together to bump off shitty villages).
>>
>>52999903
"Betrayal" doesn't need to involve fighting for the other side. It can involve disappearing into the night at the most opportune moment, which turns the tide of battle for the Duke. Only thing that matters is getting paid. Leave honor and loyalty to murderhobos.
>>
>>52999387
You better split your forces to attack as many villages as possible at the same time, eventually converging near that town while SNEK would be best used as an areal recon and to pick off messingers. This ensures that you will never attack a force you can't handle, will disrupt enemy logistics, sap their morale and deplete pool of recruits they can use. Not to mention that if SNEK is good, local lord will recieve the cry of help far too late.
>>
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>>52999953
Then your second move should be to get the fuck out of the Duchy fast; the Duke isn't going to feel fondly towards the treacherous Mercs who will jump at the opportunity to join the next bandit army.

Now you've made lifelong enemies out of any surviving bandits/cultists, got on the Duke's list as scumbags with no equal, and a modest paycheck to boot.
Expect the Murderhobos to be handed posters with your face on it.

Being a bandit is the shittiest existence. It's tolerable if your from a raiding culture, and you can hop back on your longship and sail to some safe land where people won't spit on you.

Travelling with humanoids and psychotic zealots to assault villages is the most wretched of existences. Even highwaymen will spit on you.
>>
>>52999867
Recruit or kill the other mercs to your cause.
Slaughter the snake and wear its skin. Become the deity for this cult.

Calm the rabble and increase the popularity of the faith.
Subvert local political power through your control of the population's souls.
Make sure you get your followers dressing nice.
A good uniform goes a long way to attracting more than a fleeting interest.
Make sure people pay you for their uniforms.
>here's a red cap
>"make the snek great again"

Easy win. Play golf.

Next part of the story is where your wife lets down her hair from the gilded tower, and you get cucked. Over and over and over and over and over...
Worst part is your daughter who you totally not secretly want to bang, married a jew moron!
>>
>>53000001
Already way ahead of you. Travelling seawards, heard of a lucrative ship protection contract.
Also go take your lafwul good somehere else, you murderhobo-lover. OP stipulated the mercenary band agreed to work with the cultists, so it's canon.
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