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Alright, so this will be somewhat of a test trial for a more fleshed out game this is a simplified version of. There's gonna be a lot of mechanics made up on the fly so heads up

You're the servants of an evil overlord, one of the commanders of his armies. You'll be commanding troops in his name. His evil Empire is only budding as of now and so he's counting on you to bring him the skulls of the innocent and the like.

I'll post some chargen stuff, I'll see how many commanders we'll get and I'll cap it if it becomes too many.
>>
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Your overlord has his eyes on many evil races to subjugate, but so far he only has some turned humans from the plains he plights, opportunistic orcs that have flocked to him for coin from the desert, and undead of his own making under his command.

Each of them has their strengths and weaknesses, and each of them has their *special* stat interaction.

Everyone, choose a race and a name.
>>
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The Commanders of the Overlord fall into three broad categories:

The wizards that have been seduced by him with the promises of forbidden knowledge. They of course, depending on their race, already possess knowledge of the Arcana.

The Barbarian Chieftains that have accepted him as their superior and that hope to find glory in his shadow, bringing with them their clan.

And the Gladiators that have been bred for war and killing by the Overlord himself and equipped with the best the hellfire smithies have to offer.
>>
And lastly, I want everyone to pick a

>Vice
Something that your Commander is drawn to so much that he might even put himself at risk for it.
Whenever you get into danger for following a vice, you'll get 1XP

>An Attitude
Something your Character believes in and works towards. This is a goal so far away that it seems unattainable in the nearer future. Every time your Character makes great strides towards it, you get 1XP

>A Goal
These you can add in play, and will be attainable goals within the session, like "Kill that knight". I have to sign off on it. Completing it gives you 1XP


XP has to be claimed, it's not given passively without you saying you've earned it.
>>
>>1228801
Look MinCorp, I'll give it a shot because you do good art, but you can't keep dropping stuff out of the blue like this, it's why I haven't cared for anything you've done since the asteroid mining thing.
>>
>>1228859
You really don't have to feel obligated to play man, it's all good
>>
>>1228806
Ozca, of the Spellweaver Orcs

>Vice
The orcish craft of spellweaving often entails manipulating entrails, but Ozca takes it to the extreme. He risks his life and the lives of his men to capture curious targets unblemished, to harvest all manner of muscles or organs for weaving.

>An Attitude
The creation of a true Mage College for Orcs. Too long have Orc Wizards been deemed "uncivilized" or "barbaric", and the world will acknowledge the arcane potential of Orcs, even if it is paid in the blood of more mundane orcs.


>>1228880
Have you considered talking it out if there's something wrong with the way people vote that makes your job not fun?
>>
>>1228887

alright, I'll make this into a character sheet template for people to use:

Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2
Skill:3
Mag:0/3

XP:0

>Spells:
TBA

>Army:
>TBA


I'll explain why magic is 0/3 in a second

>Have you considered talking it out if there's something wrong with the way people vote that makes your job not fun?

What do you mean? In case you think I dropped Kodros because of people voting wrong in some way, I can alleviate your concerns, Kodros is still going. It's just that without Ostritch's little helper I don't wanna start a thread since he's pretty involved in it. I'll continue it when we both have time.
>>
>>1228801
Question: Are wizards the only ones able to cast spells, or will the other classes, in time, have some too?
>>
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>>1228899
Oh yes, that's a good question I should have said at the start: Yes, everybody can cast spells. But Wizards start with one that's species specific.

>>1228895
Incidentally, Ozca, you may choose between these two spells.


Now your magic score is basically your mana pool. You fill it up with ritualistic sacrifice, and you spend it with spells. You can supplement wizards under your control for mana, but it might result in certain instabilities.

Since this is a simplified version of a system I'm trying out, it might be the case that the mana system doesn't work that well with only 6 steps. If that's the case, I will rebalance on the fly.
>>
>>1228907
Fist then, since Ozca can't recklessly mutilate enemies. He has to DELIBERATELY mutilate enemies!
>>
So here are the Soldiers you can pick from. You start out with 14+Strat points, and can buy elements as you like.

*Morale* is the unit that determines how much your element can do in combat and how much punishment it can take before breaking.

*Strength* is a representation of the elements fighting power.

If you want to overcoome superior strength of an enemy, you can at any time combine elements to larger units, taking the average strength and losing non shared attributes, and you can break them up again at any time.

I'll get more into the nitty gritty of the rules once we're deployed on the battlefield. But be assured that you can explain your actions narratively in the future and probably get out of it about what you expect.
>>
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>>1228930
Forgot the image, boof
>>
>>1228935
I'll grab a shieldbreaker then
>>
>>1228806
Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:3/3
Strat:4
Skill:3
Mag:0/4

XP:0

>Spells:
TBA

>Army:
>TBA

The chieftain of a barbarian tribe, The Red Swines, that fell in battle. The overlord has graced him with the gift of unlife, and Huhkrej now commands his sons from beyond the grave.

>Vice
Ever since he rised from the dead, Huhkrej has started feasting and gorging himself with anything that was at hand. The Chieftain took any opportunity he could to eat, sometimes even stopping in the middle of a battle to feast on the corpse of a particulairly powerful enemy. He believes that through this, he absorbs the life-force of things, and may, one day, come back to life.

>An Attitude
Huhkrej wishes for one thing only: to become human once more. The life of an undead is grey, boring, without feelings or emotions. Not even the battlefield brings him the joy that it once brought.

>>1228935
I will get a barbarian warrior and a ranged skeleton
>>
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>>1228940
seeing as you're currently 'alive' you have 1 vit.

Undeads have... curious things happen to them when they are felled, and that's where the two grey vits come into play.
So put your vit down something like:

Vit: 1/1 (2/2)
As a barbarian you get a retinue, and as an undead, that will be these dead hounds.

Having the "Beast" attribute, these can't be fused with units with different names to theirs into a unit. They still can fight on the same flank however.

Both you and >>1228938

Finish up your character sheets with armies and spells, and I'll wait for a bit for a third player, otherwise, we'll start!
>>
>>1228945
Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:0
>Spells:
None
>Army:
-Barbarian Warrior (Str 15 / Morale 12) (unarmoured)
-Skeleton (Str 6 / Morale -) (ranged)
-Dead Hounds (Str 6 / Morale -) (cavalry, unarmoured, beast)

So this is what it should look like, right?
>>
>>1228945
Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2
Skill:3
Mag:0/3

XP:0

>Spells:
Fist - Cost: 2 in 1on1, 4 in armyonarmy - "The fist of the gods"

>Army:
>Orc Shieldbreaker
>>
>>1228951
yep, awesome, but both Str and Morale have max and temporary scores like an HP stat. So it should be Str 15/15 and MOrale 12/12

I didn't make that clear, sorry. Otherwise, awesome
>>
>>1228951
also, you should keep tally on the army point you haven't spent.
>>
>>1228953
>>1228954
Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:0
>Spells:
None
>Army:
-Barbarian Warrior (Str 15/15) (Morale 12/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 6/6) (Morale -) (cavalry, unarmoured, beast)
>Army Points:1

Fixed
>>
>>1228953
Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2(1)
Skill:3
Mag:0/3

XP:0

>Spells:
Fist - Cost: 2 in 1on1, 4 in armyonarmy - "The fist of the gods"

>Army:
-Orc Shieldbreaker (Str 16/16) (Morale 11/11) (Armour Breakers)
>Army Points: 0
>>
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Alright, I'll have you lads deploy already while we're waiting for a possible third player:


Ivending is an unassuming town across the Anstone river in the soft hill land that that river crosses through. It is a gentle place that knows no hardship.

And it is the first delicate target of your evil overlord. You've been marching through the woods south of Ivending for days now, lusting for blood and death, and while your number makes it only too likely that the local lord has been forewarned of your coming by scouts, you don't expect sizable opposition.

Then, barely a day's worth away from the river, you came upon an element of resting soldiers, poorly equipped with spears and rudimentary armour. You descended upon them like hyenas and broke them instantly.
Since then, you've been following the last remnants of that unit up the road, the hounds hot on their heels and their masters close by. Finally now you have caught up to them.

Deployment time:
>You can deploy anywhere that's the undertaken movement action away from visible Hexes that touch the edge.

Movement Actions are:
Normal movement: 2
Charge(counts as attack): 3
Route/Violent pursuit: 4

Cavalry doubles these values.
>>1228957
Ozca, I've had a look over magic rules, and you can cut down the cost of fist to 1 in 1on1 and 3 in army on army.
>>
>>1228963
Normal Movement along the roads. The others can hunt them down, we just have to make sure that there's no village or fort they can hole up in.
>>
>>1228963
Normal Movement following the road but going through the forest. And try to not get seen if we make contact
>>
>>1228970
Huhkrej, what Element are you in by the way? I assume the Barbarians?
>>
>>1228971
That is right. I have the dead hounds in front, barbarians (and me) in the middle and archer skeletons in the back.
>>
>>1228970
>>1228974
oh, and just to be clear, I seem to have expressed myself badly

>try to not get seen
these particular routed humans are very aware of your following them, seeing as they've been in a tussle with you just hours prior, which they are currently fleeing from
>>
>>1228975
Well i will still go through the forest, maybe we can hiit them from two sides
>>
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Alright, seems like we'll be two players for now.

Good stuff. So for better identification, the gold edge is where your guy is right now, and the number is for your posessions.

Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger

Additionally, there is a compass up right now, so you can tell me exactly where you want to go.
Except for Route and VIolent pursuit, all movement actions can also be taken on any lower amount of hexes moved. So you can move normal 1 or charge 1 or 2 etc.

Now, This has been the deployment phase, and I have already deployed the routed enemy to show you where he'd be, but normally, turns are done SIMULTANIOUSLY. That means, you tell me where you move and who you intend to attack, and you and the enemy move and attack in the same turn.

So keep in mind, your next movement turn will have to keep the route movement of the enemy element in mind.

It's your turn anyway.
>>
>>1228982
So do we have to be in base contact with the enemy to attack, or to de have to be on their same tile?
Also, if i had my barbarians charge and move 1,2,2 would that intercept the soldiers and lock them in combat with us?
>>
>>1228982
Charge(3 tiles) along the road. Don't overtax the men's focus on keeping watch for ambush, they'll know when I cast Fist on something.
>>
>>1228986
You have to be base on base.

So normally, if he moves further than you do, and you want to attack them where they stand, they evade your attack. But this is a different situation, you know where they're going and you know how to cut them off. So I guess you're competing in a pursuit. You would roll your *skill* against theirs.

You're slower and two behind, so you'd get a -2, and it will cost you 1 morale to do because it counts as an attack action.

Anytime you compete with somebody (which most often is in attacks), you roll your relevant attribute against theirs +- the bonus either of you gets. Then the winner's degrees of success minus the loser's degrees of success are how well you do.

This would be such a time, should you choose to do it.
>>
>>1228987
Charge is an attack, you'd need a target to do it.

You can however do this >>1228991 and you'd get only a -1
>>
>>1228993
okay I guess, let's do that
>>
>>1228991
Well, i will try to pursue them, then.
What dice do i have to roll? d20?
>>
Rolled 1, 5 = 6 (2d6)

>>1228995
>>1228996
Alright. as for all attack actions, substract 1 morale from your relevant elements.

roll 1d6.

I'm very unsure about the dice here, a result of having dumbed the stats down from a d20 point buy system. What do you guys think?
>>
Rolled 5 (1d6)

>>1229000
Nice.
Barbarians are now at 11 Morale
>>
Rolled 4 (1d6)

>>1229000
>>
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>>1229004
>>1229006
Ozca's shieldbreaker hunt them down and Huhkrej's barbarians joint he frey as the spearmen are cut down one by one.
No attack roll required due to routed enemy

Now, elements you aren't in and don't give orders don't just stop in their tracks - they continue on the path you set for them. So even if you move out range of giving any orders to them, they will still fight the battle you told them previously, and they will comply to orders you have given before, like: Once you defeated them, return to me etc.

So that's why the Dead hounds and the skeletons have continued moving, as that was their last command.


Seeing as there are no enemies currently visible, you can decide to catch your breath and regain all morale before the fulfillment of your next action.
>>
>>1229014
Have the shieldbreakers keep marching forward while Ozca himself stays to harvest some pituitary glands and livers.
>>
>>1229014
Huhkrej orders the hounds and skeletons to stop moving while he starts feasting on the bodies of his enemies and the barbarians scavenge any usable equipment from them.
>>
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>>1229018
Ozca gets 1 Magic from the entrails of the dead

>>1229023
whily Huhkrej gets a full stomache for it. No great heroic weapons have been found among the dead, but their equipment will be added to the eventual supply tally.

I would like you guys to post with the character sheets at the end of your relevant posts. That's easier for keeping track of morale, vit etc.
>>
>>1229024
Dead hounds move 2,1
Barbarians move 6,1
Skeletons move 2,1

”Mhmm... quite tender, this flesh. Back in formation, we march!”
>>
>>1229026
Forgot the sheet, sorry!

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:0
>Spells:
None
>Army:
-Barbarian Warrior (Str 15/15) (Morale 11/12) (unarmoured)
>-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 6/6) (Morale -) (cavalry, unarmoured, beast)
>Army Points:1
>>
>>1229024
>Ozca
>>Race: Orc
>>Class: Wizard
>Vit:4/4
>Strat:2(1)
>Skill:3
>Mag:1/3
>XP:0
>>Spells:
>Fist - Cost: 2 in 1on1, 3 in armyonarmy - "The fist of the gods"
>>Army:
>-Orc Shieldbreaker (Str 16/16) (Morale 11/11) (Armour Breakers)
>>Army Points: 0

"Hmph, not enough fear. I need a specimen that's run so far it died of fright."
The Shieldbreakers keep a steady pace, while Ozca sprints to catch up.
>>
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>>1229028
>"Hmph, not enough fear. I need a specimen that's run so far it died of fright."

Oh yes. Oh YES that would work nicely for you.

While moving through the last bits of forest (after which your visual cone will be greatly expanded, don't worry), Ozca and her shield breakers hear the abhorrent sounds of human music, happily chirping from up the road, and a great chorus of drunk men singing to it, dozens upon dozens of out of tune, male voices.
>>
>>1229033
Barbarians move 2,2
Dead hounds move 1,2
Skeletons move 1,2

”Other humans, other meat.”


Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:0
>Spells:
None
>Army:
-Barbarian Warrior (Str 15/15) (Morale 11/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 6/6) (Morale -) (cavalry, unarmoured, beast)
>Army Points:1
>>
>>1229033
Have the Shieldbreakers slow down, but keep marching. If the humans run, let them. If they stand still, we walk past them with naught but glares. Cast Fist on the first one to raise a weapon.

Once they see the undead behind us and REALLY start to run, that's when we start the killing.
>>
>>1229039
unless they plead for mercy/servitude. But I won't invite them to do so, I could just as well use more entrails.
>>
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Confidently, you step out of the forest, expecting celebrating humans it seems, that would run from the sight of you.

Now, that might still be the case, but what waits for you at the tavern the laughing and singing eminates from, is not a rabble of drunken civilians - Instead, you exit the forest to see more than two hundred soldiers drinking and singing in front of a large Inn.

These men might be a defense force in aid of Iverding that took just a little too much time restocking their alcohol supplies.

They are as surprised as you are, and for a brief moment, neither side knows exactly what to do.

>>1229039
Please keep the charsheet in your post if it's not too much hassle. If it IS too much hassle, which I accept it might be, then at least always have it in any post with an attack action.
>>
>>1229050
Now for attack actions! You don't have to remember all these, but this is information for what your narrated actions might exactly do mechanically.

>Attack - this is the normal attack. you inflict a certain amount of str damage and get a certain amount, depending on your roll and its boni

>All out Attack - take more damage but deal more damage

>Defend - take less damage, deal less damage, gain +2 bonus for your position

>Skirmish - Requires "skirmish" trait. you deal and get half the normal damage, but you give enemy a malus of -1 for actions this round

>Support (needs ranged) - add your numerical advantage to a battle, but take no damage

>Fighting retreat: inflict half strg damage, winning means immediate combat ends, costs 4 morale

> Full retreat - immediate combat ends, costs 6 morale, receive no strg damage on win or double on fail

>Rally - rallied unit recovers 4 morale and stops fleeing if broken. if attacked, suffers double strg damage

>Write ins - Of course sometimes your narration doesn't match any of these, so there might be new ones
>>
>>1229050
I'll repost the charsheet as soon as a stat changes or I start an attack.

Fleshcord Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2(1)
Skill:3
Mag:1/3

XP:0

>Spells:
Fist - Cost: 2 in 1on1, 3 in armyonarmy - "The fist of the gods"

>Army:
-Orc Shieldbreaker (Str 16/16) (Morale 11/11) (Armour Breakers)
>Army Points: 0

Keep walking forward as planned. Try to get as close to the Inn as possible before fighting starts. Don't let them fortify inside.

Once the fight begins focus on the middle spearmen, prevent the archers from having an easy time picking friend from foe.
>>
>>1229050
”RED SWINE! A FEAST AWAITS!”
”GHULAK BUR!”
The dead hounds rush away, commanded by the chieftain to wipe out any ranged attackers, while the barbarians and their leader charge the enemy head-on, chanting various warcries, with the skeletons behind, providing ranged support.

Barbarians charge the spearmen on the right (2,1)
Skeletons charge the spearmen on the right (2,2,1)
Dead hounds charge the archers (1,2)

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:0
>Spells:
None
>Army:
-Barbarian Warrior (Str 15/15) (Morale 11/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 6/6) (Morale -) (cavalry, unarmoured, beast)
>Army Points:1
>>
>>1229059
>>1229063
alright, both of you roll on your strat.

Depending on how involved you want to get in the fight, you'll be able to take a risk modifier of -2 to +2 for the element you are in. That will be added/subtracted from your strat roll, and it will modify what happens to you specifically if you fail it.
>>
Rolled 6, 5, 3, 4, 5 = 23 (5d6)

>>1229065
>>
Rolled 2 (1d2)

>>1229065
>roll on your strat
do you mean a die size equal to my strat stat? I still don't know what the orcish 1 on strat does.
>>
>>1229070
Oh yeah, when I say "roll on..." I just mean, roll a d6 and try to roll under the attribute. In this case you can modify the required number with the risk modifier.

And the Orcish strat modifier goes into effect when the going gets rolling. You benefit from pressing your advantage.
>>
Rolled 6 (1d6)

>>1229074
>>
>>1229076
I assume a 0 risk modifier?
>>
Rolled 3 (1d6)

>>1229065
I want to get involved in the fighting, but not too much. Let's say i will stay away from the frontlines but not exactly in the backlines either. More in the middle.
Also, rolling
>>
>>1229079
that's a 0 too. Alright, processing
>>
>>1229077
wait, so I am the one who can choose what risk value to apply? And the risk value modifies the outcome in some abstract way, riskier rewards, etc?

well I fail either way, so....
>>
Rolled 4 (1d6)

>>1229082
You are deciding how far in the front and how involved you're gonna be. The higher the risk factor, the more chances you have to kill and intimidate enemies, change plans on the fly and have a first hand idea of what is going on. That manifests itself in boni or mali to your strat roll, ranging from -2 to +2.

The risk comes into play when you fail a roll, because then I will see what happens to you (see roll on this post), to which your risk modifier is added.
>>
>>1229088
>>1229082

in essence, I'm saying: if you say "I get right into the thick of it" you can mechanically aid your cause. you don't have to give any numbers or mention the word risk factor from now on
>>
>>1229090
well I'm going to sleep
>>
The humans, as they are being charged, try for an orderly retreat. Except for the archers, who fight off the hounds with little in the way of casualties on both sides(-1 str to hounds), none of them manage.

The skeletons clash against the human spearwall and do little much than distract them (-1 str to skeletons) while the Shieldbreaker do their name proud and hack through most of the human defense, while taking minimal losses at the hands of the humans wwho seem more intent to run than to fight (-1 str to Shield breakers)

The Barbarians meanwhile manage to cut through humans like butter, and while the spearman already seem to be close to faltering, the barbarians are mostly unharmed (-0)

>>1229082
Got a bit carried away - you don't fail, you've got huge Shieldbreakers against light infantry spearmen. The bonus from the relative strg got you covered.
>>
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>>1229102
>>
>>1229102
Wait a sec, i ordered my skeles to attack the spearmen on the right and support the barbarians, not the other spearmen. Also, they are a ranged unit and i ordered them to support, so they shouldn't have taken damage, i think.
>>
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Rolled 1 (1d6)

>>1229117

sorry, this confused me:

>Skeletons charge the spearmen on the right (2,2,1)

Charging is an attack action in itself, support is a different one.

But I will amend accordingly.

The skeletons take 0 damage and the human spearmen have to roll under 3 or route next turn
>>
Rolled 1 (1d6)

>>1229124
Ah, my mistake then, sorry

Dead hounds chase the archers, charging again (2,2)
Barbarians continue attacking
skeletons continue supporting

Rolling on strat

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:0
>Spells:
None
>Army:
-Barbarian Warrior (Str 15/15) (Morale 11/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 5/6) (Morale -) (cavalry, unarmoured, beast)
>Army Points:1
>>
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Alright, I'll process more slowly now, I won't be here consistently today. feel free to post all your actions and whatnot though, I will be checking in regularly.

And if someone new wants to join, feel free as well.
>>
>>1229138
>+1 Vit
>+1 Strat

>deploy 2 of skeletons

Drizza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2

XP:0

>Spells:
None

>Army:
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)

A veteran of the Overlord's goblin fighting pits, Drizza has formed a strange kinship with her former adversaries.

>Vice
After so long in the pits, Drizza has a fascination for the domains of humans, and will attempt to immediately investigate any buildings or landmarks in the area, regardless of enemy presence.

>Attitude
Drizza is not one for high-flying ambitions: she seeks only to establish a fighting pit of her own, where the glorious struggle of man against goblin will continue for eternity.
>>
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>>1229454
Oh god did I hope somebody would make something along these lines.

There truly is - safety in numbers.

As a Human Gladiator you get a choice between these two armours. with both you roll a 1d6 every time you're hit in *single combat*, and on a 2 or lower, on the one the damage is blocked, on the other it's reflected but you suffer it.

Also, as a human you may choose a non-combat craft or profession where you have 2 extra skill in.
>>
>>1229499
That spiked armour looks metal as fuck, I'll go with that.

So that's what the 2 x Dot meant on the sheet, then. I was under the impression that you got two extra points to spend on whatever, this statblock should be correct.

Can I do anything with the one spare army point I'll end up with?

>assign 2 skill to Fortification

Drizza
>Race: Human
>Class: Gladiator
Vit:2/2
Strat:2
Skill:4
Mag:0/2
Fort:2

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1229842
no, the 2x dot you interpreted correctly - it's the two yellow dots that give you the extra skill. so you keep your 3 vit 3 strat, but you also get a 6 when rolling on fortifications.

That spare point you can invest after the mission together with the rest of your supplies or save up for when you get new and exciting army options.
>>
>>1229851
Alright, in that case these stats should be right.

Drizza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2
Fort:2

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>>
>>1229867
yep. as long as you understand that your fortifying skill is 2 ON TOP of your skill, meaning 6, then that's right.
>>
>>1228801

>Race: Undead
>Class: Wizard
Vit:1/1(2/2)
Strat:3
Skill:2
Mag:6/6

XP:0

>Spells:
Need the spell sheet
>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)

Formerly a Wizard who secluded himself away from civilization so he can pursue magical power without others trying to stop him. He gave himself the gift of unlife so he wouldn't need to worry about the needs of the flesh and when the evil overlord offered him a position in his army he jumped at the chance. He often uses the souls of his enemies to fuel his magic spells

>Vice
He had a unusual obsession with magical items and will often do all he can to aquire them, many times putting others at risk.

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.

Did I miss anything or am I good here?
>>
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>>1229894
Only that you don't start with full HP

These are the spells you can pick from.

I will deploy today still before going to bed, I will simply assume Ozca to keep steady
>>
Rolled 2, 6, 4, 6 = 18 (4d6)

>>1229131
rolling

To explain, since the hounds aren't in your flank, you can't roll for them. They have to use their own limited strat (comparable to that of the spearmen and archers) to do stuff on their own.
>>
>>1229975
How much HP do I start with?
>>
>>1229986
1 when 'alive'. As an undead, you still have 2 once you've died. Things will be getting strange then.
>>
>>1229986
also, where do you deploy?
>>
>>1229987
Isn't that what the (2/2) next to my 1/1 is for when I "die"?
>>1229988
I'd like to deploy as close to the battle happening.

>Race: Undead
>Class: Wizard
Vit:1/1(2/2)
Strat:3
Skill:2
Mag:6/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)

Formerly a Wizard who secluded himself away from civilization so he can pursue magical power without others trying to stop him. He gave himself the gift of unlife so he wouldn't need to worry about the needs of the flesh and when the evil overlord offered him a position in his army he jumped at the chance. He often uses the souls of his enemies to fuel his magic spells

>Vice
He had a unusual obsession with magical items and will often do all he can to aquire them, many times putting others at risk.

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.
>>
>>1229999
>Isn't that what the (2/2) next to my 1/1 is for when I "die"?
yes. So you have either 1 or 3 HP at the moment, depending on how you want to put it. I'd call it 1.

You're at 0/6 Mag at the start, you'll have to gather blood sacrifice and whatnot to fill it up.

turn coming up with new deployees
>>
is it too late to join?
>>
>>1230029
Also one more question. What stat do we use to judge the amount of things we can move/attack in a turn?
>>
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The human soldiers fight with what little they have, but their bodies fall faster and faster as the Gorger's barbarians hack them down, and even the archers that managed to disengaged are pulled back into a melee with the dogs again, a tussle that does the beasts no harm (-0) but leaves its marks on the archers.

A moment of hesitation in Ozca's orcs allows the spearmen to disengage and start to flee orderly,

But the men that the barbarians faced route under the enormous casualties.

>>1229131
Now Huhkrej, your element can follow at the same speed in a pursuit.
Should you choose not to, you'll have to roll skill for me to shout your barbarians down not to run after the injured men in a bloodfilled craze.


These men have never experienced a situation as dire as this, and surely they thought this hell - but then THEY arrive.

From the forest, cackling is heard, then the rattling of bones, until hundreds upon hundreds of Goblins spew forth from the trees, while the dark laying over the road spits out skeletons in similar numbers.

The plains are flooded with evil.
>>
>>1230077
Oh, and numbers are very important:

Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
>>1230066
I think I can squeeze you in just about. might close after you.

>>1230072
well you can give orders to things outside of your range preemptively - tell somebody to do X when Y. Or you can send a runner to get the message across with a delay.

Otherwise, you can command everything on your flank. That means, all elements in your unit and all additional elements fighting in a cohesive line that touches you uninteruptedly.

And yes, that means you can command a huge chain of gobbos from coast to coast.
>>
>>1230096
Is this good enough?

Human +2 strat
Gladiator - defense armor
Dread Knight -18 strat

>Vice
Would rather rout humans than kill them
>Attitude
Recruit more humans into the Evil Empire
>Goal
"Pacify" an human village
>>
>>1230141
I'm gonna tell you right now, that vice will not get you many XP. Won't get you in troublde much.
The Attitude is almost fine but a bit too open ended. If you had a bit more direction that would be great.
Goal is great.

otherwise, give yourself a name and put stuff in a charsheet like >>1229999
>>
>>1230077
So if i pursued the routed spearmen i would eliminate them completely without needing to roll, right?
Also,
>New Goal
Raid the Inn
Is this fine?
>>
>>1230170
no, you would still have a pursuit and would roll either your skill against them, or should you choose to stay behind, I'd roll the Barbarian's skill against the routed enemy. But once you caught up, it would be a massacre with no damage to your guys.

The goal would have been fine when it was still guarded, but now it's a bit like "pick up that penny I found" There needs to be a modicum of challenge in goals.
And I realize I wasn't clear about that, it's my fault for not elaborating.

Anyways, I'll be off to bed for now, but I'll process any actions that happen during the night!
>>
>>1230077
Move 2,1 and begin harvesting life energy from the slaughtered soldiers while the skeleton archers stay a bit behind of the melee ones.

Is this fine?

>Race: Undead
>Class: Wizard
Vit:1/1(2/2)
Strat:3
Skill:2
Mag:6/6
XP:0
>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
Army points left:2
>>
>>1230197
Fuck I forgot to fix my health and magic

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:0/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>>
>>1230162

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smiting
Mag:2

XP:0

>Armor:
-Heavy Armor 1d6 (1,2=block)

>Army:
-Dread Knight (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry

Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words

>Vice
Rescue those in need

>Attitude
Convince more Humans to Join the Overlord's Army
>>
Rolled 4 (1d6)

>>1230077
"GIVE CHASE TO THE FEARFUL!"
"THRAAAAKA GOOOOOOOR!"

Screaming and hollering, the barbarians pursue their enemy, longing for more meat to butcher, with the silent skeletons coming close behind.
Meanwhile, the dead hounds, snarling and biting, continue their attack.

>The Barbarians and the Skeletons pursue the routed spearmen (2,2,2,2)
>The Dead Hounds continue attacking

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:0
>Spells:
None
>Army:
-Barbarian Warrior (Str 15/15) (Morale 11/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 5/6) (Morale -) (cavalry, unarmoured, beast)
>Army Points:1
>>
>>1230077
Drizza spits a horrible command in goblin-tongue, and the creatures surge towards the inn.

>move all forces 2 to 6 and investigate the inn.

Drizza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>>
Rolled 6, 1, 2 = 9 (3d6)

>>1230265
rolling for your enemies

>>1230612
and for your loot
>>
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Rolled 2 (1d2)

>>1230197
Your skeletons will not be able to pursue, for those with he (undead) attribute are emotionless and cannot be whipped in the necessary frency. They will however follow at their pace. Your Barbarians gain 6 morale from the slaughter but, don't forget to spend 1 morale for every attack action you do.

While the Barbarians take pursuit and maul the routed enemy to death, the Dead Hounds seem to have a hard time, only not taking more losses because of the lack of enemy melee weapons. (-1 strg) The bruised and battered enemy manages to disengage.

Fernian takes the few still beating hearts and consumes the life they have left - (+1 Magic)

Meanwhile, Goblins start flooding the inn, as a huge hulking figure in spiked armour enters it, followed by hundreds of green little figures. The patrons are either cast aside or slaughtered, everything valuable sacked (+1 army point for Drizza).
But then, as the cellar is opened, where the Inn patron's family is hiding, a wire is sprung, and a prepared powder keg is lit. An explosion hits.... Refer to the roll on this post 1 is it hits Drizza, 2 is it hits a group of goblins. If it hits goblins, -1 Str to that unit. If it hits you, roll your skill.

Through the forest, a plight on man, clad in steel, approaches.
>>
>>1232665
Fleshcord Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2(1)
Skill:3
Mag:1/3

XP:0

>Spells:
Fist - Cost: 2 in 1on1, 3 in armyonarmy - "The fist of the gods"

>Army:
-Orc Shieldbreaker (Str 16/16) (Morale 11/11) (Armour Breakers)
>Army Points: 0

Start marching along the left road, there'll be little other than cooked flesh in the Inn. What a waste. The left, though, sounds like there are some people there.
>>
>>1232665
>>1232699
oh, Also: I have seen that the system needs another movement action:

>Run - costs 2 morale, 3 hexes (6 for cavalry). Unusable by units without morale
>>
Rolled 3 (1d6)

>>1232665
"NONE SURVIVE!"
"NUGA KRUD!"

The barbarians of the Red Swine leave their dead enemy for another tasty morsel. They move quickly, and charge the running archers!
Meanwhile, the dead hounds have sighted a human building, one that could hold more meat for their lord, and move towards it.
The skeletons change their course to follow the hounds, but continue to march.

>Barbarians charge the enemy archers (1,1,1)
>Dead hounds move normally (3,3,3,3)
>Skeletons follow the hounds (3,3)

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:0
>Spells:
None
>Army:
-Barbarian Warrior (Str 15/15) (Morale 11/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 4/6) (Morale -) (cavalry, unarmoured, beast)
>Army Points:1

>>1232705
I think you should make it cost only 1 morale. 2 Seems a bit too much for just one extra hex.
>>
>>1232711
>I think you should make it cost only 1 morale. 2 Seems a bit too much for just one extra hex.

I will keep it at 2 for now but I'll keep that suggestion in mind and if it seems suboptimal, I will change it.
>>
>>1232665
Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
Gla 5 l Dread Knight Drussith
>>
>>1232665
can I rout those spearmen?
if no
>Move
1 1 2 2
If yes
1 1 2 2 2 2 2 2

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smiting
Mag:2
XP:0
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army:
-Dread Knight (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>>
This looks like a cool little game. Would like to join, but totally understand if you've got enough players. If I can't join I'll still be lurking and hoping to join the full version.
>>
>>1232781
"Open way! Get out! We need to hurry up before it is too late!"
The dread Knights charge pass the Evil Ordes hoping to rout or capture the fleeing spearmen before the Undead Chieftain kill them all
"Agh We might be too late, at this rate we wont be able to convince more humans to join our cause"
>>
>>1232786
take my character if I'm not present.
>>
>>1232786
you can share with >>1232790, but really, if that's not to your liking - just make a character, lets oversaturate this bitch
>>
>>1232800

Sure, if you're cool with it.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (8/8 Morale, 11/11 Strength, Safety in Numbers)
Orc Grunts (8/8 Morale, 11/11 Strength, Safety in Numbers)
>Vice
Will fight powerful enemies alone to prove his strengh to his followers.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>>
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>>1232816
Excellent Vice

You're a Barbarian chieftan, so you get a retinue, and as an orc, that's the Goblin shaman.
>>
>>1232665
Drizza looks with displeasure as a number of goblins and part of the wall are reduced to chunks. Through this newfound window, however, she spies a new structure in the distance, perched upon a cliff.
The cry goes up, and the green tide charges forth.

>move massed goblins 2 to 3
>move ranged goblins 1 to 3 and 1 to 2

Drizza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 6/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1232834
you got a second army point from the inn, fyi
>>
>>1232831

That's cool, what does the disarray spell do? And the inpecise ability?

Can I take actions for this turn or wait for map update?
>>
>>1232838
Due to me fucking about with my army list I ended up not having a spare point after chargen, so I should only have one now as far as I'm aware.
>>
>>1232845
you can deploy somewhere reasonable, you'd be coming from the south.

As for 'inprecise', lets just say goblins aren't the best at casting spells, but they are bloody well excited to do it.

And Disarray is an artillery spell the AoE of which is equal to the magic spent on it, and the effects of which are... variable.

You can always lend your mag to the shaman (as any wizard unit can to you) as long as you're in the same flank.

For the Shaman, I'd like you to add Mag: 0/1 to the Morale and Strg stats.

>>1232847
Oh I see. Must have been me just wishing more gobbos onto the field.

Incidentally, I'll be processing in half an hour or so, so if anybody has an action that they still wanna do, now's the time.
>>
>>1232699
Oh and Ozca, you still have the old cost for fist. I've changed it to 1 in 1on1 combat as per >>1228963
>>
>>1232854
whoops

Fleshcord Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2(1)
Skill:3
Mag:1/3

XP:0

>Spells:
Fist - Cost: 1 in 1on1, 3 in armyonarmy - "The fist of the gods"

>Army:
-Orc Shieldbreaker (Str 15/16) (Morale 11/11) (Armour Breakers)
>Army Points: 0
>>
Rolled 6 (1d6)

>>1232711
rolling for pursuit
>>
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A barbarian horde of Orcs make their way through the forest, while the dreadknights ride up to the trashed inn, finding a wealth of undead still feasting on corpses and heavily armoured orcs departing westwards, Drizza's goblins make their way to that curious ruin on the cliffs, soon overtaken by the skeleton hounds of the Gorger.

The man himself, and his barbarians, manage to intercept the fleeing archers, and, them being already decimated and exhausted, kill them in a fell swoop, (+6 morale) leaving behind corpses and the agonizing cries of the injured.

The outskirts of the Anstone river comes into view for them - but so does a row of armoured men watching horrified from a distance.
>>
>>1232870
Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
Gla 5 l Dread Knight Drussith
Bar 6 lAzith the Mauler
>>
>>1232870
Can't hear them anymore, that's bad. Let's test out if 2 morale is really worth it.

Run along the road.
>>
>>1232848

Chaotic and unpredictable. I like it.

>>1232870

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Goblin Shaman (6/6 Morale, 3/3 Str, 0/1 Mag Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Strat Points: 1
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.

All troops run 6,6,6 along the edge of the wood. We need to catch up with the other guys who got here first and find something for us to kill/smash/loot.
>>
>>1232870
A majority of the men seem to have ran east, in turn we will pursure. Advance on the eastern road as much as possible with my undead army.

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:1/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>>
>>1232870
"BRING ME MEAT!"

The Barbarian Chieftain prepares to quell his hunger, grabbing his lips and pulling them apart, tearing his own mouth to fit more flesh inside of it. He descends upon the corpses on the battlefield like a ravenous wolf on freshly-killed prey. His warriors, meanwhile, put the corpses in a pile, paint their faces with blood, and sharped their weapons.
The dead hounds, followed by the skeletons,marrive at the building on the cliff, and commence investigating (or raiding, if necessary)

>Huhkrej and the barbarians have fun
>Dead hounds move to the building (3,2) and investigate
>Skeletons move to the building (3,2,) and investigate

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:0
>Spells:
None
>Army:
-Barbarian Warrior (Str 15/15) (Morale 12/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 4/6) (Morale -) (cavalry, unarmoured, beast)
>Army Points:1
>>
>>1232905
>The dead hounds, followed by the skeletons,marrive at the building on the cliff, and commence investigating (or raiding, if necessary)


Alright, I will imagine you having sent them there for that expressed purpose, but you're so far away from them that telling them that right now isn't possible. Just tell me now what you told that detachment to do.
>>
>>1232870
>Ride west
Move 6 6 6 6

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smiting
Mag:2
XP:0
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army:
-Dread Knight (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>>
>>1232870
Slightly put out that the Gorger's forces have claimed the ruin, Drizza moves her troops to the foot of the cliff and keeps watch.

>move massed goblins 1 to 3 and 1 to 2
>move ranged goblins 2 to 2, inspect cliff face
By the way, is there any specific way you'd like us to notate move actions?

Drizza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 6/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1232920
The dead hounds have to wipe out any humans they find, the skeletons will raid the place for anything useful/precious they can find.
If there are no humans inside, the dead hounds will help the skeletons in carrying whatever they find.
>>
File: map Iverding.png (332 KB, 2000x2000)
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>>1232963
>By the way, is there any specific way you'd like us to notate move actions?

Basically, running and charging should be declared explicitely.


The bulk of the army moves westward, following the fleeing humans. For now, they are outside your sight, but you know that they must have been exhausted from the fight already, so they may not be able to run indefinitely.

in the meantime, Drizza accepts defeat before the Gorger's dogs, which scour the ruined building - a church to a faith not quite discernable anymore - and if they find anything, and what, is outside of the sight of any players. They will return to their master after searching the building.

Said master, Hunhkrej, proceeds to feast on corpses and still alive humans alike, getting fed by his barbarians. But they remain undisturbed not for long, as the shield wall they had seen before them forms an attack formation and charges the feasting congregation.

The men are well armoured and equipped with sword and board - their strength in terms of damage might be a little lower than that of the barbarians, but that might not matter, considering the lack of armour on these men's bodies.

>>1232905
Huhkrej, roll on your strategy to fight these men. And don't forget, if you jump right into the thick of it and put yourself in danger, it will help the fighting effort.

Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
Gla 5 l Dread Knight Drussith
Bar 6 lAzith the Mauler
>>
Rolled 3 (1d6)

>>1232981
>>1232969
and additionally to that roll, you can tell me what your action for the next turn will be.
>>
>>1232981

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (6/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (6/8 Morale, 11/11 Str, Safety in Numbers)
Goblin Shaman (4/6 Morale, 3/3 Str, 0/1 Mag Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Strat Points: 1
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.

Azith will head directly north with his tribe. There's already people ahead of us to the east and west so we'll try something different and see if there's anything there.
>>
Rolled 2, 1 = 3 (2d6)

>>1232981
That was not a good idea.
First roll for last turn, second for this one.

"PUSH BACK, FIGHT FOR THE GODS!"

The barbarians, knowing nothing better than to keep fighting, immediately rush to meet their attackers, their bloodlust overcoming any reason or tactic. The Chieftain himself, in all of his gruesome glory, jumps out into the frontlines, swinging a vicious weapon and, sometimes, taking whole bites out of the enemy.

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:0
>Spells:
None
>Army:
-Barbarian Warrior (Str 15/15) (Morale 11/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 4/6) (Morale -) (cavalry, unarmoured, beast)
>Army Points:1
>>
>>1233052
>That was not a good idea.

Or was it? Don't forget to claim your XP!
>>
>>1232981
Drizza's spirits were lifted by the sounds of battle, and the looming shape of a tower on the horizon.

>charge ranged goblins 3 to 1, support barbarian warriors
>move goblins 2 to 1

Drizza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 6/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1233095
charge needs a direct target with which you'd be in battle at the end of your charge. you can do run, but it'll cost you 2 morale. (Charge, being an attack, would cost 1)

>>1233052
A propos morale, you will have to substract 1 morale for both your defense here, as well as your attack next turn. every turn you're doing something in combat, you spend 1 morale for it.
>>
>>1232981
Continue the skeletal advance west, surely the eastern forces can handle those warriors just fine.

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:1/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>>
>>1233095
>>1233098
and jesus christ, I have to say a third thing about morale: Drizza, your gobbos have safety in numbers - that means, once in a tussle, they'll get the number of elements with 'safety in numbers' on their flank as a bonus to their morale.

I thought I'd tell you already as it might be important for your decision of wether to run or not to run.
>>
>>1228808
Acolyte expansion when?
>>
File: Whats that book.png (12 KB, 372x373)
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>>1233147
when indeed...
>>
Rolled 2 (1d6)

>>1233103
Alright, that's good to know. In that case:

>run ranged goblins 1 to 6, 2 to 1 (-2 morale)
>run goblins 3 to 1 (-2 morale), flank ranged goblins
>ranged goblins support barbarian warriors
>safety in numbers: ranged goblins gain +4 morale

Drizza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 6/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 10/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1232981
>Move 6 6 6 6
>If anyone gets into charge range turn that move into a charge

I need to find a way to get more sight range, with this little I can't run

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smiting
Mag:2
XP:0
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army:
-Dread Knight (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>>
>>1233218
Alright, so you should substract the morale it costs to run from your char sheet, and you'll get the morale boost as soon as you're in combat, and only for goblins that share a flank, which means

>all elements in your unit and all additional elements fighting in a cohesive line that touches you uninteruptedly.

I apologize that the rules are so all over the thread
>>
>>1233219
well you can run, you'll just go further than your sight range.
>>
>>1233256

What could possibly go wrong...
>>
>>1233261
yeah, that is a good point. I will make sure to put a unit with the scout ability into the army sheet next time.

thanks for the heads up
>>
>>1233256
I fear I'll end up running into a punji pit trap or a cheval de frise as soon as I walk out of my sight range, wont be the first time
>>
>>1233270
I like to think there will just be a cliff, and your men will dutifully follow orders and go over it lemmings style.
>>
>>1233270

>>1233275
realistic reactions are included free of charge, don't worry!

but you're right, at least the hounds shoulda had scout
>>
File deleted.
>>1233254
If I'm understanding this right, then would the ranged goblins should get a +3 bonus, as they are flanked by 3 elements?
Black arrows are movement, red attacks, green flanks.

Drizza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 4/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 4/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 4/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 4/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 4/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1233317
mmmh I see no arrows in your pic

>>1233283
I guess I'll need to get some doggos once we reach the next human village, living doggos this time
>>
Rolled 1 (1d6)

Alright, processing

>>1232963
I will have your Orcs continue running, as I assume that was your intention

>>1233317
the problem is, while they are *flanked* by each other, they aren't in the same *flank* - the flank is the cohesive line that is fought at, but your goblins are standing by to fight on their next movement. supporting the barbarians, your goblin archer would be on the barbarian *flank* as the term is used here.
>>
File: map Iverding.png (437 KB, 2000x2000)
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The armoured men clash into the Red Swine, hacking unprotected flesh with blank steel, though Huhkrej fights best he can and surely prevents some losses by biting of fingers gripping swords aimed at his men. Still, unarmoured means you take double damage on defensive actions (although you deal damage normal - and you deal quite some damage) so - 4 str damage
As you press back, this time with the help of goblin archers, the mutual bloodbath from before is reduced to a hard fought series of small gains (-1 str damage) Remember, each of these actions costs 1 morale.

meanwhile, the barbarian's undead servants come to aid in the fight, but there, crossing Anstone bridge hurry four hundred lightly armoured spearmen, attempting to cut them off.

The dreadknights meet the Anstone river, the Shieldbreakers keep up their pace along the road, leaving the undead more and more behind, and the Orc clan makes its way north
>>
>>1232876
I can see some farms ahead, wizard, should we push forward and see if we can find a village or turn back and try to outflank our foes north of the Anstone river?
>>
>>1233362
Oh, and

>>1232905
Huhkrej.

Would you please roll a 1d6+2 for me.
>>
>>1233362
>>1232876
and Ozca, if you want to change the running I made your orcs do, you can tell me and I retroactively change it.
>>
Rolled 6 + 2 (1d6 + 2)

>>1233378
Did i fail a roll?
Oh well, i was curious on what would happen if i "died" as an undead!
Also

Through death and blood, the barbarians rage on, pushing their dead comrades out of the way to reach the enemy, savagely fighting for survival, nonetheless happy to please the Gods.
From out of nowhere charge the dead hounds, coming behind the enemy to support their Lord!
The skeletons march onwards, preparing bows and arrows.

>Barbarians continue fighting
>Dead hounds charge the armored soldiers from behind (1,2)
>The skeletons march (6,6)
Roll for fighting coming in the next post.

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:1
>Spells:
None
>Army:
-Barbarian Warrior (Str 10/15) (Morale 9/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 4/6) (Morale -) (cavalry, unarmoured, beast)
>Army Points:1
>>
Rolled 1 (1d6)

>>1233385
Curses! The Gods want me dead! Again!

Rolling for the fighting
>>
>>1233385
you did not fail a roll, don't worry.
>>
Rolled 4 (1d6)

>>1233401
how do rolls work? is it better to roll high or low?
rolling just to see what I get, just ignore my roll
>>
>>1233413
in general, I tell you to roll X attribute, and you have to get bellow your score in that attribute.

It becomes tricky with bonuses and maluses, which especially in battles, there are a lot of - those only I know, because honestly, giving you all the bonuses from the relative strg to relative numbers to position just doesn't work well on 4chan. So it might be that sometimes you roll quite well but still fail your roll, but you'll know from my narration and from the situation in general when you've got a lot to worry about and when not.
>>
>>1233362
The pace continues on the skeletons march west.

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:1/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>>
>>1233362

All my orcs will move north-east (the 2 direction). The shaman will move directly north (1 direction) in order to get a bit better look what is in that direction, but mostly to keep all the orcs in between himself and enemies to the east.
>>
>>1233511

Also, is the swamp that Drussith is commenting on in the latest map the bit of the river in the middle with the islands in it?

Could we attempt to cross the river elsewhere? How wide/deep is it meant to be?
>>
>>1233372
The farms, we're no cavalry.

>>1233362
farms. One last Run, then we see and make sure these humans don't get a chance to eat.
Fleshcord Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2(1)
Skill:3
Mag:1/3

XP:0

>Spells:
Fist - Cost: 2 in 1on1, 3 in armyonarmy - "The fist of the gods"

>Army:
-Orc Shieldbreaker (Str 15/16) (Morale 7->5/11) (Armour Breakers)
>Army Points: 0
>>
Rolled 1 (1d6)

>>1233362
>Move 5566 assuming there is a bridg or a ford there
If I see any enemy tell them to drop their weapons and run back to their village to raise the Overlord's flag on top of their highest tower or else they will all die like those in the inn, if they don't comply charge them, turning my move action into a charge action

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smiting
Mag:2
XP:0
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army:
-Dread Knight (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>>
Rolled 5 (1d6)

>>1233362
As the goblins rained arrows upon the foe, the sounds of marching feet over the bridge emerged in the distance. Under the great spiked helmet, Drizza grinned a savage grin, and gave the order to charge.

>charge entire goblin flank towards the spearmen

Drizza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 4/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 4/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 4/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 4/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 4/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1233778
Whoops, forgot to subtract morale.

Drizza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 3/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 3/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
Rolled 5 (1d6)

>>1233778
rolling against your charge for interception.
>>
Rolled 6, 3, 4 = 13 (3d6)

>>1233391
Oh, and some more rolls
>>
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>>1236380
THAT'S THE OLD MAP!!!!

HERE'S THE RIGHT ONE!
>>
>>1236385
gonna delete the wrong one

The cavalry and shieldbreakers arrive at the Anstone simultaniously, and see there a small wooden bridge over it besides a mill, being dismantled by the exhausted humans you were chasing. It already sports a large gap hacked into and hangs in on both sides, but the humans are currently in the process of crashing the whole thing into the river.

skeletons and orcs continue their travel, and Azith's band arrives in a little wood where the river becomes a stream again. >>1233520 you see that you might ford it here dangerously, or somewhat safely in the swampier area. you can ford it everywhere if you're brave enough, and certain units might be worse or better at it.

Meanwhile, the Red Swine are still bathing in blood, but significantly more that of the enemy than their own, (-1 str) though the defensive tactics of their enemy gives them frustratingly little attack points. They are however being now aided by some goblins that flank the barbarians and the Dead Hounds that flank the armoured men.
Two elements of spearmen are pulling up to their aid.

Not all goblins manage to get into the fray however. Two of them, among them the element Drizza is in, and they dig into the small beasts fiercly with the aid of archers (-3 str). Drizza, if you want to prevent them breaking, roll your *skill* + 1/6th of your unit's remaining morale rounded down to rally them.

But that's not all Drazza, having failed your strategy roll, I want you to roll ANOTHER d6...

Quite on the other side, >>1233385 Huhkrej, you seem to have identified the enemy captain. He is a man in plain armour, but with a green sigil on his coat. He is aided by a body guard. This is your chance to pounce - if you dare.

Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
Gla 5 l Dread Knight Drussith
Bar 6 lAzith the Mauler
>>
>>1236391
How wide is the gap in the bridge can a man in a horse jump over it?
>>
>>1236618
You could maneuver your way over it right now if you're careful, yes, but if you want to get over before the spearmen destroy it, you'll have to be reckless and just jump it.

in that case, 1d6 - 1 means you lose a str and don't make it in time, 2 means you lose a str but make it in time, 3 means you don't make it in time, 4-6 means you get over unscaved in time.
>>
>>1236629
last turn I ordered my men to charge anything in sight and the spearmen should have been in range maybe, I really need to get some scouts
Is that thing SW (5 5) a ford? can I use it instead of the one north east?
>>
>>1236639
It's a ford in the sense that you can get over the river there, but it's more dangerous than the bridge is right now - for infantry at least. you as cavalry would get over there pretty well.

And yeah, sorry about that charge, I wanted you to have a say in wether you risk the run over.
>>
Rolled 1 + 1 (1d6 + 1)

>>1236645
you know what just to look cool lets try the jump from last turn
>>
>>1236650
Noted.


Armoured men don't swim well.
>>
>>1236391

Is only Hehkrej aware of the enemy captain for now?

>>1236650

Nice one. literally
>>
>>1236652
I guess that is my turn right?
>>
>>1236655
I fear so. I accept fault for the wonkiness - shoulda handled your charge action differently. Learning experience.

>>1236653
He's the only one who's identified him, is in range of him, and has room to maneuver to him. It's all in the rolls baybay, and risk factor has its good sides.
>>
>>1236659

Thought so. That's cool, just thought I'd check because if I did happen to know about him then my vice would kick in and it'd be time to go full Leeroy.

In that case, I'll lead my orcs north-east (direction 2) to get around the flank of this big fight. Seems like my fellow evil scumbags might need some help with this lot.


Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (6/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (6/8 Morale, 11/11 Str, Safety in Numbers)
Goblin Shaman (4/6 Morale, 3/3 Str, 0/1 Mag Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Strat Points: 1
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>>
>>1236391
I order the Shieldbreakers to cut 2 or 3 trees and drag them over the gap. I myself cast Fist to throw a great clump of earth onto the branches and leaves to walk on.

Fleshcord Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2(1)
Skill:3
Mag:1->0/3

XP:0

>Spells:
Fist - Cost: 2 in 1on1, 3 in armyonarmy - "The fist of the gods"

>Army:
-Orc Shieldbreaker (Str 15/16) (Morale 5/11) (Armour Breakers)
>Army Points: 0
>>
>>1236687
alright! roll skill! And remember the existance of bonuses before you despair if you don't roll low enough
>>
Rolled 2 (1d6)

>>1236697
Hopefully at least the cavalry will be able to cross.
>>
>>1236650
>>1230141
maybe claim 1xp since I ended up jumping into a river just to be able to take that village asap
I had to try
>>
>>1236765
you did get into trouble, but it wasn't for rescuing anybody in need.
Incidentally, don't forget to set yourselves goals everybody. It would have been great for Ozca to have put something like "Run down the spearmen" or somesuch.
>>
>>1236775
Or "Burn down a village", or "kill a nobleman" etc.
>>
>>1236775
just make it that "sacrifice a target that died of fright" thing I said earlier.
>>
>>1236802
done. Put it on your charsheet and claim the XP when you think you did it.
>>
Maybe I'm just being retarded or something, but what does the grey outline around a few of the units on the map mean? Is it just showing more powerful units?
>>
>>1236894
Heavy armour. Thry react differently to things like armourbreaking weapons, arrows, skirmishing.. And hevy cavalry gets big boni on charge. Like BIG ol boni
>>
>>1236385
Same deal as before, keep going west to join up with the other commanders.

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:1/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>>
Rolled 1 (1d6)

>>1236391
Having sighted the enemy captain, The Gorger swings his weapon one last time, clearing the path for himself, before ferociously pouncing on his prey.
(Are the hounds fighting? I'm not sure from their position on the map. If they're not fighting, they'll charge from whichever flank is free)
The skeletons finally arrive behind their Barbarian allies, and commence providing ranged support.

>Huhkrej attacks the enemy leader
>The Barbarians keep fighting
>The Dead Hounds charge/continue fighting
>The skeletons move (1,1) and support the Barbarians

Also, i'm setting 2 goals for myself:
-Claim the guarded tower in the Overlord's name
-Find and eat an enemy Wizard

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:1
>Spells:
None
>Army:
-Barbarian Warrior (Str 9/15) (Morale 8/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 4/6) (Morale -) (cavalry, unarmoured, beast)
Army Points:1
>Goals:
-Claim the guarded tower in the Overlord's name
-Find and eat an enemy wizard
>>
No one can roll for shit at the moment.
>>
>>1236930
Good thing the system is roll-under.
>>
The worst part is that we dont know if the system is roll over or roll under
>>
Based on this one:

>>1236629

I reckon it's roll over. Though I actually like not knowing a lot of the modifiers and that. Keeps up a sense of suspense when you're doing things.
>>
>>1236933
The system is roll under. I've mentioned that a few times now i think

>>1236928
I had your hounds not fight when they came back because of how huge the str difference was between them and the enemy. Unless ordered otherwise, i will run detatched units cautiously to avoid wiping stuff without your say
>>
>>1236945
If that's the case then i'm happy with them not fighting.
>>
>>1236980
so what do you order them to do? just stay where they are?
>>
alright, so before processing I'll need you to roll on your skill, Huhkrej. Unlöess that roll was for your skill, in which case I'll need a roll on your strat.

Goals are good.
>>
>>1236945
ah but jumping the river was roll over
>>
>>1237025

Maybe failing was the better option. Maybe GM knows that managing the jump would have ended up getting you killed.
>>
>>1237025
>>1237038
no it was just that it wasn't a skill roll so I didn't put much thought into how to do it.

I'll keep in mind to be consistent in that.

Crit tables will still be higher=worse though
>>
>>1236391
Drizza is a pretty big part of this turn so I'll wait till the full hour, but then I'll be processing.
>>
Rolled 4 (1d6)

>>1236985
Yes, for now i'll have them stay there.
This makes me think, is there a way for armies ot regain the Strenght they lost?
>>1236996
And sure, i'll have that one be my skill roll.
So, rolling on strat
>>
Rolled 2, 6, 4, 1, 3, 4 = 20 (6d6)

Alright then, processing. Last roll is for Drizza's crit roll.
>>
File: map Iverding.png (519 KB, 2000x2000)
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Rolled 2 (1d6)

The dreadknights jump the gap in the bridge before it collapses, but a horse in front buckles, stalling the whole advance, and so not only do they not prevent the bridge from being destroyed, they even lose a number of men in said collapse (-1 str to dreadknights)

The Fleshcord Ozca, faced with a tearing stream where once a bridge stood, commands his men to fell trees over the gap, and with a magic grunt and a punch through eight dimensions, he casts FIST! onto the ground in front of him, throwing hard earth onto the construction, allowing somewhat safe passing (-1 mag)

Meanwhile, the skeletons of Fernien carry on dutifully on their way.


In the east, there is carnage.

As the goblins engaged with the spearmen flee, those are able to press forward and close in on the next layer of green creatures, affording the armoured men enough time to pull back, hacking into the goblins, but being repelled surprisingly well (-2 to gobbos).

The orcs move up closer.


Now, while all this was happening, Huhkrej sprung onto what seemed to be the captain of the enemy element, hacking at him, felling first his bodyguard, and then, facing the man himself. The captain turns out to be putting up less of a fight than the bodyguard, and gets hacked to pieces by Huhkrej, who is left with his teeth in the man's body as the armoured men retreat. The above roll will determine if they have the will to fight on after this loss.

Drazza, meanwhile, gets separated from the fleeing goblins, and finds herself surrounded by enemies, confronted with four light spearmen, who cautiously try and get a hit in. Roll on your skill please, Drazza. You are currently out of any flank and so will not be able to issue direct orders for this turn.
>>
So what do you guys want if I process while you haven't played? should I keep on what you said, should I suddenly stop all movement except defense, should somebody else bot you, or should I (and then there must be NO whining) smart process?

>>1237195
>This makes me think, is there a way for armies ot regain the Strenght they lost?

Two main ways: You can get a partial recovery through medical treatment, getting your injured back up to fighting speed, or you can restock if you find suitable recruitment material. That's a big advantage of humans and goblins, as the two are the most plentiful races where you are right now, and the latter don't even need to be of any special aptitude.

With undead of course, it's different - necromancy is pretty much the only thing suitable here, which can come in the form of spells you find, but more likely in necromancers you might employ, or even meet and ask for help.
>>
>>1237317
Keep up the slow and steady pace west following my fellow commanders.

Also can I set myself a goal to burn the fields so they won't be able to eat later for XP? If not I'll still burn them anyways on the way west.

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:1/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>>
>>1237330
you can set a goal to burn all their food storage, or to salt their fields or somesuch. It must involve some challenge, not just busywork - although the challenge doesn't have to be too much.

can you include vice, goal, ambition in your charsheet? It's more convenient for me.
>>
>>1237339
Alright, I'll post my full sheet in the next turn. Also in that case should I make the goal be instead to burn all the food in the area, village and both surrounding fields to cripple the area?
>>
>>1237349
alright, lets call it 'deprive Iverding of food' and we'll agree on a point where that has happened.

You can add more goals too, if you feel like it
>>
>>1237321

The recruitment bit makes me wonder if there might have been something in either of the bottom corners of the map is anyone had checked.

My vote for missed turns would be a hybrid of 'continue with whatever they were last ordered to do' and 'be really defensive if the situation changes'.

As for actions:

The shaman will move up to the back of the combat where the barbarians and armoured humans were fighting and try to find someone wounded he can finish off as a sacrifice to get himself some magic (as he's pretty useless at the moment).

Azith will lead his fellow orcs in a charge against the side of the spearmen formation (moving, 2, 2, 3 to sorta circle around from the top, if that's a valid charge, I haven't done one yet).

Azith is a little disappointed to see that an enemy leader seems to have been killed by Huhkrej, and decided to be the one to capture the big stone tower across the bridge instead to make up for it. (set that as a goal?)

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (6/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (6/8 Morale, 11/11 Str, Safety in Numbers)
Goblin Shaman (4/6 Morale, 3/3 Str, 0/1 Mag Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Strat Points: 1
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>Goal
Capture the stone tower across the bridge.
>>
>>1237363
what's up with your morale ratings, did you run and I didn't register it? If so, I'll have to amend for next turn.
>>
>>1237405

I ran in my very first turn when I joined to catch up with everyone else.
>>
>>1237630
I remember, good stuff.
>>
>>1237330
>>1237339
>>1236687
Could we not burn and raze the village yet please? that goes against my goal of turning as many villages as posible to our side
>>1237317
is there anyone left in the village? or did they all run?
>>
>>1237671
there's just a large mill/farm house there, not a village and the inhabitants are currently being escorted away by mortally exhausted spearmen.
>>
>>1237692
oh well there goes my plan to give them some grand speech
>>
>>1237694
To be fair I imagine it would be difficult to recruit people when your companions are hordes of undead, orcs and goblins and are burning everything and killing everyone.
>>
>>1237700
well surrender under the terms of a human knight speaking in the name of the enemy Overlord is always better then being slaughtered by the hands and claws of the orc and undead horde, really
>>
>>1237757
oh hey, you can filter IDs on qst just using the little dropdown menu.


Neat.
>>
>>1237757

Your character should have immunity to everything. If anyone speaks out against your tyrrany its obviously racism /s
>>
>>1237782
jokes on him we are the evil guys we are free to go full /pol/ on him, we even have a couple of grand wizards in our ranks


>>1237317
>Ride 1 6 1
"Halt Humans! You have nowhere to run, drop your weapons and plea allegiance to the Grand Overlord and I give you my word as Dread Knight and bannermen of our Unholy Grace that your lives and the lives of your family will be spared, refuse and you will suffer the same fate as those in the inn down road, that is it, your fate is in your hands, what do you choose, do you wish to live as free citizens of the Grand Overlord's new Egemony or to die in the spot?"
>if they refuse charge the spearmen from the side with my spare move and make them rout

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smiting
Mag:2
XP:0
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army:
-Dread Knight (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>>
>>1237839
you'll have to commit to diplomacy for this turn. You'll be able to defend yourself if attacked though.

Roll skill for this then.
>>
Rolled 4 (1d6)

>>1237848
fair enough, rollan'
>>
>>1237850
>>1237853
You can play if you chill and make a non bait character.
>>
Rolled 3 (1d6)

>>1237317
Drazza howls in rage as her goblins desert her, promising to make them pay for their cowardice, and turns to face the spearmen.

Which units should I deduct the str from, or can I distribute it wherever? I'm assuming the latter for now.

Drazza
>Race: Human
>Class: Gladiator
Vit:3/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 3/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1237883
You can allocate damage as you want.
And I am SO sorry, I've miscalculated your fleeing goblin's strength - routing happens at half strg, and I thought you were at half. So they actually shouldn't have routed. This is fucking embarrassing, I am very sorry

>>1237881
no, that ship's sailed
>>
File: 49f.png (130 KB, 534x400)
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>>1237888
>>
>>1228801

Albion the chaos champion
>Race: human
>Class: gladiator
Vit:2/2
Strat:4
Skill:4 + 2 in personal combat
Mag:0/2

XP:0

>Army: barbarian warriors (strength 15/15) (morale 12/12) unarmored

Army points

Albion is a follower of the evil overlord and a slave to the gods of chaos. He worships hate pride and wrath and hates dishonorable acts. He was at first a gladiator seeking the favor of his gods in one on one combat now he is a commander seeking the same favor in wholesale Slaughter.

>Vice
Albion's lust to prove himself is the gods of choas will drive him in a frenzy to slay any commander any hero or any powerful individual. He will hunt them down and kill them with brutality but only on individual combat if any intervene he will attempt to kill them as well.

>An Attitude
Albion's dream is to become the everchosen of the chaos gods to become there profet and spread there will across the world. Every blessing from them is a extascy for Albion that nothing else can compare.

>goal kill any hero's or commanders that can be found to prove my Marshall skill to the choas gods.
Am I able to spend the rest of my strat points on making my barbarians stronger?
>>
>>1237927
sorry, but we're full right now.

I'm probably going to take on more players on the next battlefield, but for now this is all I can handle.
>>
>>1237954
Awww

We'll still same question about the strategy points for the future
>>
>>1237927
>>1237968

ah what the heck, I'm taking you.

But:

You can't take barbarians if you're not a chieftan.

Buying improvements for your units will come between battlefields, save your army points

personal combat is not a valid skill improvement - it has to be non combat. You can take stuff like "engineering" or "fortifying" though, so one step removed from combat is fine.

To reiterate: you're in.
>>
>>1237972
Thank you!

>>1228801

Albion the chaos champion
>Race: human
>Class: gladiator
Vit:2/2
Strat:4
Skill:4 + 2 intimidation
Mag:0/2

XP:0

>Army: human soldiers (strength 10/10) (morale 10/ 10)

Army points 8

Albion is a follower of the evil overlord and a slave to the gods of chaos. He worships hate pride and wrath and hates dishonorable acts. He was at first a gladiator seeking the favor of his gods in one on one combat now he is a commander seeking the same favor in wholesale Slaughter.

>Vice
Albion's lust to prove himself is the gods of choas will drive him in a frenzy to slay any commander any hero or any powerful individual. He will hunt them down and kill them with brutality but only on individual combat if any intervene he will attempt to kill them as well.

>An Attitude
Albion's dream is to become the everchosen of the chaos gods to become there profet and spread there will across the world. Every blessing from them is a extascy for Albion that nothing else can compare.

>goal
kill any hero's or commanders that can be found to prove my Marshall skill to the choas gods


This work?
>>
>>1238006
Are you sure you don't want to double on humans/take heavy cavalry?
8 army points are a lot of army points senpai
>>
>>1238006
yup that works. Although saving that many points might bite you in the butt later, but you can cross that bridge when you'll come to it. I will deploy you at the inn if that's fine with you.

And as a quick survey: what kind of improvements were you thinking of for your unit?
>>
>>1238017
>>1238016
I want to buff out one squad as much as I possibly can so I want to save those for that.
>>
>>1238022
well one element of heavy cavalry is already a really buffed element. But I don't want to keep you from getting what you want.
>>
>>1237895
No trouble at all, gives my character the chance to get their armour dirty. Will the gobbos be rallied at the inn?
>>
>>1238016
>>1238033

Also want to be infantry so if I could get foot Knights I would be up for that.
>>
So is the evil Overlord more like not!Abaddon the Despoiler or fantasy Genghis Khan? Is conquering new lands ok or should we focus on razing and pillaging for the chaos lords?
>>
>>1238039
Armoured Human infantry isn't at your disposal YET. You know what, why don't you put "Get heavy armour for my infantry" on as a goal? It won't be as easy as taken the cut up pieces of a dead armoured element's gear but it might be a good goal to have.

>>1238034
they'll stop routing when they feel safe, which yes, would be the inn right now. you can of course send a runner to tell them to join up with you again (which would be a delayed command), but they'll slowly get back morale even without you using the >rally action if you leave them to rest.

>>1238042
Your Overlord is basically a discount Sauron, the head of an evil Empire in its infancy - what he wants is a bigger reach, and he isn't much fussed about the particularities. To quote MAD magazine on Sauron: His plan is to burn down the world and rule over the ashes.

So it's up to you really.
>>
I'd really like to process before going to bed, but without Huhkrej, that feels a bit iffy. Tomorrow, I won't be able to process till later in the day, so I'm caught between a rock and a hard place.

What's popular opinion on processing now or tomorrow evening?
>>
>>1238069
I think I'll take that as a goal.

>>1238080
You have to set a timer if it's to go anywhere so I think it's ok. I'm fine with my turns being skipped for the same reason.
>>
>>1238080

Huhkrej is a nutty undead barbarian, and he's engaged in combat, I imagine he'd just keep on fighting those spearmen. So on that front, I can't imagine you rolling for him being much of a problem. It would be nice to try and keep up the pace as well, if we skip every time someone is slow (and we'll all be that guy at some point) then the whole game will slow to a crawl.

Though if you want to wait I'm not going to get stressed over it.
>>
alright, processing
>>
Rolled 5, 6, 2, 6, 1, 5, 4 = 29 (7d6)

>>1238097
>>
>>1237363
Mauler, I'll need you to roll strat
>>
Rolled 5 (1d6)

>>1238118

On it chief.
>>
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The dread knights ride up to the humans, following hotly on their heels and threatening death for those unwilling to bend the knee. Clearly, the truthfulness of the black knights is doubted, but the words have impact nontheless - losing all semblance of cohesion, the soldiers start fleeing, leaving behind the family and servants of the mill lagging behind the running men as well as a dozen soldiers deeming it smarter to stay as prisoners.

The shieldbreaker recover 1 morale from resting.

The undead carry on walking their pace.

A single unit of human soldiers appear, at their helm, a gladiator in... >>1238006 Albion - what kind of armour did you choose?
They meet a group of bloodied goblins at the inn which had run there as if fleeing from a nest of snakes.

Huhkrej begins feasting on the dead, as one of the skeletons walks up to him - it seems the abandoned church had been looted for some time already, but one thing had been left behind - almost as if it was hiding from others, but not from his skeletons - a book, with strange symbols upon it, looking at which makes Huhkrej feel strange - almost - sated? for a moment.

Next to him, the goblin Shaman of Azith's orc clan is spoiled for choice - he cuts out a few eyes from wounded barbarians here, a few livers from dying men there, and gains +1 mag.

Meanwhile, Azith himself and the orcs clash into the human's flank - only through his own leading of the charge, putting himself at risk, he manages to inflict more than a scratch on the enemy - but the crashing motion of the clash has another effect - it brings the men at the flank in such a predicament, that fear might take over (first d6 sees if element breaks. Yep, flanking is good ya'll). (Orcs -1 str.)

Everybody on that flank with >Safety in numbers has his max and current morale increased by 4 for the battle btw.

Drazza finds herself in a tussle with the spearmen and dispatches swiftly of two. one hits her, and inflicts (-1 vit) while one keeps his distance. Roll 1d6 to see if your armour kills him. Otherwise the two will retreat with the rest of the humans.

For, the ones not engaged with the orcs manage to break away, inflicting another (-1 str damage) to the goblins.
>>
Rolled 2, 6 = 8 (2d6)

>>1238234
the fucking dice. Fool me once etc.

Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
Gla 5 l Dread Knight Drussith
Bar 6 l Azith the Mauler
Gla 7 l Albion the chaos aspirant
>>
>>1238234

So am I meant to roll to see if the guys break there?
>>
>>1238277
no, I rolled here >>1238260. They won't, instead they'll try and disengage next turn.
>>
>>1238234

Albion the chaos champion
>Race: human
>Class: gladiator
>armor heavy
Vit:2/2
Strat:4
Skill:4 + 2 intimidation
Mag:0/2

XP:0

>Army: human soldiers (strength 10/10) (morale 10/ 10)

Army points 8

MARCH NORTH MY MEN. we will Slaughter the pathetic weaklings! HOW DARE THEY HIDE BEHIND THERE WALLS LIKE COWARDS!

>Albion the chaos aspirant will quick March north to reach the river and Ford it to flank the fort I reccomend one of the other commander do the same.

Albion is a follower of the evil overlord and a slave to the gods of chaos. He worships hate pride and wrath and hates dishonorable acts. He was at first a gladiator seeking the favor of his gods in one on one combat now he is a commander seeking the same favor in wholesale Slaughter.

>Vice
Albion's lust to prove himself is the gods of choas will drive him in a frenzy to slay any commander any hero or any powerful individual. He will hunt them down and kill them with brutality but only on individual combat if any intervene he will attempt to kill them as well.

>An Attitude
Albion's dream is to become the everchosen of the chaos gods to become there profet and spread there will across the world. Every blessing from them is a extascy for Albion that nothing else can compare.

>goal
kill any hero's or commanders that can be found to prove my Marshall skill to the choas gods


This work?
>>
>>1238289
>This work?
sure, narrative works. Just be sure to be very clear when you want to RUN or when you want to get a RISK MODIFIER and whatnot.

Be aware that saying "I plunge into the battle with my men right in the thick of it" will actually make it more likely for you to get hurt, as well as give you a bonus to your strat roll.
>>
>>1238286

Ah ok. One more question. My orcs got -1 strength. Does that apply to both units or just one of them?
>>
>>1238295
I'll just march north at normal speed. I reccomend the commander for those two goblins to use them to scout the bottom right and left corners.
>>
>>1238312
you distribute damage across elements of a flank as you want, within reason (so a specific attack specifically narrated to hit a specific spot will only take damage off the element on that spot etc.)
>>
>>1238234
Order the skeleton archers to set fire to the fields since their closest to them anyways. Once thats done the undead forces will (hopefully) catch up with the orc soldiers.

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:0/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
Army points:1

Formerly a Wizard who secluded himself away from civilization so he can pursue magical power without others trying to stop him. He gave himself the gift of unlife so he wouldn't need to worry about the needs of the flesh and when the evil overlord offered him a position in his army he jumped at the chance.

>Vice
He had a unusual obsession with magical items and will often do all he can to aquire them, many times putting others at risk.

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.

>Goals
Deprive Iverding of food
>>
Rolled 3 (1d6)

>>1238234
As she battles the spearmen, Drazza calls out across the battlefield for her goblins to reform. These humans will pay for their arrogance!

>join with nearest goblin element
>move routed goblins 2 to 2, aiming to rejoin the main flank

Drazza
>Race: Human
>Class: Gladiator
Vit:2/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 3/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1238398

Up to you but it might be a good idea to scout those corners and if not perhaps use those goblins to flank with me?
>>
>>1238398
It'll take a turn for that order to arrive at your goblins.

You can however tell me that you've arranged for your goblins to *always* come back to you when routed as a rule, and I will do so, but that might be risky in future.
>>
>>1238434
With that in mind, I think I'll take Albion's advice.

>join with nearest goblin element
>move one routed goblin element 2 to 3
>flank other element with Albion's soldiers, standing order: follow and assist

Drazza
>Race: Human
>Class: Gladiator
Vit:2/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 3/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1238234
wow, running DOES suck

Keep marching at a regular pace towards the spearmen. No sense tiring out the troops and the cavalry are doing plenty intimidation already.

Fleshcord Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2(1)
Skill:3
Mag:0/3

XP:0

>Spells:
Fist - Cost: 2 in 1on1, 3 in armyonarmy - "The fist of the gods"

>Army:
-Orc Shieldbreaker (Str 15/16) (Morale 6/11) (Armour Breakers)
>Army Points: 0
>Goal: Sacrifice a target that died of Fright.
>>
>>1238234

Azith and his orcs will attempt to massacre that unit of spearmen they're fighting.

If the spearmen manage to break away and retreat does that give me the freedom to do any other movement? If it does, my orcs head in the 6 direction towards that little island/ford in the river.

The shaman will cast his Disarray spell on the hex behind the bridge where all the spearmen are (mostly just to try it out). Otherwise he'll stick to lurking around behind the orcs like he has been.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (6/8(boosted to 9/12) Morale, 10/11 Str, Safety in Numbers)
Orc Grunts (6/8 (boosted to 9/12) Morale, 11/11 Str, Safety in Numbers)
Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Strat Points: 1
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>Goal
Capture the stone tower across the bridge.
>>
Rolled 1 (1d6)

>Claim 1xp for either getting some soldiers to join me as makeshift escort for the villager or for protecting the weak from the imminent horde by turning them into prisoners for now

>>1238234
"Ah people of the land can you see? can you see how those that you once called your protectors are running for their lives? how they have left you to brave your own fate?
Now stand up, there is nothing to fear any more, you are under the protection of a Dread Knight and I'll keep my word unlike those coward king's men.
And you the valiant warriors who still know the meaning of duty, grab your spear and shields and stand ready, your mission is not over yet.
Now I ask you, not as your captor nor enemy but as a former knight now serving the Grand Overlord, what punishment do you wish to see bestow upon those who betrayed you,
those same men running for their lives leaving women and children behind, should I force them to crawl back to their duty as soldiers or should I run them over and make them pay the price of desertion?"
>Wait for an answer
>Charge the spearmen
>Either kill them or just run through their formation and shout them something similar to what I told the villagers emphasis on "cowards" "not real men" and "do you wish to die?"(-1 moral because combat?)
>send a runner to the villagers and their guards and tell them to either join us (if the levy surrender) or to head back to the closest village so they can tell the inhabitants that surrender is the only option


>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smiting
Mag:2
XP:0
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army:
-Dread Knight (Morale 12/13 STR 14/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Conquer a village, or similar
>>
Gozen Farenwyd
>Race: Human
>Class: Barbarian Chieftain
[Vit 3] [Strat 3] [Skill 3] [Mag 3]

XP:0

>Spells: None
>Army: Entourage

Chieftain to a small group of nomads. Travel and freedom is what they find best in life, and to be denied these is to deny their destiny. However Gozen and her entourage see the value in having lands to call home, and believe might makes right. To this extent they raid the land as they travel, conquering in transit, and enforcing their rule of strength.

>Vice: Overcoming a challenge
Gozen never turns down an interesting challenge, puzzle, or obstacle. The tougher the odds are to her the louder the call. Any renown or rewards are side effects to surpassing limits set before her.

>Attitude: Exploring the world
One of the main reasons behind the tribe's nomadic nature is through Gozen's boundless curiosity and resolve. She has even gone so far as to make her own maps while traveling and presented them to settlements she has taken command over.
>>
Rolled 6, 5 = 11 (2d6)

>>1238589

Figure I might need some rolls. First one is for orcs fighting men. Second is for the shaman's magic.

I'll also mention that if the spearmen run away we don't want to chase them, fighting heavy armoured guys on a bridge backed up by archers sounds like a really bad idea. Azith is no coward, but he's not actively suicidal either.
>>
>>1239196
Pls dont minmax
>>
>>1228806 #
>Make a dude
>Name him Bjorst thunderlung because his voice is a thundering boom of orders on the battlefield
>Human
>Barbarian chief
>Vice
He is extremely hateful of magic and will attempt to murder enemy mages at all costs, even if they mages are masterful and can overpower his men or are supported by overwhelming numbers of allies of their own. If possible he will opt to refuse magical boons to his infantry as well.
>Attitude
Bjorst is a charismatic bastard.
He believes his warband is destined to be one of the largest, hardest, and most well equipped groups to fight in the armies of the dark Lord and sees himself as being fated to be one of the dark Lord's inner circle. (Improving his army nets XP?)
Vit:3/3
Strat:4/4
Skill:3++(can I dump the "non combat skills" into something like charisma?)
Mag:2/2
>Dump the two placeable statpoints into strategy and vit
>Buy dread knights


>Ask if I can sack my magic stat to 0/0 for +2 xp
>>
>>1239225
>Minmaxing
>Never ever using magic, which looks pretty powerful
>>
>>1233213
Waiting for acolyte release is suffering
Suffering is a sign of devotion to the Dark Lord
I wait
>>
>>1238522
I'm not sure about that, but you know what sucks huge balls?

The morale regaining rules. 1 Morale for a turn unmolested? That's stupid. No, let's change that.

You regain:

2 morale out of combat but still in the battle
3 morale out of combat, no battle
6 morale when running an element down
6 morale when breaking an entire flank
all morale restocked when looting a sufficiently stocked stockpile of food, wine or women.

That means Ozca, you get another 2 morale, and >>1237195 Huhkrej, wherever he is, gets 2 morale flat for last turn.


>>1238589
If they break, not orderly retreat, then you'll have to roll your skill to keep your orcs from pursuing. This will have boni if it's dangerous to pursue. That'll be the turn though.

As Orc though, if you run an element down, you'll get a +1 on all strat rolls as long as you attack (or push towards an attack) every turn. Once you don't, you lose that +1, and it's cumulative up to a +3.

Incidentally, you'll need to roll strat for that, and a 1d6 + let me see.. 1 for scatter on your goblin.
Oh you rolled already, I'll tkae these >>1238780


>>1238683
Well your vice didn't really get you into trouble did it. But you did get the first people to join, so while they are very few, it's the foundation stone, so that could be counted as great strides towards your goal. 1XP. Also, roll skill.

>>1238769
>>1239238
Sorry guys, we're full. But keep an eye on this space, I will open it up for more in the future.
>>1239243
you have literally only seen a fist appear.

>>1240228
It's not on me how long it'll take!
>>
>>1240617
I saw your post about being full.


I'm also literally trying to come up with a good vice
>>
>>1240667
okay, if you still wanna make a char for later, I'll answer your questions.

You can get the non combat skill in something like leadership, intimidation, public speaking, sure.

Your attitude wouldn't pay out every time you improve your army, only when it's a substantial step to be the toughest army, or when it helps you to get to the inner circle.

Vice works already.

And losing your magic attunement is something you might be able to get in play for some boon or another.
>>
>>1240670
This is interesting.
Also:is there anything you need played that isn't getting tested in this beta?
When will we get to be not!Romans?
>>
>>1240676
Well as the change in morale showed, the very foundations of the system are still in flux (hence why I haven't opened up more classes and races). Magic's one thing that's still largely untested, but it's my own fault for not giving out more spells at the start.

and not until the combat is ironed out and I've had a chance to test the social stuff as well
>>
Rolled 5 (1d6)

>>1240617
my post already has a roll, should I roll again?
>>
Rolled 3, 3, 2 = 8 (3d6)

>>1240791
oh no, I didn't see that, it's fine. Processing now anyways.
>>
File: map Iverding.png (605 KB, 2000x2000)
605 KB
605 KB PNG
Rolled 2 (1d6)

While the Shieldbreakers move across the bridge, Drussith makes an impassionate speech to the soldiers, which, through intimidation or inspiration, seems to captivate their hearts. A good few of them timidly declare their fielty to the overlord, and others don't dare to talk back.
The Miller's children weep. (Add 1 element to your army: Light humans, Str: 1/1(8), Morale: 2/2)

Then Drussith runs down the fleeing enemy. The above roll decides their fate.(+6 morale)

While all this happens, Adon's squire is sent out to the village to call for their surrender. There seems to be a roadblock ahead though...

Drazza, the Gladiatrix, curses the men she was unable to fell and, nursing a nasty cut in her abdomen, joins back up with her goblins, while sending a runner to the routed ones.

Almost miraculously, the spearmen manage to tear themselves from the Orcish horde, fighting valiantly (-1 str to Azith's Orcs). That seems to suit the brutes just right, who move away from the battlefield, which sees a break in bloodshed.

But not before the goblin shaman takes the entrails he had harvested before, disintegrates them with a few holy grunts and...

Nothing happens. You think you might hear a distant *thud* somewhere. (-1 gob shaman)

Huhkrej continues to gorge on the dead. Barbarians gain 3 morale.

And just to have it in one post, Ozca's orcs regained 3, not 1 morale

Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
Gla 5 l Dread Knight Drussith
Bar 6 l Azith the Mauler
Gla 7 l Albion the chaos aspirant
>>
>>1240833

The bridge looks too well defended for a frontal assault to work. Instead Azith leads his orcs north across the ford. (roll included for crossing, if that's needed)

The goblin shaman grabs a few more sacrificial organs from the battlefield to replenish his magic and then follows the orcs. If he gets left behind because getting organs takes his whole turn or whatever, then he's under orders to catch up with the orcs in future turns.

Although this is completely OOC knowledge, I'm guessing the goblin shaman's spell scattered out of line of sight? Also on this topic, will it be possible to increase the shaman's max magic? Because he seems like he'll be of limited use with only one go at one hex of inaccurate magic at a time (although admittedly I don't know how powerful it is when it hits yet).

Finally, safety in numbers bonus goes because the fight is over, correct?

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (4/8 Morale, 10/11 Str, Safety in Numbers)
Orc Grunts (4/8 Morale, 10/11 Str, Safety in Numbers)
Goblin Shaman (4/6 Morale, 3/3 Str, 0/1 Mag Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Strat Points: 1
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>Goal
Capture the stone tower across the bridge to the east.
>>
Rolled 2 (1d6)

>>1240844

I said roll included but then didn't actually roll. Am retard.
>>
>>1240844
>(roll included for crossing, if that's needed)
oh that's needed alright.
>>
>>1240833
hey, who set fire to the fields!? Bah, hopefully there will be enough left over to stuff a human to bursting and examine the entrails.

Cut across the fields and Run to the fleeing enemy. Shout to leave some for us!

Fleshcord Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2(1)
Skill:3
Mag:0/3

XP:0

>Spells:
Fist - Cost: 1 in 1on1, 3 in armyonarmy - "The fist of the gods"

>Army:
-Orc Shieldbreaker (Str 15/16) (Morale 8->7/11) (Armour Breakers)
>Army Points: 0
>Goal: Sacrifice a target that died of Fright.
>>
>>1240844
>Although this is completely OOC knowledge, I'm guessing the goblin shaman's spell scattered out of line of sight?

yes

>lso on this topic, will it be possible to increase the shaman's max magic?

Absolutely: the trick is getting MORE Shamans. They pool their energy. You can help as well, adding your magic to his.

>Finally, safety in numbers bonus goes because the fight is over, correct?

this is also true.

>>1240849
I realize now that I left Fernien out of the proceedings! Yes, Fernien's skeletons dutifully burn the field
>>
>>1240850

How will getting more troops work? Can we find them on the map hanging around in the sort of places you'd find evil critters (ruins, forests, caves, swamps, etc)? Or do we need to wait for the end of the 'mission' and then buy them?
>>
>>1240854
>How will getting more troops work? Can we find them on the map hanging around in the sort of places you'd find evil critters (ruins, forests, caves, swamps, etc)? Or do we need to wait for the end of the 'mission' and then buy them?

both works, but it will lean heavily on the second option. Unless of course, you're playing a b̧̺̼̯͎̻́̕e̷̥̺͈͍͎̲̱̥̙̰̦̺̟̙̥͖͘͡ͅͅá̴͉̜̱̪̻̯͔̖́▇̶̛͇̰͈̭̗̠̭͎̰͇͡t̯̻̜͉͔͍͉̖͉̯̫̼͢͜m̩̙̜̩͎̺̣̝̰̙̰̹̝̪͖͚̯͘͢͞ͅ▇̢̛̮͇̖̣̦͔͚̹̤ͅs̴̮͕̜͚̝̼͎̜̩̘̼͈͝t̵̶̠͙̠̜̱͠e͖̱̥͕̞̝͕̼̼̣͡͝͞ͅr͇̭͕̠̘̫̱̭͕͈͍̖̲͘͟͞ͅ ̨̝̠̱͚̙͖̯̺̗̱͈̞̠͠ͅ
>>
>>1240859
so how dead are those spearmen? do I need to spend another act to finish them?
>>
>>1240861
dead, they've defiantly got killed due to too good resolve roll. You're free to do stuff
>>
>>1240833
The Skeletons keep up the slow and steady pace across the river where the orcs crossed and they raze the mill and house. We'll hold off on burning the other field until the others are out of the way .

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:0/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
Army points:1

Formerly a Wizard who secluded himself away from civilization so he can pursue magical power without others trying to stop him. He gave himself the gift of unlife so he wouldn't need to worry about the needs of the flesh and when the evil overlord offered him a position in his army he jumped at the chance.

>Vice
He had a unusual obsession with magical items and will often do all he can to aquire them, many times putting others at risk.

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.

>Goals
Deprive Iverding of food
>>
>>1240869
there's a grain silo between mill and field as well.
>>
>>1240872
Yeah we'll set fire to that also since I seemed to have forgot about it.
>>
>>1240833
>Move 2 2 2
move another 2 if possible or if that brown thing is a barricade turn the mov into a charge and use the three extra movs to flank with something like 1 2 3
I really need scouts

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smiting
Mag:2
XP:0
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army:
-Dread Knight (Morale 13/13 STR 14/15) Cavalry, Heavy Cavalry
-Light humans (Morale 2/2 STR 1/1(8))
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Conquer a village, or similar
>>
Rolled 1 (1d6)

>>1240833
Sorry for disappearing all of a sudden, folks. Things needed doing, and i needed sleeping.

The Gorger, feeling bold, decides to ispect the mysterious tome found by his skeletal minions. If just setting his eyes upon it makes him feel stated, it may hold more secrets than one may expect.
Meanwhile, the barbarians tend to their wounds. They must be in fighting shape, if there is any hope of claiming the enemy tower. (Rolling in case it is necessary)
Huhkrej then assigns the skeletons to picking through the equipment of those armored enemy soldiers that lay dead on the ground, especially that of their captain.
In all of this, the Dead Hounds place themselves around their lord, ready to defend him should the sudden need for that arise.

>Huhkrej inspects the tome from the church
>Barbarians tend to their wounds
>Skeletons scavenge enemy equipment, especially that of the captain.
>Dead Hounds place themselves to protect Huhkrej

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:1
>Spells:
None
>Army:
-Barbarian Warrior (Str 9/15) (Morale 12/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 4/6) (Morale -) (cavalry, unarmoured, beast)
Army Points:1
>Vice
Ever since he was raised from the dead, Huhkrej has started feasting and gorging himself with anything that was at hand. The Chieftain took any opportunity he could to eat, sometimes even stopping in the middle of a battle to feast on the corpse of a particulairly powerful enemy. He believes that through this, he absorbs the life-force of things, and may, one day, come back to life.
>An Attitude
Huhkrej wishes for one thing only: to become human once more. The life of an undead is grey, and dull, without feelings or emotions. Not even fighting for glory on the battlefield brings the joy that it once brought, and that makes the life of a true barbarian almost meaningless.
>Goals:
-Claim the guarded tower in the Overlord's name
-Find and eat an enemy wizard
>>
Do we have a rough plan for taking this tower? There's quite a lot of good guys there, so I think we need to work together to at least some degree. My guys can attack from the north now they've crossed the river.

Someone could try and cross the ford to the south of the bridge, while someone else fights across the bridge?
>>
>>1240893
I might flank them in 3 or 4 more turns
>>
>>1240833

Albion the chaos champion
>Race: human
>Class: gladiator
>armor heavy
Vit:2/2
Strat:4
Skill:4 + 2 intimidation
Mag:0/2

XP:0

>Army: human soldiers (strength 10/10) (morale 10/ 10)

Army points 10
>Albion will switch to running north with the new moral ruels.

Albion is a follower of the evil overlord and a slave to the gods of chaos. He worships hate pride and wrath and hates dishonorable acts. He was at first a gladiator seeking the favor of his gods in one on one combat now he is a commander seeking the same favor in wholesale Slaughter.

>Vice
Albion's lust to prove himself is the gods of choas will drive him in a frenzy to slay any commander any hero or any powerful individual. He will hunt them down and kill them with brutality but only on individual combat if any intervene he will attempt to kill them as well.

>An Attitude
Albion's dream is to become the everchosen of the chaos gods to become there profet and spread there will across the world. Every blessing from them is a extascy for Albion that nothing else can compare.

>goal
kill any hero's or commanders that can be found to prove my Marshall skill to the choas gods
>>
Rolled 5 (1d6)

alright, processing

>>1240876
could you roll on your skill? it's gonna be a difficult roll, but you'll see what it's for.
>>
Rolled 1 (1d6)

>>1240990
alright, I need that roll so I'll do it meself
>>
File: map Iverding.png (680 KB, 2000x2000)
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Ozca's Orcs run up over the field, but they found little more than corpses and fatally wounded men.

For, the Dreadknights have ridden down every last one of the defiant spearmen, scarcely slowing down as they ride up the road, circumventing a roadblock and finding behind it a group of light cavalry, apparently perched there to warn from any attack from this side - but Drussith's reaction comes too fast. The enemy doesn't manage to get away before the two cavalry elements are in a tussle.

beyond the trees, a manor house is visible on a cliff.

Meanwhile, Fernien's skeletons raize the mill and plunder the silo, gaining him +2 army points.

While Drazza's routed goblins get the note from the runner now, one following Albion's humans, the other going off to who knows where, the elements she has gathered about her rest and gain +3 morale each.

The once bountiful field of suffering of the battlefield has been diminished by Huhkrej's gorging, and Azith's shaman barely gets enough to gain +1 mag. (He'll have to catch up with you, but be warned, fording in subideal conditions for infantry is dangerous.)
Azith's orcs cross the river at a somewhat less turbulant place, with no significant numbers being swept away.

The humans watch concerned from a distance, as a circle is drawn around Huhkrej. I will count your roll as a mag roll for investigating
He cannot read the language on the tome - if it is a language at all, but he knows that it compels him to consume the information locked within. in the middle of the book, he recognizes something he thinks might be a map. The fallen church is clearly marked in it, and a number of similar structures. Other than that, the esoteric machinations of the cartography gives not much without being able to read the text.
Your barbarians regain 3 morale, but if you want them to patch themselves up, it would take a healer to do it in time. Of course they can take care of themselves, but their makeshift care is something that works over days and weeks, not hours.

Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
Gla 5 l Dread Knight Drussith
Bar 6 l Azith the Mauler
Gla 7 l Albion the chaos aspirant

Also, I'm going to take on another 1 OR 2 people, so the aplications are open again
>>
>>1241048
Did my skeletons find anything in particular on the dead humans or on their captain?
Just checking since you didn't really mention it.
>>
>>1241104
oh right, good thing you mentioned it - you've basically got half an army point from it. I'll add it to the next time you'll loot stuff.

You can also get the bitemarks-riddled armour of the captain, but it's not better than the one you're wearing.
>>
>>1241048
The Skeletons will be rattling their way north cutting through the field on their quest to keep up with the other commanders. We'll be sure not to burn the field just yet as we dont want to burn it while were in the middle of it.

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:1/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
Army points:3

Formerly a Wizard who secluded himself away from civilization so he can pursue magical power without others trying to stop him. He gave himself the gift of unlife so he wouldn't need to worry about the needs of the flesh and when the evil overlord offered him a position in his army he jumped at the chance.

>Vice
He had a unusual obsession with magical items and will often do all he can to aquire them, many times putting others at risk.

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.

>Goals
Deprive Iverding of food
>>
What would be the chance of my shaman drowning if he tried to cross the river alone at that same ford bit where the orcs did?
>>
>>1241141
without you? There's about a 50/50 of him losing some to most of his retinue. A complete wipeout is very unlikely, but they might break from it.

There is a reason why they are defending the bridge specifically.
>>
>>1241141
>>1241153
Part of it is that this isn't as much a ford as just the river with an island to rest on the way through it. In the swamp, he could cross safely, albeit slowly.
>>
>>1241157

Which bit is the swamp exactly? That middle section with lots of little islands?
>>
>>1241161
yep
>>
>>1241115
Oh, also, you mentioned there was a map in the mysterious tome that showed the locations of other churches. How far are those?
>>
Rolled 1 (1d6)

>>1241048

Albion the chaos aspirant
>Race: human
>Class: gladiator
>armor heavy
Vit:2/2
Strat:4
Skill:4 + 2 intimidation
Mag:0/2

XP:0

>Army: human soldiers (strength 10/10) (morale 10/ 10)

Army points 10
>Albion will run torward the swamps to cross. (Rolling in case I need too)

Albion is a follower of the evil overlord and a slave to the gods of chaos. He worships hate pride and wrath and hates dishonorable acts. He was at first a gladiator seeking the favor of his gods in one on one combat now he is a commander seeking the same favor in wholesale Slaughter.

>Vice
Albion's lust to prove himself is the gods of choas will drive him in a frenzy to slay any commander any hero or any powerful individual. He will hunt them down and kill them with brutality but only on individual combat if any intervene he will attempt to kill them as well.

>An Attitude
Albion's dream is to become the everchosen of the chaos gods to become there profet and spread there will across the world. Every blessing from them is a extascy for Albion that nothing else can compare.

>goal
kill any hero's or commanders that can be found to prove my Marshall skill to the choas gods
>>
>>1241165
it's hard to say, the map doesn't have a key and doesn't even seem to use a consistent scale across the board - but with your excellent roll, I think you'd get that the nearest ones are between one and two weeks away.

>>1241173
The swamp just slows, no roll required.
>>
>>1241173

Given Albion's personality I'm surprised you're not just charging the bridge.

Other than that, I'm sorta waiting on input from Drizza and Huhkrej before I know what I'm doing. Are we going for a big fight with the guys at the bridge or should we all go off for easier pickings? Although it might be a nasty fight, all those guys, especially the armoured ones, and the tower by the bridge should have a fair amount of loot.
>>
>>1241200
I'm thinking of crossing the river and taking the enemy from behind before they can reposition, since i suspect a direct assault on the bridge would result in a massacre for us. We would get locked up in combat with the heavy infantry while the spearmen flank us and make things nasty.
>>
>>1241200
Albion finds them cowards for hiding in there tower and wants them all slaughtered to the last man. Best way to do thay is surround them and attack them from all sides. Or course if he finds a brave hero or general he will want to solo them honorably but the same allowances do not apply to the weak and cowardly.
>>1241214

I reccomend we Manuver untill we properly surround them and then go for the kill. Perhaps use some magic at the right molment to properly destabilize them.
>>
>>1241048
Huhkrej moves back to his barbarians, but not before ordering the hounds to make their way up the river. They would be useless against those spearmen, anyway.
So, The Gorger and his barbarians move, followed by the skeletons, back onto the main road. Even on the way there, the barbarians start screaming vile obscenities at the enemy soldiers in their native tongue.

>Barbarians and skeletons move (3,3)
>Dead Hounds move (3,3,3,3)

>>1241200
>>1241221
I will be in position in two turns, then i'll be ready.

Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:1
>Spells:
None
>Army:
-Barbarian Warrior (Str 9/15) (Morale 12/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 4/6) (Morale -) (cavalry, unarmoured, beast)
Army Points:1
>Vice
Ever since he was raised from the dead, Huhkrej has started feasting and gorging himself with anything that was at hand. The Chieftain took any opportunity he could to eat, sometimes even stopping in the middle of a battle to feast on the corpse of a particulairly powerful enemy. He believes that through this, he absorbs the life-force of things, and may, one day, come back to life.
>An Attitude
Huhkrej wishes for one thing only: to become human once more. The life of an undead is grey, and dull, without feelings or emotions. Not even fighting for glory on the battlefield brings the joy that it once brought, and that makes the life of a true barbarian almost meaningless.
>Goals:
-Claim the guarded tower in the Overlord's name
-Find and eat an enemy wizard
>>
>>1241214
>>1241221
>>1241258

Alrighty then. Sounds like something of a plan. Azith will circle around to the north.

>>1241048

Having forded the river, and had a pretty shit time doing it, Azith decided that it'd probably be too dangerous to let him shaman do the same. The orc chief is, after all, somewhat superstitious, so he doesn't want his shaman in danger. Going back to the river bank, he shouts across that the shaman should go west and cross at the swamp, then rejoin Azith and the orcs as quickly as possible. Stay away from enemy troops, but feel free to loot anything undefended on the route.

Then Azith leads his orcs north-east (direction 2). Hopefully that little patch of woods next to the bridge and tower will stop the humans there from spotting them. If any humans do move north to intercept them though, I'd like the move order to be converted to a charge.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (4/8 Morale, 10/11 Str, Safety in Numbers)
Orc Grunts (4/8 Morale, 10/11 Str, Safety in Numbers)
Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Strat Points: 1
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>Goal
Capture the stone tower across the bridge.
>>
>>1241175
Any way for me to use my army points right now to get a army at the start of the map?
>>
>>1241048
>Deploy
Vit:3/3
Strat:4/4
Skill:3++(persuasion)
Mag:2/2
Dreadknights
Entourage of...??
>Vice
He is extremely hateful of magic and will attempt to murder enemy mages at all costs, even if they mages are masterful and can overpower his men or are supported by overwhelming numbers of allies of their own. If possible he will opt to refuse magical boons to his infantry as well.
>Attitude
Bjorst is a charismatic bastard who in a different life would be benevolent king and leader of men.
He believes his warband is destined to be one of the largest, hardest, and most well equipped groups to fight in the armies of the dark Lord and sees himself as being fated to be one of the dark Lord's inner circle.

>Goals
try to purge myself of this filthy magic within me
>>
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>>1241258
okay, I feel like this is a good time for this: I will add the "scout" ability to your hounds because honestly, they shoulda had it from the start. that means their view cone is larger.

>>1241272
you mean get another element because you're regreting only having gotten one human element? Sure go on.

>>1241273
I need you to track the morale and strg of your dreadknights. also, entourage is TWO! of pic related. Disloyal doesn't mean they might bugger off, just that they might disobey in extreme circumstances.
>>
>>1241298
More like I want some scouts wish I could get those hounds but ah well I'll buy another group of humans.
>>
>>1241298
Great, that was exactly what i was going to use them for, now. I'll have them scout, maybe they'll find some fun stuff
>>
Rolled 3 (1d6)

>>1241048
>Tell the light cavalry unit that if they want to live they should drop their weapons and get off their horses, dismount whoever don't comply, focus on securing more horses (-1morale because combat? and -1 from last turn?)
>Make the Light humans run 2 2 2, but since their morale is only 2 I'm not sure if I can even order them that

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smiting
Mag:2
XP:0
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army:
-Dread Knight (Morale 12/13 STR 14/15) Cavalry, Heavy Cavalry
-Light humans (Morale 2/2 STR 1/1(8))
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Conquer a village, or similar
>>
>>1241200
>>1241214
>>1241221
Alright, let's do this. I'll take my goblins around to the south, and we'll see if we can encircle them.

>>1241048
>order southern gobbos to continue southeast until they encounter anything of note
>move flanked goblins (including archers) southeast, taking a wide berth of the soldiers guarding the keep
>move goblins that were following the soldiers back towards the main flank

Drazza
>Race: Human
>Class: Gladiator
Vit:2/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 3/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
Rolled 3 (1d6)

>>1241446
alright, despite other duties, I'll squeeze a process in.

>>1241419
They can run once.
>>
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Ozca and his troops continue to advance, meeting a timid group of soldiers who seem to be scared, but not terrified by his retinue - they carry a makeshift black banner with the sign of the overlord on it.

He hear's the rattling of bone behind him and sees Drussith in battle before him. Drussith's men are decimating a light cavalry element while he himself shouts discouragements at them to join him. They desperately try to disengage but get beaten down, thought hey hold for now (-1 dmg to Dread knights)

Huhkrej, having joined his barbarians starts moving down south east - the armouoroed men ont he bridge clearly watching him. He gets the feeling that the only reason he isn't cahrged is because of the captain's head in his belly.

Goblins run beside him, pestering the gladiatrix, trying to endear themselves as atonement for their lackluster fight.

Azith leads his orcs deeper beyond the river while his shaman goes towards the swamp, meeting with Albion's troops.

Meanwhile, together with reinforcements for Albion, an element of Dread knights appear, ironclad, faceless figures on red eyed horses with pinkish decoloured foam before their mouths. Before them, they drive wretched souls clad in torn cloth.
Fire roars in the distance.


Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
Gla 5 l Dread Knight Drussith
Bar 6 l Azith the Mauler
Gla 7 l Albion the chaos aspirant
Bar 8 l Bjorst Thunderlung
>>
>>1241645

Albion the chaos aspirant
>Race: human
>Class: gladiator
>armor heavy
Vit:2/2
Strat:4
Skill:4 + 2 intimidation
Mag:0/2

XP:0

>Army: human soldiers (strength 10/10) (morale 6/ 10)
>Army: human soldiers (strength 10/10) (morale 10/ 10)

Army points 2

>Albion and his escorts will finish travelling across the swamp and head eastward to flank the tower. While the other squad of humans will head south west to explore the forest. Tactile information is usefull to Albion.

Albion is a follower of the evil overlord and a slave to the gods of chaos. He worships hate pride and wrath and hates dishonorable acts. He was at first a gladiator seeking the favor of his gods in one on one combat now he is a commander seeking the same favor in wholesale Slaughter.

>Vice
Albion's lust to prove himself is the gods of choas will drive him in a frenzy to slay any commander any hero or any powerful individual. He will hunt them down and kill them with brutality but only on individual combat if any intervene he will attempt to kill them as well.

>An Attitude
Albion's dream is to become the everchosen of the chaos gods to become there profet and spread there will across the world. Every blessing from them is a extascy for Albion that nothing else can compare.

>goal
kill any hero's or commanders that can be found to prove my Marshall skill to the choas gods
>>
Rolled 6 (1d6)

>>1241645
>keep killing the riders
and again try to not kill too many horses also just because I told them to drop their weapons doesn't mean that I'm not actively trying to "discourage" them with extreme prejudice and liberal use of my mace
>tell the levy to move closer and grab some horses if they can, +2 morale because they are not in combat, Move 2 2

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smiting
Mag:2
XP:0
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army:
-Dread Knight (Morale 11/13 STR 13/15) Cavalry, Heavy Cavalry
-Light humans (Morale 0/2 STR 1/1(8))
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Conquer a village, or similar
>>
>>1240617
Wait with this would my running humans still have 10/morale or would they have to walk 2 turns to regain the 4 they lost?
>>
>>1241645
The silent march continues to catch up with the orcs. We'll also be burning the field as we leave it and see if theres anyone left from that battle still dieing on the ground I can use for magic.

Also would this last field be enough to complete my goal?

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:1/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
Army points:3

Formerly a Wizard who secluded himself away from civilization so he can pursue magical power without others trying to stop him. He gave himself the gift of unlife so he wouldn't need to worry about the needs of the flesh and when the evil overlord offered him a position in his army he jumped at the chance.

>Vice
He had a unusual obsession with magical items and will often do all he can to aquire them, many times putting others at risk.

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.

>Goals
Deprive Iverding of food
>>
>>1241645

Well, that's a nice obvious choice. Azith and his orcs attack that farm ahead of them. Loot it, murder the occupants if there are any, and set fire to it once they're done. There's bound to be enough time to get that done before the others get in position to the south. Also it'll cheer the lads up.

Goblin shaman is still under orders to cross the swamp and catch up with the orcs.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (4/8 Morale, 10/11 Str, Safety in Numbers)
Orc Grunts (4/8 Morale, 10/11 Str, Safety in Numbers)
Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Strat Points: 1
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>Goal
Capture the stone tower across the bridge.
>>
>>1241696
I also reccomend positioning a orc on that road leading up we don't want anyone escaping and getting reinforcements to flank us that would ruin our plan.
>>
>>1241645
If Fleshcord Ozc doesn't show up bot him to charge the flank of the cav, promise him horse and human meat in return
>>
>>1241645
"I don't recognize you filth. March in front!" Have them take the front lines as we Run to aid Drussith.

But Ozca will not join the battle himself. He takes the bannerholder aside and whispers: "Tell me, why is your banner lacking the reverse-cross on the back(it's a lie)?"
>>
>>1241645
>Order the slaves to perform a run action following the road and veering onto the left fork then instruct them to continue along the road at standard pace. Allow them to take whatever armors, weapons, and food they find along the way
"Fail me and you will be run down, and YOUR flesh and blood will be what fills our steeds bellies for the night. Do as I say and your pitiful lives WILL get more tolerable, prove yourselves worthy and you may even earn a place at my side as true warriors, feasting and reveling in your glories under my rule when we've won victory for our dark Lord. Now go!"

>Run knights 2,3,3,2,2,2


Vit:3/3
Strat:4/4
Skill:3++(persuasion)
Mag:2/2
Dreadknights| STR:15 morale:11/13
Entourage of slaves|| Str:6 morale 2/4
>Vice
He is extremely hateful of magic and will attempt to murder enemy mages at all costs, even if they mages are masterful and can overpower his men or are supported by overwhelming numbers of allies of their own. If possible he will opt to refuse magical boons to his infantry as well.
>Attitude
Bjorst is a charismatic bastard who in a different life would be benevolent king and leader of men.
He believes his warband is destined to be one of the largest, hardest, and most well equipped groups to fight in the armies of the dark Lord and sees himself as being fated to be one of the dark Lord's inner circle.

>Goals
Try to purge myself of this filthy magic within me.
Try to make my slaves better equipped and indoctrinate them into actual soldiers.
>>
>>1241719

Yeah, I might try to do that. There are some light cavalry at the back of that cluster, so I'll have a go at ambushing them if they try to fall back. We don't want even more assholes showing up till we're done with these ones.
>>
>>1241791
Getting flanked in this encounter will wipe us both out completely so let's avoid that
>>
>>1241767
want me to RP the bannerholder?
>>
>>1241825
sure, but I gotta go now
>>
>>1241843
>bannerholder proceeds to beg for his life
ok maybe next time
>>
>>1241691
if you want to regain morale you have to rest, pillage food/wine to consume or slaughter an element

>>1241693
as is coming into view now, the mill doesn't seem to be the main food supplier for the village
>>
Rolled 6 (1d6)

>>1241663
>tfw light cavalry almost can't escape from heavy cavalry even with a 6 by the HC

anyway, processing
>>
>>1241847
well, I'm back
>>
>>1243422
>That 6, presumably for the light cavalry
Rekt
>>
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Rolled 5 (1d6)

Albion's men painstakingly make the slow slog through the swamp, followed by the shaman, while their reinforcements travel towards them.


Ozca, having met the new addition to the force drives them in front of his men and pushes them to run.

Completely exhausted and afraid, the small gaggle of men and women tries to keep up the pace, but they are completely spent. roll decides what happens with them next turn

Meanwhile, the Dread Knights are in an awkward bout with the light cavalry, as the latter tries to get away and the former attempt not to hurt any of the horses.
But after some back and forth, and after Ozca's men join, the cavalry finally break.
>>1241663 and Drussith, you have the choice now: You choose to either roll your skill and prevent your men from following them in their route. OR you can roll your strat and see if you can kill them all - But that would mean following the survivors for sure if you don't manage to kill every last one of them. For the latter, Ozca's forces give you a bonus.


Behind them, the next field begins to burn.

Bjorst's men run their slaves before them and the man himself barks some commands at them. Then the abyssal horses go into a gallop.

Huhkrej's and Drazza's forces continue on their trajectory, and the hounds spot what looks to be a small forestside hut.

Azith's Orcs meanwhile delight themselves in raiding and burning the farm house (+1 army point) and to have their way with the cowering family within, as one of them looks out a smoking window and remarks "Oy... Are dem knights on 'orses?"

Meanwhile, some of the human's spearmen redeploy.

Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
Gla 5 l Dread Knight Drussith
Bar 6 l Azith the Mauler
Gla 7 l Albion the chaos aspirant
Bar 8 l Bjorst Thunderlung

by the way, putting your number in the name would be helpful
>>
Rolled 5 (1d6)

>>1243497
gonna go with skill to keep the horses in usable condition.

But even if they get through I can just keep running these "spearmen" ragged.

Fleshcord Ozca
>Race: Orc
>Class: Wizard
Vit:4/4
Strat:2(1)
Skill:3
Mag:0/3

XP:0

>Spells:
Fist - Cost: 1 in 1on1, 3 in armyonarmy - "The fist of the gods"

>Army:
-Orc Shieldbreaker (Str 15/16) (Morale 6/11) (Armour Breakers)
>Army Points: 0
>Goal: Sacrifice a target that died of Fright.
>>
>>1243528
since the building's already looted, roll your skill for me to see if you found something they overlooked.
>>
>>1243530
Already looted then?
Then scratch that, I thought I found every post and saw it unlooted
>>
>>1243497
>Run 3,3,3,3,3,2

Vit:3/3
Strat:4/4
Skill:3++(persuasion)
Mag:2/2
Dreadknights| STR:15 morale:9/13
Entourage of slaves|| Str:6 morale 2/4
>Vice
He is extremely hateful of magic and will attempt to murder enemy mages at all costs, even if the mages are masterful and can overpower his men or are supported by overwhelming numbers of allies of their own. If possible he will opt to refuse magical boons to his infantry as well.
>Attitude
Bjorst is a charismatic bastard who in a different life would have been a benevolent king and leader of men.
He believes his warband is destined to be one of the largest, hardest, and most well equipped groups to fight in the armies of the dark Lord and sees himself as being fated to be one of the dark Lord's inner circle.

>Goals
try to purge myself of this filthy magic within me

Try to make my slaves better equipped and indoctrinate them into actual soldiers
>>
>>1243497

Do I get any morale back for looting something?
>>
>>1243546
If you want to feast on it, you can fill up your morale completely instead of the army point you got.
>>
>>1243497

“Wut? Nites? Lets move back lads!” Azith looks out the window as well. It's a pity some of his orcs have just set the building on fire, or they could use it to defend against the knights. With spearman coming from the other side, Azith decides to order his lads into a temporary retreat back the way they came. (Move, 5, 6). The shaman can move up to rejoin them (Move 2, 2).

Although he doesn't want to get sandwiched between the knights and spearmen, Azith does decide that defeating and looting the knights would be worth doing (set as a goal) and wonders if they have a leader who would be worth challenging to a duel.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (4/8 Morale, 10/11 Str, Safety in Numbers)
Orc Grunts (4/8 Morale, 10/11 Str, Safety in Numbers)
Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 2
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>Goal
-Capture the stone tower across the bridge.
-Defeat the unit of knights.
>>
Rolled 2 (1d6)

>>1243497
>rolling strat to kill them all (I have been subtracting 1 morale each turn is that ok?)
>I'll also send a messenger to the spearmen, new objetive: loot anything usable (including people, horses and anything worth some army points) and another to Ozca: The smelly peasants are with us, if you want to kill them you will have to pay their price in army points or equivalent, I don't think they are worth much tho but if you could raise me some undead wardogs....

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smithing
Mag:2
XP:1
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army:
-Dread Knight (Morale 10/13 STR 13/15) Cavalry, Heavy Cavalry
-Light humans (Morale 0/2 STR 1/1(8))
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Conquer a village, or similar
>>
>>1243497
Keeping the pace to catch up as per the usual. Also take a look at the remains of the earlier battle were about to pass by and see if any hearts are still beating to sacrifice for magic.

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:1/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
Army points:3

Formerly a Wizard who secluded himself away from civilization so he can pursue magical power without others trying to stop him. He gave himself the gift of unlife so he wouldn't need to worry about the needs of the flesh and when the evil overlord offered him a position in his army he jumped at the chance.

>Vice
He had a unusual obsession with magical items and will often do all he can to aquire them, many times putting others at risk.

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.

>Goals
Deprive Iverding of food
>>
>>1243497

The Gorger's men make some stepts back and continue taunting the enemy, trying to bait it into an attack.
Meanwhile, the dead hounds move towards the lone hut in the forest, with the intent of slaughtering whoever they may find inside the building

>Barbarians and skeletons move (5)
>Dead Hounds move (4,4,3,4) and attack if anyone is in the hut. If not, they gather whatever precious they may find.


Huhkrej The Gorger
>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP:1
>Spells:
None
>Army:
-Barbarian Warrior (Str 9/15) (Morale 12/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 4/6) (Morale -) (cavalry, unarmoured, beast)
Army Points:1
>Vice
Ever since he was raised from the dead, Huhkrej has started feasting and gorging himself with anything that was at hand. The Chieftain took any opportunity he could to eat, sometimes even stopping in the middle of a battle to feast on the corpse of a particulairly powerful enemy. He believes that through this, he absorbs the life-force of things, and may, one day, come back to life.
>An Attitude
Huhkrej wishes for one thing only: to become human once more. The life of an undead is grey, and dull, without feelings or emotions. Not even fighting for glory on the battlefield brings the joy that it once brought, and that makes the life of a true barbarian almost meaningless.
>Goals:
-Claim the guarded tower in the Overlord's name
-Find and eat an enemy wizard
>>
>>1243497
>>1241645

Albion the chaos aspirant
>Race: human
>Class: gladiator
>armor heavy
Vit:2/2
Strat:4
Skill:4 + 2 intimidation
Mag:0/2

XP:0

>Army: human soldiers (strength 10/10) (morale 6/ 10)
>Army: human soldiers (strength 10/10) (morale 10/ 10)

Army points 2

>both units Continue marching. While my squad prepare there Spears for a Calvary charge.

Albion is a follower of the evil overlord and a slave to the gods of chaos. He worships hate pride and wrath and hates dishonorable acts. He was at first a gladiator seeking the favor of his gods in one on one combat now he is a commander seeking the same favor in wholesale Slaughter.

>Vice
Albion's lust to prove himself is the gods of choas will drive him in a frenzy to slay any commander any hero or any powerful individual. He will hunt them down and kill them with brutality but only on individual combat if any intervene he will attempt to kill them as well.

>An Attitude
Albion's dream is to become the everchosen of the chaos gods to become there profet and spread there will across the world. Every blessing from them is a extascy for Albion that nothing else can compare.

>goal
kill any hero's or commanders that can be found to prove my Marshall skill to the choas gods


Any bonus to Spears vs calvary?
>>
Rolled 3, 3 = 6 (2d6)

>>1243643
>Any bonus to Spears vs calvary?

there is one for pikes, none for spears

>>1243635
you can try to roll your skill on that taunt

1 morale per normal attack is a okay

I'll process now, but it'll be a slow one
>>
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While goblins, men and slaves all draw themselves into position, and Fernien restocks on eyes and tongues (+1 mag), the light cavalry is killed to the last man in the west, leaving behind carefully spared horses and gear in the realm of 1 army point. Ozca and Drussith eye each other suspiciously, I assume. (+6 morale to all involved)

Down in the south, a pack of skeleton dogs and a squadron of cavalry arrive at the same time at the little hut - a black cauldron is brewing in the frontway.
A tall, wrinkled woman with white hair reaching the ground steps out of the small hut and shouts out at the approaching cavalry men "Turn back, or you WILL regret it!"

In her hand, she holds a rabbit with a slashed throat. She has written some kind of circular symbol on her chest with the rabbit's blood.

And Azith experiences great pain. The knights he had seen before have decided to charge him, crashing into the vastly slower infantry. Heavy cavalry hits hard on charge.
Very hard. Please roll on defend, which will cost you 2 morale, and then also tell me what your next action will be beyond that.


Wiz 1 l Fleshcord Ozca
Bar 2 l Huhkrej the Gorger
Gla 3 l Drizza
Wiz 4 l Fernien The Death Wizard
Gla 5 l Dread Knight Drussith
Bar 6 l Azith the Mauler
Gla 7 l Albion the chaos aspirant
Bar 8 l Bjorst Thunderlung
>>
Rolled 1, 6, 4 = 11 (3d6)

>>1243717

If we're using stuff from this post for combat rolls:

>>1229055

Then my the dark lords ass I want to be doing the defend version to reduce damage. Azith'll get his orcs to cluster together and form a shieldwall to try and blunt the charge.

After that I doubt I have much choice but to fight like a motherfucker and hope Albion comes to back me up, so the second roll is for this turn's fighting. Azith will try to work out who's the leader of this group of knights and go for them if he can.

The shaman will move up and attempt to use his Disarray spell on the knights as well. Third roll is for that.
>>
>>1243729

Forgot the stats.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (2/8 Morale (boosted to 6/12), 10/11 Str, Safety in Numbers)
Orc Grunts (2/8 Morale (boosted to 6/12), 10/11 Str, Safety in Numbers)
Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 2
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>Goal
Capture the stone tower across the bridge.
Defeat the unit of knights.
>>
Rolled 3 + 1 (1d6 + 1)

>>1243729
>second roll is for this turn's fighting.
second roll still defend?
>>
Rolled 3 (1d6)

>>1243739
that should have been -1, not +1
>>
>>1243739

Yeah, figure my orcs will just try to hold them off and buy time for Azith himself to find and kill the enemy leader (if there is one) and swing the balance, or for Albion to come and back me up.

Am very relieved to have got the best possible roll to defend against the charge.
>>
>>1243748
>and kill the enemy leader

Oh fuck, I didn't mention this. There's a figure in silver armour and green horse hair flowing from his helmet leading the charge
>>
Rolled 1 (1d6)

>>1243750

Well given my vice, Azith is clearly going to try and take that guy down then. I've done a roll in case this needs another one.
>>
>>1243758
well the way it works is, you say you go in right in the front to get the guy, and thereby add a risk factor to your roll, and depending on your roll you either get an opportunity, or a challenge (read: problem). Given that I have neglected to mention the guy in the update, I'll pretend like you've said that in your rolling post >>1243729
>>
>>1243761

Ok, I'll bear that in mind for next time.
>>
>>1243762
I mean, rereading, you basically did do it anyways:
>Azith will try to work out who's the leader of this group of knights and go for them if he can.

So you did everything right and I'm just blind
>>
>>1243717
These body parts will do nicely, now then lets get a move on. The next battlefield must have a great selection! Maybe we'll actually catch up also.

>Move 2,2
>Begin butchering the bodys of the fallen for my magic

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:2/6

XP:0

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
Army points:3

Formerly a Wizard who secluded himself away from civilization so he can pursue magical power without others trying to stop him. He gave himself the gift of unlife so he wouldn't need to worry about the needs of the flesh and when the evil overlord offered him a position in his army he jumped at the chance.

>Vice
He had a unusual obsession with magical items and will often do all he can to aquire them, many times putting others at risk.

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.

>Goals
Deprive Iverding of food
>>
>>1243717
>>1241645

Albion the chaos aspirant
>Race: human
>Class: gladiator
>armor heavy
Vit:2/2
Strat:4
Skill:4 + 2 intimidation
Mag:0/2

XP:0

>Army: human soldiers (strength 10/10) (morale 6/ 10)
>Army: human soldiers (strength 10/10) (morale 10/ 10)

Army points 2

Charge my brave choas warriors. The blood god seeks your honorable sacrifice! If you fight well you will gain his favor and with it blooded power!

>Albion and his soldiers will charge into the side of the heavy calvary. Albion himself challenging the man with silver armor and green hair to single combat!

FACE ME GREEN KNIGHT I SHALL SHOW YOU THE WRATH OF CHAOS. LISTEN TO YOUR GOD'S TREMBLING IN THE SKY FOR THEY KNOW THEY CANNOT STOP THERE DESTRUCTION.

> The other group of other soldiers will head deep into the forest exploring the surrounding area for proper sacrifices and idols to the chaos gods.

Albion is a follower of the evil overlord and a slave to the gods of chaos. He worships hate pride and wrath and hates dishonorable acts. He was at first a gladiator seeking the favor of his gods in one on one combat now he is a commander seeking the same favor in wholesale Slaughter.

>Vice
Albion's lust to prove himself is the gods of choas will drive him in a frenzy to slay any commander any hero or any powerful individual. He will hunt them down and kill them with brutality but only on individual combat if any intervene he will attempt to kill them as well.

>An Attitude
Albion's dream is to become the everchosen of the chaos gods to become there profet and spread there will across the world. Every blessing from them is a extascy for Albion that nothing else can compare.

>goal
kill any hero's or commanders that can be found to prove my Marshall skill to the choas gods
>>
Rolled 4, 6 = 10 (2d6)

>>1243788
Forgot my rolls

>>1243748
Given my characters personality I hope we don't end up at an impasse here both trying to kill this knight. Although given were an evil army it expected lol.
>>
>>1243834

I guess whoever gets to him first gets the duel.
>>
>>1243847
>>>1243834 (You)
>I guess whoever gets to him first gets the duel.

I'll accept that
>>
>>1243717
For most of the journey Drazza had been silent, speaking only to shout down any goblins who scurried to close, but now she called the order to halt. With a raise of her gauntlet and a shout of cold command, she set the horde on a path towards the river.

>move goblins (3, 2) towards the river, still keeping a safe distance from the keep

Drazza
>Race: Human
>Class: Gladiator
Vit:2/3
Strat:3
Skill:4
Mag:0/2
Fort:6

XP:0

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 3/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 3/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1243717
"Ah! well done, wait, what are you doing with that banner, that is not aggressive enough, here change it for that corpse over there, yeah much better now"
"That reminds me, I need you to gather all the horses and prisoners, and once you are done follow my tracks"
>tell the auxiliaries to gather as many army points and possible
>Main unit: Run 1 2 2 2 2 1 (-2 morale)

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 +Smithing
Mag:2
XP:1
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army Points: 1
-Dread Knight (Morale 11/13 STR 13/15) Cavalry, Heavy Cavalry
-Light humans (Morale 2/2 STR 1/1(8))
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Conquer a village, or similar
>>
>>1243717
Bjorst eyes glint as he sees what is evidence of magic, with a force of will he removes his helm and gives a cold, but not forced smile
"Hile woman, I would have....Words with you before I would leave, are you a mage of some form, or perhaps just an apothecary or cunning woman with a knowledge of herbs and healing?
I would have uses of your services, and you would be rewarded for them. I would ask your permission to dismount, if I may?"

Vit:3/3
Strat:4/4
Skill:3++(persuasion)
Mag:2/2
Dreadknights| STR:15 morale:9/13
Entourage of slaves|| Str:7 morale 2/4
>Vice
He is extremely hateful of magic and will attempt to murder enemy mages at all costs, even if the mages are masterful and can overpower his men or are supported by overwhelming numbers of allies of their own. If possible he will opt to refuse magical boons to his infantry as well.
>Attitude
Bjorst is a charismatic bastard who in a different life would have been a benevolent king and leader of men.
He believes his warband is destined to be one of the largest, hardest, and most well equipped groups to fight in the armies of the dark Lord and sees himself as being fated to be one of the dark Lord's inner circle.

>Goals
try to purge myself of this filthy magic within me

Try to make my slaves better equipped and indoctrinate them into actual soldiers

>Make it a goal to convince this woman to join my camp if she is a mundane healer or cunningwoman
>>
Rolled 1, 6 = 7 (2d6)

alright processing. Next turn will be a new thread.
>>
>>1244005
oh and Drazza, your goblins would have recovered their Morale by now due to the time you were absent and them standing round
>>
>>1244300

Ere we go




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