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File: map Iverding.png (963 KB, 2000x2000)
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Rolled 2 (1d6)

Drussith's Dread knights ride through the forest as fast as their steeds can take them and find the road on the other side.

Behind them, both the skeletons of the death wizard and Ozca's shieldbreakers follow the road as given, as do the slaves in the south.
The death wizard Fernien butchers the last of the wounded for a +1 mag.

The goblins around Drazza get into position (btw Drazza, the wait has given all your goblins +4 morale by now, so they should be at full) while the one goblin horde she sent out still scours the forest.

There, at the forest a cautiously optimistic witch agrees to a parley with the man in the spiked armour, who gets off his horse and walks towards her with a forced smile on his unnaturally tightly skinned skull. She holds the dead rabbit tightly still.

The barbarians regain +2 morale as they stare off with the armoured humans.

And somewhere, an electric zapping noise erupts. A part of the river is disrupted with green light that upturns earth around and turns it ashen cold. The riverbed collapses in on itself and forces the river to go around, while the whole ground seems to be plowing itself continously. Goblin shaman -1 mag

The first clash of the heavy riders into orcs rips a hole into their tight defense (-2 str), and the continous following fight is similarely harsh on the orcs, while shining knight armour is barely stcratched (-2 str)
If your elements are bellow 50% right now, roll skill to avoid route. you get boni for morale and whatnot of course.
In the fight, Azith himself... roll 1d6+2 to know what.

What harms the knights somewhat more comes in from the flank where the humans clash into it. Though that comes with the price of also taking the brunt of the heavy weaponry of the enemy (-4 str).

Albion, aspirant to the favour of the nameless CHAOS, sees a delicious oportunity: the green knight has somehow been dismounted, wether his horse had deserted him in the charge or had been killed, through some misfortune (or a 6) he has lost his steed. Albion could fight him now on even terms - though it WOULD mean leaving his element to dive into the enemy, leaving their command and protection.


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


NEW BALANCE THING: GLADIATORS GET A + ON SKILL RULES "DUELING".

- PLEASE GIVE ME FEEDBACK ON THIS -
(other options to buff the gladiator are better armour, ++ duelist or all or some of the above. Feedback greatly apreciated.)
>>
>>1244300
previous thread:

http://suptg.thisisnotatrueending.com/qstarchive/1228801/
>>
>>1244300

"I am what some might call a witch" The woman answers Bjorst.
"Have been the witch of the forest here my whole life. And I intend to stay here. Burn down what you like " she says, gesturing towards the smoke collums in the distance. "But you leave my hut standing. And aye, I know my way with herbs and healing. if you need my services, I give them, but don't come closer 'till you've dropped that [weapon] of yours!"
>>
Rolled 3 + 2 (1d6 + 2)

>>1244300

Roll for Azith. How'd it go?
>>
>>1244300
>Move 2,2
Once again the uneventful march continues.

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

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
>>
Rolled 6, 1 = 7 (2d6)

>>1244300
I ment to send my second Spears into the forest on the south east but I guess reinforcements are welcome.

Roll for personal combat and squad combat.

>>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 6/10) (morale 5/ 10)
>Army: human soldiers (strength 10/10) (morale 10/ 10)

Army points 2

I seek you out proud knight show me your skill! And I will show you your death!

>Albion leaps into the center of battle abandoning all sense of battle lines to hunt down the green knight and any brave man who would test there skill!

> The other group will continue to explore the swampy area under the hill 6, 6

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
>>
>>1244358
I'll take the one on personal combat please :p
>>
>>1244363
yeah you can add a +1 on 1on1 combat
>>
>>1244378
anyways,I'm off to bed now!
>>
>>1244378
Wait isn't this a roll.under system?
>>
>>1244396
it's just how you formated your sheet. you have
skill: 4+2 intimidation

what I'm saying is you can have
skill: 4+2intimidation +1duelling
>>
>>1244403
So what that means is I have to roll a 5 or under to win a dueling role or a 6 or under to win an intimidation?

Also to intimidate do I have to specify I'm intimidating because my intent with thay skill was to be passively intimidating.
>>
Rolled 6 (1d6)

>>1244300
>move 2 to 2
>attempt to cross the river without being detected

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 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / 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 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
Rolled 3, 5 = 8 (2d6)

>>1244332
Bjorsts smile warms a fraction at the comment, slightly amused at how her fate would balance on what she would call herself at the behest of a peasant.
With a quick turn he barks to his men "dismount and give your steeds a moment or do something about those damned annoying hounds and their braying"
"Yes ma'am, you appear to be what the ignorant and peasantry would call a witch, but you and I both know the ignorant often misname what they fail to understand. So I ask you this, do you know ways of magic as a true witch, or are you the local cunning woman, skilled in herbs and herbs alone?

>Roll persuasion
>If she is a mage attempt to feed her the same shtick as if she was a healer(see below) and murder her as she drops her guard
>If she is a simple healer roll again(dice included) to persuade her to leave her home and join our warband, cite that it is unsafe, and others would not speak a word to her and simply kill her where she stood


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
>>
>>1244461
>>1244332
Also, impale my blade into the ground in order to walk closer in either case, if she is a witch I'll just try to snap her neck
>>
>>1244300
I take one, just one of the horses, before setting my sights again on the "spearmen".

"Alright you louts, time for a test. I am sacrificing either one of you, or this horse here. We march for the East, and I suggest you get as much of a headstart as you can."

Get on the horse and ride to the east, setting the Shieldbreakers to Run and threaten to trample any slow-going humans. Pick up any of the humans that stop after crushing their heads. Mark the humans who start tripping up their own comrades.


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 11/11) (Armour Breakers)
>Army Points: 0
>Goal: Sacrifice a target that died of Fright.
>>
>>1244600
I think I told you that they were mine, I even gave them a new banner
>>
Rolled 5 (1d6)

>>1244300

Looks like I'm fucked here, about to be crushed between spearmen and knights, and the shaman turned out to be useless. We'll continue fighting defensively and hope for the best.

Can the shaman help in any way? If he can, let him do that. If not, he can stay behind us and give some moral support.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (1/8 Morale (boosted to 5/12), 8/11 Str, Safety in Numbers)
Orc Grunts (1/8 Morale (boosted to 5/12), 8/11 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.
>>
>>1244973

Actually, can I be cheeky and change that to a retreat? Having thought about it a little more, I don't see how my guys can possibly survive in their current position. They might as well cut their losses and try to get out now.
>>
Rolled 6 (1d6)

>>1244300
>Move 2 6 6 5
Ride towards the manor and take it, I'll kill any guard that doesn't drop his weapons and ask to talk with whoever is in charge, and if nobody is in charge and they don't drop their weapons I'll just pillage the place keeping the civilian casualties, not the guard ones, at a minimum because it looks like that without recon I can only rely on preventive actions
>spearmen will move east along the road since it seems like some wizards decided to kill the remaining horses/prisoners

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 ++Smithing +Dueling
Mag:0/2
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
>>
>>1245252
Gonna leave me in the dirt here m8 ahh well. I'd say separate one unit to charge the human inf and hold them off while we kill the knight.
>>
Rolled 3 (1d6)

>>1244411
you have to do something that signifies to me that you're intimidating, and roll for it.

And yes to the rolls, alrhough both of these things are opposed rolls.

>>1245252
sure.

I'll only be able to process in the evening. Lots to do today.
>>
Rolled 5, 5 = 10 (2d6)

>>1244461
>>
>>1246060

Splitting my men won't work. They have no morale left, they're only fighting becuase of the safety in numbers bonus, so if split up both units will rout anyway. And I think a turn of being mangled between the knights and spearmen would also rout them. The light cavalry to the north are also fast enough to surround us in a single turn if they choose too. We're both in a terrible position, and I think escaping to the swamp is our best chance to survive.

Also, betta you dan me, ya git.

Forgive me, brother in evil?
>>
>>1245349
>>1245349
sometimes the best recon is riding up slowly.
>>
>>1246722
>slowly
this murder train has no brakes
FULL SPEED AHEAD! CRUSH THAT MANOR UNDER OUR HORSES' HOOVES!
>>
>>1245252
hey, head's up, i'll count this as full retreat, not fighting retreat. tell me if that's not what you meant
>>
>>1246765

What difference will it make?
>>
>>1246775
well fighting retreat means you get out if you win, and deal half dmg. If you don't win, you don't disengage It's basically fighting while disengaging, and once you got out, you run away, but if you don't get out, you stay and defend yourself.

Full retreat means you deal no dmg, and recieve no dmg if you win, but double if you lose - BUT you get out either way. It represents just maneuvering your guys to get the fuck out of here no questions asked.

Full retreat is more destructive for sure, but preferable when you positively need to get out and its smarter to take the hit then to be cut up over time, for example if odds go down drastically the turn after etc.
>>
>>1246781
I have a question, can cavalry just disengage after a charge? I mean is not like infantry will be able to catch them and cav is not meant to fight in a big melee, so can they charge fall back regroup and charge again?
>>
>>1246783
No, cavalry has to deal with the same shit it did historically. Crashing into a line is well and good, and staying is iffy. Getting away however, isn't always easy, and is part of the risk/reward calculation behind a cavalry charge.

Unless of course you have [skirmish] in which case you never really engage anyways.
>>
>>1246781

Full retreat then I guess. That way I should retreat before the spearmen arrive, hopefully?


While we're discussing this situation, and as you said at the beginning this is a test run, I'd like to make some feed-back here as well (that's feed-back, not a complaint, mind). The fact that the sight range of my guys was less than the charge distance of enemies is kinda... well it makes things awkward. I know scout units exist now, but given their low availability, it means most players are currently just moving forward and essentially hoping for the best. There's no way to know if something like these heavy knights is ahead of you (or potentially something even worse). This will cause players to move as a single blob to reduce the risk of what has just happened here to me and Albion. In turn, if players cluster too much, all the fighting and looting will be done by those who deployed further forward (for example how Fernian's skeletons have just been following Drusith and Ozca's troops, and not been able to do much themselves). Although I agree that spreading out should be a higher risk higher reward strategy, with clustering being the safe alternative, we don't want to end up being essentially forced to cluster for safety, and then half the players being unable to really take part and quitting because they get frustrated.

I imagine these issues will largely be countered if a few people aquire scout units and enemies are relatively spread out. I think a big part of the issue right now was the big cluster at the choke point of the bridge, and the lack of co-ordination of the players (inluding, perhaps even especially, myself) in bringing enough force to bear against them at once. How to find the right balance I'm not sure, and probably only further play will give an answer. Given how well you've done it so far, I feel confident you'll find that balance (or may have already, with the current situation being entirely down to players poor choices rather than mechanics).

As I said, please don't take this as complaint, the game is excellent so far, especially for a trial run, and I'm having fun. Keep up the good work.
>>
>>1246788
this is exactly what I'm looking for in these threads, so thanks first of all.

And I agree that this is a problem, and I think one of the major components of that is the lack of [recon] units, the lack of units that safely can get into sight of an enemy without being detected. Because seeing too far ahead takes the imperfect information aspect out of it, so even scout units can't see FURtHER than a cavalry charge, only as far.

So yeah, I think recon units will make an appearance in future.

Secondly, I think stuff like slaves, goblins, light spearmen, should sometimes be used as spotters. If you move up smartly, you can get a unit of skeletons to scout ahead, even without scout, while your bulk force follows within charge range. That's a player thing, not my place to impliment.

And thirdly, I try to foreshadow. Like take your case - First, it got implied that there are still units waiting in the fog of war, when the light cavalry asked "Should we get the reinforcements?" (or something to that effect.), then later again when on the east side the light cavalry tried to get away to get reinforcments.

Then, the cavalry when it got into your sight didn't immidiately charge, but give you time to run back. that would have put you barely out of charge range.

And then the knights attacked alone, with the rest of the cavalry staying behind a turn.


So yeah, I try, but I agree with you, this is a bit of a problem.
>>
>>1246792

Aye, you can believe I'll be thinking harder before advancing into the unknown in future (assuming any of my guys survive).
>>
>>1246788
>>1246792
Maybe add a >Observe X direction action to see if you can see any dust cloud or rustling leaves in the distance
With enemies in charge range you should try to maintain a tight formation, and don't worry about loot, funny how Fernian have been looting/burning more than Ozca or me.
Some cheap units (I want wardogs) can be used as chaff and block enemy charges, rather than spotters since with 3 sight range they wont spot much
Another problem would be the lack to inter player communication but the IRC could fix that
BTW what is our objetive? I have seen people disperse around to loot stuffs, if instead we were to have a main objetive like >Capture X city people would stick together more, that reminds me I need to ask the new "recruits" to draw me a map
>>
>>1246805
I'll think about how best to include something like that Observe action. Seems like a delicate balance to have that be useful, not negate fog of war completely, and not be annoying as fuck.

Your objective is still taking Iverding, as before.

I might set up a discord channel, but till then feel free to direct people to the IRC
>>
>>1246805
>>1246813

There's an IRC?
>>
>>1246815
IRC: Rizon | Room: #skirmish
>>
>>1244300
There isn't really much i can do right now.
I'll just have my hounds move (1,1,1,1)

>>1244414
Drazza, will you help me in taking th tower? If so, we can come up with a plan and split the loot later.

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
>>
>>1246813
Just so you know i do not wish to retreat in any way
>>
>>1246826
Who are you playing?
>>
>>1246829
Ugh all of by tags disappeared Albion does not retreat
>>
I'm home

I'm going to eat and then process
>>
Rolled 3 (1d6)

>>1244358
I see you have already rolled for your fight, so here's the counter roll
>>
>>1247010
At this point I expect all of my men to die while I Slaughter them as an individual.
>>
Rolled 1, 1, 6 = 8 (3d6)

Already then:
While Fernien's march begins, Ozca plays his cruel game with Drussith's men, riding before them to taunt them as they fall in exhaustion and fear.

Drussith, roll 1d6 to see what happens to your guys.

Drussith himself rides up to the manorhouse to see it's gate close and a group of archers shooting from the windows (which does nothing to you for now other than shifting your position bonus, giving you a malus for being attacked while you're where you are)

A man in armour appears on the battlements surrounding the roof of the building.
"Begone, beasts!" he shouts. "And you might escape my knights! They will come and run you down!"

Azith orders his men to retreat as fast as possible, but the knights get to hack into them fiercly as they run. (6 strg damage to distribute between the elements. roll skill or route)

But before he can disengage, Azith is confronted by one of the knights, doning armour and a lance. roll your skill to see how that went down!

meanwhile Albion has left his men behind and plunged himself into combat, right before the green plummed knight, in the midst of enemies. "YOU!" he snears. "You will make fine prey!"
After some back and forth, the knight gets the better of him and wounds him for 1 vit, but roll if your armour prevents damage! Albion sees however, that even though he is fihgting poorly for his standarts, and that the enemy is fighting well for his, he had almost slain the human, had he just gotten a little luckier.

Behind him, his element is chewed up from two sides. (-5 str) Lacking a leader to rally them, it will route next turn.

The attempt for silent crossing in the east goes badly - goblins drown in the roaring river (-2 str dmg, but all present goblins are considered to have made their roll, even the ones technically not yet across the river)

They are met by the skeleton hounds


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
>>
File: map Iverding.png (1019 KB, 2000x2000)
1019 KB
1019 KB PNG
>>1247030
>>
>>1247031
Also, looking at the current state of the evil army, I am opening up again for new players:

>>1228806
>>1228808
>>1228935
>>
Rolled 4 (1d6)

>>1247031
>>1247030
I'M SORRY I FORGOT BJORST!

He lures the witch in with promises of protection and employment. The witch declines his offer, but visible lets her guard down, relieved not to have to stand up against the armoured horde.
And that's when Bjorst's blade swoops down.

Now Bjorst, because your second roll of persaision was pretty naff and hers pretty good, but you're still great at persuasion, while you don't get a free kill, you do get the possibility to roll on your skill first and kill her before the curse she tries to get out before you kill her comes over her lips.

After that you'll have ANOTHER chance to resist with a mag roll.
>>
Rolled 4 (1d6)

>>1247030
rollan
>>
>>1247030
Keep on marching down the road with my skeles. Also should those unfortunate humans die under Ozcas treatment I'll be sure to grab any bodys I pass, after all its best not to waste material that I can use for my magic.

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

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
>>
Rolled 4, 5 = 9 (2d6)

>>1247030

First up, roll to see the fight between Azith and the knight who tried to stop him escape. Even in dire circumstances, he can't back down from a quick duel after all...

Second, roll to prevent a total rout (though if they keep running it wouldn't exactly be a disaster either).

Whatever the case, for now, my orders are for all my guys to head back across the swamp. The shaman is ordered to run as fast as his stumpy legs can take him to catch up with the orcs, whichever way they go in case they rout.
>>
>>1247086

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 3/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (0/8 Morale (boosted to 5/12), 5/11 Str, Safety in Numbers)
Orc Grunts (0/8 Morale (boosted to 5/12), 5/11 Str, Safety in Numbers)
Goblin Shaman (4/6 Morale, 3/3 Str, 0/1 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, 6 = 9 (2d6)

>>1247030

Roll for personal combat and squad combat.

>>1243717
>>1241645

Albion the chaos aspirant
>Race: human
>Class: gladiator
>armor heavy
Vit:1/2
Strat:4
Skill:4 + 2 intimidation +1 dueling
Mag:0/2

XP:0

>Army: human soldiers (strength 1/10) (morale 4/ 10)
>Army: human soldiers (strength 10/10) (morale 10/ 10)

Army points 2

>Albion decrying any sense of self preservation strikes to kill his noble foe.

"You have fought well green knight but today your heart will be sacrificed to the choas gods. Be proud for you have proved yourself as glorious offering!

> The army in combat continues to fight for they know if they run Albion will them them in terrible ways so might as well die in honorable combat!

The other group moves across the swamp in a run and positions itself for a 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
>>
>>1247158
Ahh messed up my links that's what I get for copy pasting.
>>
>>1247158
By taking on the knight, you've separated from the pack by attacking the noble

>Albion could fight him now on even terms - though it WOULD mean leaving his element to dive into the enemy, leaving their command and protection.

So your squad roll doesn't do anything.
>>
>>1247171
Oh ok well take the better roll for killing that knight then.
>>
Rolled 2 (1d6)

>>1247174
I'll take the first one, which happens to be the better one.
>>
>>1247179
Thank you kind dm I desperately hope not to die here
>>
Rolled 2 (1d6)

>>1247031
Feeling that this waiting is but a waste of time, the barbarians finally move.
Meanwhile, the Hounds, having sighted fields, cross the river and rush in that direction (rolling for crossing the river)

>Barbarians and skeletons move (6,1)
>Dead hounds move (1,1,2,2)

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
>>
Rolled 1 (1d6)

>>1247030
"No beasts here good sir, only some riders offering you a chance to survive,Oh but don't fear the beasts will come soon enough I can assure you that, and by then I hope you have changed your mind for your own good. Now if you excuse me I'll go and have some words with that "knight" of yours maybe bringing his head will make you reconsider my offer"
>Move 2 3 3 4 (regain morale?)
>Rally the light infantry and tell them to run north and take refugee in the manor house, or not rally them and just let them run there for that extra credibility, either way 2 1 1
>>1244600
"Stop your mindless slaughter those men are more useful alive than dead, Now lets hurry south east or Albion and Azith might die"

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 ++Smithing +Dueling
Mag:0/2
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
>>
>>1247031
>move all goblins across the river, then north, taking shelter among the rocks

>>1246824
I feel it is time to begin our assault. My goblins can attack from the southeast - if your dogs can attack from the north, and the barbarians and skeletons from the southwest, we may be able to encircle them.

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 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1247374
That's more or less what i was trying to do with that repositioning. Just know that i'll use my hounds to attack the archers, since throwing them at the spearmen would kill them almost instantly with them being cavalry. I'll go with my Barbarians and skeletons and target the armored infantry. If you can keep the spearmen busy with your gobbos, we should take the tower without too many losses.
>>1247031
I've just realized my barbarians would be out of charge range with that movement. Have them and the skeletons move 1,1 instead.
>>
>>1247213
Thanks for the thoughts. For I am getting destroyed over here lol
>>
>>1247399
I'm charging them next turn, so try to not die
>>
Rolled 3 (1d6)

>>1247030
Just realized I never rolled for armor.
>>
>>1247404
I'll try not to if I survive this turn my second Spears are also charging .
>>
alright, processing.

And don't forget to claim your XP if you think you've got something
>>
>>1247415
you know what, on second thought, I'll be waiting till tomorrow (or until Bjorst had his turn) because your chances of survival would just go up so much with some heavy cavalry support that it feels unfair to do it now.
>>
>>1247429
I'llllll be fiiine I'd rather have faster turns. I'm ok with dieing horribly I made a mistake
>>
>>1247441

You didn't really, I made a mistake and you got screwed for it. If it doesn't look totally hopeless I'll bring my guys back up once they've rallied.
>>
>>1247448
It might end up being a better idea to hold the swamp now so they can't flank our main forces. And there cav can't do.much
>>
>>1247441
alright, it's your head on the line, processing
>>
Rolled 1, 5 = 6 (2d6)

>>1247458
oh, also rolling for Horst's curse defense. first is skill, second mag. If first succeeds, second doesn't matter
>>
>>1247458
I'll kill em all! By my self!
>>
>>1247467

You've got balls of steel, sir.
>>
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>Mfw people are dieing over east while all I can do is walk at a snails pace with my skeletons
At the very least by the time I get over there I'll probably have enough magic to nuke someone with my spell.
>>
>>1247489
#theslowlumberinghordeisntmeantforflanking
#blessed
#blessedinabadwaythoughduetoundeadness
>>
>>1247489
someone get this wizard a +1 speed spell
>>
>>1247489
There's gonna be a lot of bodies for you at the end of this
>>
Rolled 1 (1d6)

>>1247086
>>
>>1247459
Keep these rolls, they're delicious and sing of FLAIR.


>KILL THE WITCH
>RAID HER HUT
>BURN WHATS LEFT

"ENOUGH DAWDLING, WE RIDE"
>RUN 1,1,1,1,1,1

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


>Claim 1xp
>>
File: map Iverding.png (1.22 MB, 2000x2000)
1.22 MB
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Rolled 3 (1d6)

All around the eastern side, armies draw into position, while around the swamp, carnage continues to unfold.

Albion's human soldiers are wiped out, while the other element is charged by four elements, taking another -3 while the goblins wisely disengage.

On the western road, a dozen men and women are driven to death by exhaustion, fright and clubs. The corpses now littering the floor Orzca claims as his own while Drussith can only be baffled by this insult. (no magic to the skelinktons, that's Ozcas pile)

Azith's men break and book it over the swamp (which slows everybody down at this point, including the cavalry.

And Albion? Well, he kills his foe. the above d6 decides the effect of that death. But he himself is struck in that exchange. So you roll the 1d6 of your armour, beautiful prince, and pray that you get a 1 or 2.

the goblins get into position while the skeleton dogs cross safely.

A few arrows are exchanged between the humans and the skeletons, but noone dares abandon the chokepoint of the bridge. Bjorst, having looted the witch hut in record time (+1 army point and +healing herbs) (also, take your 1 XP.) moves up to the river. Will he risk crossing it or charge from here?

Blood covers everything as fields burn 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
>>
>>1247615
fuck, forgot about somebody AGAIN. Azith's fight goes badly and he takes 1 VIt dmg before disengaging, leaving his foe alive.
>>
Rolled 5 (1d6)

>>1247615
Pray chaos guard your noble servant.
>>
>>1247637
Albion DIES in murderous embrace with a knight in shiny armour, blood dripping from their respective fatal wounds.
>>
>>1247642
Hey I was writing my own loving death embrace fan fiction :p
>>
>>1247615
Well thats a shame I cant take those bodys. Oh well, the spook squad moves 3,3. We also shift the formation so the melee skeles are facing the enemy with the archers in back so they don't get crushed by a cav charged.

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

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
>>
>>1247649
do it! I'll delete mine if its better
>>
>>1247615
....wait. Since when were these spearmen Drussith's? They just appeared out of nowhere from the left.
>>
>>1247727
7/10 would slaughter friendly troops again - IGN
>>
>>1247637
Albion and the green knight strike at each other both wearing numerous fatal wounds on there body carves of flesh missing and there blood coating the ground beneath them. Men surround them making a makeshift arena for this fight some look on terrified and some cheer for there champion.

Albion charges the green knight with a blood curdling roar raising his glorified serrated cleaver into a large down swing which hacks into the neck of the green knight. Yet Albion felt the pain of his life escaping. The green knight rather then doging Albion's blow impaled him upon his blade rendering aside his heavy armor and pricing his heart.

Falling as his strength fails him Albion locks the knight Into an embrace.
" together brother we are sacrifices. We please them, do you not hear there jubilation. We will fight now, for eternity for there pleasure."

The knight embraces back
"Tis not such a terrible fate beast. May our feats be remembered."

The light in the once fierce green eyes and furious red now fade. Lifeless.


>>1247655
So do I get to make a new guy or I have to wait this out?
>>
>>1247615
time to boss people around, the QM said we lack cooperation but feel free to disregard my post
>>1247727
also now we can have some top bantz


I'll Charge those knight and avenge Albion
>>1244600
Ozca get your "beasts" south lets see if they can do anything else than kill women and children
>>1246824
Huhkrej are your warriors ready for some glorious battle? those spearmen are too busy counting their deaths they are prime target for a charge
>>1244414
Drazza it might be time to charge but wait for Bjorst, your goblins alone wont do
>>1244356
Fernien you... you can just continue walking
>>1247470
Azith rally if you can we will need your warriors
>>1247536
If you fell like you can get a good charge go ahead, Drazza will need all the extra help we can give her
>>
>>1247374
You will have my aid in this endeavor, but I require time to position myself.
>>
>>1247642
Standing up in his saddle, bareheaded, his helmet forgotten in the rush, to remount; Bjorst shouts in his warhorn of a voice, clear and deep, his common words mixed with clipped shouts in his own peoples tounge. All the while gesturing theatrically with his blade towards the tower.
"FASTER YOU DOGS, FASTER! WE CHARGE TO SLAUGHTER"
>Run(!)6,6
>As we near the enemy lower our weapons and shout warcries as if we are charging them, use this as a trick to try to fake them out and form solid stationary ranks to receive the charge or something Instead of try to intercept me. at the last minute reasonably possible...
>Run 2,2,2,2
Vit:3/3
Strat:4/4
Skill:3++(persuasion)
Mag:2/2
Dreadknights| STR:15 morale:7/13
Entourage of slaves|| Str:7 morale 2/4
Army points:1
XP:1
Healing commodities.
>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
>>1247754
>Charging through a river
>Charging on anything but the best terrain possible
>Charging off of a cliff
Haha. No.
>>
>>1247945
>you are a big guy in a big horse if some 1m tall goblins can your 2m tall horse can
>farmland is literally the best terrain for cavalry
>there is no cliff there
>>
Rolled 3 (1d6)

Bleeding heavily, Azith tries to get his orcs to stop running and form back up. He shouts at them to get some of his anger out, after all, that knight just cut him to the bone, and blood is dripping down his face. He'd get his revenge.

Roll to rally the orcs. The shaman will move back to rejoin the orcs again.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 2/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (0/8 Morale (boosted to 5/12), 5/11 Str, Safety in Numbers)
Orc Grunts (0/8 Morale (boosted to 5/12), 5/11 Str, Safety in Numbers)
Goblin Shaman (2/6 Morale, 3/3 Str, 0/1 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.
Kill the knight who wounded him in a duel.
>>
Rolled 1 (1d6)

>>1247615
>Charge before they can regroup 4 3 3 3 3 3
Lets wipe those knights, we don't plan to take prisoners this time since they won't surrender anyway I'll lead the charge, I want the head of the dead knight

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 ++Smithing +Dueling
Mag:0/2
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 0/2 STR 0/1(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
>>
>>1247747
>So do I get to make a new guy or I have to wait this out?
You'll have to wait this out I'm afraid

good death though. good death.

>>1247945
roll skill

>>1247727
since Drussith convinced them to change sides, put them on his character sheet on my command and ordered them around for a while.

do you want to make an action?
>>
Rolled 3 (1d6)

>>1249741
>>
Rolled 2 (1d6)

I'll be processing in the afternoon

>>1249982
>>
>>1250117
Of course they see through it
>>
Where is everyone?
>>
>>1250257
It's 6am est, most of us Americans are sleeping
>>
>>1250265

Weaklings. A true man never sleeps.
>>
>>1249741
well it's a bit late now, may as well sacrifice them.

Maybe I should see which one's alive and promote him while I keep filling out the list of Things Overlords Should Not Do.

Send the Shieldbearers to Run down south to bail out their weaker brethren.
>>
processing in a bit.
>>
>>1247945
could you roll me another skill please?
>>
Rolled 4, 4 = 8 (2d6)

>>1248209
second rol is in case Bjorst isn't here right now
>>
File: map Iverding.png (857 KB, 2000x2000)
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Rolled 5 (1d6)

Bjorst's knights feint an attack onto the bridge, but instead turn and cross the river swiftly without too many problems. The humans prepare for impact of the charge that doesn't come, and the element of heavy infantry, the commander of which, who might have prevented this move, had been killed by Huhkrej in the battle earlier even moves out to meet the feinted attack, leaving the bridge open.

The goblins keep their place, as do Huhkrej's forces (+2 morale to them).

Azith manages to rally hismen back into formatio n (+4 morale) but only in time to see the routing rest of Albion's humans be ran down, while the shaman and his escort try desperately to cross the swamp.

One of the human elements doesn't pursue however, for Ozca crashes into them and - well, stops short of an attack.

He has however sacrificed those dead of fright (+1 magic) and taken with him the last survivor of the spearmen - a child, the miller's son, frightened and stiff.

Meanwhile Drussith, with Fernien's skeleton in his back, actually charges his prey, the knights that were about to retreat before being stopped in their tracks (-2 dmg to Drussith's knights). They are shaken, cut up, without a leader, and charged into - the d6 will decide if they route.


Sorry if there are mistakes, I am working with suboptimal gear atm.

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
[X] Gla 7 l Albion the chaos aspirant
Bar 8 l Bjorst Thunderlung
>>
>>1250865
Just tell me what happened with the sacrifice and my goal whenever.

Time for a real fight, crush these spearmen, impale them on the trees!

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 10/11) (Armour Breakers)
>Army Points: 0
>Goal: Sacrifice a target that died of Fright.
>>
Rolled 2 (1d6)

>>1250882
>>
>>1250882
you sacrificed it and got +1 magic from it

>He has however sacrificed those dead of fright (+1 magic)

It imbues you with magical power.

And you have to claim your XP, I don't hand it out automatically because I cna't be trusted to remember every bit of XP. But you are basically claiming it right now with this post, so take your XP.

also
>spearmen

The triangle signifies cavalry. so more like lancers.
>>
Rolled 2 (1d6)

>>1250865
Move my skeletal horde south so I can support Ozca. Make sure the archers stay behind his armored orcs.

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

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
>>
>>1250902
you sure you just wanna move them? You can still charge, you know, you just can't run.
>>
>>1250904
So basically the only time my skeletons can move further is when they charge an enemy? Alright then do that, just swamp the cav in spooks so they cant escape.
>>
Rolled 1 (1d6)

>>1250865

Azith and his orcs gather back into formation. They see the last of Albion's men being run down in the woods and swamp behind them. This time, however, they are light cavalry rather than the heavy knights. “Let's get em, lads!” Azith leads the charge against them, hoping to surprise them before they reoganise from their pursuit. Maybe in the woods and swamps the cavalry would be at a disadvantage...

The shaman tries to grab himself some bits of bodies in the swamp (probably the remains of some of Albion's men) to replenish his magic.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 2/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (4/8 Morale (boosted to 5/12), 5/11 Str, Safety in Numbers)
Orc Grunts (4/8 Morale (boosted to 5/12), 5/11 Str, Safety in Numbers)
Goblin Shaman (2/6 Morale, 3/3 Str, 0/1 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.
Kill the knight who wounded him in a duel.
>>
Rolled 2 (1d6)

>>1250865
>Continue fighting, try to not lose more guys, try to take the head of the dead knight


>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 ++Smithing +Dueling
Mag:0/2
XP: 1
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army Points: 1
-Dread Knight (Morale 10/13 STR 11/15) 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
>>
>>1250865
>gather goblins around that cluster of rocks, ready for massed charge

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 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1250901
How do you use XP?
>>
>>1251796
between battles I'll give you level up stuff.

I'll be processing in an hour or so
>>
Rolled 5, 2, 1 = 8 (3d6)

>>1251027
>>1251412
>>1250902
processing
>>
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Rolled 2, 5 = 7 (2d6)

while the noose around the neck of the humans on the bridge closes in more and more tightly, with them unwilling to leave their defensive position, the cavalry is butchered.

Ozca's orcs lay into the cavalry, crushing horses and men alike, (0 str dmg) while Ferniens skeletons charge in, supported by their archers, and together, they decimate the horsemen, who's valiant fighting is nullified by overwhelming numbers. (-1 str damage to the skellymens)

Azith's Orcs, though battered and bruised, are lead excellently by Azith, who takes heads left and right on the very front line. (0 str dmg)

An opportunity presents itself to Azith: the horsemen do not seem to have a proper captain for him to engage in a duel with, but something else catches his eye: A group of riders seem to detatch themselves from the masses, a small chest on the back of one of their horses.
Azith could charge them and take on all three of them at once, but it would mean leaving his orcs to lead himself against the bloodied cavalry in the swamp.

HIs shaman (maybe you wanna give him a name?) fishes some corpses out of the water tp get +1 mag.

The knights break completely after Drussith continues to cut them down (0 dmg), with men in shining armour casting aside their banners and retreating head over heels.
Drussith's dread knights might well desire to follow them, but two over eager elements of spearmen charge into them, hoping to buy their masters time to retreat.
Drussith, roll a 1d6 for the defense, and then tell me what you do next turn on top of 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
[X] Gla 7 l Albion the chaos aspirant
Bar 8 l Bjorst Thunderlung
>>
>>1253797
For people not familiar with Skirmishes: If you fear you can't be hear for the next update, you can ask people to 'bot' for you, to give orders in your stead according to parameters you set up.
>>
Rolled 1 (1d6)

>>1253797
rollan
>>
Rolled 6, 2 = 8 (2d6)

If Ozca or Fernian wouldn't mind a quick charge into the back of these light cavalry to finish this up I'd appreciate it, just in case the rolls go bad, after all, my orcs are pretty managed.

>>1253797

The shaman, who is called Nutz, tries to get some more magic and channel it into his master. (to give Azith his magic, if this is allowed)

Azith, meanwhile, spots a few of the cavalry breaking off with a chest. Seeing something of a chance to prove his strength after losing to that knight earlier, he leaps after them. "Leave these ones to me!" (seeing as this is arguably a pretty silly thing to do and also pretty in line with his vice will you let me claim an XP for it?)

The rest of the orcs continue to try and butcher the cavalry, cutting the throats and hamstrings of horses that get stuck in the swamp and undergrowth, and then pulling the riders from the saddles.

First roll for Azith, second for the orcs.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 2/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (3/8 Morale (boosted to 7/12), 5/11 Str, Safety in Numbers)
Orc Grunts (3/8 Morale (boosted to 7/12), 5/11 Str, Safety in Numbers)
Nutz the Goblin Shaman (2/6 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.
Kill the knight who wounded him in a duel.
>>
>>1253839
>The shaman, who is called Nutz, tries to get some more magic and channel it into his master. (to give Azith his magic, if this is allowed)

sorry, nope.

But you should claim your XP from getting into trouble due to your vice, mate
>>
>>1253839
>>1253841
but what you're doing right now doesn't correspond to your vice, which is in regards to powerful foes specifically.
>>
>>1253842

Yeah, that's why I asked, because I thought not but reckoned I had nothing to lose by asking. Judging by Azith's performances so far though, I'm not convinced he'd survive against a powerful foe...
>>
>>1253843
>Contact
4 skill 3 vit is pretty dang dang dude
>>
Rolled 4 (1d6)

>>1253797
The goblins had waited long enough. With a bloodcurdling cry, the green horde surged towards the castle.

>charge all goblins at spearmen

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

>>1253797
It would probably be best if the dread knights dont take to many casualties as we'll need them later. So after taking my pick of organs from the wounded for my power I'll charge into the unsuspecting spearmen with my spooks, archers plinking away from behind them of course. I wonder how they'll deal with a enemy they cant stab with their spears since they have no flesh.
>>1250882
Now Ozca, seeing how were about to depart again to battle those in the way of the overlord I have a request. That child you have, surprisingly he wasn't killed in your little death march. No doubt with your orcish ways you'll either sacrifice him at some point or throw him into a fighting ring to die for your mens amusement. But me well, from one sorcerer to another, I want to take him off your hands. I predict that after this turn of events he may have potential in the dark ways of magic as his mental state is already changing.

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

XP:0

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

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 5/6) (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
>>
>>1253953
yo, you can take more than one goal just fyi
>>
>>1253963
can we take them retroactively?
>>
>>1253971
nope
>>
>>1253972
can we set a new goal the turn before fulfilling it? if no how many turns?
>>
>>1253975
A goal must be set before the challenge you want to overcome is overcome. As in, as long as there is still potential for failure in the future, it's a fine goal.

Seeing a penny nad putting the goal "picking up that penny" doesn't work.
Going on pennystreet mcpennyfound, putting "find and pick up a penny" is fine and a smart idea at that
>>
>>1253797
Loot the horsemen of arms and armour, and have the shieldbreakers again cut down trees. Fell the ones near the swampy river and build a bridge, better that the swifter skeletons do any river-crossing.

>>1253953
Perhaps, but I have one last test for him. I will take him, alone, with me to that small cave at the foot of the cliff to the west. I intend to investigate, and will see if he crumbles to rage and assaults me, or if his mind further warps.


>>1253941
>>1250265
I suggest that either of you set fire to those fields north of the castle. With only one cavalry, we can simply let them starve within their walls.
>>
>>1254045
roll on skill for that bridge, and show me exactly where you wanna put it. Also, are you saying you're going to the cave this turn?
>>
Rolled 2 (1d6)

>>1254050
The hex north of....I think that's the shaman? It won't cover the whole journey across the swamp, but my men are warriors, not carpenters.

Yes, that cave.

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 10/11) (Armour Breakers)
>Army Points: 0
>Goal: Sacrifice a target that died of Fright.
>>
>>1254045
Very well, I expect you should be able to handle anything in there. As for the Child, should he pass your "test" I request you send him to me afterwards with a rider to take him. That is if he doesn't die before then.
>>
>>1254054
your goal's done, you can scratch it from your sheet and up your XP.

>>1254062
speaking of goals, you wanna set that as your goal?
>>
Rolled 2 (1d6)

>>1253797

The bloodthirsty barbarians have waited long enough. Bellowing various warcries, the Red Swine initiate their charge against the armored enemy troops. Their leader, Huhkrej, leads the charge, drooling at the simple thought of another bite of living flesh.
The Emotionless skeleton follow suit, positioning behind their allies and providing support, as always.
While on one side the barbarians clash against steel, the Dead Hounds charge, ready to sink their teeth in the bodies of other unlucky soldiers.

>Barbarians charge the armored infantrymen (3,3)
>Skeletons move and support the barbarians (3,2)
>Dead Hounds charge the archers (6,6,6,6,5)

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
>>
>>1254050
whoops, removing completed goal and putting XP.

New goal....how about turning this Child into a promising student? I don't need to teach him myself, just to have someone acknowledge that I know how to find.....talent.
>>1254088
right, then
>>
>>1254088
Eh sure, I haven't found many things to put as goals anyways that'll fully count as one. Besides I'll certainly have some fun teaching this child to be an apprentice Wizard. I'll put it in my sheet next turn.
>>
Rolled 5, 4, 6 = 15 (3d6)

alright, I was trying to wait for Bjorst to give Huhkrej and Drazza a better chance, but it's been long enough.

processing

>>1253953
>>1254091
>>1253941
>>
>>1254308
give me a sec
>>
Rolled 5 (1d6)

>>1253797
>Fight the spearmen, try to make them break (so +1 to the slaughter-meter)

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 ++Smithing +Dueling
Mag:0/2
XP: 1
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army Points: 1
-Dread Knight (Morale 9/13 STR 11/15) 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
bring the knight's head to the manor lord
>>
>>1254313
alright
>>
Rolled 4, 4 = 8 (2d6)

>>1254327
>>1253839
>>
File: map Iverding.png (852 KB, 2000x2000)
852 KB
852 KB PNG
Drussith and Fernien grind up the enemy, but taking harhs losses themselves (-2 dmg Drussith, -3 dmg skellingtons). Drussith, if you don't want to pursue, roll your skill to keep your guys from doing so. Fernien, you can decide wether or not to pursue

Azith's Orcs press on further, chopping up cavalrymen but taking losses themselves (-2 str). The enemy is routed. if you don't want to pursue, roll your skill.

Azith himself fights himself forward through the enemy to the cavalrymen carrying away the chest. He kills one of them swiftly, but his arm gets impaled by another, while the one with the chest on his horse fleest hrough the woods (-1 vit)

The main battle however is happening on the bridge, where men and goblins are slaughtered. Goblins hit and flail against the enemy humans while being peppered with arrows, but the humans have an even harder time of getting into the goblin's guard. (-2 str. If any of your gobbos have <half of their total strg (or the strg they had when routed last time), you have to roll skill or they'll route)

Huhkrej's Barbarians have a much better time. they clash into the heavy infantry, and they route them with little losses to themselves, mostly taken by arros from the keep (-1 dmg) Again, roll to not pursue or just pursue.

His dead hounds keep one of the ranged units in melee so they can't support (-1 dmg hounds)

Ozca seperates from his Orcs, who begin cutting down trees and constructing a bridge in the swamp, which they do fast and effectively.

Ozca himself takes the boy through the forest and to the cave. The boy is too numb to resist.

At the cave, in front of which the bones of some huge beast of burden lie, Ozca throws an inquisitive look into the dark - and a horde of goblins appear from it, pointing pointed sticks and clubs at him.

"Big green!" a particularely large goblin shouts.
"You go away! We no 'ave food! You go away, or you'll feel pointy end o' stick!"

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
[X] Gla 7 l Albion the chaos aspirant
Bar 8 l Bjorst Thunderlung
>>
>>1254424
sorry, I miscalculated dmg for Drussith and Fernien - it's -1 for Drussith, -2 skelletons
>>
>>1254424
also, +6 to Azith,Fernien and Drussith, for breaking flanks respectively.

got pretty sloppy this update, sorry bout that
>>
Rolled 5 (1d6)

>>1254424
rolling to not pursue

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 ++Smithing +Dueling
Mag:0/2
XP: 1
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army Points: 1
-Dread Knight (Morale 9/13 STR 10/15) 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
bring the knight's head to the manor lord
>>
Rolled 4, 3 = 7 (2d6)

>>1254424
Drazza laughs with brutal glee as the tide of goblins crashes against the spear wall.

>continue the attack
>rolling to avoid rout

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 6/6 / Str 3/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Army Points: 1
>>
>>1254513
you're pursuing.
>>
Rolled 4 (1d6)

>>1254424

Nutz the shaman will cross the swamp heading north (crossing the swamp for the third time I think?).

As he's just been stabbed in the arm and is pissed as hell, Azith and his orcs will attempt to run down the cavalry. Hopefully their horses will get stuck in the swamp so the orcs can catch up.


Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 1/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (8/8 Morale, 4/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 4/11 Str, Safety in Numbers)
Nutz the Goblin Shaman (2/6 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.
>>
>>1254513
>>1254532
by which I mean: roll for pursuit
>>
Rolled 1 (1d6)

>>1254556
more rollan
>>
Rolled 3 (1d6)

>>1254424
We'll be pursuing the spearmen. Its much better for them to die now than escape and join another force.

Also what happened to me getting parts for magic from the light cav I helped kill?

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

XP:0

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

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Skeleton (Str 5/6) (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
>>
Rolled 1 (1d6)

>>1254424
The Red Swine roar in murderous glee, pursuing their fleeing enemy! (I have to pursue them, they would be way too dangerous if they rallied)
The Dead Hounds continue their attack!

>Barbarians pursue
>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:1
>Spells:
None
>Army:
-Barbarian Warrior (Str 8/15) (Morale 11/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 3/6) (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
>>
>>1254580
jesus christ this update was sloppy. Yeah you get +1 mag
>>
once Ozca posts I can speedprocess again to make up for the huge gap between the last two updates.
>>
>>1254424
*Screaming noises*
>Charge 6,6,6,5,5
>Have slaves loot what's unburned of the field

Vit:3/3
Strat:4/4
Skill:3++(persuasion)
Mag:2/2
Dreadknights| STR:15 morale:8/13
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
>>
Rolled 4, 6, 5, 5, 3, 5, 6 = 34 (7d6)

>>1254999
>>1254593
>>1254568
>>1254542
>>1254517
>>1254513


fuck it, I'm processing once more.

I might do that goblin shit staggered in between turns
>>
>>1254999
could you roll for your charge?
>>
Rolled 5 (1d6)

>>1255315
>>
>>1255258
Mind if I ask whats the range for my drain life spell?
>>
>>1255403
you can cast it from one hex away or in a fight.

and then you have stolen life, and it's on you to decide what to do with it.
>>
>>1255412
Would it be possible for me to use stolen life on corpses after I steal some to create more skeleton soldiers? Or is it a strictly for healing myself and others
>>
>>1255451
you can try and use it however you want. The results will speak for themselves.

wink.
>>
File: map Iverding.png (903 KB, 2000x2000)
903 KB
903 KB PNG
While Huhkrej runs down the armoured men (+6 morale), Bjorst runs into the formation, leading a slightly botched charge in a woefully unprepared element of archers, breaking them, and only sustaining minor losses due to arrowfire from the tower (-1 str dmg)

The dead hounds continue to trade ineffectual blows with the archers, who this turn do not damage them in any way (-0)

The goblins keep on fighting, completely overwhelming the spearmen that are now no longer supported by arrows and routing one element (but not the flank, so unless you want to, there'll be no pursuit) and taking a meager 1 dmg in the process. Drazza manages to keep all elements in the fight for now, but again, if anybody gets bellow half since their last route, roll rally to keep them from fleeing.

The humans Azith was chasing get away, even passing the Shieldbreakers that try and hold them up. The bridge the latter had built helped the flight enormously.

Drussith's Dread knights and the skeletons chase down their foes, killing one element respecitvely (+6 morale to all elements involved) and finally, the town of Iverding comes into view. Before it, the light cavalrymen from the brdge wait, at their helm a tall, brave man in common clothes but with a well crafted sword. He speaks encouragement to both the riders and a single element of hastily equiped farmers.

We will still see what happens to Ozca.

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
[X] Gla 7 l Albion the chaos aspirant
Bar 8 l Bjorst Thunderlung
>>
>>1255525
the archers Bjorst charged into routed by the way, you can choose to follow or stay in the battle.
>>
Rolled 5, 5 = 10 (2d6)

>>1255525
Hahahahahah! YOUR SOULS ARE MINE!
>Cast an army wide drain life spell on the cav
>Skeletons charge in to kill any that survived
First roll is my spell, second is combat for my skeles

>Race: Undead
>Class: Wizard
Vit:1
Strat:3
Skill:2
Mag:4/6

XP:0

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

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Skeleton (Str 5/6) (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
Take that child as my apprentice
>>
Rolled 2, 3, 4 = 9 (3d6)

>>1255525
As the spearmen turned tail and ran, Drazza bellowed a rallying cry and waded into the melee to give chase, her wicked blade glinting in the sunlight.

>continue the assault
>personally pursue the routing spearmen
>prevent goblins from routing
>new goal: take the castle for use as a stronghold

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

>Goal:
Take the castle for use as a stronghold
>>
>>1255525
>Move 4
>Loot tower
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
>>
>>1255525
>RUN! We can't let the nobles escape 6 6 6 6 6 6

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 ++Smithing +Dueling
Mag:0/2
XP: 1
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army Points: 1
-Dread Knight (Morale 11/13 STR 10/15) 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
bring the knight's head to the manor lord
>>
Rolled 4 (1d6)

>>1255525
With their prey slain, the barbarians turn back and charge once more, attacking the remaining enemy forces!

>Barbarians charge archers (4,4,4)
>Dead Hounds keep attacking
>Skeletons move (3,2)

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 8/15) (Morale 11/12) (unarmoured)
-Skeleton (Str 6/6) (Morale -) (ranged)
-Dead Hounds (Str 3/6) (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
>>
>>1255525

Orcs will head north towards that farm (1, 2). Shaman will head straight north (1, 1).

If Ozca doesn't do anything with them, can I attempt to recruit those goblins to my army?

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 1/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (8/8 Morale, 4/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 4/11 Str, Safety in Numbers)
Nutz the Goblin Shaman (2/6 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.
Kill the knight who wounded him in a duel.
>>
Rolled 1, 6 = 7 (2d6)

>>1255525
"Food? I don't want your food. But if you join me, you'll have plenty of food, and more. We'll take it all from those humans, and I'll find which of you have talent, which of you can do MORE, and give you the power to take whatever you want."

"And what of you, child? Do you want power? Do you want to grasp it in those puny hands of yours? Heh, or would you rather grip my throat, or take out your frustrations on these goblins here? That female one looks kind of like a human, if you squint your eyes and look at the sun for a few minutes."

>The humans Azith was chasing get away, even passing the Shieldbreakers that try and hold them up. The bridge the latter had built helped the flight enormously.
So they got away. Good, I need them alive for their entrails. Have the Shieldbreakers Run North, I'll catch up to them on the way to the crop fields there.
>>
>>1256279
I'm getting kind of tired of this, it's too slow and has so much system padding for just 2-3 lines every 10 hours. If anyone wants this character who is almost purposely trying to get himself killed, go ahead.
>>
>>1256414
are you insinuating that I can kill him?
>>
>>1256438
ohhhh yes, that would be cool.
>>
>>1256462
well I'm sort of busy pursuing the knights, so I guess that means you have time to sacrifice the kid
>>
>>1256279
I could happily bot you if you want
>>
Rolled 4, 3, 4, 5, 6, 3 = 25 (6d6)

Alright, processing.

>>1256279
well you'll be happy to hear that I'll be changing up the movement rules between battlefields.

>>1255583
>>1255628
>>1255960
>>1256279
>>
File: map Iverding.png (925 KB, 2000x2000)
925 KB
925 KB PNG
Rolled 3, 6, 3 = 12 (3d6)

ALRIGHT, WE'LL DO IT ALREADY: NEW MOVEMENT RULES.

MOVE = 3 SQUARES
RUN/CHARGE = 4 SQUARES
ROUTE/PURSUE = 5 SQUARE

CAVALRY ADDS 2 TO THESE VALUES

MORALE COST AS IS, BUT: ANY TURN YOU ONLY DO A *MOVE* ACTION, YOU REGAIN 1 MORALE.

Now to the turn:

The human army breaks. the bridge is taken. disarray breaks out, as the routed humans try and flee but are surrounded from every side. (+6 morale for everyone involved)

Drazza manages to keep all her goblins in line before charging after the routed spearmen, and miracilously, she catches up - but still, she is one against an element. An element of fleeing, frightened men, but dozens of them nontheless. (roll skill and tell me what you do beyond that)

Bjorst enters the tower, and his men scour the building, finding two vaults - one, empty, with the outlines of a chest in the dust and grime.

The other still has within it a chest of coin - customs money, one might presume (5 army points). But Bjorst himself, investigating in the upper levels, meets the archers that had occupied the tower. He sees himself in front of five of these poorly equippemd men, that will try and take him out by pure strength of numbers alone (roll skill).

Fernien draws the life out of the farmers, and them, already not the sturdiest of men, succumb to a man (+2 life force for you, to do with as you wish)

His skeletons charge the leftover cavalry, but while their higher numbers count for a lot here, they also take a substantial amount of damage in the clash. (3 dmg) The cavalry's substantial losses almost make ti route, but their commander gets them back in line.

Ozca talks to the goblins of power, of fortune, of campaign and murder, and it is clear that they like what they're hearing.

"How we know?" asks one suspicious goblin. "Talk good, but show betta!"

Ozca laughs a bellowing laugh, and, ignoring the goblin turns to the boy to mock him. And gets a rock smashed into his face by the youngling as he does so. "MONSTER!" it screams.

Ozca, you can roll on your skill now, or you can have this as your death.

Meanwhile Drussith's cavalry ride closer to hte manor, where the knights have rode into the gate, and the light cavalry is attempting to enter the still open courtyard.


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
[X] Gla 7 l Albion the chaos aspirant
Bar 8 l Bjorst Thunderlung
>>
>>1255889
bjorst, you have not yet substracted the -1 to your knights from the archers.
>>
>>1258464
Aaaaaand I made another mistake.

>>1255583
Fernien cast on the cav, not on the farmers.

So instead, the farmers are still alive, the cav is fucked as all hell when he clashes in, he takes -2 dmg instead of -3 and he wipes the cav.

Sorry about that.
>>
Rolled 4 (1d6)

>>1258464
>attack any stragglers behind the fleeing soldiers, but allow the rest to escape. They shall spread the word of our victory!
>send an element to take the small tower by the bridge
>remaining elements enter 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 6/6 / Str 3/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 3/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Army Points: 1

>Goal:
Take the castle for use as a stronghold
>>
Rolled 4 (1d6)

>>1258693
You never told me to subtract a str
>>
Rolled 2 (1d6)

>>1258464
Alright lets finish off the last of the fighters. Archer charge to get within shooting range and melee skeletons kill them to the last man. Of course though out this I'll be taking my pick of Organs from the wounded farmers.

Also are most of the cav corpses still intact from the drain life?
>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 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
Army points:3
Life Force:2

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
Take the child as mt apprentice
>>
>>1258464
Vit:3/3
Strat:4/4
Skill:3++(persuasion)
Mag:2/2
Dreadknights| STR:14/15 morale:13/13
Entourage of slaves|| Str:7 morale 2/4
Army points:6
XP:1
>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
>>
>>1258874

see
>>1255525
>Bjorst runs into the formation, leading a slightly botched charge in a woefully unprepared element of archers, breaking them, and only sustaining minor losses due to arrowfire from the tower (-1 str dmg)
>>
>>1258881
they are empty husks, corpses that look like they've died of starvation.
>>
>>1258920
Are the skeletons still intact of both the horse's and men? If so I think I know what I'm going to blow this life force on later.
>>
>>1258464
>wedge formation, charge the manor while the gates are still open, we will try to block the gates with the bodies of the light cavaliers and their horses so the defenders can't close them 6 5 6 5 6 5

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 ++Smithing +Dueling
Mag:0/2
XP: 1
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army Points: 1
-Dread Knight (Morale 11/13 STR 10/15) 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
bring the knight's head to the manor lord
>>
>>1258929
roll it up dood

>>1258928
skeletons still intact.
>>
Rolled 2 (1d6)

>>1258929
can we just pretend I rolled an 1?
>>
>>1258464

Azith will lead his orcs to that farm (move 1, 2) and do the standard drill of loot, murder, burn. If they have movement spare (what with new rules and all) then they'll continue on towards the town afterwards.

Meanwhile, seeing Ozca and the goblins (which are possibly about to lynch him), Azith orders Nutz the shaman to go talk to his fellow goblins and get them on side, without reward if possible, but offering them something if necessary. After that, Nutz and the goblins are to gather up some loot from the battlefield. All the knights and spearmen and Albion's men and that haven't been looted yet, after all.

“Come work fer me an my boss, and ya'll have all the loot ya want!” To intimidate and impress them he'll cast his magic on the ground nearby. Hopefully that'll be enough of a show to get them in line.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 1/3
Strat:3
Skill:4
Mag:0/1
XP:0
>Army:
Orc Grunts (8/8 Morale, 4/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 4/11 Str, Safety in Numbers)
Nutz the Goblin Shaman (2/6 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.
Kill the knight who wounded him in a duel.
>>
Rolled 1 (1d6)

>>1258969

Roll for the magic and impressing the goblins which I forget due to being mentally retarded.
>>
Processing in the evening
>>
If the QM isn't dead he should make a new thread next map update.
>>
>>1265296
sorry, not dead, just got a lot to do. This map's pretty much over though, I don't think it'll warrant another thread.

I willt ry and get the last update out sometime today!
>>
This looks fun, should I wait for the next thread or jump in now?
>>
>>1268010

As I understand it we're just wrapping up this map, so you're probably better holding off till the next one.
>>
>>1268010
The mission is almost done and we might get new classes after it so id wait and see what happens
>>
I know this mission is almost done, but I want to see if I could get my character approve for the next time.

Mazak the Accursed

>Race: Undead
>Class: Gladiator
Vit: 1/1 (2/2)
Strat: 17
Skill: 4
Mag: 0/4

>Spells:
None

>Armour:Heavy Armour

>>Army: Pending

Once known as Mazak the Faithful, a holy warrior who die trying to oppose the evil overlord and was brought back as an undead to serve him. His past devotions replaced by zeal for the overlord and hatred for the holy.

>Vice
Twisted by his undead condition, Mazdak once pious dedication has been turn into deep hatred for everything holy. He will attempt to corrupt or destroy any sacred objects or sites and kill those truly devoted to the holy faiths.

>Attitude
Mazdak's abhor for the sacred is such that he seeks to shatter the collective faith in the holy and supplant it with the unholy gods brought by the Overlord and his other minions. He sees this as the greatest from of desecration.

>Goal
Pending
>>
Okay, so this'll be the last update for this mission because I just have bgger all time the next week or two, but I AM finally processing

>>1269910
should work
>>
>>1258464
Please keep in mind that htere's some narrative fudging going on to make this the proper last update

The light cavalry rides away from Drussith's apparent goal in a panicked frenzy.
He and his death knights pay that no heed, and ride through the open gate into the manor, killing fleeing knights, servants and archers alike, colouring the fine green tapestries of the manor red with their blood. (+6 morale, +7 army points from looting)

But the lord of Iverding is nowhere to be found.

Azith's orcs burn down the large farmstead and take what they can get (+2 army points) while his shaman casts his spell for the goblins, green and purple energy erupting in the forest around them and transforming the trees into strange unholy plants, little more than hugnry sharp toothed mouths on flexible trunks.

The goblins are in awe of this display of power (will be resolved in the end update to be coming after this)

Fernien kills the last of the cavalry (+6 morale) and routes the farmers and turns his attention to the withered husks of the cavalrymen...

Drazza and her goblinsswarm into the buildings around the bridge, taking both the smaller tower and the large custom's fort, killinge veryone inside. (+3 army points)


[X]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
[X] Gla 7 l Albion the chaos aspirant
Bar 8 l Bjorst Thunderlung


Post-battle update to be coming next.
>>
File: map Iverding.png (929 KB, 2000x2000)
929 KB
929 KB PNG
>>1270191
>>
File: map Iverding.png (949 KB, 2000x2000)
949 KB
949 KB PNG
>>1270193
After having sacked Iverding, (+10 army points for everyone/ +3 XP for everyone) council is held. Among them, there is a new element of goblins, that has been won over by Nutz (+1 goblin element for Azith - 6 morale, 6 str, safety in numbers)

Lord Iverding somehow must have escaped during the battle - no doubt he is traveling north to find shelter in the human cities there. It isn't likely that any significant army will be sent down here for this insignificant town - but if we follow him up north, to take the man's corpse as is our right, we might provoke the northern lords to push back against us.

"Need more men and power." Nutz offers up. "Could go to southern wastes. Many goblins there. Beasts as well. take strongholds, get army."

In Iverding's town square, a fortified building was stood. You discovered it to be a prison, and in its dungeons, one prisoner in particular stood out to you: A man, completely pale and with eyes yellow and bloodshot, his teeth too sharp for an ordinary human. You brought him out and showed him the tome Huhkrej had found, and the man identifies it instantly: "It's scripture inspired by the Disturbed Ones. I can show you the way to one of these temples, if you want."


Alright, if anybody's still here, you have the choice for enxt mission

>pursue Lord Iverding (into the human duchies)
>Bolster your army with the beasts and barbarians of the wastes (into the southern wastes)
>Trust the strange man and follow him. (???)

Leveling up will be done at the start of next mission I think
>>
>>1270199
If you wanna find out when the next game is, here's my twitter: https://twitter.com/MinCorpPixel
>>
>>1270199

My vote would be to go into the human duchies.
>>
>>1270199
>claim 1xp goal: "Conquer a village, or similar"

>I'll vote for either 1.human duchies or 2.Cultist temple
>>
>>1270243
take the XP
>>
>>1270199
>Trust the strange man and follow him. (???)

Again I'm unsure if nows a good time for it but I still want to use my lifeforce to raise the light cav skeletons for my own use.

Also by chance did Nutz find the child when he went to the cave?
>>
>>1270306
Right, you can add a light cavalry skeleton element to your army with the stats:

Str: 3/3 (6), Morale: - (cavalry)

the 6 here is how high you can get the strg when you bolster their numbers.

Normally, I'd have you roll to see if your imbuing bones with life has the desired effect,but as this is a special end update, I'll just grant you a 6.
>>
>>1270332

About the classes have you thought about changing the name of the gladiator to something else like champion or raider? A gladiator with heavy armor in the open battlefield feels incongruous, and on the other hand a champion or raider might style himself as gladiator if it suits the player.
>>
>>1270394
good point. Will consider it.
>>
Rolled 3 (1d6)

>>1270199
Drazza's eyes light up at the prospect of recruiting more goblins.

>Bolster your army with the beasts and barbarians of the wastes (into the southern wastes)
>goal completed: Take the castle for use as a stronghold (+1 XP)
>if possible: send scouts from the goblin tower to attempt to recruit the remaining element of wild goblins (rolling if needed)

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

XP:4

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 6/6 / Str 3/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 3/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Army Points: 14
>>
Rolled 3 (1d6)

>>1270868
take your XP

And because you have so many goblins, but since this is a really difficult roll and your roll is pretty average, I'd have to roll a 6 for it to work.
>>
>>1270227
>>1270243
>>1270255
>>1270306
>>1270868
so far we've got

2 for strange stranger
2 for dangerous Duchies
1 for greatest goblins in wonderful wastes

It's fine if no consensus is reached, in that case I'll decide between the top choices.

>>1270885
>>1270868
no more gobbos for you, sadly.
>>
>>1270889
Also can we say I've burned all the fields and various food things after we killed everyone so I can claim the xp from that?
>>
>>1270903
Actually, I meant to give you that XP from what you had done until then anyways, I just forgot in the update, where I meant to do so - since Iverding itself had been destroyed, the only source of food for the survivors would have been the mill and its grain storage.

Since you destroyed that, you deprived the last remnance of Iverding of food. So yes, you get your XP.
>>
>>1270903
Also my updated stats are here

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

XP:4

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

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:13
Life Force:

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
>>1270920
Alright thats nice then.
>>
>>1270227
>>1270243
might be smart to post your updated sheets here so you have it ready in archive next update
>>
>>1270955
>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 ++Smithing +Dueling
Mag:0/2
XP: 5
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army Points: 18
-Dread Knight (Morale 11/13 STR 10/15) 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
bring the knight's head to the manor lord
>>
Game was fun anyway, got a lot of good feedback I will impliment/have already implimented.

One thing that will happen for sure is that battles will be more lethal, more potential for one-sidedness and I'll start the new thread with a link to a textdump for people who need to know what's going on under the hood to not feel cheated.




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