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File: starting II.png (13 KB, 754x572)
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You are the Commanders of an evil Overlord, sent into the world to conquer for him. You'll be each commanding regiments of his army.

Last time, you found an old tome, and after ransacking the town of Iverding, you freed a suspicious looking robed figure that promised you to lead you to where the maps within it lead, an ancient cathedral which promises dark secrets. You have followed it all the way to the human county of Grimershall and the mysterious Grimershall crater.


This is a skirmish style game. You can make a character with the chargen stuff I'll post after this, and you can expect two to four turns to happen a day.

RULES:
https://pastebin.com/2CXprwHU
Don't wanna read it all? Just read movement actions and morale and describe your actions narratively. Should be enough.

Previous threads:

http://suptg.thisisnotatrueending.com/qstarchive/1228801/
http://suptg.thisisnotatrueending.com/qstarchive/1244300/
>>
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>>1307704
chargen+lvl up

Additionally to this, I'd like you to choose a
+a vice - an attitude of yours that gives you XP when it gets you into TROUBLE
+an ambition - something big you want to achieve in the future, that gives you XP every time you make a big step towards it
+goals - just goals that give you XP when you complete them. These can be decided on during the session.
>>
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>>1307706
and army list. You get army points when you first started in the amount of 14+ your strat score.

spell list I will post when people come that need it for lvl up.
>>
>>1307704
Nice this is back, I'll be needing that spell sheet now. Also how many army points will it cost to bring back my elements back to full strength?


>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.
>>
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>>1307736
rejoice, your elements start at full strength, AND you can keep all mag you acrued and didn't spend last time.

Additionally, what I failed to mention is that:

>You can sell an element for a third of its point price on army buy.

I'll be starting once two players are here by the way
>>
>>1307740
Well thats great then. But mind if I ask whats the difference between the raise dead spell instead of just life force instead?
>>
>>1307742
the raise dead spell raises the dead and that's it. It's dangerous in the sense that sometimes the dead might not particularely like you, but it relyably and according to the magic spent raises dead to be undead.

The steal life is more versitile - once you've stolen it you can use it *however* you want, you can try and heal others, fucking make a rock alive if you want to, you don't have to try and give it to dead people. And if you choose to do that, it might very well depend on the kind of corpses what happens when you do so.
>>
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>>1307746
Sounds alright, I suppose I'll take that for 3xp since it'll be a bit more efficent. Then use my last exp to increase my strategy to 4.

I'm also buying an element of archer skeletons and a element of melee skeles to add to the bone train. Leaving my army points at 3.
>>
>>1307751
you'd need to spend 4 XP to get your strategy to 4. it's 2 XP for 2, 3 XP for 3 etc.
>>
>>1307704

Good to see you again, chief.

Fished out my end stats from last time. I'd like to spend 2XP on getting a better weapon. Is there a list to choose from? I'd like something big and blunt, preferably.

From my 14 army points, I'll buy another unit of goblins, and two units of ranged goblins.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:3
>Army:
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Nutz the Goblin Shaman (6/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 14
>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
>>
>>1307756
Oh, I didn't quite catch that part. I suppose it'll remain at 3 then.
>>
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The pale faced man leads you further and further east until you reach the far side of the human territories - Grimershall, the drab, swampy hills that lead up to the Longfare mountains.

The closer you come to Grimershall crater, the more animated the man becomes and the more he calls for haste.

As you come close to Grimershall itself, you come across a skeleton of a huge creature, the size of a hundred men - it seems to have been burnt to a crisp by some magical force not too long ago, smoke still coming off its bones.

"The work of wizards from Grimershall college no doubt." the acolyte says dismissively.

"They never did have much regard for the delightful beasts that line the crater."

[Wiz 1] - Fernium The Death Wizard
[Ch2] l Azith the Mauler


MAN those armies got big fast.
>>
>>1307772

To be fair, we have got a lot of gobbos/skellies here which are pretty cheap.

What's the score on that new weapon I ordered?

Orders: move the melee goblins 3,3,3. Move everyone else 2,3,2.
>>
>>1307772
The skeletal horde will be marching east along the road, however the cavalry will scout a bit further to take a look at that town.


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

XP:1

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
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.
>>
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>>1307775
oh heck, you bought a weapon. Generally you can choose what you want it to do, but I'll give you aselection according to your specifications. If you feel like this isn't what you want, say so
>>
>>1307779

I'll take the mace then, that seems more in character.
>>
>>1307772

Mazak the Accursed

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


>Spells:
None

>Armour:Heavy Armour

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

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

I hope I got this right
>>
>>1307787
you still have to choose between Duelist and Brawler.

otherwise, this seems perfect.
>>
>>1307787
I forgot to add

>Duelist: +2 skill in 1v1
>>
reporting in I'll post my stuffs in 4-5 hours
>>
Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers),
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers),
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).

Entourage:

An elder of a proud goblin actually kobold, but lets not get hung up on the details empire
that was forced to flee its homestead a long time ago.

Vice:
We stand tall (though not litterally) and strong, and we shall hold the line. Or move forward, in a zig-zag way.
Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
>>
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>>1307811
your entourage will be pic related.

Also, maybe pick an actual name to your nickname, and I'm not sure what your vice is - Does it mean you will always advance even if its a bad idea?

And I don't really get your Attitude.
>>
>>1307813
BTW didn't you have a twitter? It was pure luck I noticed the thread.
>>
>>1307813
'Councillor Meatonstick' - Definitely the oldest elder at this point

Vice means exactly that.
Forgot one sentence in my attitude.


>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers),
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).

Entourage: Dead Hounds (0/0 Morale, 6/6 Str, Scout, Unarmoured, Beast)

An elder of a proud goblin actually kobold, but lets not get hung up on the details empire
that was forced to flee its homestead a long time ago.

Vice:
We stand tall (though not litterally) and strong, and we shall hold the line. Or move forward, in a zig-zag way.
Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
As such I want to convince the world of the teachings of the rightness of his teachings, and have the
whole world see his darkness.
>>
>>1307817
oh yeah I do, I didn't post because I thought a slow start would be good.

Not that this turned out to be a slow start.
>>
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as more and more of the dark army arrives - a torrent of cannon fodder sweeping the land like locusts, the Death Wizard cautioulsy moves forward, revealing the walls of Grimershall, and the archers atop it.
The Anston forms a barrier between you and the city.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l 'Councillor Meatonstick' - Definitely the oldest elder at this point
>>
>>1307832

Azith will lead all his forces directly east.
>>
>>1307832
Ah yes, this undertaking needs the cunningness of the goblins.
I shall send my Deadhounds to scout out the forest to the northeast of us.
>>
>>1307832
Form up my minions! We march north bring the faithful to the slaughter!

Move north towards the river.
>>
>>1307832
Interesting... for now the main skeleton force holds its position while the cavalry move a bit closer to get a better view of their forces then they will retreat back.
>>1307835
I believe I could do something that'll help nullify their defense, however it would require you ordering your shaman to give me his current magic reserve. That large beasts skeleton if raised would make a remarkable battering ram. That is, if you agree with my idea.
>>
>>1307860

Sounds like a plan. Take the shaman's magic and see what we can do with it.
>>
Just heads up, i'll be processing only pretty late todday
>>
Question can you spend army points or XP during a mission?
>>
>>1307904
No, Only at deployment
>>
>Adquire more Knights -18AP
>Obtain a weapon worthy of a knight -2XP
>wait to see what weapons I can get before spending more XP

>Race: Human
>Class: Gladiator
Vit: 2/2
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 5
>Armor:
-Heavy Armor 1d6 (1,2=block)
>Army Points: 0
-Dread Knight (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
-Dread Knight (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Conquer a village, or similar
bring the knight's head to the manor lord
>>
>>1307986
What kinda weapon you after?
>>
>>1307998
Some sort of sword
>>
>>1308000
Ill whip you something up when im home. But you can also totes take one of the blunt weapons i offered the mauler
>>
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>>1308000
here I am.

Make your choice mane, I'll be processing
>>
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cautiously, the army, which is already a gigantic host, fans out and surveys the countryside. murky, sick grass covers the hills this side and the other of Anston. the walls of Grimershall come into view proper now, and an archer shouts out into the city.

Your guide seems to be growing restless:

"Let us leave the city, there will be enough time to take it yet! You wanted to find the dark church, I can show you! let us follow the road, there is another bridge further east! Greater things await!"

From the west, another two elements join the battle. Their number is drowned out by the rattling of bones and babbling of goblins, but their stature stands tall over everybody.

Dark and ominous enter... the dread knights.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l 'Councillor Meatonstick' - Definitely the oldest elder at this point
[Cha5] Dread Knight Drussith

>>1307986
oh and Drussith, you can also choose between Duelist and Brawler.
>>
>>1308115

Every well, old man I am intrigue by these Disturbed Ones you mentioned and if they are worthy of replacing the gods these fools worship. I will see this dark church myself, but beware I have little patience for fools or the deluded.

>MOVE back into the road where our guide current is positioned
>>
>>1308115
Hmm, perhaps the city can wait then. Besides it'll be much better if we attack from the other side so we dont get bottlenecked. Very well, we'll keep following the road east.
>>
>>1308153

I was going to move north but this fits my attitude perfectly. Also I have a new goal!

Mazak the Accursed

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

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

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

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
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.
>>
>>1308115

Very well, the army marches! Let us see if the dark church is a proper location for a base to oversee the invasion of this land. But we cannot afford to let these sheepherders think their fortifications have us intimidated.

I send word to my Deadhounds to move (north)west and meet up with us. We will make our way around the city on its northern side and meet up with the rest of the forces on the eastern side of it.

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers),

Entourage:
>-Dead Hounds (0/0 Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin actually kobold, but lets not get hung up on the details empire
that was forced to flee its homestead a long time ago.

Vice:
We stand tall (though not litterally) and strong, and we shall hold the line. Or move forward, in a zig-zag way.
Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
As such I want to convince the world of the rightness of his teachings, and have the
whole world see his darkness.
>>
>>1308115

Azith will lead all his forces further east. The idea of attacking the city gate across a bridge causes flashbacks of Iverding.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (6/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 1
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>Goal
>>
>>1308115
As if there weren't enough already, more goblins pour onto the field.

>buy 4 more elements of goblins (-12 army points)
>deploy

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

>>1308115
>spend my last 3XP in raising my Vit
>Get the Estoc, use my human skill "Smithing" to improve its special skill to: Chance to Kill Singular Foes on first hit I doubt we will see many beasts after this map so I'll try to make it a bit more versatile

>Deploy proper
>Move 2 3
>Acquire Monster Bones and use my human skill "Smithing" to craft lances out of the bones

>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1) (Estoc:?)
Vit: 3/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 0
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc:
-Knight Head
-Monster Bones
>Army Points: 0
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1308848
skills are roll under right?
>>
>>1308856
yes they are

>>1308848
you can use your skill that way once you find a smithy, but be warned, almost everything but large beasts will go down in one hit anyways - you are heroes, they are people.
and to your spoiler: oh boy, you innocent child.

>>1308533
this is the most ridiculous fucking thing.

you can still choose between duelist and brawler.
>>
>>1309729
>>1308848
that needing a smithy part only applys to the iron work. the monster bones you'll be able to work without fire for obvious reasons. I will include it in the update.
>>
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>>1309741
As Grimershall is flooded with goblins, another literal legion of them arriving with the host, a thousand cackling green creatures, the forces of evil circle the city.

Drussith, now donning a great cleaver begins working on lances from beast (?) bone. The bone is extraordinary in many respects. First, it seems to have been left completely untouched by the magic that must have singed away the flesh of the creature. Secondly, its structure seems less organized than normal bone - it doesn't seem grown as much as festered upon itself.
And lastly, working it makes Drussith's head drowsy.

But work he does, as his dread knights dismount, break off bits of bone and bring it to him. (next turn you'll have your spoils, but making lances for a whole element takes a while.)

Meanwhile Meatonstick's goblins attempt a ford. there is the possibility to get safely (albeit slowwly) across over a one hex broad ford. You can also try to just brave the river with all at once and risk losing some of them.

the part of the army that's moving east, lead by the acolyte, encounter what seems to be the farmsteads of Grimershall. The innocent stink of fear.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l 'Councillor Meatonstick' - Definitely the oldest elder at this point
[Cha5] Dread Knight Drussith
[Cha6] Drazza]
>>
>>1309800

Forward! Follow the road and our guide. We will cut our way through the weak and helpless.

>MOVE towards the farmsteads of Grimershall

Mazak the Accursed
>Race: Undead
>Class: Champion
Vit: 1/1 (2/2)
Strat: 3
Skill: 4
Mag: 0/4

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

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

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
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.

I am going to sleep, bot me if I am not back for the next turn.
>>
Rolled 2 (1d6)

>>1309800

We shall brave this river! We shall sack this city! We shall smite this land! I yell out to my horde, as we make our way across the river, sending my Deadhounds as scouts once more.

>MOVE (army) across the river (all in one go).

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (0/0 Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin actually kobold, but lets not get hung up on the details empire
that was forced to flee its homestead a long time ago.

Vice:
We stand tall (though not litterally) and strong, and we shall hold the line. Or move forward, in a zig-zag way.
Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
As such I want to convince the world of the rightness of his teachings, and have the
whole world see his darkness.
>>
>>1309800
the plan was to upgrade the Estoc during the level up phase, before deploying, but yeah I can wait and see if we can pillage a town with a smithy

>Give the dead knight head to the other Dread Knight element and send them east (Run), orders are:
>Tell the humans to surrender, or they will end like the dead knight
>Don't engage first, instead wait after the others have charged to flank whoever is left in the village (play it safe)
>Protect whoever decide to surrender (and loot anything lootable while they are not looking)
>Wait for me there

>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 3/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 0
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 0
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1309800

Azith and his orcs will charge the larger stone building ahead of them, though divert the charge to any enemy troops if they come within range. The melee goblins will charge the smaller wooden building to the south. Archer goblins will move up and provide support to whoever needs it. Shaman will just move up to keep pace for now.

Itz lootin time.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (6/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 1
>Vice
Will challenge powerful enemies to single combat, not letting his followers help him, in order to prove his power.
>Attitude
Gather and lead the most powerful army the world has ever seen.
>Goal
>>
>>1309800
Slow and steady we keep going east

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

XP:1

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
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.
>>
I think we have a bit too many gobbos, how are we even feeding all of them? do we feed our gobbos?
>>
>>1310007

With other gobbos.
>>
>>1310007
goblins like all kinds of flesh.

pink flesh's best though
>>
>>1310007

To be fair if OP has implimented his increased rates of death he was talking about last time we might have considerably less gobbos once the fighting starts.
>>
>>1310043
gobbos should get a malus right now they are more cost effective than orks, gobbo op pls nerf
>>
>>1310046

Are they though? My observations in Iverding suggested smaller numbers of elite units performed better than hordes of weak ones.
>>
>>1309800
OP, would it be too late to join? I'd like to try an acolyte but I need to know if you're recruiting first...
>>
>>1310046
I don't know how you got to that conclusion, but I can assure you, that's not the case.

>>1310053
This depends on ratios (also situations but that's a given)

>>1310061
Sure, one more cant hurt


I'll be processing in two hours or so, once I'm home
>>
>>1310072
Got it. Just a question though, how will I choose my god, at the beginning or during the campaign?
Also, is it limited to gods or does it also include demons and things like that?

In the meantime, I'll go back over the previous threads to see how it happened.
>>
>>1310083
you can dedicate yourself to any god known to the army.

There is currently no god known to the army.

But something tells me you will meet one sooner rather than later.

Tl;Dr at the bottom:
As an acolyte, you'll have a different magic system - instead of magic, you've got prayers, which will be tied to the realm of your god.
And instead of having magic points to fill up, the number of praying acolytes (which you can convert or buy in future updates, once you know gods) are the requirement for level of prayer, with your divine favour deciding how much your God is into you, and can be increased and decreased through actions, affronts and asking for miracles.

Don't worry if that's overwhelming though, the gist of it is: Once you find a god to dedicate yourself to, you can ask him to do stuff that he would do and get more favour through pleasing him.
>>
>>1310098
Does that mean I begin with 0/0 favour?
Also, I plan to make a human (which if I understand correctly can add two skill points to any category at the beginning) so could I upgrade my favour or should I use the points on skill for example?

BTW I intend my character to be genuinely insane so my actions may not be optimized.
>>
>>1310072
>>1310053
It was mostly a joke after seeing their numbers
>>
>>1310107
you start with your magic worth of favour, only that it's basically empty favour until you have a god to dedicate yourself to. and favour isn't a -/- stat, it's just a stat determining how far you can push it that will decrease and increase as a total number under certain circumstances.

you could upgrade your favour by upgrading your magic, yes. As a human, you can also choose one non combat skill to just be great at, that's what the two little yellow points represent.

>my actions may not be optimized.
you'll fit right in
>>
>>1310107
[Spoiler]pick the ??? Race, lets see what happens[/spoiler]
>>
>>1310114
you won't like what happens.
>>
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>>1310114
>>1310117
But don't want to die ;_;

>>1310113
What's the difference between the yellow points and the +2 on top?
>>
>>1310119
Nah you wont die, maybe
>>
>>1310124
If I die, I hope it won't be because I was smacked in the nose with a rock by a child...
Though given how I intend on playing, I'll probably kill myself because of lack of oversight.
>>
>>1310119
told you, those yellow ones mean you can pick one non-combat skill to have a +2 in. Siege engineering for example, or climbing, or fortifying, or intimidation or...

the 2x red dot is just the possibility of putting two points wherevery ou want.

>>1310124
>>1310119
you'll die.
>>
>>1310126
Okay, now I get it, I hadn't noticed the difference between non-combat skills and actual skills.
Would smithing work? Since I'm gonna make a character focused on fire, it would make sense that I wield it occasionally.
>>
>>1310128
sure, smithing works, Drussith has it too though, so it might be a bit redundant.
>>
>>1310126

While on the topic of humans, the red 2x have to be in the same skill or they can be divided between two stats? Same with the non-combat bonus, is it posible to have 2 non-combat skill on +1?
>>
>>1310136
The red ones can be divided the yellow ones cant. But I think getting non combat skills for xp might be something i should look into.
>>
>>1310141
Unless it counts as magic, I'm gonna add my +2 non-combat skill bonus to "diviniation".
Namely, interpreting the messages I get when I gaze into a fire to gain insights about the battlefield and omens about what's going to happen (which to be honest is less a product of magic and more of my character being insane).

If I can't, I'll take intimidation I guess.
>>
>>1310141

Ok and the red point on the orcs Strat what exactly does it translated into?
>>
https://youtu.be/bvJPnB1ebt0


Guess
>>
Rolled 2 (1d6)

>>1310143
totes good. they'll only start being accurate with a god who *knows* about that stuff though. until then, this'll be akin to self-bluffing.

>>1310144
everytime you kill a unit completely, you gain a +1 in strat to ya max of +4. That means pursuit is highly encouraged even in battles.

I'll be processing now anyways, as I am at home.

>>1309959
this'll need a roll.
>>
>>1310149
Alright, works for me. Making the finishing touches and posting my build.
>>
>>1310149
Feel free to roll for me since im not at home
>>
Rolled 2 (1d6)

>>1310153
I just reread it and you won't need a roll anyways (assuming you're Drussith) since it's not you that's doing it.
>>
>>1309800
I follow Fernium and the guide with my forces, maybe I'll get to burn and loot on the way...

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit:2
Strat:2
Skill:3 (+2 to divination)
Fav:3
XP:0


>Spells:

>Army:
-Witch (Wizard 2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)


>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.
>>
File: map Grimershall.png (314 KB, 2000x2000)
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As one goblin army begins fording the river with barely any losses to the stream, (-0 str damage) another moves up cautiously.

Drussith finishes fashioning lances out of the monstrous bones (they seem adequate enough, but they will show their true potential against their kind) while he sends his men ahead to intimidate the townsfolk who, ride as fast as they can to arrive at the village just as Azith begins looting the first houses. The houses seem to be emptied already, however, with only some grai left in the silo (+1 Army point)

The supplies seem to lie on carts now, drawn by oxen with a few hundred farmers that are desperately trying to flee from you. Some light cavalry is meeting them from the north, one of them is angrily waving a white flag as if trying to initiate parley.

Meanwhile, a seeker of gods joins the battlefield.


[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge

>>1310164
you need to put current/total on the following things:
>Vit
>Mag 0/2 on your witch
i mean, you guys realize that goblins aren't that good, right?
>>
>>1310171
I'll have my troops RUN to catch up to Fernium, we can always regen the morale when we've regrouped.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 0


>Spells:

>Army:
-Witch (Magic 0/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)


>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

Goals:
Burn as much as possible.
Find a god to worship.
See something useful while using divination.

And yes I know that gobbos aren't that good but I mostly intend on having a support role. I'll avoid actual battle until I have more abilities.
>>
oh and I just realized I didn't add that anywhere: If you think you got in trouble by a vice or closer to your attitude or completed a goal you have to CLAIM your XP, you have to write to me that you're desrving an XP. I'm not keeping trakc of all goals and such
>>
Now, how do I stop the hordes from killing the farmes
>>
>>1310203
I don't know about sparing them but if you don't I'll probably burn the bodies.
The fields are definitely on my list though.
>>
Rolled 2 (1d6)

>>1310171
Looks like they want to parlay, shame I don't care. With the sheer amount of body's there I can fill up a moderate amount of my magic reserves!

The melee skeletons charge into the side of the peasent train with the aim to slaughter them all. Meanwhile the cavalry will hold and once the enemy light cav most likely attack they will charge into their rear. Then the skeltal archers will starting peppering the enemy cav with arrows. Of course if they don't attack the archers will be shooting the peasents instead.

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

XP:1

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
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
Wipe out the forces here and sacrifice all the survivors
>>
>>1310171

I see from the map that one of those units of light cavalry has a champion/hero of some sort in it. Are our characters aware of this? Is it the happy chappy with the white flag?
>>
>>1310171
>>1310171

I hate to complain but my troops were move only two hexes instead of three. I will make my move assuming it stays like that, tell if otherwise to make corrections.

>MOVE in direction 2 3 2 at the edge of the wheat field


Mazak the Accursed

>Race: Undead
>Class: Champion
Vit: 1/1 (2/2)
Strat: 3
Skill: 4
Mag: 0/4

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

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

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.

>Ambition
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
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.
>>
>>1310238
It is the happy chappy with the flag. He's got regular leather armour and a sword instead of a lance.

He seems to be a captain or something along those lines.

>>1310243
no that must be a mistake I will amend accordingly next turn
"Leave this wretched village be, let us simply go on further north! The church of the one bellow... that is, of the disturbed ones awaits!"

the mysterious acolyte cries.
>>
>>1310245

So I move from where I am shown to be right now or from were I should be? Just to be clear I hate to asume anything.
>>
>>1310250
you will be moved from one hex to the right of where you are right now
>>
>>1310250
>>1310253
Oh hey that should just put you in charging range of the farmers, come, join me in the slaughter of these people.
>>
>>1310258

We definitely aren't going to have a chat with mr parley first? I mean, we can always kill them afterwards if we want to.
>>
Rolled 6 (1d6)

>>1310171

Having cleared the river we shall venture further north to the plains (?) we have already spotted, without coming too close to the city.
The deadhounds will go first, but will keep to the northwest, near the border of the map.

>MOVE army to plains.
>MOVE Deadhounds along the border, rejoin at the plains.


'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (0/0 Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin actually kobold, but lets not get hung up on the details empire
that was forced to flee its homestead a long time ago.

Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.
Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness
>>
>>1310253

Ok thanks, sorry for nick picking I am enjoying myself and getting very invested.
>>
>>1310258

Actually, I better keep my moves the same to guard your flanks agains the cavalry or trap them next turn should they charge.
>>
>>1310259
I really dont think he'll have much of anything important to say other than the generic leave us alone and whatnot. In fact odds are they'll use the time for the peasents to try and run off anyways.
>>
Rolled 5 (1d6)

>>1310171

Massacre it is. I guess we are the evil horde after all. (Sorry Drussith, I hope the boss gives you a lot of XP if you ever actually manage to save anyone)

“At em lads! Get dem wagons” Azith leads his orcs in a charge against the peasants from the south (move 2,3,2). The melee goblins also move 2,3,2, so should end up out of combat below the orcs. The archer goblins and shaman move up behind the melee troops, with the archers supporting the combat.

Azith marks out the leader of the light cavalry. If he gets a chance, he'll kill that man (set as a goal).

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (6/6 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
>>
>>1310171
The city now in sight, Drazza drives her hordes towards the river, aiming to cut off the spearmen's safe return.

>move army east towards river, looking to ford on the east side

>you guys realize that goblins aren't that good, right?
delet this


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)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
What does the little yellow/orange colored corner in some of the sprites mean? I know that he grey borders are armor
>>
>>1310399
Forgot to mention, I'll go for brawler.

>>1310404
I think they're the elements that characters are attached to.
>>
>>1310411
>I think they're the elements that characters are attached to.
Yeah, I think so too. I'm gonna ask to be reattached to my squad of witches so the gobbos can guard me.
>>
>>1310404
>>1310411
this is the right answer.

>move army east towards river, looking to ford on the east side
do you want them to form a line to all get over the ford one by one or brave the river?

anyways, processing

>>1310414
sure thing
>>
Rolled 6, 5 = 11 (2d6)

>>1310322
>>1310217
>>
>>1310415
>>1310171
>Move the main knight element and regroup with the other one

>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 3/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 0
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 0
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
File: map Grimershall.png (375 KB, 2000x2000)
375 KB
375 KB PNG
Ferniun's skeleton charge into the farmers, and clash into the further ahead part of the convoy before they can move, killing one of their loose units instantly and breaking the other. completely, slaughtering them to an inch from complete massacre. (-1 str to skeletons. If you're unfamiliar: you distribute damage, meaning you have to substract that 1 from only one unit right now) As undead you can choose wether to pursue or not.

Meanwhile, Azith's orcs and goblins clash into the farmers, and even though Azith himself is preoccupied eyeing the cavalry instead of leading his troops, they manage to get almost as good a result as the weaker skeletons, but leaving a small part of either element alive (-1 str). If you want to keepo your orcs from pursuing, roll skill.

Meanwhile, Drussith closes the distance between him and his knights that are looking on with concern as the men they were meant to intimdate are slaughtered.

Viktor runs up to catch up with the lot and Mazak's troops get into position at the field.

Meatonstick's troops move up and gather north of the river, while Drazza's goblins hasten towards the river.

Meatonstick's dead hounds seem to be confused by what they see - there, on a hillside, watching, motionless there is an element of cavalry. DEAD cavalry to be precise. Skeletons on skeleton horses sit there, the rags on their bodies blowing in the wind, the fire in their eyes the only sign of their animation.

The enemy riders, having had no intention to engage are horrified by the murder on display and turn around their horses as fast as they can.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
>>
"Are you mad? You are antagonizing Grimershall, making us a threat! If they will retaliate, that will be a delay! Their men now stand between me - us - and the church! Cease your pointless hostilities!"
>>
>>1310472
>>1310479

Does anyone else get the impression our 'guide' might be somewhat untrustworthy?

Also, shit son, but we've just made enemies of a lot of powerful guys. Amoured infantry, knights, wizards, and whatever that target symbol next to the cathedral sorta building is meant to be. There's gonna be a lot of dead gobbos soon.
>>
>>1310472

I'll have my troops move towards the guide, we don't want to risk him running away if he doesn't trust us.
I'll also attempt to divine beyond the river near the bridge to see what lies there.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav:3
XP: 0

>Spells:

>Army:
-Witch (Magic 0/2) (Morale 3/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 4/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 4/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
See something useful while using divination.
>>
>>1310479

Cease your endless rambling, I will get you to that church and see it myself even if I have to drag you there, now stay close if you don't want to die fool.

>Move north and surround and protect the cultist, with the archers in west


Mazak the Accursed

>Race: Undead
>Class: Champion
Vit: 1/1 (2/2)
Strat: 3
Skill: 4
Mag: 0/4

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

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

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.

>Ambition
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
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.
>>
Rolled 1 (1d6)

>>1310472

“Forget dose gits, get da wagons!” Azith tries to get his orcs to focus on making sure they get their share of the loot on the wagons the people had instead of chasing some random peasants. They are all orcs though, and a good bit of human slaughtering is a traditional orcish activity...

Regardless of what the orcs end up doing, the goblin archers are led up by Nutz the shaman to do their share of looting of the wagons, the farm/house at the centre of where all the peasants were and the bodies of the fallen.

The melee goblins will be sent to loot and burn the mill to the east of their current position.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (7/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (7/8 Morale, 10/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (6/6 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
Kill the leader of the light cavalry.
>>
>>1310491
Don't know, that seems like a normal reaction to me, the plan was to go to the beast-infested church not to kill anything that moves

>>1310472
ostrich both of my knights have the golden dot in the corner, does that means I have two hero type units/characters?

>Move 3 3 3 2 2 2
>rescue whoever might be hiding in the building/lead whoever is fleeing to it, we are going to need guides and such since our cultist dude seems to be a bit lost
>tell my other element (while I ride close to them) to:
>Move 3 3 3 2 2 (3?)
>Rescue whoever is in that watermill/loot any grain left if there is nobody inside, and again try to find a local guide


>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 3/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 0
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 0
-Dread Knight(Human) (Morale 11/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Dread Knight(Human) (Morale 11/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1310472

I call for my deadhounds, among them i shall meet these riders. I move up to them, spread my arm and wave, waiting for them to make a few steps toward me.
"Greetings, friends!" I call out. "Nice day for a ride out innit. Feel the wind on your skull! What brings you to these lands my brothers?"

>MOVE with the deadhounds (change commander into that unit for the time being) to the hex right next to them.
>MOVE the rest of the army in a line behind me

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (0/0 Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin actually kobold, but lets not get hung up on the details empire
that was forced to flee its homestead a long time ago.

Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.
Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness
>>
Rolled 3 (1d6)

>>1310542
Also this is my roll should it be required
>>
>>1310538

>ostrich both of my knights have the golden dot in the corner, does that means I have two hero type units/characters?
no that's just an unintentional leftover from copying.

>>1310532
crimeny, I feel compelled to tell you that it's completely possible to transfer army points
>>
>>1310554

>Sharing loot

Get a load of this git.
>>
>>1310491

It's likely but this quest fits so well into my ambition that I am willing to give up loot and battle to get to it.
>>
Rolled 2 (1d6)

>>1310472
How swell, that certainly worked well. Alright then, I'm staying put with a element of skeletons so I can begin harvesting corpses from the 4 farmer elements. Meanwhile my two other skeleton units are going to split up, one to get the farmers near us and the other to finish off the ones by Azith and drag their corpses back. My calvalry will also help finish the farmers by Azith, finally the archers will stay put ready to shoot at any threats that come.

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

XP:1

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 5/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Skeleton (Str 6/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
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.
>>
>>1310472
A new opportunity loomed out of the fog. There would be no escape for the hapless spearmen.
>move gobbos towards the bridge

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

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)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
Rolled 1 (1d6)

>>1310568
processing. last one for today
>>
File: map Grimershall.png (443 KB, 2000x2000)
443 KB
443 KB PNG
While Drazza's goblins move towards the bridge and Viktor catches up more and more, the Orcs, held back from their bloodlust, begin looting the carts (+3 AP) while the ranged goblins try and find something in the building, bt it's empty.

Azith's goblins run towards the mill, but are beaten there by the cavalry - a stare off occurs, which the goblins decide to not let to come to blows.

Drussith's knights find in there some slaughtered cattle they couldn't take with them (+1 AP) Drussith himself desperately tries to keep some of his future subjects alive, but the ground is littered with the dead and the fatally wounded - some of which Fernium harvests for his rituals (+2 Mag for Fernium)

The latter's skeletons try and pursue the routed farmers, but don't catch up in time - they are held up by the cavalrymen who protect the bridge for the battered farmers to come through. (-5 str to the skeletons)

A unit of knights looks on stoically from across the river.

Mazak's skeletons form a tight formation around the acolyte who seems visibly pained by the holdup.

Meatonstick gets closer to the riders, the crater coming into view. He tries to communicate with the undead, being one of their kind, but the element seems to be fixated at some point in the south. They don't acknowledge Meatonstick, nor anything else for that matter.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge


Viktor closes his eyes and tries to divine what's beyond the river, but his senses are overwhelmed by... something
BOUND. IN CHAINS. CANNOT BIRTH. MUST BIRTH. MY CHILDREN. HE BINDS ME. THE MURKY WATER DROWNS ME. MY CHILDREN
>>
Rolled 4 (1d6)

>>1310668

'My brethren!" I call out. "I am a faithful subject of the one who dwells beneath, a loyal servant to the army of darkness. I see you have set your minds to your own goals, but if you could spare a thought for me, rest assured, I shall come to your aid if you only speak the word!"

>Offer the skeletal cavalry my help, no matter the task

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (0/0 Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin actually kobold, but lets not get hung up on the details empire
that was forced to flee its homestead a long time ago.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness
>>
>>1310668
Alright, that does it. I'm gonna get to the guide and make him tell me what this means, even if I have to incinerate him.
I'll also try and divine again, maybe I'll get more details.


>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav:3
XP: 0

>Spells:

>Army:
-Witch (Magic 0/2) (Morale 4/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 5/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 5/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
See something useful while using divination.

Ostrich, maybe you should put a time-limit on the number of divination I can do, I feel like it might be too spammable unless you make each diviniation more cryptic.
Just divining each turn could turn out to be a bit too powerful.
>>
Rolled 3 (1d6)

>>1310668
How annoying of them to do that, no matter, I'll just simply raise more dead after this. I'll be charging the last melee skeleton unit into the cav while the archers come up to support the ensuing brawl. While we hopefully keep them bogged down for the others to come join without them running away.

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

XP:1

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 5/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
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
Slaughter the forces here and sacrifice them
>>
>>1310689
I want you to roll on your skill then
>>
>>1310689
And agaon, divining has no distinction betwen madness and divinity, and in this case... Well roll skill.
>>
Rolled 3 (1d6)

>>1310697
Awright, let's see.
>>
>>1310668
Fuck, should have put 'take the bridge' as my goal. Oh well.
>seize the bridge

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

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)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 6/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
>>1310624

Now we can march! Lead the way we will make sure nothing gets in our way. In the meanwhile tell me about the Disturbed Ones.

>Move with the cultist but keep him surrounded, attack the enemy cavalry if they get in the way


Mazak the Accursed

>Race: Undead
>Class: Champion
Vit: 1/1 (2/2)
Strat: 3
Skill: 4
Mag: 0/4

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

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

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.

>Ambition
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
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.
>>
>>1310668
>Move 3 3
>regroup
>Move 3 3 2
>Look south
>Overwatch a counter charge if something jumps on us


>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 3/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 0
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Dread Knight(Human) (Morale 12/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Dread Knight(Human) (Morale 12/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Kill a Large Beast
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1310668

Azith looks at the clusterfuck around the bridge. Although he'd like to get in on the action, that just looks like a mess now, and with the hordes still heading for the bridge it'll only get worse. From what he understands of their goal, it's to the north east, so for now that's where he'll go.

All forces run north east (direction 2) towards the swamps. Lets cover some ground.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (7/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (7/8 Morale, 10/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (6/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
Kill the leader of the light cavalry.
>>
>>1307707
>Buy Orc armor breakers
>Ask if there's a sword that isn't situational/requires DISGUSTING magic
Vit:3/3
Strat:4
Skill:4++(persuasion)
Mag:2/2
Dreadknights| STR:14/15 morale:13/13
Entourage of slaves|| Str:7 morale 4/4
Army points:0
XP:4
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
>>
>>1311100
>Ask if there's a sword that isn't situational/requires DISGUSTING magic
sure, do you have something specific in mind or do you want options again?

Also, did you buy skill for those 4 XP that you have? Or why is your skill 4?

And soldiers are healed between battlefields, it's 15/15 for your dreadknights again.
>>
Rolled 6, 3, 3 = 12 (3d6)

>>1310696
>>1310687
>>1310709

processing anyways
>>
Rolled 3 (1d6)

>>1313177
>>
Drazza's goblins descend upon the cavalry like a tidal wave (although only about half can find surface area for their attack) as the skeletons continue their assault.

The horsemen themselves attempt to disengage, but manage not during the bloodshed. Even so, as one element is about to break, it is kept in line by the captain. (-0 str for you guys)

As he expells his rallying cry, he comes into view of Fernium, who would have a free path towards the man to challenge him in combat.

Both Viktor and Mazakform an epic host around your guide, and as Mazak calls to go onward, the former complains:
"Were do you suggest we go? This bridge is filled with fighting bodies, and a hostile city is beyond the other! And we will not brave the swamp. It is off limits, cursed, a prison."

and towards Viktor:

"From there your voices no doubt come. A great g.. beast lies there in chains. For the better. Now clear the bridge and let us MOVE!"

Viktor, you feel anguish.

Meanwhile Meatonstick offers his assistance to the bony riders, who seem to not acknowledge him, until he uses the name of his god - "he who dwells bellow". The apperent leader of the element, a larger orc skeleton with flaming mouth and eyes, slowly turns his head to him and raises his arm, pointing south - not to the city, but slightly beside it, where the cultist now stands.

Meanwhile, armed men and orcs enter the battlefield.

WE'RE OFFICIALLY FULL.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst

You guys can interact with NPCs outside of processing turns too, you don't have to use your turns on it necessarily
>>
File: map Grimershall.png (474 KB, 2000x2000)
474 KB
474 KB PNG
>>1313434

And Drussith, riding over the bridge further south, spies a mysterious black tower, standing tall and dark.
>>
>>1313160
>Anything in mind
Not really, seeing as I don't know what's legal, with that in mind and the insane proportion of skill>strat checks
>Buy skill 4
>>1313434
>Gently remind GM that I have a pair of slave units

>Order Orcs and slaves to march towards the disputed bridge with all due haste
>Run 3,2,3,2,3,2
Vit:3/3
Strat:4
Skill:4++(persuasion)
Mag:2/2
Dreadknights| STR:15 morale:11/13
Armor breakers|STR:16 morale:9/11
Entourage of slaves|| Str:7 morale 2/4
Army points:0
XP:0
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
>>
>>1313434
New plan: first we burn the fields south and when we're done we head for the swamp.
I want to know what's there and if it turns out to be hostile... well I'll just burn it too.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav:3
XP: 0

>Spells:

>Army:
-Witch (Magic 0/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
See something useful while using divination.
>>
File: swords 2.png (10 KB, 476x634)
10 KB
10 KB PNG
>>1313529
>>Gently remind GM that I have a pair of slave units
sorry, coming right up.

alright, so there's a choice. all other weapons in this thread are available too.
>>
>>1313434

"Is that who you wish to aid? Is he the one you wish to attack? It matters little to me, i gave my word to aid you in your undertaking, and I mean to see it kept."

>Gather my army at/around the Skeleton Cavalry (Change Commander to goblin units again)
>(Wait?) Advance (if they are coming with) toward where he was pointing

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (0/0 Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin empire that was forced to flee its homestead a long time ago. Something I swore
would happen no more.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness
>>
Rolled 3 (1d6)

>>1313434

While the army moves, I ask them about the cultist.
"He 'guides' these armies you know. He says leads them to the dark church. Proclaimed himself as a follower of the disturbed ones. Do you know of this man?"
(And to see if I get a reaction out of him) Are you his entourage?
>>
>>1313448
>>1313434
>Move towards the tower following the road in a semi loose formation
>If we somehow managed to rescue someone back in the village ask him/her about the tower of course they had to kill everybody
>Get some white flags ready in case someone casts fireball on us
>Hail the tower?
>If the gates are open or they are trying to close them ride inside
>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 3/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 0
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army
>Goal
Kill a Large Beast
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1313434

Azith continues to lead his forces north east towards the swamp. Lets get the archers and shaman behind the orcs just in case.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (5/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (5/8 Morale, 10/11 Str, Safety in Numbers)
Goblins (4/6 Morale, 6/6 Str, Safety in Numbers)
Goblins (4/6 Morale, 6/6 Str, Safety in Numbers)
Bow Goblins (4/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (4/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
Kill the leader of the light cavalry.
>>
Next update will only happen very late today
>>
Rolled 2, 4 = 6 (2d6)

>>1313434
Should have ran instead of saving those peasents, now your men are being slaughtered and you to will die soon.

I cast drain life on the commander while my skeletons continue fighting. Preferably if my archers also come and support us since I ordered them to last turn instead of justing milling about in the field!

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

XP:1

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 5/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
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
Slaughter the forces here and sacrifice them
>>
Rolled 6 (1d6)

>>1313434
The goblins, eager for blood, set ravenously upon the fleeing horsemen. Drazza looked contemplatively at the city to the west. She decided it was a problem for another day - glorious new horizons awaited.

>continue attacking cavalry
>cross the bridge onto the road heading east

I now have so many goblins 4chan thinks my post is spam.

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

XP:4

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers) x8
>Ranged Goblin (Morale 6/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
Thing is, goblins are kind of like "real-life" spam what with them being disposable, annoying and generally present in number...
>>
Gonna process as soon as im home
>>
>>1313434
>>1313448

Fuck it! I am being too cautious, I am going to risks it. No more waiting or sitting on the side lines.

>FORD THE RIVER WITH ALL MY TROOPS

Mazak the Accursed

>Race: Undead
>Class: Champion
Vit: 1/1 (2/2)
Strat: 3
Skill: 4
Mag: 0/4

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

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

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.

>Ambition
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
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.
>>
>>1314553
Well then cunt me up a skill roll
>>
Rolled 2 (1d6)

>>1314557

A 1d6 right? Rolling skill.
>>
>>1314566

Nice! Also something to consider for the future but shouldn't river crossing be easier for undead creatures? I know getting carry away by the current is still dangerous (and there should always be a risk) but without worrying about breathing there is no drowning.
>>
>>1314594
I think the only threat for us fording is skeletons would be quite easy to get washed away in flowing rivers. Because you know, no flesh to weigh them down.
>>
>>1314629
well the thing is that skeletons don't float, so they could just walk from one shore to the other, assuming there is no current
>>
Rolled 3, 1, 2 = 6 (3d6)

>>1314651
>assuming there is no current

alright, processing
>>1314266
>>1314056
>>1313775
>>
You could also argue that water is life/good aligned and undeads can't cross it.
Also cavalry should get a bonus to river crossing
>>
>>1314690

That's only for vampires. Zombies could have it easier.
>>
File: map Grimershall.png (525 KB, 2000x2000)
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525 KB PNG
Mazak's troops make their way across the river, slowly, but without losses.

In an almost miraculous bittersweet victory, one of the cavalry elements actually manages to disengage with little more than bruises, as the other takes the brunt of the damage from a disorganized combined goblin and skeleton assault, (-1 str damage to both of you) getting wiped out completely.

All is well, the survivors think, and attempt to regroup at the knights, but as they look for their captain, all they see is a withered husk on his horse. the element falls in disarray and routes after already having disengaged (+1 minor life for Fernium)

Meanwhile Viktor begins burning crops gleefully.

The noxious fumes from the swamp fill Azith's nostrils - feels like home to the orc. Another gigantic corpse marks the beginning of the bog.

A different kind of large skeleton waits for Drussith, as he comes up to the black tower. He hails, and is greeted by a cloaked figure on its roof.

"Dread knights, eh?" it shouts down with amusement. "And still of the living flesh it seems. Sacrifices for him bellow, I assume?"

A cackling laugh.

"Now come no closer or I will have to activate my contingency. My libraries are mine alone and the secrets therein not for your eyes."

At the same time, Meatonstick tries to reason with the dead, falling on deaf ears for the most part.
But as he says "..proclaimed himself follower of the disturbed ones. D.." the skeleton head turns violently to face him, opens, flames running along its teeth and from nowhere the word:

nooo...

calls out.

There is movement within Grimershall, and unease in the ranks of the knights.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
>>
>>1314690
>Also cavalry should get a bonus to river crossing

they do, just not in speed, just in safety
>>
>>1314820
Ah finally those nuisances are gone. All thats left in their wake is a plethora of horse, goblin, and humans wounded and dead, perfect for my rituals. I'll hold my position for now with my skeletons dragging all the useable bodys to me for more magic power.

If possible I'd like to claim my goal of wiping out the forces here as they are all either dead or in no condition at all to fight after retreating for 1 XP.

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

XP:1

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
Life Force:1

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

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

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

>Goals
Slaughter the forces here and sacrifice them
>>
>>1314820
Mwahahahaha, burn it all! Then we'll RUN to the West and finish burning the rest before meeting up with Drussith, that tower looks interesting. I also ask the guide what he knows about it.
I'll always be able to catch up if it doesn't yield anything.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav:3
XP: 1(+1 for burning the fields)

>Spells:

>Army:
-Witch (Magic 0/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
See something useful while using divination.
>>
>>1314820

"Drazza! We can strike down the knights to north between hammer and anvil! If we attack from both sides at the same time they will be surrounded and outnumber. Strike them down with all your might!"

>Melee skeletons go on an ALL OUT ATTACK on the knight's west flank while range skeletons SUPPORT the attack

Mazak the Accursed

>Race: Undead
>Class: Champion
Vit: 1/1 (2/2)
Strat: 3
Skill: 4
Mag: 0/4

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

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

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.

>Ambition
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
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.
>>
Rolled 5 (1d6)

>>1314820
>>1314908
"There shall be no quarter!"

>charge entire army across the bridge and attack the knights from the north

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

XP:4

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 5/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 5/6 / Str 6/6) (Skirmish) (Safety in Numbers) x7
>Ranged Goblin (Morale 5/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
>>1314820

Plod on toward that swamp. Orcs love swamps.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (6/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (6/8 Morale, 10/11 Str, Safety in Numbers)
Goblins (5/6 Morale, 6/6 Str, Safety in Numbers)
Goblins (5/6 Morale, 6/6 Str, Safety in Numbers)
Bow Goblins (5/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (5/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
>>
>>1314820
"Ah no, we are not here for your libraries nor to become a sacrifice, we are here for you, the undying sage in the obsidian tower; these lands will soon be ours, join us and our Grand Lord will share with you the great riches and knowledge of the lands under his domain.
Our Lord is magnanimous and won't ask you for armies nor tithe, just a simple token of friendship and a promise of alliance, now lets drink from this bloody goblet to seal this pact as the dark customs dictate"

>send the other element 2 2 2 2 2 1 to explore

>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 3/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 0
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army (former humans like lichs should be still considered humans, maybe)
>Goal
Kill a Large Beast
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
Rolled 3, 3 = 6 (2d6)

>>1314820
"Is that a magic user!?"
"KILL HIM"
>CHARGE 3,2,2,2,1,2 into mage
>Have orcs and slaves run along the road
(they didn't run last turn which is what I wanted but did not clarify, so I'll post what stats I think are correct and ask for any corrections)


Vit:3/3
Strat:4
Skill:4++(persuasion)
Mag:2/2
Dreadknights| STR:15 morale:10/13
Armor breakers|STR:16 morale:9/11
Entourage of slaves|| Str:7 morale 2/4
Army points:0
XP:0
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
>>
I feel the moment I go to sleep the new map is going to be posted, so lets talk a little. I bet the mystery race ts goblin, with low Vit but with either high Mag or Strat.
>>
>>1316773
https://client00.chat.mibbit.com/?server=irc.rizon.net%3A%2B6697&channel=%23Skirmish
>>
Rolled 2, 2, 5, 2, 1, 3, 5 = 20 (7d6)

>>1315425

yeah they ran, run is 4 hexes, they moved almost five considering the half hex adjustments

>>1314866
claiming XP means you have to tell me that you wanna get it, not just adding some. and for this, this isn't "burning as much as possible" this is "burning what's convinient". You'll have to put a bit more into it to get XP, that goal won't be a perpetual XP machine.

>>1314847
you can get your XP


>>1315425
>>1315156
>>1314937
>>1314908
processing
>>
File: map Grimershall.png (594 KB, 2000x2000)
594 KB
594 KB PNG
Ferniun dismembers some corpses for a +1 mag

Viktor and his ecclectic army, having experienced the elation of fire move further down and begin burning fields and houses.

Mazak's troops cross the river, and are met by a confused army of armoured men that had RUN out of the city to the aid of their brethren and now met the element of skeleton archers, hacking into them. (5 formation damage to that element in particular)

Drazza's goblins move forward, engaging in a meelee with the knights with the help of the rest of Mazzak's troops, but getting beaten back savagely by the knights (-6 st damage).

This alone would be no problem for them, as that means scarcely 2 damage among each of those engaged, but a fire wall set up by the wizard in advance runs right through their number (roll 2d6 for every element in there)

Azith meanwhile enters the swamp, a ruined large black building in his sight. In the bog, there seem to be gigantic monsters lmbering around, fleshy abominations, their meat shifting aroudn their bodies.

Bjorst meanwhile moves up, expecting more of his horses.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
>>
>>1315156
"Many have come to the crater, few have left. You intrigue me, as does your ambitious overlord. But your words alone don't sate me. Bring me something that shows me that you are capable of besting he who dwells beneath the crater. Allying with those that wish to take over his home land would be a grave mistake for me if I didn't know you to be capable of it."
>>
Rolled 3, 5, 4 = 12 (3d6)

>>1316970

"We have come for you!"

>The Melee skeletons go into ALL OUT ATTACK against the knights, with the element still not engage attacking them on their flank from direction 5
>Order the skeleton archers to DEFEND and buy us the time to finish the knights

Mazak the Accursed

>Race: Undead
>Class: Champion
Vit: 1/1 (2/2)
Strat: 3
Skill: 4
Mag: 0/4

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

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

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.

>Ambition
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
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.
>>
Rolled 6 (1d6)

>>1316970

"A traitor! I figured as much! Very well then, I shall go an add his bones to the undying army for good this time, he WILL be a loyal subject to the great overlord. Lets go kill him!"

>MOVE toward the fighting

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers).
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)
>-Goblin (6/6 Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (-/- Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin empire that was forced to flee its homestead a long time ago. Something I swore
would happen no more.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness
>>
>>1316970
Hello I would like to join, been looking at this game since the thread started and I finally got the guts to join.

Race: Human
Class: Acolyte
>stats
Vit :3
Strata: 2
Skill:3 (++Fortifying)
Favor: 2

spells: N/A
Army: Siege engineers 10/10, str 3/3 str
Ranged gobo's: 6/6 Morale, 6/6 str
Gobo's 6/6 morale, 6/6 str

Vice: Puts his faith into cannons/catapults a bit to much and will attempt to bring it as close to the front lines as he can. Without being brutally murdered. Also has a tendency to use goblins as ammo if ammo is low.
Attitude: Gairan believes that the world is ending, and is dedicated to surviving the apocalypse as long as he can. Also loves catapults and flaming ballistas.

Goals:
Survive as long as possible
Superior firepower through catapults always wins the day.
>>
>>1317067
We're full, on principle, although I'd love to take you in.

I'll have to think it over first, but the next update will be in the mid afternoon at the earliest.
>>
Rolled 1, 5 = 6 (2d6)

>>1316970
shouldn't my 2nd element be 1 1 of its current position?
>>1316970
"Very well, How do you want me to show you?" I really need to find a way to talk with someone without wasting 3 turns or having to travel across the map, messenger pigeons when?
>wait for answer
>Move/charge the dinos 2 1 1 1 1 1 (lead the charge with the Estoc, is this 1v1 combat?)
>other element Move/charge the dinos 1 1 6 6

>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 3/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 0
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry
Former Knight of the Human Kingdom, decided to join the Dread Knight Order after listening to the Overlord's words
>Vice
Rescue those in need
>Attitude
Convince more Humans to Join the Overlord's Army (former humans like lichs should be still considered humans, maybe)
>Goal
Kill a Large Beast
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1317104
It's just that your commands and me being onlinedon't align well.

"There are three possibilities to show your worth, the way I see it. One is to take Grimershall - Their walls have withstood the horrors from the deep for decades, its protection would be enough for me to take the wizard's college for myself.
Another would be to show me that you have a patron more powerfull than the one bellow."

he pauses.

"And the last possibility of course, would be to kill him who dwells bellow."
>>
>>1317103
how fordable is the swamp area? should be shallower and more calm than the rivers right?
>>1317108
weird I thought we were in the same timezone
"So be it, I'll show you what we are capable of"
"What else can you tell us about these lands, I have reports about incidents with undeads north west of Grimershall and the map says there is a dorf town over there"
>>
>>1317113
"The undead feel at home in Grimershall, which is why I made my home here. And for a century or two I have watched the city fester and done my studies and played with Orcs and Trolls of the forests.

But some time over the last half century, the incidents of risen dead have grown, and the townsfolk have started burning their corpses. In the crater, from an Impact eons past, some terrible intelligence awoke, and an army forms there.

It is the one who dwells bellow, and he seeks to be alone.

Two brothers of his had lain dormant in Grimershall, one birthing, one judging, and instead of leaving them asleep, he chained them to ensure his lone supremacy. Those dwarven mines you spoke of likely hold one of the two.

Grimershall hasn't been the same for a while now. The dead wander aimlessly no longer."


>weird I thought we were in the same timezone
yeah but I got what amounts to a 9-5.


>how fordable is the swamp area? should be shallower and more calm than the rivers right?

yep, no danger in fording it, but everybody's Speed is down to infantry Speed-1
>>
>>1317122
Now I'm running to meet with Drussith and maybe investigate this tower on my own.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav:3
XP: 1(+1 for burning the fields)

>Spells:

>Army:
-Witch (Magic 0/2) (Morale 3/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 4/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 4/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
See something useful while using divination.
>>
>>1317127
>XP: 1(+1 for burning the fields)
yo, still need you to claim this.

The XP rules are set up so I don't have to keep track of everybody's stuff, if you just add your XP willynilly I'll have to keep track even MORE
>>
>>1317129
Due to previously discussed circumstances I don't exactly know where I am on the map, so could you please bot me into charging around behind the knights and killing that wizard?
>>
>>1317133
you're were you should be, on the hex to your 6. sorry again for that.

But yes I can and will bot you into doing that.
>>
>>1317129
was the thing we razed a couple of turns ago a village or village like entity, can I claim XP for it?
>>
>>1317138
yep, take it
>>
>>1317129
Oh yeah, sorry. I had just added 1xp for starting to burn the fields but I must have forgotten to remove the "+1" at the end.
I'll take it off when I post next.
>>
>>1317154
Yeah but starting to burn the field doesnt mean you get the poitnt, you have to claim it with me, i have to approve it. I wouldnt have approved xp for the field, but i *would* for burning the whole thing as you did now
>>
You say these swamp creatures are gigantic. How gigantic are we talking here? The size of a large cow? An elephant? Bigger than that? Can we see how quickly they can move about?

Asking because I feel this could be an important decision related to the survival of me and my army.
>>
>>1317180
they are bigger than that. they're big enough to be elements in themselves. think Brachiosaurus in size.

A real challenge for a hundred guys.
>>
File: Argentinosaurus 1.jpg (191 KB, 1600x1096)
191 KB
191 KB JPG
>>1317183
I'd say something like this, yeah
>>
>>1317179
... I'm really not awake am I?
Anyway, I'll "officially" claim the xp on my next post so diresgard the previous count.
>>
>>1317180
I'll be there soon, so keep them busy
>>
>>1317183
>>1317184

Well... that's not the answer I was hoping for.

One last important question: do they seem to be aware of Azith and co, or are they just wandering about doing their own thing?
>>
>>1317190
So far they are merely meandering through the swamps. You can see the three of thwm on the map.
>>
Rolled 3, 5 = 8 (2d6)

>>1316970

Well, time to go full orc. New goal: kill a big swamp thingy.

We'll try to get the attention of the closest one from where we are. If this proves difficult the goblin archers can fire some arrows into it. Assuming it takes the bait and comes to us at that point, Azith will lead the melee troops in to surround it and hack it up. The shaman will move up close behind the melee in case it turns out we need his magic.

If all three come at us and/or more from out of line of sight for some reason, Azith and co will pull back away from the swamp instead. No way we're taking on things that big in a fair fight. We're going full orc here, not full retard.

No idea how many dice I'll need. Maybe one for getting the attention and then one for fighting? I've rolled under that assumption for now. Shout at me if you need more.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (7/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (7/8 Morale, 10/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
Kill a big swamp thingy.
>>
Rolled 2 (1d6)

>>1316970
My what formidable magic, I certainly cant let him be after that display.
>Skeleton Calcalry CHARGE 2,1,6,6 and attack the wizard
>Archers charge 1,1,1,1 and attack the wizard also
>Melee skeletons move 1,1,2 and try to scale the cliffside to attack the wizard

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
Life Force:1

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

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

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.
>>
>>1316970
>>1317219
Also I want to know if I can turn the lifeforce I have into magic. If I can I'd like to do that this turn also.
>>
>>1317219
You can turn major life force into magic, minor life force is lnt enough for that.
>>
Rolled 6, 1, 5, 5, 2, 6, 5, 5, 6 = 41 (9d6)

>>1317219
>>1317197
>>1317104
>>1316998
>>1316995

finally processing
>>
Rolled 5, 6, 2, 5, 6, 2, 2, 2, 2, 4, 2, 3 = 41 (12d6)

>>1317357
oh, also Drazza didn't get here to roll due to time zones I suspect, so here's the rolls for her gobbis
>>
>>1317358
goddamn Drazza is a lucky motherfucker
>>
>>1317219
Fernium, you're charging through a wall of fire - are you sure you want to do that?
>>
>>1317377
Can they not slip around it? I thought this since the flames didn't completely block the bridge. If not go anyways since I feel that wizard might have magic items as a thing from my vice. Also that skeletons dont exactly suffer very much under flame.
>>
File: map Grimershall.png (624 KB, 2000x2000)
624 KB
624 KB PNG
The wall of fire hits right on top of the goblins. It's carnage, it's an inferno, it's... largely fine? Only two of the elements take damage (3 dmg each), only one of which routes immidiately. The other one will however have to make a roll to see if it does too, please Drazza.

Mazak's skeletons go all out, throwing caution in the wind even in the face of an enemy more likely to profit from their recklessness - and they reap their rewards, even supported by the goblins still engaged (-6 str to skelingtons)

Mazak himself is faced with a knight before him, that he could either engage in combat or flee from further back into his men's ranks.

His skeletons are killed under the swords of the armoured infantry.

From the north, a confident councillor meatonstick hastes down to the battle, a skeleton cavalry element now following timidly.

The wizard is under heavy attack: Bjorn's attack flauntered slightly (I rolled you a 5), but not only is he far more formidable than the wizard in warfare, the comparisson in prowess amongst his men compared to the guards of the spent wizard is massive. The element is not just routed, it is completely destroyed, Bjorn likely taking the wizard's life in whatever fashion he sees fit. (-0 str dmg)

(Because of this and because I don't think Ferniun understood that wall of fire is a semipermanent effect, I will keep his elements from attempting the walk through it which, if they fail their rolls, would be lethal for at least two of them. I hope that's fine.)

Meanwhile, in the east, Azith attempts to get one of the beast's attention with his goblin archers, but it turns into a support action as Drussith charges the beast with both his elements, trying to slay it in single combat.
The charge itself goes very well, especially the element with the bone lances seem to hurt the beast sorely, finding easy purchase within its shifting flesh. (-2 str damage).
But the attack of Drussith's goes badly, and the beast opens up his armour (-1 vit) with a terrible bite, and only through his experience in dueling he manages to cut the beast in a narrow counter attack (roll 1d6, on a 1, you kill the thing)

The other beasts seem to begin huddling together in what appears to be fear.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
>>
>>1317395
darn. well I made an executive decision in light of not having that information, I hope you're not too miffed about that.
>>
Rolled 1, 3 = 4 (2d6)

>>1317399
Can I use my armor to null the bite? if yes use the 2nd roll
>>
>>1317401
Its fine, anyways do I have any idea if the wall will die down soon or am I just going to have to ford the riverm
>>
>>1317409
Oh look i killed it
>Claim XP, see goals
>>
>>1317409
you can, of course, took the damage anyways, and holy shit.
>>
>>1317412
take your filthy XP. a d6 is a bit small for this ability I think.
>>
>>1317399
First I claim 1xp for having burned the fields behind me. Then I walk to shouting distance from the tower so that I may question the owner about "the great beast in chains", I want to know exactly what it is. Hopefully this one conversation won't take as long.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 1

>Spells:

>Army:
-Witch (Magic 0/2) (Morale 3/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 4/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 4/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
See something useful while using divination.
>>
>>1317418
>Hopefully this one conversation won't take as long.

"Oh hey, there you are already, what is it?"
>>
>>1317420
"Wizard... I was told of a beast of untold power that lies in chains somewhere in the swamps; I wish to use it to burn the world so tell me where it is!
>>
Rolled 3, 5, 6 = 14 (3d6)

>>1317399

"Death comes for you!"

>Engage the knight in single combat
>Melee Skeletons switch to defensive fighting


Mazak the Accursed

>Race: Undead
>Class: Champion
Vit: 1/1 (2/2)
Strat: 3
Skill: 4
Mag: 0/4

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

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

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.

>Ambition
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
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.
>>
Rolled 6 (1d6)

>>1317399

"This city dared stand in the way of the great overlords underlings, it shall stand no further! FORWARD THE GREEN TIDE!"

>CHARGE 4,4,4,4 at the enemies holding the gate

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (5/6(11/12) Morale, 6/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 6/6 Str, Saftey in numbers).
>-Goblin (5/6(11/12) Morale, 6/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 6/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 6/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (-/- Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin empire that was forced to flee its homestead a long time ago. Something I swore
would happen no more.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness

>Goal
>Get some attire for my future loyal subjects (dark cloth, hooded robes)
>>
Rolled 3 (1d6)

>>1317399
Just ford the river by Mazak and support him against the swordsmen once they attack him.

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
Life Force:1

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

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

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.
>>
>>1317421
"There are many beasts within the bog. They share a motherfather, who it is I think you ask for, strange human. I know not why I should tell you this, but your friend must have given me a taste for socializing. So hear you simply this: follow the beasts of flesh. If their number is oppressive to you, you have found what you seek."
>>
>>1317433
"Very well... One last question: would carry a message to God if I burned you to cinders?"
>>
>>1317435
the answer to that you will get on processing.
>>
>>1317399
>>1317412

Can I also claim XP as my guys were also fighting the beastie? I assume not, as we only shot a few arrows, but you never know.
>>
>>1317442
sorry, nope, you didn't even participate in the final blow, as that was 1on1
>>
>>1317445

I'm totally ok with that logic.
>>
Rolled 3 (1d6)

>>1317399
"Press on!"
>Charge surrounded knights
>Orcs and slaves should just march along

(I have no idea what my morale is at right now, so here's my best guess)

Vit:3/3
Strat:4
Skill:4++(persuasion)
Mag:2/2
Dreadknights| STR:15 morale:7/13
Armor breakers|STR:16 morale:7/11
Entourage of slaves|| Str:7 morale 0/4
Army points:0
XP:0
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
>>
>>1317399
Can a witch heal me?
Also is that -2str damage to my units or damage done to the dinos?
>>
>>1317547
>Can a witch heal me?
yep

>Also is that -2str damage to my units or damage done to the dinos?

damage displayed is always done to you.
>>
>>1317547
I have no problem healing you, I'll just need to get closer (which is incidentally what I'm doing now that I've talked to Skelly McSpooperson).
I'll also need to fill their magic though...
>>
>>1317581
Thanks, do you want me to send some knights to where you are? they can carry the witch to me using their +2 speed?
>>
Rolled 2, 6 = 8 (2d6)

>>1317399
Drazza looked on with distaste as an element of goblins turned tail and ran, and redoubled the assault on the knights.

>attack knights from 3 with the two elements on one side of the fire
>go round 6,5 with the other three elements and attack the knights from the north
>attempt to rally the routing gobbos and send them towards the newfound building to the northeast

Did some of my elements die? I'm pretty sure I had eight melee gobbos on deployment, but now I only count 6. Looks like they dropped off between >>1310668 and >>1313448

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

XP:4

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 5/6 / Str 2/6) (Skirmish) (Safety in Numbers) x2
>Goblin (Morale 5/6 / Str 5/6) (Skirmish) (Safety in Numbers) x5
>Goblin (Morale 5/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 5/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
>>1317655
I had to restructure your elements and apperently left some off. they're there though and will be visible next update
>>
>>1317399
where is the dude that wanted to join with the siege equipment?
>Main element I'll assume they are sharing the hex with the dead dino
>Move 5 6 6 6 1
>explore the building
>Secondary element
>harvest anything valuable from the corpse of the dino (or anything magical like the heart and such)
>if they can move send them to where Viktor is (Run so 6 mov) (assuming Viktor is ok with this plan)


>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 2/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 2
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Dread Knight(Human) (Morale 13/13 STR 13/15) 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 (former humans like lichs should be still considered humans, maybe)
>Goal
Kill a Large Beast
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1317688
>where is the dude that wanted to join with the siege equipment?
We're already too many people for me to not make mistakes constantly, I'm not taking anybody else on for the foreseeable future.
>>
>>1317697
Ah I see, well at least we have goblins, if we can't get siege equipment we can always use the goblins' bodies as makeshift siege towers, we just have to pile them high enough
>>
Rolled 6, 1, 3, 3, 3 = 16 (5d6)

>>1317655
>>1317531
>>1317426
>>1317423
processing

>>1317418
you get your XP
>>
>>1317636
Sure that works perfectly for me.
It means I get closer to the swamp AND I get to support you, all for the better then.
Just, you know, protect me because witches are squishy and I won't have my gobbos to act as meatshields.
>>
File: map Grimershall.png (636 KB, 2000x2000)
636 KB
636 KB PNG
A combined onslaught of goblins, skeletons and dreadknights kill most of the knights, routing the few that are left (all of ya'll, roll for not pursuing if you don't want to.) (-1 str dmg each) Drazza's left behind goblins make their way around the cliff.

Meatonstick's goblins keep the men at arms from coming to the knight's aid, but to desastrous consequences for his goblins. (-7 str distributed among 4 of your goblin elements. if any of them lose more than half of their current str, roll to not have them route)

Drussith begins his march through the swamp to the old ruined building, but the swamp makes fast progress impossible. Before him, an element of goblins arrives there.

His other knights come to Viktor's aid, who had just made a thinly veiled threat:

"It depends on which god it is you wish to impress. But you may try anyways." and as he says that, the giant corpse in front of the tower rises up under purple flames, standing now a size that would tower over a troll.

Meanwhile the robed guide grows frustrated and attempts to cross the river, while the dead cavalry now wanders south at a steady rate.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
>>
>>1317793

What about my duel with the knight?
>>
>>1317793
I'll follow the knights that Drussith has sent over to me; maybe I'll come back another day to "warm up" that dreary tower...

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 1

>Spells:

>Army:
-Witch (Magic 0/2) (Morale 4/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 5/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 5/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
See something useful while using divination.
>>
>>1317813
I knew I'd miss something again.

>>1317793
Mazak charges forward to slay the man, and he strikes true, piercing his armour, but at the same time the knight's lance crushes through him, killing him...

ONLY TO STAND ANEW! A MINDLESS ZOMBIE, ONLY LUSTING FOR FLESH, MINDLESSLY FEASTING ON BRAINS TO REGAIN SENTIENCE ONE DAY!

You now have 2/2 vit, but you will lose 1 every turn you don't eat a living, hostile(!) creature. Once you've consumed 4, you're going to arrive back at normal.

You additionally can only command the element you are attatched to until that time, and you are only allowed to do aggressive actions as long as they're possible.

Good luck.
>>
>>1317835
Oooh, so that's what being undead does...
Groovy.
>>
>>1317793
can I name my knights elements?
>>1317832
>Secondary element will act according with their orders, they will give the dino bits to Viktor's witch so she can recharge her magic and then sit her and Viktor in the riderless horses (the ones that died fighting the dino) then ride (Run, 6 mov) to where I am before the giant skeleton kills them all
>Main element continue moving towards the building through the swamp (Run dunno how much mov)

>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 2/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 2
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Dread Knight(Human) (Morale 13/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Dread Knight(Human) (Morale 11/13 STR 13/15) 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 (former humans like lichs should be still considered humans, maybe)
>Goal
Kill a Large Beast, another one
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1317835

Harsh, I love it! New goal set!

"FLESH!!!"

>ROUTE THE REMAINING KNIGHTS EAT THEIR BRAINS AND FLESH

Mazak the Twice Accursed

>Race: Undead
>Class: Champion
Vit: 2/2
Strat: 3
Skill: 4
Mag: 0/4

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

>>Army:
>-Skeleton (Str 3/6) (Morale -) (Melee) <=Attached
>-Skeleton (Str 2/6) (Morale -) (Melee) <=Uncommanded

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.

>Ambition
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
EAT THEIR FLESH!!!
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.
>>
Rolled 5 (1d6)

>>1317793
Order my archers to move west and begin shooting the swordsmen since their on the other side of the river so they'll be safe from harm.

However there is so many corpses here! All these slain goblins and humans! The others can slay those swordsmen while my archers help, I'll be collecting sacrifices!
>Archers attack the swordsmen
>Begin Harvesting the wounded and dead from this absolute bloodbath
>Loot that wizard for magical items

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
Life Force:1

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

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

>Attitude
He cares not for what he does here, so long as he feels he can continue growing himself in power working under the overlord he will continue to do so.
>>
>>1317866
>can I name my knights elements?
fucking of course
>>
Rolled 3, 1, 4 = 8 (3d6)

>>1317793
As the carnage unfolded before her, a savage grin spread across Drazza's face. She attempted to collect her forces, before bellowing the command to charge.

>four elements at the top attempt to breach the north gate and start torching houses, trying to create panic (first die)
>other elements disengage the routing knights and charge the militia at the east gate (second die)
>rolling to prevent pursuit (third die)
>investigate the building

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

XP:4

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 5/6 / Str 2/6) (Skirmish) (Safety in Numbers) x2
>Goblin (Morale 5/6 / Str 5/6) (Skirmish) (Safety in Numbers) x6
>Ranged Goblin (Morale 5/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
>>1317793
wait are the city gates somehow open?
>>
>>1317991
not at the moment
>>
>>1317793
"HAHA! Well met, Drazza!"
>Instruct my shield breakers to aid in the assault on the city
>Personally stay put for a moment and see if a charge Lane clears up
>Shout with my thunder lungs
"Bend the knee, weaklings! Kneel or die in terror and agony! SURRENDER!"
Vit:3/3
Strat:4
Skill:4++(persuasion)
Mag:2/2
Dreadknights| STR:14/15 morale:10/13
Armor breakers|STR:16 morale:9/11
Entourage of slaves|| Str:7 morale 2/4
Army points:0
XP:0
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
*new goal*
Make this city fall
>>
Rolled 4, 4 = 8 (2d6)

>>1317793

Damn, missed a turn. Ah well.

Those dread knights stole our chance to kill the big beasty thingy. As it happens, it didn't seem to put up much of a fight, and the other ones seem scared. Guess they're not that dangerous after all.

As such, there's no reason to back down on our idea of killing one. Azith will lead his forces forwards. First up, the shaman will move up and cast his magic on them from as close as he can get (disarray spell on the hex the big beasties are in, first roll). Meanwhile, the orcs and melee goblins will move up to create a front line with the archers supporting them. If going into the hex with the monsters wouldn't be suicidal at that point (which I suppose may happen what with the magic), they will then charge the beasties. If it would be suicidal, they'll sit back and we'll shoot arrows at them for this turn (so second roll for whatever combat ends up happening).

Hopefully, the disarray will cause them to sink into the mud (or just kill them), allowing the rest of the troops to finish them off easily.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (8/8 Morale, 11/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 10/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
Kill a big swamp thingy.
>>
>>1318004
What do we have on hand that can break gates?
Can my orcs hack it open, given enough time?
>>1318172
>>1317895
Oh hell. Here, consider me persuing those knights, I didn't see.
>>
>>1318315

Cut down a tree to use as a basic battering ram maybe?
>>
>>1318325
Maybe set fire to it? (and I'm not just saying that because my character is a pyromaniac)
>>
>>1317103
well i hope that you are able to free the space to let me join. Even if not I hope i can reserve a spot to join as soon as one perishes.
>>
>>1318336

City gates are hard wood, usually painted and treated. Setting them on fire would be pretty damn diffficult.
>>
>>1318356
are you the guy with the siege engineers? do you want me to kill a PC for you so you can join?
>>
>>1318370
I was thinking of the tree... but that's a good point.

>>1318373
You better not try you bastard, I'm the only acolyte you have! And the only healer for now too.
>>
>>1318376
you know as long as you don't set my horses on fire you will be safe, you are actually the less crazy/CE one, oddly enough
>>
>>1318387
That's because I really haven't had the opportunity to truly make damage what with running after gods and stuff.
I also don't have magic so far...
>>
Rolled 4 (1d6)

>>1317793
rolling to not have one(first) goblin element route
>>
>>1317793

We shall crush them against their own walls!

>Attack/keep pressure on the knights, drive them towards the (closed) gates

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (5/6(11/12) Morale, 2/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 5/6 Str, Saftey in numbers).
>-Goblin (5/6(11/12) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 6/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (-/- Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin empire that was forced to flee its homestead a long time ago. Something I swore
would happen no more.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness

>Goal
>Get some attire for my future loyal subjects (Cultist, robes, dark cloth etc)
>>
>>1318562
Obviously an Element i'm not in...
>>
Rolled 3, 5, 6, 4, 5, 4 = 27 (6d6)

>>1317883
>>1317889
>>1317964
>>1318217
>>1318562

processing

>>1318356
certainly
>>
Rolled 1, 3 = 4 (2d6)

>>1318172
I'm gonna roll for your orcs to get through the fire and for your guys not to pursue
>>
File: map Grimershall.png (658 KB, 2000x2000)
658 KB
658 KB PNG
Drazza's goblins run up to and start beating against the north door. It's hard and sturdy, and their small claws can't do much to it. but at least the archers are busy further south, although it seems the walls are being remanned.

A completely battered knight element flees north, pursued by a skeleton element that doesn't manage to quite catch up with the cavalry (-1 vit to Mazak!)

At the west gate, the carnage is absolute: goblins splash against men at arms, being pelted by arrows from the other side of the river while arrows rain upon the goblins from the walls. There is not enough surface area for all goblins to attack, so their numbers advantage is slightly mitigated. Additionally, some plead to a god happens behind the walls, and one of the elements is suddenly shielded by some divine light!

But Drazza and Meatonstick seem to simply be the better commanders, and so they get the better of this exchange, although due to the defensive stance of the men at arms, minimal damage is sustained on both sides. (-1str damage to Drazza, -1 str damage Meatonstick)

Also, Ferniun fills his pocktets with the finest organs lying around (+2 mag)

Bjorst cries for surrender over the battle, but even though the offer might be tempting, in the midst of this fighting, the fear of being slaughtered when they'd lay down their weapons makes the thought of surrender with no escape an impossibility for the men at arms.

Bjorst's orcs cross the waning fire without casualties, and choose to, instead of crossing another hex with a fire wall, to take the long way around the cliff side.

Meanwhile Viktor follows Drussith's knights further north, being carried along with his witch, which recieves +1 magic from monster entrails.

Drussith himself arrives at the ruin to find a group of goblins, about fourty in number, running out of it, following one holding an amulate with a purple stone in it high, shouting "Oh Miss Drazza! Lookz ye here what we'z got!"

Your men start entering the ruin and looking around.

Azith's assault goes terribly. his goblins, slowed down by the swamp (to reiterate: swamp movement is infantry movement-1) cannot join in the charge, and what is far worse, his goblin seems to have misjudged the point of attack so severely that he himself is now engulfed in yellow-green energy! (roll 1d6, hope for low)

It is now then two orc elements, supported by two goblin elements, against two of these gigantic creatures! They trade blow for blow, the orcs giving the beasts as much hell as they recieve (-3 str dmg)

Azith himself finds himself under direct attack by one of the beasts! He has an orc at his side to defend him, so he has the advantage, but he still has to deal with this bite! (basically a 1v1 situation)

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
>>
"Finally known faces! These violent brutes almost jeopardized my whole mission. Let us ride now, and meet him who dwells bellow, so that we may rid this wretched overworld of all these souls that offend him so!"
>>
Rolled 5 (1d6)

>>1319712

I don't see myself surviving this unless I could catch up with the knights. I mean, I thought being surrounded on all sides would hinder their escape enough to catch them.

>Try to catch the knights and eat some brains.

Mazak the Twice Accursed

>Race: Undead
>Class: Champion
Vit: 1/2
Strat: 3
Skill: 4
Mag: 0/4

Duelist: +2 skill in 1v1

>Spells:
None

>Armour:Heavy Armour

>>Army:
>-Skeleton (Str 3/6) (Morale -) (Melee) <=Attached
>-Skeleton (Str 2/6) (Morale -) (Melee) <=Uncommanded

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.

>Ambition
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
EAT THEIR FLESH!!!
Discover if the Disturbed Ones are fitting gods to fulfill his greater mission.
>>
Rolled 6 (1d6)

>>1319712

I think i 'might' have misread the entire situation.

"One can only hold the line when one isn't the Aggressor! When we cannot hold, we shall push!"
"The acolyte appears to have been speaking truth. Theonewhodwellsbeneathspeed, my brothers!"
>Pile(attack with) goblins on the shielded men-at-arms element

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (5/6(11/12) Morale, 2/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 4/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 6/6 Str, Saftey in numbers)
>-Goblin (5/6(11/12) Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (-/- Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin empire that was forced to flee its homestead a long time ago. Something I swore
would happen no more.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness

>Goal
>Get some attire for my future loyal subjects (Cultist, robes, dark cloth etc)
>>
>>1319712
For now I'll continue to hitchike along with the knights, I'm definitely not strong enough to go fight anything. I'll also heal whoever needs my help when the witches fill their mana.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 1

>Spells:

>Army:
-Witch (Magic 1/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
See something useful while using divination.
>>
how many knights are in each of my knight elements?
>>
Rolled 4, 1 = 5 (2d6)

>>1319716
>>1319712
Overhearing the filthy mages and their babble, Bjorst sets off to intercept them, with a glance over his shoulder he catches sight of his breakers on the bluff, with a few terse shouted orders he redirects them
>Charge 1,3,3,3
>Order the orcs to charge them
"No questions, slay /ANY/ who would defy us!"

Vit:3/3
Strat:4
Skill:4++(persuasion)
Mag:2/2
Dreadknights| STR:14/15 morale:12/13
Armor breakers|STR:16 morale:10/11
Entourage of slaves|| Str:7 morale 3/4
Army points:0
XP:0
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
>>
Rolled 6, 2 = 8 (2d6)

>>1319809
I think those are cultists not mages, just saying

>>1319712
>send the Dread Knights to bully the gobbos that found the amulet
"Hey gobbo-nerd give me your lunch mo- erhm the Amulet! Or else!" capture some if that is even posible, I have questions to ask about what they found inside. but let most of them run
>the Ashen Knights will finish their move (Run if needed) and rest once they have reached the ruins

>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 2/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 2
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Drussith's Dread Knights(Human) (Morale 11/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Lionel's Ashen Knights(Human) (Morale 9/13 STR 13/15) 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 (former humans like lichs should be still considered humans, maybe)
>Goal
Kill a Large Beast, another one
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1319816
I don't think it's in my character to care OR differentiate
>>
Rolled 1, 5, 4 = 10 (3d6)

>>1319712

First up, rolls for the shaman (useless shitstain that he is) and for Azith fighting the beastie in the that update.

For this turn. Everyone carry on. Orcs and Azith kill beasties, melee goblins charge into melee to help. Archer goblins continue supporting. Shaman move out of his area of messed up magical shit if its still dangerous (and he survives). So third roll is for this fighting.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 4/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (7/8 Morale, 9/11 Str, Safety in Numbers)
Orc Grunts (7/8 Morale, 9/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 6/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
Kill a big swamp thingy.
>>
>>1319728
You could eat some of Bjorst's slaves
>>
Rolled 5 (1d6)

>>1319712
The archers will keep pelting the swordsmen, meanwhile the rest of the skeletons go to the nearest trees so they can cut them down and use them as batterings rams.

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
Life Force:1

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

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

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

>Goals
Sack the citys wizards college
>>
Rolled 4, 1, 1, 4, 4, 4, 1, 6, 1, 1, 5, 5 = 37 (12d6)

>>1319857
>>1319836
>>1319816
>>1319809
>>1319748
>>1319728
processing.

I will be botting Drazza to not give her unnecessary losses as continuing her attack in the south but commanding then north goblins out of arrow range
>>
File: map Grimershall.png (665 KB, 2000x2000)
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In hot pursuit of the knights, Mazak succumbs to the curse of undeath, beginning to devour first his entourage and then himself. (Mazak is dead. I will see how it works out if I do it like this: you will have the opportunity to come back after a respawn period of 4 turns after this one)

Meatonstick and Drazza clash with the men at arms, arrows going everywhere, as the latter succesfully retreat through the gate. (-1 str dmg to meatonstick)
A single element of Meatonstick's manages to wedge itself into the gateway, where a new group of men at arms in shining armour wait for them. They are lead by a soldiers with a blue cape and a dying stag on his shield.

Bjorst's orcs charge into the skeleton cavalry, with his own knights soon to follow, eager to kill what he percieves as a magic user. The undead general manages to get his troops in a position to shield the cultist, bringing himself to the forefront of the battle and letting out a magnificent screech that's audible even at the city. (-1 str dmg to Bjorst).

The robed man himself trys to get away as long as he still can - Bjorst could hack his way through a half dozen skeletons to get to him. On the other hand, the undead general is right at the front, and he could take him on unobstructed.

Azith is locked in mortal combat with the beasts. Nutz and his men, as the dust settles, are shown to lay asleep on the ground with -1 str dmg.
The goblins charge in while the grunts are continuing the fighting, but the beasts show to be formidable (or lucky) foes both in mass as in single combat. They tear through orcs and goblins (-6 str dmg) and one of them crashes its fin of mutating meat onto Azith's leg, which cracks. (-1 vit) A true orc, Azith's stance does not falter.

Drussith's men attempt to take the amulet off the goblins, but they slip away from him, taunting him with the shiny object.
"There are inscriptions in there, Sire." one of his men that had started looking through the building says, walking out of the ruined doorway.
"Something about somebody called They-Who-Births."

During all this, Ferniun orders his skeletons to cut down trees and fashion them into battering rams. A complete lack of experience and fundamental understanding read: a 2 skill and 5 roll means that the trees his skeletons chop down are so cut up and battered, that using them as battering rams is absolutely a possibility, but success improbable.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[X] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
>>
>>1317067
hey if you're here, tell me, I'll deploy you.
>>
Rolled 6, 6 = 12 (2d6)

>>1319922
Useless! Fine then, I'll help the way I help best. But first I need to rally those skeletons without a master to come with me. Then I'll join my light cav element to get close to the meatgrinder and ensure they wont lose their foothold.
>Rally Mazaks fleeing skeletons under me
>Order the archers to begin following the melee skeles while they begin marching back to the battle
>Join my light cav element and ride as close as I can to the battle and cast a army wide drain life on the swordsmen with the commander.

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
Life Force:1

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

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

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

>Goals
Sack the citys wizards college
>>
>>1319922
>[...]Ferniun orders his skeletons to cut down trees and fashion them into battering rams.[...] the trees his skeletons chop down are so cut up and battered, that using them as battering rams is absolutely a possibility, but success improbable.
Wow, I don't know that it was even possible to mess up a ram... For fuck sake, it's just a big pointy stick!

>Action:
I'll investigate the building unless Drussith wishes to depart in which case I'll follow him.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 1

>Spells:

>Army:
-Witch (Magic 1/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
See something useful while using divination.

I'm slowly turning out to be Drussith's acolyte, it seems...
>>
>>1319760
do you want to continue riding with us or do you want me to drop you here?
>>
>>1319971
Well I'm still looking for a god so until I find one I'll stay with you, my brave knight~
Just kidding, I'll incinerate you if I have the chance.
>>
Rolled 3, 2 = 5 (2d6)

>>1319970
>>1319922

>Investigate building with Viktor, or whatever is left to investigate since a tribe of kleptomaniac gobbos and some bored knights already investigated most of it
>Dread Knights: Charge (With Viktor if he is ok with that) 6 6 6 6 6 5 and capture the cultist, Viktor can use the corpses to power up his magic and maybe heal me
>Ashen Knights: Move 1 1 1 2 2 , they will retreat if attacked

>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 2/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 2
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Drussith's Dread Knights(Human) (Morale 12/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Lionel's Ashen Knights(Human) (Morale 10/13 STR 13/15) 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 (former humans like lichs should be still considered humans, maybe)
>Goal
Kill a Large Beast, another one
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1319989
I'm 100 okay. A small question I have though: when I use my witch's healing ability, can I split the healing to multiple units? I'd also like to heal the Ashen Knights...
>>
>>1319995
the way it stands right now, one cast only heals 1 str damage worth.

That being said, that's just not enough for a 2 mag spell, so I'll bump it to 3 str right now.

And now that that's a thing, sure, you can do that.
>>
>>1319999
Nice quads
can I reinforce units? say move 2str from the dread knights to the ashen knights so now they are 13 15 instead of 15 13
>>
Rolled 6 (1d6)

>>1319922

Azith and co will keep on trying to kill these big swamp assholes. Not much else to do. Archers aim for the eyes, axes and clubs aim for the knees. If they fall over, try not to have them land on you. Being no coward, Azith will attempt to climb one of the beasts and give it some mace up close and personal.

Should I roll to see if the shaman wakes up?

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 3/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (6/8 Morale, 8/11 Str, Safety in Numbers)
Orc Grunts (6/8 Morale, 8/11 Str, Safety in Numbers)
Goblins (5/6 Morale, 4/6 Str, Safety in Numbers)
Goblins (5/6 Morale, 4/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
Kill a big swamp thingy.
>>
>>1320006
>Should I roll to see if the shaman wakes up?
they'll wake up on a timer you don't know or when they're attacked.

>>1320003
nope. I know it should logically be possible, but I don't wanna open that pandora's box.
>>
>>1320013

Okay. Given my rolling they'll probably be attacked soon then, just after all my other forces have been routed.
>>
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>>1307707
For anybody joining new or starting a new character, there's now a new kind of element to buy!
>>
>>1320060
They've got morale, even as undead?
If they do, I can understand the 6 though, being a plague zombie must suck.
>>
>>1320090
morale: -

they don't have morale. they cost 6 points
>>
>>1320099
Oh yeah, my bad. I need to pay attention...
>>
>>1320099
Hey I'm the chaos apirant from last game and I want to rejoin. I know my guy is dead but do I get any bonuses from making a new guy after my last died
>>
>>1320409
there are currently no boni for dead players, no.
>>
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>>1320060
so here's the updated army sheet. a few small things changed, the ones relevant for the players I already have told them.

Army modifications will be coming soonTM, maybe between threads or battlefields.
>>
>>1320517
Is there a reason the background is transparent it makes it impossible to read on mobile
>>
>>1319922
>Hack through the skellies with my knights and kill the cultist
>>
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>>1320536
there
>>
>>1319930
I know this is late, but please if you can allow me to deploy.
>>
Rolled 5 (1d6)

>>1319922
Drazza looked on with some pride (and made a mental note to keep an eye on Drussith) as her goblins deftly evaded the knights and came scuttling back to her with their newfound loot. And what interesting loot it was...
>move northern goblins to join eastern assault
>continue breaching the east gate and fighting the men at arms
>move the explorer goblins back towards Drazza (running if necessary) and examine the amulet if in range

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

XP:4

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 5/6 / Str 2/6) (Skirmish) (Safety in Numbers) x2
>Goblin (Morale 5/6 / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 5/6 / Str 5/6) (Skirmish) (Safety in Numbers) x5
>Ranged Goblin (Morale 5/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
>>1320804
trust me you don't want to have a bunch of gobbos running around with an amulet found in some shady ruins
>>
>>1320829
I'd like to think they at least have the capacity to realise that they will die very painfully if they fuck with the amulet, although I wouldn't bet on it.
>>
>>1321013
either way Viktor might be able to cast divination on the amulet, so if you don't know what to do with it send it to us
>>
Rolled 2, 5, 2, 5, 6, 4, 5, 1 = 30 (8d6)

>>1320799
I don't know if time zones are very permitting to it, but you are indeed allowed.

>>1320804
speaking of time zones, it might be good if you chose a person to bot for you when you're not here, Drazza.

>>1320804
>>1320006
>>1319989
>>1319966

Anyways, processing.
>>
Rolled 4, 1 = 5 (2d6)

>>1320543
>>
The goblins pile up at the walls of the city, arrows raining down on them, Meatonstick valiantly fighting in the gate, but his goblins succumbing to his greater foe (-2 str to the front goblin element) (-1 str to Drazza and Meatonstick from the arrow fire).

During the fighting, Fernin, having not managed to gain the interest of some decaying skeletons leaving the battlefield, comes up with his cavalry and leeches off life from behind the sea of goblins, but either distraction or divine prtoection on the human's part makes the spell rather ineffective (+1 global life force, -2 mag to Fernien)

Azith meanwhile, continously bleeding men, gets a slightly better deal this turn, but doesn't manage to make much of a dent himself.
The third and fourth roll of my processing are for you and the monsters But he himself manages to climb one of the beasts necks and crash his mace into it, the beast buckling in pain and crashing into its brother. The battling continues.

Battling also continues where Bjorst's men are fighting with the skeletons, managing to route them. (-1 damage to one of your units) Bjorst himself starts crashing through skeletons, but only manages to kill a third of the ones between him and the cultist before being struck himself, (-1 vit) allowing the cultist to escape - only to be intercepted by Drussith.

Drussith and Viktor had wanted to simultaniously explore the house and capture the cultists and decided the best way of doing that is splititng up.

So Drussith rode up behind the cultist as he was fleeing and surrounded him with his knights. The man starts cursing you, and pleading with his god, his eyes rolling back into their sockets.

From the north, alarmed from the screeches, an element of what appears to be dreadknights, among them robed men on horses, and trailed by an undead army come seemingly to the cultist's aid.

The Ashen knights explore further into the crater and discovers the source of the swamp beasts: a gigantic maw sits in the side of the mountain, currently in the process of vomiting out such a monster. The disembodied criesof agony emanate off the monstrosity, that seems to be bound with purple tentacles coming out of the ground and holding the mass of flesh in place.

Viktor, in the building, is confronted with a massive shattered mural. It's a scene depicting three siblings emerging from the womb, each trying to hold the other back. The inscription reads "The birth of They-Who-Births and Their wretched brothers".

During all this, reinforcements arrive.


[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
[Ac9] l Gairan
>>
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>>1322810
>>
>>1322810
>Action:
Until Drussith comes back, I'll try to heal Azith's forces (no matter which); no point in just standing there.

Also, I'll claim 1xp for having seen the "Maw' in my first vision.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 2

>Spells:

>Army:
-Witch (Magic 1/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
>>
>>1322813
Grass crunched as engineers, goblins and a mad man obsessed with ballistics, approached the battlefield. Pausing he posed for a minute and with a dramatic finger pointed towards the castle.
"Well gentleman and goblins see that castle over there? I have been told that some of our forces are attempting to capture it and we need to lend our aid. Now come let's see if we can set up some siege equipment and lets bring that wall down!"

>Have my little army Run towards the crossroads. Also think of how I would assemble siege equipment.


Race: Human
Class: Acolyte
>stats
Vit :3
Strata: 2
Skill:3 (++Fortifying)
Favor: 2

spells: N/A
Army: Siege engineers 10/10, 3/3 str
Ranged gobo's: 6/6 Morale, 6/6 str
Gobo's 6/6 morale, 6/6 str

Vice: Puts his faith into cannons/catapults a bit to much and will attempt to bring it as close to the front lines as he can. Without being brutally murdered. Also has a tendency to use goblins as ammo if ammo is low.
Attitude: Gairan believes that the world is ending, and is dedicated to surviving the apocalypse as long as he can. Also loves catapults and flaming ballistas.

Goals:
Survive as long as possible
Superior firepower through catapults always wins the day.
>>
>>1322813
>>1322810
Drazza disengages from the piling up of her goblins and meets the exploring element, recieving an amulet donning a purple stone, runes etched into its surface. A faint magical glow emanates from the stone.
>>
Rolled 1, 6, 3, 5 = 15 (4d6)

>>1322813
In a fit of rage Bjorst turns into the filth of the generals unit, his voice echoing.
"STOP YOUR HEXED SCREAMING AND DIE!"
>Pile onto the generals unit
>Have the slaves charge, because why not?

Vit:2/3
Strat:4
Skill:4++(persuasion)
Mag:2/2
Dreadknights| STR:13/15 morale:12/13
Armor breakers|STR:15/16morale:10/11
Entourage of slaves|| Str:7 morale 4/4
Army points:0
XP:0
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
>>
Rolled 6 (1d6)

>>1322810
Well then, I suppose I'll just wait behind the goblins seeing how it is my spell was less effective than I thought it'd be.

But I'll move my archers up once they get here so they can give their archers a hard time to see how it is they like being shot at.

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
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
Sack the citys wizards college
>>
Ok so we have to choose which one of the horrible gods in this cursed land we want to ally with, one is the maw that vomits monsters the other one is its brother sealed in the dwarven city and the third one is the one that the cultists follow, one who dwells bellow.
they hate each other and are trying to stop the others from becoming real gods so we will most likely have to kill two of them to awake the third one.
So yeah which one do you prefer?
>>
>>1323158
I dunno but it would make sense that we focus our efforts on one of them.
I think the one who dwells bellow might be a great choice since it won't demand too much fighting to get to it.
Which means that the Maw and whatever is in Grimershall must BURN.
>>
>>1323166
I'm not sure there is anything in Grimershall other than a school of mages, the dwarven town is the one far north, if we ally with the cultists we won't have to kill them so that is a plus, instead we might have to kill a bunch of monsters and siege a dorf fortress
>>1323166
>>1322869
you two are the Acolytes so I'll ask you, which one of the three do you want to ally with?
>>
>>1323182
We should atleast investigate the one inside the dwarf town before we make any decisions. Either way the cultists are already trying to kill us.
>>
>>1322810
has drazza analyzed the amulet?

>>1322856
maybe you should try divination on the mural?
>>
Rolled 5 (1d6)

>>1323182
Regardless of whether there's a god locked in Grimershall or not, we're too engaged to back down especially considering the artifacts a city of mages must contain.

Now as to which god I'd prefer...
I frankly don't know, we have zero information on what each gods does.
And regarding my divination, I would actually require a god for it to be reliable but I don't mind trying.

Okay, I'll try to divine the mural, rolling for it (I'll roll again if it's not the right dice).
>>
>>1323185
They are trying to kill us because Bjorst charged their leader, now I have captured said leader so I can either finish him or take him to his troops and plea for our lives
>>
>>1323194
I suggest we take the third option and keep him hostage until we reach the place he wanted us to go.
Then I'll just sacrifice him to his god and see how he likes that.
>>
>>1322810
Am I still wedged in the gates?
>>
Rolled 2 (1d6)

>>1322810

We almost have them, lads. Lets finish these beasts off. Keep chopping. They should be getting weak now that they're nearly dead.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 3/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (5/8 Morale, 8/11 Str, Safety in Numbers)
Orc Grunts (5/8 Morale, 8/11 Str, Safety in Numbers)
Goblins (4/6 Morale, 4/6 Str, Safety in Numbers)
Goblins (4/6 Morale, 4/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
Kill a big swamp thingy.
>>
>>1323158
I am already a devout follower of the one who dwells below, so I say we go with him
Also its the one that sounds coolest
>>
>>1323242
Works for me, I'll take it.
>>
>>1323243
Fun fact, i got 'the one who dwells beneath' from a game some 2 years back. He was also called: the great fluffy one.... He is a rabbit (don't think that's the case here though)
>>
>>1323250
Yeah, a rabbit would be way ridiculous and impractical...
Their fur catches on fire too easily.
>>
>>1323250
>>1323252
are you guys sure you don't want to have dorf bros?
>>
>>1323182
I prefer allying myself with a being that would not make me question my sanity, if i saw it and did not have a giant maw. It freaks me out in general. But most likely let us look at all of our options, and as Fernium said lets look at the one that the dwarves have sealed.
>>
>>1323254
But their beards catches on fire!!!
Also, I frankly doubt they'll appreciate a horde of orcs/bandits/undeads/witches and more on their doorstep.
Especially if we explain that we want to liberate a dark god.
>>
>>1323254
Pretty sure if it was the dorfs that sealed him, we won't be bros by freeing him.
>>
>>1323255
Frankly the problem so far is that we have no particular reason to choose one god over the other, which means that we might as well choose the easiest option.
>>
>>1323258
>>1323261
I think is more like the one in the dorf town was sealed by the one who dwells below
>>1317122
And is somehow judging something, most likely being the dorf's god, but I might be wrong
>>
>>1323265
I still dont want to ally myself with a giant maw that spits out creatures....But that is very true.
>>
>>1323270
Oh don't worry about the Maw, it will burn in time...
Frankly, the only choice is between the drawven god and the god from the ruin.
And it turns out the god from the ruin is the closest/easiest to reach.
>>
>>1323273
he is also the one with the bloodthirsty purple cultists
>>
>>1323273
Hopefully it does soon, burning such a abomination with a cleansing flame does a lot to help the mind. And you are right, I will get the censers so we may begin soon.
>>
>>1323276
1)They are not in our way
2)We have their leader.
3)I like their enthusiasm.
>>
>>1323281
Also we are going to need someone to shut the cultist up before he summons anything or grants his allys a boon.
>>
>>1323283
Can't someone just knock him out?
Barring that and if he doesn't need to speak, I have an idea that may work.
>>
>>1323286
Speaking of ideas, got one how to get into that city? I was thinking of piling up several hundred goblins at the gates and the others can just climb over them... pretty sure it's not going to work as well as i am imagining though
>>
I'd just like to point out these guys are evil cultists, they may not care if one of their own is being held hostage. When we broke him out of jail they weren't exactly doing shit to rescue him.
>>
>>1323290
True. Well, if they don't care about him, that just means we'll have to fight them regardless of our goals.

>>1323289
I'd be hard pressed to find an answer to that question, perhaps you'd have more luck with Gairan.

Maybe once I'm done divining I can look for a weakness in their walls...
>>
>>1323290>>1323286

Eh, true.
>>1323289
Do not worry I have brought some freinds of mine. And soon, catapults lots and lots of catapults...The wall will fall THROUGH SUPERIOR FIREPOWER
>>
>>1323290
the cultists knights are calling him "Master" so he might be the cultist leader.
>>1323289
Gairan has siege equipment so you guys should go into siege mode and not assault mode and wait for him to breach the walls.
also we need to capture that city and regroup
>>
>>1323297
As drussith said, they have that gate in lockdown. If you can fortify your position and simply attempt ranged fire onto them until I am able to arrive and relieve the situation by breaching the wall. Also dibs on any siege equipment we may find.
>>
>>1323296
It's gonna be fun watching you struggle to haul your catapults everywhere...
>>1323297
Maybe once I'm back to Grimershall we could do FLAMING boulders!
>>
>>1323303
One I believe in myself Viktor and I could attempt to build the catapults once I arrive. And two Flaming boulders sound like a amazing idea! I already use goblins when I run out of ammo Flaming boulders sound much more efficient!
>>
>>1323305
Wait, new idea... Flaming goblins?
>>
Make sure it doesn't totally burn down though, we can't loot ashes.
>>
>>1323309
>>1323309
>Flaming goblins?
https://www.youtube.com/watch?v=cWxh9lGOeqQ
>>
>>1323311
Most of the important stuff is usually made out of metal, which shouldn't burn (sadly).
>>
>>1323313
And barring that, just have the goblins ride the flaming boulders Strangelove style.
>>
>>1323315
........Your a genius viktor your a goddamn genius.
>>
>>1323301
I want more knights, so many stuffs to do and so few elements to comand
>>
>>1320546
Thank you

Amentus the strategist

>race mystery race
>class barbarian chieftain
Vit: 1/1
Strat: ?
Skill: ?
Magic ?

Xp:0

Army
???

History
?


Vice
?

Attitude
?


Goal
>find out what race I am
>>
>>1323405
I like this guy, even if he might doom us all
>>1323242
do you mind if I use your gobbo element up north as a shield?, if they charge you bjorst can send their anti armor units to your help

>>1322810
>Ashen Knights Move 2 2 2 1 1? (to the high ground), send a rider to the building down, maybe he will find something (they are in defensive/flee if in danger mode)
>Dread Knights Run 6 6 (talk) 5 5 5 6
"We are here not to fight but to make a pact with your god, for now we will take your Master as hostage, retreat your troops and we will free him"

>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 2/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 2
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Drussith's Dread Knights(Human) (Morale 10/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Lionel's Ashen Knights(Human) (Morale 11/13 STR 13/15) 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 (former humans like lichs should be still considered humans, maybe)
>Goal
Kill a Large Beast, another one
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1323409
They ran away, not sure if they're not gonna leg it again with enemies approaching.
If they don't, they're to hold the line. Maybe they can redeem themselves, otherwise those cowards will be ammo for the catapults
>>
>>1322810
As the mass of green bodies crashed and crashed again upon the walls of Grimershall, Drazza peered into the stone of her newfound trinket, closely scrutinising the runes as they glowed dully.

>keep on attacking Grimershall

>>1323414
Councillor, at this time our objectives, and tactics for that matter, appear to align. Could you bot me if I don't make it in time for a turn?

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

XP:4

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 5/6 / Str 2/6) (Skirmish) (Safety in Numbers) x2
>Goblin (Morale 5/6 / Str 4/6) (Skirmish) (Safety in Numbers) x2
>Goblin (Morale 5/6 / Str 5/6) (Skirmish) (Safety in Numbers) x4
>Ranged Goblin (Morale 5/6 / Str 6/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
>>1323467
Certainly. The green tide will wash over this city and create a sea of blood within its walls!
>>
>>1323467
Heads up: attacking walls without siege equipment is a bad idea.
>>
Rolled 3, 6, 2, 3, 2, 1, 2, 1 = 20 (8d6)

>>1323467
you gotta roll on strat when you fight dude.

>>1323405
make your character with pic related.

>>1323241
well the big thing with big beasts is that losing str doesn't reduce their output.

>>1323467
>>1323409
>>1323241
>>1323193
>>1323129
>>1322954
>>1322856
processing
>>
>>1323775
>pic related
>no pic
harsh
>>
>>1323775

>well the big thing with big beasts is that losing str doesn't reduce their output.

Hush now. My forces are too stupid to see through my lies.
>>
File: Character creation.png (94 KB, 1946x1967)
94 KB
94 KB PNG
>>1323790
you don't deserve it.

Feast your eyes on...

THE MAGNIFICENT GOBLIN!

TERRIBLE AT EVERYTHING, EXCEPT WHEN IT COMES TO - YOU GUESSED IT! GOBLINS!


this was done before everybody piled on goblins up the arse
>>
>>1323775
>>1323798
and due to technical problems, the processing will take a long ass time. I apologize
>>
>>1323811
Take your time, we can survive.

>>1323798
I suppose the green only applies to goblin units?
>>
>>1323817
>I suppose the green only applies to goblin units?
you got it masta
>>
>>1322810

"The green tide shall sweep aside this puny flotsam the humans call gate! Throw yourself against it, hack it away, strike it down!"

>Break down the door
>Elements that are not directly at the door/elements that can't attack because of numbers should fortify their position/get some cover from the archers

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (?/6(?/12) Morale, 2/6 Str, Saftey in numbers)(routed)
>-Goblin (5/6(9/12) Morale, 3/6 Str, Saftey in numbers)
>-Goblin (5/6(9/12) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(9/12) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(9/12) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(10/12) Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (-/- Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin empire that was forced to flee its homestead a long time ago. Something I swore
would happen no more.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness

>Goal
>Get some attire for my future loyal subjects (Cultist, robes, dark cloth etc)
>>
Rolled 4, 3 = 7 (2d6)

>>1323895
forgot to roll cause I'm an idiot (First is for attacking, second for defence if two of them are needed)
>>
File: map Grimershall.png (666 KB, 2000x2000)
666 KB
666 KB PNG
Drazza's goblins try and scale Grimershall's walls but predictably get thrown back by the men at arms now manning the battlements, although her goblins do better than expected. (-5 dmg)
At the same time Meatonstick's goblins try and abtter the gate down, unperturbed by archers that are focusing on Drazza, but to little success. Meanwhile, the rest of his goblins pull back and dig in.

"We are not here to fight!" Drussith starts, pulling the still chanting cultist by the collar. But before he can even give the order to pull back to his men, the robed man changes - his body turns black and malformed, tentacles and eyes sprouting from his now festering flesh, ever growing and growing and growing, until a monstrous mass of tentacles, mouths and eyes stands hugely tall, and enters combat witht he knights, preventing their move (roll for defense and then tell me/roll for what you want to do on your turn)

Bjorst's men manage to kill the cavalry including the general before they can run, (+6 morale) but as they celebrate, the enemy dread knight element, lead by a headless knight with an axe that seems to scream at every hit, jams itself between them and the now malformed cultist and engages his army (roll to defend, then tell me /roll for what you want to do on your turn)

meanwhile the skeleton army moves up, the ones in the front carrying long pikes.

The Ashen knights reach their vantage point, seeing skeletons wandering around the wastes of the crater.

In the east, one of Azith's elements is healed +3 str dmg, as he finally takes down one of the beasts (-3 formation damage, +6 morale to 2 elements of your choosing.)


The new arrival makes his way to the crossroads. Wood, he thinks, might be the limiting factor for siege equipment, and time. Ladders, he thinks, he could easily build quickly. With Siege towers, a large quantity of men could cut down on time. For very complex things, skill and time is needed.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
[Ac9] l Gairan
>>
>>1323193
the mural gives you nothing. But you feel like if you had held your mind open for any longer, tapping aimlessly through the aether, an invading presence might easily have done you bodily harm
>>
>>1324006
Is the cultist considered a large beast?
>>
>>1323798

Amentus the strategist

>race goblin
>class barbarian chieftain
Vit: 1/1
Strat: 3 (6 with goblin?)
Skill: 2 (6 at goblin?)
Magic 0/3

Xp:0

>Army
>Goblin (moral 6/6 str 6/6) (skirmish)( safety in numbers) x6

2 army point

History
Amentus was raised in a small tribal goblin village. weak and small he was picked on consistently until one day a group of humans came to slay the goblins. The goblins went into a panick. Quickly Amentus took charge not wanting to see his village destroyed and led the goblins in a dareing stratagem that left the humans crushed sense then he has been there leader and not to much later swore allegiance to the dark lord seeing to grow his influence.


Vice
Is cowardly and will flee combat in a moments notice if something actually threatens him and never stays in the front line always leading from the back

Attitude
Wants to unite all the goblin tribes under one great leadership his own!

Goal
>organize and improve the common rabble goblin soldier into an organized spear wall. Create the goblin hoplite!
>>
>>1324041
you know it girl.

>(6 with goblin?)
with, against and assisting goblins, yes.

>Is cowardly and will flee combat in a moments notice if something actually threatens him and never stays in the front line always leading from the back

remember, a vice only gives XP when it gets you into trouble. so this is fine, just keep it in mind.


>Create the goblin hoplite!
you'll love next update
>>
>>1324015
I'll keep that in mind.

>>1324006
Weeeeell, shit. Drussith, you're gonna need to rally your troops. Also, I'm pretty sure fighting Grimershall + the undead army would be a terrible idea.

>Action:
I'll stay where I am and just wait, maybe keep healing Azith's forces.

Also, I'll claim 1xp for having seen the "Maw' in my first vision.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 2

>Spells:

>Army:
-Witch (Magic 1/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
>>
>>1324067
taking grimershall to have a defence against the undead army on the other hand...
>>
Rolled 6, 4 = 10 (2d6)

>>1324006
Rolling defenses, 2nd roll is armor if the tentacles target me
>>
>>1324061
Here ill change it a bit

Vice: Is an extreme braggart and will get himself into situations that are far beyond him but is also cowardly once realising his situation he will typically run screaming.
>>
>>1324153
perfect
>>
Rolled 6 (1d6)

>>1324006

"This is getting us nowhere, quite literally. Though maybe with our aid General Drazza might have sucess!" I Call back to the other regiments: "The green tide is not stopped by a pebble! Climb those walls, if you fall, climb each other, make a goblin tower, use corpses if you need to!"

>Everybody goes up those walls

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (5/6(8/12) Morale, 2/6 Str, Saftey in numbers)(routed)
>-Goblin (5/6(8/12) Morale, 3/6 Str, Saftey in numbers)
>-Goblin (5/6(8/12) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(8/12) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(8/12) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(9/12) Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (-/- Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin empire that was forced to flee its homestead a long time ago. Something I swore
would happen no more.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness

>Goal
>Get some attire for my future loyal subjects (Cultist, robes, dark cloth etc)
>>
>>1324074
Except we need to take it BEFORE the undead reach us, or else we'll be in a pincer.
So far, all we've managed is throwing troops into the meatgrinder.
>>
>>1324164
hey I ain't got no beef with the undead
>>
>>1324169
Tough luck, they got a beef with us.
>>
>>1324164
that is no meatgrinder that is a solid stone wall and you are not going to break it with a bunch of goblins, pull back to the trenches and try to finish off those undeads, once we re-kill them we can use Gairan's siege equipment to take the city
>>
>>1324164
>>1324169

Throw enough goblins and they will eventually break the gate or make a ramp to the walls with their bodies.
>>
Come on guys, I'm the insane one, I shoudln't be giving tactical advice.
Though I am far from stupid, it's true.

Drussith is right, we can just wait it out until we actually get siege weapons.

>>1324188
... or you know, climb them with a ladder.

Even barring all of that, Drussith just can't keep them off you forever seeing as he is already tangled with the Head Cultist.
We (me, Drussith and Azith) can't risk being separated from you guys by a horde of undead if we also have to fight the beasts...
>>
>>1324188
the undeads are going to reach the walls in 2 turns, even if we manage to open the gates we won't be able to kill the city garrison in time
>>
Rolled 6 (1d6)

>>1324006

Azith and his orcs kill off the beast they had surrounded, and move to aid the goblins in finishing off the other. Rolling to kill, and claiming XP for completing the goal to kill one.

I see the shaman has woken up, so he can use the body of the slain beastie to regain his magic. Being a flesh abomination thing I imagine it's got some pretty good magic juice in it.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 3/4
Strat:3
Skill:4
Mag:0/1
XP:1
>Army:
Orc Grunts (8/8 Morale, 8/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 8/11 Str, Safety in Numbers)
Goblins (3/6 Morale, 4/6 Str, Safety in Numbers)
Goblins (3/6 Morale, 4/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (4/6 Morale, 3/3 Str, 0/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
Kill a big swamp thingy.
>>
>>1324225
Do you think I could partake in the magic gathering? I could heal you further if you want.
>>
>>1324231

Sounds good. This creature thing is meant to be dinosaur size, so there should be blood/guts/etc to go round.
>>
File: goblin thrower.png (5 KB, 332x257)
5 KB
5 KB PNG
>>1324044
yo, entourage is pic related!

As a special siege craft, it moves on infantry speed. It's amunition requirement is 1 str/2 shots, and it has a toggle mode between damage and transportation.


Transportation is VERY experimental.
>>
>>1324225
take yo XP
>>
>>1324238
>>1324006

Alright then I also move in with my witch to gather magic and heal, note that I have forgotten to change my witch's magic which is currently at 0.
>>
Rolled 3 (1d6)

>>1324006
Well that army could be a problem for us. The skeletons charge into the enemy dread knights to help them with arrows and melee.

However the Light calvalry go around that and help Drussith with that Cultist.

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 4/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
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
Sack the citys wizards college
>>
>>1324240
If I manage to throw a full squad over the walls will they reform there?
>>
>>1324283
yes, that's what the alternative mode is for - with that you can throw entire elements, not only 1 str/2 shots, but they are sure to sustain damage in some amount or another.
>>
>>1324304
can they load rocks instead of goblins?
>>
>>1324311
no, it only supports goblins, shot by goblin crews that would never betray their craft by shooting anything but goblins.
>>
>>1324300
Nobody is near any wood except you.
>>
>>1324315
can we at least set the goblins on fire?
>>
>>1324325
Right.
>>1324006
Gairan looks at the woods and at his siege engineers, and shouts to the skys. "IT BEGIINS MY BROTHERS!!!!"
>Begin building catapults, IT BEGIINS!!!

Race: Human
Class: Acolyte
>stats
Vit :3
Strata: 2
Skill:3 (++Fortifying)
Favor: 2

spells: N/A
Army: Siege engineers 10/10, 3/3 str
Ranged gobo's: 6/6 Morale, 6/6 str
Gobo's 6/6 morale, 6/6 str

Vice: Puts his faith into cannons/catapults a bit to much and will attempt to bring it as close to the front lines as he can. Without being brutally murdered. Also has a tendency to use goblins as ammo if ammo is low.
Attitude: Gairan believes that the world is ending, and is dedicated to surviving the apocalypse as long as he can. Also loves catapults and flaming ballistas.

Goals:
Survive as long as possible
Superior firepower through catapults always wins the day.
>>
>>1324338
well that's a given. as long as you find stuff that makes body burn better than the moist meatbags that they are.
>>
>>1323467
you inspect the amulet, and you feel it to be powerful. The runes on it are intrusive ones, imbuing the wearer with - - well, something, that's not clear.
>>
>>1324542
So for later. If I tell my goblins to make siege equipment do I get the six and conversely if I tell them to cook and a grand feast do i get that six?
>>
>>1324590
>do I get the six
what six do you mean? from context it seems like you mean Morale, but I don't know why you'd get six Morale from constructing. you'll have to pay a morale to build, in fact.

>f I tell them to cook and a grand feast do i get that six

If you feast on, instead of looting a building with loot, the involved elements get full Morale. Again, assuming you're talking about Morale.
>>
>>1324602
I ment under skill and for the skill checks.
>>
>>1324605
oh right. Yes to both. Although they still remain goblins.
>>
Rolled 5, 4, 4, 6 = 19 (4d6)

>>1324006
>everyone dying in single combat
>trying to encourage me to dive into personal combat
Haha, no.

Bjorst watches as the skeletons charge, laughter booming from his helm as he turns back to the battle
"That's a nice axe, THE MAN OR ORC WHO RETRIEVES IT FOR ME GETS A PRIZED STEED, or even their freedom"
>Fight
>FIGHT

Vit:2/3
Strat:4
Skill:4++(persuasion)
Mag:2/2
Dreadknights| STR:14/15 morale:13/13
Armor breakers|STR:15/16morale:11/11
Entourage of slaves|| Str:7 morale 4/4
Army points:0
XP:0
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
>>
Rolled 4, 2 = 6 (2d6)

>>1324006
>Ashen Knights: continue riding along the crater's edge towards the ??? building
>Dread Knights:fight defensively, I'll try to stab the thing with my sword if it gets too close to us, and at the same time slowly fall back thanks to our horses' mobility and the fact that the monster is alone and has a limited number of tentacles, but without risking itgo figure I'm giving 2 orders at the same time with a modifier, also Bone Lances


>Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 2/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 2
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Drussith's Dread Knights(Human) (Morale 8/13 STR 15/15) Cavalry, Heavy Cavalry, Bone Lances
-Lionel's Ashen Knights(Human) (Morale 12/13 STR 13/15) 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 (former humans like lichs should be still considered humans, maybe)
>Goal
Kill a Tentacle Monster
Learn Magic (and other dark secrets)
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1324119
>>1324161
>>1324225
>>1324281
>>1324913
>>1325177
alright, processing
>>
Rolled 1, 1, 5, 1, 5, 1, 5, 2 = 21 (8d6)

>>1327661
>>
Meatonstick's goblins run up again to the wall, trying to find every nook and cranny to hold on to, climbing on piles of corpses, only to be cut down once more by defenders that are growing weary. Through the support of Drazza, the damage can be contained somewhat. (-3 to Meatonstick's elements)
Azith's orcs suffer a horrible defeat by the cut up monster they barely scratch its cut up and bleeding hide while it tears through orcs and goblins (-5 str dmg) if any of your elements are lusing more than half of their str,
roll rally or they'll route. Also: DAMN that's some shit luck.

Azith himself finds himself again face to face with the beast - he might be able to kill the beast [in Personal Combat] before it does any more damage - Or he'll be the target of just that damage.

His shaman delects himself on the entrails of the downed monster, Viktor's witch partaking. (+1 mag to each)

Fernien's skeletons are piling in on the dread knight that is also being fought ferociously by armoured knights, orcs, and desperate slaves. The first engagement between Bjorst and the knights went less than favourably, but the latter seem to have more interest in staying there as long as possible, rather than hurting Bjorst's mean (-2 str dmg to Bjorst from the DEFEND)

This attack now however, with the added bodies of the skeletons, rips into the enemy - the reckless abandon of his units, all trying to down the leader of the knights (which so far, none have managed) balances out their defensive fighting style, and so quite a lot of damage is one (-2 str dmg)

But that's when the skeleton army charges into Fernien's flank! (roll for defense, but also tell me your next move and roll for that) Meanwhile, one of the enemy cultists transforms into a smaller version of the abomination you are fighting, while the others summon forth what looks like tentacles from the ground!

Drussith, with the help of the cavalry, defends and then starts backing down, but both times, the monster seems to fight as strong as it can, while Drussith has trouble maintaining order in his ranks! While he manages to keep his damage light, almost nothing is done to the abomination. (-3 on defense, -2 on defensive continued fighting.)

Gainan's engineers and goblins begin cutting down trees.

To replace all those dead goblins YET MORE goblins pile in, lead by a particularly brave one.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Mazak the Accursed
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
[Ac9] l Gairan
[Bar10] l Amentus the strategist

>>1324067
you can get that XP
>>
File: map Grimershall.png (672 KB, 2000x2000)
672 KB
672 KB PNG
>>1327825
forgot pic

>>1324913
And because I know you Bjorst, I will explain why both have the same damage to you: the first was defensive, meaning halved damage taken and damage output. there, you had lost by 3 DoS, meaning you got half of 5 dmg rounded down, and dealt half of 2. Second was an all out attack vs a defensive enemy, meaning double dmg dealt and recieved v halved dmg dealt and recieved = normal damage dealt and recieved. You WON with 3 dos that time,
with a better roll on your part and a worse one on theirs and the help of the skeletons.
so you got 2 dmg and dealt 5.
>>
>>1327828
>>1327825

Looking to join back in.

Ardax Knight Crusher

Orc Champion
Vit: 4
Strat: 2
Skill: 5
Mag: 1
>Heavy Armor
>Brawler (+2 STR to attached element)
Army points: 16/16
Orc shieldbreakers (STR 18/18) (Moral 11/11)
>Amour breaker

Born without a tribe and little better than a slave in the fighting pits, Ardax has grown into one of its most vicious fighters to ever leave them. After gaining enough reputation as brutal fighter and a following eager to emulate him he marches with the Overlord armies looking to gain even more.

>Vice
There is little that Ardax hates more than knights and heavy armor foes and will seek to attack and destroy them completely even if it puts him at disadvantage.

>Ambition
Ardax has but one true ambition born out of his early days in the pits; to gather enough followers to found his own tribe.

>Goal
>>
Rolled 6, 2 = 8 (2d6)

>>1327825
I point my bony fingers at the gates. A cold, undead voice shouting:
"Crush the doors! Bring them down with the sheer weight of all our bodies! Scale the walls! Fear nothing, the great Overlord will not let you die (forever)!"
With my own weapon raised high I storm through the element and get myself to the front, bringing the first strike against the gates as my army follows.

>Everybody who can fit at the gates, attack the gates (sending the ones with slashing weapons preferably)
>Councillor Meatonstick himself will be in the forefront, storming through when it breaks (not IF, when) +2 Risk
>Rest of the elements/those that can not fit the gates will still scale the wall, should be enough goblins lying on the ground to soften the inevitable falls

Also: Claiming XP for vice
First roll for the door, second for scaling

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 0
Spells: none

Army:
>-Goblin (5/6(7/11) Morale, 3/6 Str, Saftey in numbers)
>-Goblin (5/6(7/11) Morale, 4/6 Str, Saftey in numbers)
>-Goblin (5/6(7/11) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(7/11) Morale, 5/6 Str, Saftey in numbers)
>-Goblin (5/6(8/11) Morale, 6/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (-/- Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin empire that was forced to flee its homestead a long time ago. Something I swore
would happen no more.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness

>Goal
>Get some attire for my future loyal subjects (Cultist, robes, dark cloth etc)
>>
>>1327967
Jesus man, Have you had posts without rolling a 6 yet?
>>
>>1328022
not since the fighting started it seems, no
>>
>>1327825
>5 damage in 1 turn
and they wanted me to stay and fight against 3 of those
>>
>>1327825
I wonder at which point Drazza and Meatonstick thought it would be a good idea to get all their troops butchered.

>Action:
I'm sending my troops (witch included) to support Fernium, Drussith and Bjorst.
Azith, I suggest you stop engaging the monsters and come with us to fight the undead or else we'll get caught between them and the beasts.


>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 2

>Spells:

>Army:
-Witch (Magic 1/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
>>
>>1328092
can I get some healing this turn?
>>
>>1328096
Yeah sure, I'll just need to find something to sacrifice to replenish the witch's mana.
>>
>>1328099
more dead dinos? they are quite big, are we sure we can't harvest them more than once?
>>
>>1328101
The problem is more that I won't be able to reach you if I go salvage a dino, they're on the opposite side and you're already pretty far away.
>>
>>1328103
I'll ride towards you, I plan to send my troops to the ??? and kill whoever is controlling the cultists, that is why I need the extra HP because dueling a god won't be easy
>>
>>1328106
That makes sense but we still need to regroup with other troops, just the two of us probably won't be enough to defeat a god.
Fernium and Azith should disengage so we could focus on actually doing something instead of getting ourselves wrecked like the morons at Grimershall.

We just need to contain the enemy just a bit so we can get a bit of a running start.
>>
>>1328111
Azith might kill the dino this turn so you might be able to harvest more, also he will be free to move somewhere else

>>1327825
>Ashen knights will ride to the ruined building east of them, if the skeleton notice them the will charge if no the will just explore the ruins
>Drread Knights: Move 3 3 3 2 (wait to get healed,maybe) 1

Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 2/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 2
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Drussith's Dread Knights(Human) (Morale 7/13 STR 10/15) Cavalry, Heavy Cavalry, Bone Lances
-Lionel's Ashen Knights(Human) (Morale 13/13 STR 13/15) 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 (former humans like lichs should be still considered humans, maybe)
>Goal
Kill a Tentacle Monster
Learn Magic and adquire dark secrets
Conquer a village, or similar
Give the knight's head to the manor lord
>>
>>1328115
Okay, that makes sense.
Then I'll salvage the beast (if possible) and then try to heal you if you're close enough.
>>
Rolled 2, 5, 1 = 8 (3d6)

>>1327825
>>1327828

Given my vice I can't not take the offer to finish the beast in personal combat. Azith will go for it. First roll for that. Does this satisfy the conditions for my vice and get me an XP?

Anywho, that was a shit turn for dice. Nevertheless, finish off this asshole. Second roll for general combat, if Azith doesn't kill it himself first. Third to roll for the melee goblins to see if they break (I wouldn't blame them, they're mangled). If they don't they can stay and help finish it off.

>>1328111
No point disengaging now, it's almost dead and withdrawing is really risky (as I found out on the last map where some knights tore my shit up). Unless I've rolled like last turn I should be able to start coming to help next turn.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 3/4
Strat:3
Skill:4
Mag:0/1
XP:2
>Army:
Orc Grunts (7/8 Morale(11/12), 8/11 Str, Safety in Numbers)
Orc Grunts (7/8 Morale(11/12), 7/11 Str, Safety in Numbers)
Goblins (2/6 Morale(6/10), 1/6 Str, Safety in Numbers)
Goblins (2/6 Morale(6/10), 1/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (4/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
>>
>>1328168

Please tell me that 2 is enough to finish it via duel before that 5 gets my troops mangled even more.
>>
>>1328168
M'kay, that makes sense; survival is paramount to victory.
Just do what you have to do and be careful.
>>
>>1328168
Oh you get the xp for sure. Take it.
>>
Rolled 2, 4 = 6 (2d6)

>>1327825
This is quite a horrible position to be in in hindsight. If possible I want to use that minor lifeforce I got earlier to shield myself magically if possible to aid me in my next move. As I dont think I could use it if I get zombified.

Then I'll try to disengage and follow Drussith since I'm in the Cav unit while my skeletons keep fighting since they'll be unable to escape, or well outrun them. But they'll fight defensively in the hopes they'll get more support soon.

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 3/3) (Morale-) (cavalry)
Army points:3
Life Force:1

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

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

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

>Goals
Sack the citys wizards college
Harvest a god
>>
>>1327967
take the XP
>>
Rolled 3, 5 = 8 (2d6)

>>1327825

Boting for drazza, disregard if actual Drazza shows up

With Meatonsticks goblins being transformed to meat on sticks by the enemy archers, we might be able to overwhelm them by using them as a meatshield.

>Continue attack, have gobbos scale the wall
>If help is needed at the gates, attack there as well

>Drazza
>Race: Human
>Class: Gladiator (Brawler)
Vit:2/3
Strat:3
Skill:4
Mag:0/2
Fort:6
XP:4
>Spells:None
>Armour:
>Spiked Armour

Army:
>Goblin (Morale 5/6(13/15) / Str 2/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 5/6(13/15) / Str 2/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 5/6(13/15) / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 5/6(13/15) / Str 4/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 5/6(13/15) / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 5/6(13/15) / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 5/6(13/15) / Str 5/6) (Skirmish) (Safety in Numbers)
>Goblin (Morale 5/6(13/15) / Str 5/6) (Skirmish) (Safety in Numbers)
>Ranged Goblin (Morale 5/6(13/15) / Str 6/6) (Skirmish) (Safety in Numbers)

>Army Points: 2

Boting for drazza, disregard if actual Drazza shows up
>>
>>1327825
Also my deadhounds cannot receive orders at the moment, at least not direkt, but i aslo did not send them up. Are they attacking or just looking menacingly at the enemies?
>>
>>1328245
>>1328226
that is a good point, can I even command my 2nd element of knights? they are elite troops, do they have enough initiative to act on their own? I have been giving them vague orders instead of direct commands to represent that they have been trained to do X in that situation
>>
>>1328240
Also Drazzas archers element should lay down suppressive fire on the walls
>>
>>1328216
Just in case I wasn't specific enough I want to disengage with my entire cav unit with me.
>>
>>1327664
>>1327828
fuck you and your crazy rolls, you bastard. /salt
>>
Rolled 1, 1 = 2 (2d6)

>>1328240
Thanks for this, but I think I'll override.

>>1327825
Gradually realising that throwing goblins at the walls was not working, Drazza ordered her forces to pull back and await the bombardment.
Now relatively safe in the makeshift emplacement, Drazza put her forces to work hardening the position.

>pull melee goblins back to the trench
>continue attacking enemies on the walls with archers, trying to cover Meatonstick's assault
>extend and fortify trench, begin to surround the city

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

XP:4

>Spells:
None

>Armour:
>Spiked Armour

>Army:
>Goblin (Morale 5/6 / Str 2/6) (Skirmish) (Safety in Numbers) x2
>Goblin (Morale 5/6 / Str 4/6) (Skirmish) (Safety in Numbers) x6
>Ranged Goblin (Morale 5/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
>>1328251
I have played them like that, yeah. they're there to explore, and I take clues from you what they find interesting.

>>1328245
your deadhounds are where they aren't in the way, I hope you don't mind me shuffling them away a bit from the battlefield. They are not engaged in combat.
>>
update might will be late today, sorry about that
>>
Rolled 2 (1d6)

>>1327825
>>1327828


Amentus sends his goblins rushing forward to aid those already building siege equipment. We will show them fine goblin engineering! And tear down this wall!
>race goblin
>class barbarian chieftain
Vit: 1/1
Strat: 3 (6 with goblin?)
Skill: 2 (6 at goblin?)
Magic 0/3

Xp:0

>Army
>Goblin (moral 6/6 str 6/6) (skirmish)( safety in numbers) x6

2 army point

History
Amentus was raised in a small tribal goblin village. weak and small he was picked on consistently until one day a group of humans came to slay the goblins. The goblins went into a panick. Quickly Amentus took charge not wanting to see his village destroyed and led the goblins in a dareing stratagem that left the humans crushed sense then he has been there leader and not to much later swore allegiance to the dark lord seeing to grow his influence.


Vice
>>1324061
Here ill change it a bit

Vice: Is an extreme braggart and will get himself into situations that are far beyond him but is also cowardly once realising his situation he will typically run screaming.

Attitude
Wants to unite all the goblin tribes under one great leadership his own!

Goal
>organize and improve the common rabble goblin soldier into an organized spear wall. Create the goblin hoplite!
>>
Rolled 4, 4, 2, 1, 2, 3, 1, 5, 1, 4, 6, 1 = 34 (12d6)

>>1328351
>>1328298
>>1328240
>>1328216
>>1328168
>>1327967

processing
>>
>>1327828
>>1328552
if there is still time
>Continue building siege equipment, ie: ladders, and receive aid from Amentus.


Race: Human
Class: Acolyte
>stats
Vit :3
Strata: 2
Skill:3 (++Fortifying)
Favor: 2

spells: N/A
Army: Siege engineers 10/10, str 3/3 str
Ranged gobo's: 6/6 Morale, 6/6 str
Gobo's 6/6 morale, 6/6 str

Vice: Puts his faith into cannons/catapults a bit to much and will attempt to bring it as close to the front lines as he can. Without being brutally murdered. Also has a tendency to use goblins as ammo if ammo is low.
Attitude: Gairan believes that the world is ending, and is dedicated to surviving the apocalypse as long as he can. Also loves catapults and flaming ballistas.

Goals:
Survive as long as possible
Superior firepower through catapults always wins the day.
>>
Rolled 4, 5 = 9 (2d6)

>>1328552
oh, and rolling in case Bjorst doesn't show up before I post. first roll is his units, second the dread knights.
>>
File: map Grimershall.png (687 KB, 2000x2000)
687 KB
687 KB PNG
Meatonstick's goblins continue their feeble assault, losing more and more (-3 str dmg)

Meatonstick himself, hacking on the gate, hears the sound of stone against stone - he looks up, and sees that from the murder hole above him, a stone is being flung right at him. (roll skill to evade.)

Drazza's goblins move out of the fight, supporting Meatonstick, and really getting into the digging. And boy, do they dig.

The Ashen knights get into an altercation with two elements of skeletons! Drussith is not hre to command them, thus: auto resolve! (-2 to that element) while the dread knights move out of the danger zone.

Azith cleaves into the monster a second time with his formidable maze, and breaks its neck, it slumps to the ground. (+6 morale to all your elements) As it does, an excited Viktor drags his witch to the fallen beast, for her to dismember it for her magical collection. (+2 mag to witch) to imidiately heal Drussith himself (-1 mag ) (I assume this overrides your bid to run into battle?)

Fernien fights to disengage, preparing for a hard fight and... the beast lets him. With a swipe of its tentacle, it takes off a few of his riders, but it seems to have had the same idea, and moves its strange body further north. (-1 str)
Ferniun himself feels like he is empowered by his life force, but that his body cannot hold it for very long (+1 current and max vit for the next 2 turns)

His skeletons keep fighting, and do surprisngly well against the higher number of enemies, dealing more permanent death than they recieve (-2 str dmg across)

Bjorst, continuing to fight keeps the dread knights for retreating themselves, besting them by the most narrow of margins, but sustaining few losses due to the enemy's efforts to disengage (-1 str)

While Gairan's men have finished building ladders for 4 elements, Amentus goblins rush forward and begin cutting down more trees for more such ladders.

And an element of heavily armed orcs appears on the battlefield, on their helm an even larger greenhide. They all wield simple but brutal pollaxes.

meanwhile, a necromancer speaks his first words since appearing in your guy's vision and they are a spell of blighted earth.

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Amentus the strategist
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
[Ac9] l Gairan
[Bar10] l Amentus the strategist
>>
>>1328700
how much healing?
>>
>>1328720
I assumed personal healing was meant, right? So it's 1 vit.

If your whole element was meant, it's 3 str, but -2 mag to the witch.
>>
>>1328720
>>1328724
I'll let Drussith decide first so I can then change the magic on my witch.
>>
Rolled 2 (1d6)

>>1328700
Rolling without the charsheet if that's ok
Your puny rocks are only adding to the weight that will crush your door!

inb4 it's a 6
>>
>>1328739
I'll get the 3 STR if you don't mind, Knights are made out of tissue paper and running around with 2/3 of my total HP is not a good idea
>>
>>1328700
"I smell the stench of human knights across river. Come! We will gut them from their shells. "

>MOVE 3 hexes in direction 2

Ardax Knight Crusher

Orc Champion
Vit: 4
Strat: 2
Skill: 5
Mag: 1
>Heavy Armor
>Brawler (+2 STR to attached element)
Army points: 16/16
Orc shieldbreakers (STR 18/18) (Moral 11/11)
>Amour breaker

Born without a tribe and little better than a slave in the fighting pits, Ardax has grown into one of its most vicious fighters to ever leave them. After gaining enough reputation as brutal fighter and a following eager to emulate him he marches with the Overlord armies looking to gain even more.

>Vice
There is little that Ardax hates more than knights and heavy armor foes and will seek to attack and destroy them completely even if it puts him at disadvantage.

>Ambition
Ardax has but one true ambition born out of his early days in the pits; to gather enough followers to found his own tribe.

>Goal
Crush the knights across the river!
>>
Rolled 1 (1d6)

>>1328700
Skeletons keep defending with the archers still peppering those hostile knights.

However I myself will keep following Drussith so I can provide a modicum of magic support with what little I have once he fights the tentacle god thing.

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 2/6) (Morale -) (Melee)
>-Skeleton (Str 3/6) (Morale -) (Melee)
>-Skeleton (Str 2/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 2/3) (Morale-) (cavalry)
Army points:3
Life Force:1

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

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

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

>Goals
Sack the citys wizards college
Harvest a god
>>
>>1328757
Got it.

>Action:
Well then... I'll keep having my witch butcher/heal, no sense in changing now.
As for my goblins, I'll send them to flank the dread knights that Bjorst is facing, I want to minimize casualties while doing the most damage.

From now on, I'll concentrate my army points on gaining more witches/spellcasters so I can more effectively support the rest.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 2

>Spells:

>Army:
-Witch (Magic 0/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 6/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
>>
>>1328562
I could reeeally use some ladders
>>
>>1328841
have you been keeping track of your morale?
>>
>>1328841
Yeah, we figured that even BEFORE you sent most of your troops to die.
But hey, keep going and maybe that ramp of yours will be complete, hmm?
>>
>>1328700
how are drazza and meatonstick still at full morale after 7 turns of getting slaughtered non stop? am I the only one keeping trap of his troops morale?
>>
>>1328844
Yeah, every attack counts as one morale, doesn't it?
>>
>>1328862
Saftey in numbers, as long as we're in cohesion with other elements who have that feature, the number of elements adds to morale. Which is why I'm at 7/11. The 7 are from attacking, the 11 are because I lost an element, and now I only have 5
>>
>>1328862

Mine did go down but it just got filled up this last update by winning my fight.

What do folks reckon I should do now? Head into the general melee with everyone else? My forces are moderately battered but can still go on.
>>
>>1328868
it's always been 1 per attack.

from the first thread:
>as for all attack actions, substract 1 morale from your relevant elements.
>>
>>1328875
Honestly, I would encourage you to come with me, Azith and Drussith (and Fernium if he is available) to finally take care of the god at the "???" site. Maybe we'll also take care of the Maw.
This way, either we pacify the cultists either we destroy the source of their powers.
>>
>>1328845
Sure I'll keep going, what else am I to do, back down? I don't think so!

Though I am kind of seeing a flaw in my vice
>>
>>1328884
Oh I'll be with you guys providing what magic support I can. Thing is I cant help at all in normal combat since this skeleton Cavalry has a whopping 2/3 strength.
>>
>>1328893
your flaw is not binding. it's there to have you act after it to get XP, not for you to always act according to it.
>>
Rolled 3, 1 = 4 (2d6)

>>1328880
I guess I have been doing it wrong all this time
>>1328700
>Ashen knights will continue fighting
>Dread knights will charge the skeletons if in range, or move closer if not in range to charge


Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 2/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 2
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Drussith's Dread Knights(Human) (Morale 10/13 STR 13/15) Cavalry, Heavy Cavalry, Bone Lances
-Lionel's Ashen Knights(Human) (Morale 12/13 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 (former humans like lichs should be still considered humans, maybe)
>Goal
Discover what the ??? building is
Kill a Tentacle Monster
Learn Magic and adquire dark secrets
Conquer a village, or similar
>>
>>1328893
No, of course not. Just "shift" your focus towards the undead at the north.
>>
>>1328884

>Kill the maw

It's a giant mouth big enough to spit out giant dinosaur spawn thingies. How the fuck are we going to kill that? Especially if it's 'children' try to defend it. It just took several turns and half my units strength to kill two of them. There are six more, plus the maw itself which is potentially even more dangerous. Attacking it sounds somewhat risky.
>>
>>1328910
We're gonna fire at it from afar with catapults/archers and we'll keep the creatures at bay by staying defensive.
Hopefully by this time I'll also have gained a god whose favor I'll be able to use.
>>
>>1328910
Dunno but Draza has a talisman found in a building full of weid inscriptions about the maw
>>
>>1328700
Seeing as scaling these bloody (pun intended) walls wont work, and that support in the form of glorious ladders will hopefully come soon I order the men at the walls back to the trenches, they shall help fortify them.
Needless to say their leader stays and keeps politely knocking at the door with every peace of slashing and hacking equipment that is to be found.

>Help Fortify the position with 3 Elements
>Attack the gates with 2 Elements (+1 Risk)


'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 1
Spells: none

Army:
>-Goblin (5/6(7/11) Morale, 3/6 Str, Saftey in numbers)
>-Goblin (5/6(6/11) Morale, 4/6 Str, Saftey in numbers)
>-Goblin (5/6(6/11) Morale, 4/6 Str, Saftey in numbers)
>-Goblin (5/6(7/11) Morale, 4/6 Str, Saftey in numbers)
>-Goblin (5/6(8/11) Morale, 5/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (-/- Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin empire that was forced to flee its homestead a long time ago. Something I swore
would happen no more.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness

>Goal
>Get some attire for my future loyal subjects (Cultist, robes, dark cloth etc)
>>
Rolled 5 (1d6)

>>1328926
forgot to roll

>>1328900
It does say never..

>>1328904
If everything goes according to my plan that I 100% have, I'm not just lying right now, you'll have the city to retreat into
>>
>>1328700

Right, well, there's no need for me to decide anything too much just yet. First up:

All troops head in direction 6 to try and get out the swamp. Orcs love swamps, but this swamp kinda sucks with all the monsters in it.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 3/4
Strat:3
Skill:4
Mag:0/1
XP:3
>Army:
Orc Grunts (/8 Morale, 8/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 7/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 1/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 1/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (6/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
>>
>>1328700
>>1328862
Fuck, I completely forgot about morale. Over the whole thread I've racked up -8 morale. Assuming my units have been flanked with each other and all gain +7 morale from Safety in Numbers, this puts them all at (6 + 7 - 8) 5 morale. Please correct me if I'm wrong.

Now safely entrenched, Drazza - who had never been one for foresight - equipped the bizarre amulet.

>continue extending and fortifying trench
>continue bombarding the forces on the walls with archers (-1 morale)
>equip the amulet

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

XP:4

>Spells:
None

>Armour:
>Spiked Armour
>Amulet

>Army:
>Goblin (Morale 5/6 / Str 2/6) (Skirmish) (Safety in Numbers) x2
>Goblin (Morale 5/6 / Str 4/6) (Skirmish) (Safety in Numbers) x6
>Ranged Goblin (Morale 4/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Army Points: 2
>>
Rolled 5, 6 = 11 (2d6)

>>1328700
>>1329128
Whoops, forgot the dice.
>>
>>1328700
Gairan looks at the hastily built ladders.
"Well, we have the ladders lets go help our ally's at the bridge ONWARDS!! Melee Goblins bring our allys these much needed ladders seriously they need it. And engineers begin building a siege tower!! The goblins will supply wood!"
>Have the engineers start making a siege tower, with the goblins aid
>Run the melee goblins carrying the ladders to the fields. But leave the ranged Gobos here.
Race: Human
Class: Acolyte
>stats
Vit :3
Strata: 2
Skill:3 (++Fortifying)
Favor: 2

spells: N/A
Army: Siege engineers 9/10, 3/3 str (ladders)
Ranged gobo's: 5/6 Morale, 6/6 str
Gobo's 5/6 morale, 6/6 str

Vice: Puts his faith into cannons/catapults a bit to much and will attempt to bring it as close to the front lines as he can. Without being brutally murdered. Also has a tendency to use goblins as ammo if ammo is low.
Attitude: Gairan believes that the world is ending, and is dedicated to surviving the apocalypse as long as he can. Also loves catapults and flaming ballistas.

Goals:
Survive as long as possible
Superior firepower through catapults always wins the day.
>>
>>1328700
>>1324061
Rolled 2 (1d6)>>1327825
>>1327828


Amentus order 4 of the goblins to chop down trees and build a siege tower while sending 2 others north to the river to kill the knights as they try to cross amentus oversees thus personally but not join in the fighting.

>race goblin
>class barbarian chieftain
Vit: 1/1
Strat: 3 (6 with goblin?)
Skill: 2 (6 at goblin?)
Magic 0/3

Xp:0

>Army
>Goblin (moral 6/6 str 6/6) (skirmish)( safety in numbers) x6

2 army point

History
Amentus was raised in a small tribal goblin village. weak and small he was picked on consistently until one day a group of humans came to slay the goblins. The goblins went into a panick. Quickly Amentus took charge not wanting to see his village destroyed and led the goblins in a dareing stratagem that left the humans crushed sense then he has been there leader and not to much later swore allegiance to the dark lord seeing to grow his influence.


Vice
>>1324061
Here ill change it a bit

Vice: Is an extreme braggart and will get himself into situations that are far beyond him but is also cowardly once realising his situation he will typically run screaming.

Attitude
Wants to unite all the goblin tribes under one great leadership his own!

Goal
>organize and improve the common rabble goblin soldier into an organized spear wall. Create the goblin hoplite!
>>
Rolled 6, 4 = 10 (2d6)

>>1329490
Whops messed up quotes and here are 2 die rolls
>>
Rolled 4, 4, 6, 1, 5, 6, 5 = 31 (7d6)

>>1329494
>>1329246
>>1328941
>>1328902
>>1328774
>>
>>1332533
processing
>>
File: map Grimershall.png (681 KB, 2000x2000)
681 KB
681 KB PNG
Amentus starts fording the river, leading his goblins well. The ones he left behind to build the siege tower don't benefit from his leadership and are more a hinderance than a help to Gairan's siege engineer.

The latter's goblins are now making their way to the siege with ladders.


Drazza's goblins continue building a network of trenches to surround grimershall, and together with meatonstick's goblins they make *some* headway.

Meatonstick himself continues to batter against the door, getting pleted with arrows and stones from the murderholes (-4 str). The gate genuinely shows structural weaknesses now, with some fist sized holes in the thick wood, showing the portcullis and waiting soldiers behind. Through one such a hole, a bolt flies towards Meatonstick (roll skill again to avoid)

Ferniun's skeletons continue fighting, and under his control, they would no doubt have won this altercation handily. As it is however, the fighting goes evenly, as the front expands with skeletons from behind mpoving up to hit Bjorst's forces. They do however manage to route one of the skeleton elements.(-3 str to the skellies)

Bjorst (I think he's left? I'll bot him for now) continues the fighting with the goblins at his side, but now with the smaller abomination and some skeletons joining, the enemy knights manage to disengage battered and bruised.(-2 str to Bjorst's forces)

As Viktor's witch gathers the last btis of entrails useable for her magic (+1 mag) from the monster, Azith's forces move further north, where Drussith is aiming to join his Ashen knights that have just now extinguished one of the skeleton elements (-1 dmg to them)

[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Amentus the strategist
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
[Ac9] l Gairan
[Bar10] l Amentus the strategist
>>
>>1332541

I assume the lack of the swamp beasts on the map is because you left a layer transparent, not because they've mysteriously disappeared?

I assume that, but I'm still paranoid and checking.
>>
File: map Grimershall.png (685 KB, 2000x2000)
685 KB
685 KB PNG
>>1332545
fuck, thank you for noticing.

>>1332541
correct map !
>>
Rolled 1 (1d6)

>>1332541
rolling dodge
>>
Rolled 6, 3 = 9 (2d6)

>>1332541
I intended to wait on my side of the rover so that if the knights tried to cross I could catch them on not intending to Ford and charge them. If there's any chance I would like to tell st my goblins working on the site engines from where I am to incurr my bonus im not too far away.

Amentus have his goblins work on the site engines more .ovong himself to oversee them. He keeps the two goblins on the edge of the river to catch the knights if they date cross. The goblins are also slinging insults and taunts forward the pathetic humans.

>race goblin
>class barbarian chieftain
Vit: 1/1
Strat: 3 (6 with goblin?)
Skill: 2 (6 at goblin?)
Magic 0/3

Xp:0

>Army
>Goblin (moral 6/6 str 6/6) (skirmish)( safety in numbers) x6
0
2 army point

History
Amentus was raised in a small tribal goblin village. weak and small he was picked on consistently until one day a group of humans came to slay the goblins. The goblins went into a panick. Quickly Amentus took charge not wanting to see his village destroyed and led the goblins in a dareing stratagem that left the humans crushed sense then he has been there leader and not to much later swore allegiance to the dark lord seeing to grow his influence.


Vice
>>1324061
Here ill change it a bit

Vice: Is an extreme braggart and will get himself into situations that are far beyond him but is also cowardly once realising his situation he will typically run screaming.

Attitude
Wants to unite all the goblin tribes under one great leadership his own!

Goal
>organize and improve the common rabble goblin soldier into an organized spear wall. Create the goblin hoplite!
>>
>>1332541
>Action:
I'll have my goblins continue to fight, they can die for all I care.
Meanwhile, I'll follow Azith before I get ganked by a monster.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 2

>Spells:

>Army:
-Witch (Magic 1/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 5/6 STR 6/6) (Melee Skirmish)
-Goblin (Morale 5/6 STR 6/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
>>
>>1332550

"We will not delay, cross the river! The cowards are just beyond"

>FORD the river

Ardax Knight Crusher

Orc Champion
Vit: 4
Strat: 2
Skill: 5
Mag: 1
>Heavy Armor
>Brawler (+2 STR to attached element)
Army points: 16/16
Orc shieldbreakers (STR 18/18) (Moral 11/11)
>Amour breaker

Born without a tribe and little better than a slave in the fighting pits, Ardax has grown into one of its most vicious fighters to ever leave them. After gaining enough reputation as brutal fighter and a following eager to emulate him he marches with the Overlord armies looking to gain even more.

>Vice
There is little that Ardax hates more than knights and heavy armor foes and will seek to attack and destroy them completely even if it puts him at disadvantage.

>Ambition
Ardax has but one true ambition born out of his early days in the pits; to gather enough followers to found his own tribe.

>Goal
Crush the knights across the river!
>>
New thread when?
>>
Rolled 5 (1d6)

>>1332541
I'll go investigate that burned out building thats ahead as the dread knights finish off those skeletons. Meanwhile my still fighting skeletons do as they've been doing before against their foes, defending.

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 1/6) (Morale -) (Melee)
>-Skeleton (Str 2/6) (Morale -) (Melee)
>-Skeleton (Str 1/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 2/3) (Morale-) (cavalry)
Army points:3
Life Force:1

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

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

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

>Goals
Sack the citys wizards college
Harvest a god
>>
>>1332541

I yell through the cracks in the gate:
"Our armies are vast and your walls can not hold forever! Open the gates, and we shall spare your lives, the followers of the army of darkness are much better off then its Opponents. Know this, and heed my word. Your children will be safe. Your wives will not have to mourn tomorrow. You will not have to face the full wrath instead of just a small portion of the darkness' forces. You will be under the protection of the great overlord himself! Don't, and you shall see why children are so afraid of what might lurk in the shadows.
I give you 1 Turn to think."

>Move to the trenches, Rest the troops until the ladders come here

'Councillor Meatonstick' - Definitely the oldest elder at this point

>Race: Undead
>Class: Barbarian Chieftain
Vit:1/1 (2/2)
Strat:4
Skill:3
Mag:0/4
XP: 1
Spells: none

Army:
>-Goblin (5/6(7/11) Morale, 3/6 Str, Saftey in numbers)
>-Goblin (5/6(6/11) Morale, 4/6 Str, Saftey in numbers)
>-Goblin (5/6(6/11) Morale, 4/6 Str, Saftey in numbers)
>-Goblin (5/6(6/11) Morale, 2/6 Str, Saftey in numbers)
>-Goblin (5/6(7/11) Morale, 3/6 Str, Saftey in numbers)

Entourage:
>-Dead Hounds (-/- Morale, 6/6 Str, Scout, Unarmoured, Beast, Cavalry)

An elder of a proud goblin empire that was forced to flee its homestead a long time ago. Something I swore
would happen no more.

>Vice:
We stand tall (though not litterally) and strong, and we shall hold the line.
>never surrendering, never retreating.

>Attitude:
An elder of the clan so old he already passed on to the next realm, but is still
a devout follower of 'The one that dwells beneath' and the prophecies of the oddly shaped carrot.
> Gain/Create a Cult of the one who dwells beneath with people not already in the army of darkness

>Goal
>Get some attire for my future loyal subjects (Cultist, robes, dark cloth etc)
>>
>>1332541
>>1332550

Not much to say this turn. Head north.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 3/4
Strat:3
Skill:4
Mag:0/1
XP:3
>Army:
Orc Grunts (/8 Morale, 8/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 7/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 1/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 1/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (6/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
>>
>>1329128
I forgot about your amulet, i will get to you when im home
>>
Rolled 4, 3 = 7 (2d6)

>>1332541
>Ashen knights will continue fighting (defensive) while luring the skeleton towards the ruined building I want to block the entrance to stop Fernium from entering the building and looting it
>Dread Knights will charge the flank of the skeleton element that is still fighting, using their bone lances
>Since claiming is free, claim XP for helping those in need (see my knights) I went to help them instead of exploring northwest or entering the ruined building


Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 2/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 2
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Drussith's Dread Knights(Human) (Morale 10/13 STR 13/15) Cavalry, Heavy Cavalry, Bone Lances
-Lionel's Ashen Knights(Human) (Morale 12/13 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 (former humans like lichs should be still considered humans, maybe)
>Goal
Discover what the ??? building is
Kill a Tentacle Monster
Learn Magic and adquire dark secrets
Conquer a village, or similar
>>
File: festering growth.png (9 KB, 1065x545)
9 KB
9 KB PNG
>>1333097
>Implying aiding them got you in any real trouble

>>1332918
>>1329128
Drazza puts on the amulet, feeling its powers merging with her own, and she now knows: There is powerful magic she can access through it. pic related.


I will likely not be able to process today.
>>
>>1333145
maybe not me, but my future loot is in danger, and there is nothing more important than loot
>>
Rolled 1, 2, 1, 3, 2, 3, 6, 6 = 24 (8d6)

>>1332559
>>1332570
>>1332732
>>1332631
>>1332772
>>1333097
processing.

This will be the last update for this thread and I'll take a little breather before starting a new one.
>>
File: map Grimershall.png (688 KB, 2000x2000)
688 KB
688 KB PNG
Amentus oversees the building of the tower, which is going along nicely with the guiding of the engineer. The insults hurled at the knights seem to intimidate them more than they egg them on.

Fernien's skeletons, not benefitting from his leadership manage another fairly even tussle with the enemy, but take less damage than them as they move back onto the blighted earth (-1 dmg to skelingtons)

The goblins have worse luck (or rather: worse starting positions) as the abomination does pull back, but not before inflicting 3 str dmg to Viktor's goblins.

The dread knights destroy the skeleton element that seems to put up the fight of its life, but its best efforts against the somewhat botched fighting of the dread knights results in their death and -1 dmg to one of the elements. Fernien follows.

Arda manages to begin his ford without losses to be expected.

Fernien trys to get to the black building, that seems to be just the casign of one large, ornate rooms, from which the superb shine of gold seems to be emanating faintly. But before he can enter, the back line of the Ashen knights stands in his way:
"We're not supposed to let you in there, Sir."
Now you're a hero. You could take these men, and they'd likely shy away from actually injuring you. If you want to do so, and risk the lifes of a few knights, you can try.

Meanwhile, trenches continue to be built around the city, as Meatonstick gives an ultimatum.
"Open the gates!" he cries. "I give you one [turn] to think!" and he moves back through the masses of goblin bodies.


[Wiz 1] l Fernium The Death Wizard
[Bar2] l Azith the Mauler
[Cha3] l Amentus the strategist
[Bar4] l Councillor Meatonstick
[Cha5] l Dread Knight Drussith
[Cha6] l Drazza]
[Ac7] l Viktor the Flamboyant Scourge
[Bar8] l Bjorst
[Ac9] l Gairan
[Bar10] l Amentus the strategist

See you in a few days or so!
>>
Rolled 3, 1 = 4 (2d6)

>>1335145
>Don't pursue
>Send the knights to explore the ruined building use my natural 2 magic to see if the stuff is cursed
>Fernien will be allowed in after we are done with the looting

Race: Human
>Class: Gladiator (Duelist: +2 in 1v1)
Vit: 2/3
Strat:4
Skill:4 ++Smithing
Mag:0/2
XP: 2
>Equipment:
-Heavy Armor 1d6 (1,2=block)
-Estoc: Chance to onehit Large Beasts
-Knight Head
-Monster Bones
>Army Points: 1
-Drussith's Dread Knights(Human) (Morale 13/13 STR 12/15) Cavalry, Heavy Cavalry, Bone Lances
-Lionel's Ashen Knights(Human) (Morale 13/13 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 (former humans like lichs should be still considered humans, maybe)
>Goal
Discover what the ??? building is
Kill a Tentacle Monster
Learn Magic and adquire dark secrets
Conquer a village, or similar
>>
>>1335214
>Don't pursue
>Implying you didn't kill em all with 5 DoS
>>
>>1335145
>Action:
My goblins will stay where they are and aid the others in whatever battle they plan to do.
With my witch however I'll RUN towards Fernium.

>Viktor the Flamboyant Scourge
Race: Human
Class: Acolyte

>Stats
Vit: 2/2
Strat: 2
Skill: 3 (+2 to divination)
Fav: 3
XP: 2

>Spells:

>Army:
-Witch (Magic 1/2) (Morale 5/5 STR 2/2) (Spells: Heal 2 per str; Curse 2)
-Goblin (Morale 4/6 STR 3/6) (Melee Skirmish)
-Goblin (Morale 4/6 STR 3/6) (Melee Skirmish)

>Army points:0

>Equipment:

>Backstory:
There are few things more dangerous than a madman with ideas; giving that man power and an army is one of these things. When Victor discovered the existence of higher beings, he decided he would use their powers to get the biggest high possible by way of carnage and destruction which seems to work so far.

>Vice
Will attempt to burn everything remotely combustible in sight.

>Attitude
Completely psychotic and doesn't care for anything but seeing the world burn; sees his men as mere tools to send to the bloodbath.

>Goals:
Burn as much as possible.
Find a god to worship.
>>
>>1335145


Continue walking northwards.

Azith the Mauler
>Race: Orc
>Class: Barbarian Chieftain
>Weapon: Mace (doubles number of kills)
Vit: 3/4
Strat:3
Skill:4
Mag:0/1
XP:3
>Army:
Orc Grunts (/8 Morale, 8/11 Str, Safety in Numbers)
Orc Grunts (8/8 Morale, 7/11 Str, Safety in Numbers)
Goblins (6/6 Morale, 1/6 Str, Safety in Numbers)
Goblins (6/6 Morale, 1/6 Str, Safety in Numbers)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Bow Goblins (6/6 Morale, 6/6 Str, Safety in Numbers, Ranged)
Nutz the Goblin Shaman (6/6 Morale, 3/3 Str, 1/1 Mag, Wizard, Unarmed, Imprecise, Spell:Disarray(1mag/hex))
Army Points: 5
>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
>>
>>1335145

Keep moving! They are almost within our reach.

>Finish the crossing and charge the knights.

Ardax Knight Crusher

Orc Champion
Vit: 4
Strat: 2
Skill: 5
Mag: 1
>Heavy Armor
>Brawler (+2 STR to attached element)
Army points: 16/16
Orc shieldbreakers (STR 18/18) (Moral 11/11)
>Amour breaker

Born without a tribe and little better than a slave in the fighting pits, Ardax has grown into one of its most vicious fighters to ever leave them. After gaining enough reputation as brutal fighter and a following eager to emulate him he marches with the Overlord armies looking to gain even more.

>Vice
There is little that Ardax hates more than knights and heavy armor foes and will seek to attack and destroy them completely even if it puts him at disadvantage.

>Ambition
Ardax has but one true ambition born out of his early days in the pits; to gather enough followers to found his own tribe.

>Goal
Crush the knights across the river!
>>
Rolled 1, 3 = 4 (2d6)

>>1335145

Once the siege tower is done the goblins also begin working on a battering ram.

While the two at the river begin building a bridge while calling the knights pathetic cowards that should run home to there mothers.

>race goblin
>class barbarian chieftain
Vit: 1/1
Strat: 3 (6 with goblin?)
Skill: 2 (6 at goblin?)
Magic 0/3

Xp:0

>Army
>Goblin (moral 6/6 str 6/6) (skirmish)( safety in numbers) x6
0
2 army point

History
Amentus was raised in a small tribal goblin village. weak and small he was picked on consistently until one day a group of humans came to slay the goblins. The goblins went into a panick. Quickly Amentus took charge not wanting to see his village destroyed and led the goblins in a dareing stratagem that left the humans crushed sense then he has been there leader and not to much later swore allegiance to the dark lord seeing to grow his influence.

Vice: Is an extreme braggart and will get himself into situations that are far beyond him but is also cowardly once realising his situation he will typically run screaming.

Attitude
Wants to unite all the goblin tribes under one great leadership his own!

Goal
>organize and improve the common rabble goblin soldier into an organized spear wall. Create the goblin hoplite!

>finish building siege equipment to arm out forces and take the city!
>>
Rolled 2 (1d6)

>>1335145
As she donned the amulet, Drazza felt an arcane power coursing through her, but yet... just out of reach.

She needed more power.

>new goal: acquire more magic
>keep digging trenches

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

XP:4

>Spells:
>Festering Growth (2/5) (Dangerous)

>Armour:
>Spiked Armour
>Amulet

>Army:
>Goblin (Morale 5/6 / Str 2/6) (Skirmish) (Safety in Numbers) x2
>Goblin (Morale 5/6 / Str 4/6) (Skirmish) (Safety in Numbers) x6
>Ranged Goblin (Morale 4/6 / Str 5/6) (Skirmish) (Safety in Numbers)
>Army Points: 2

>Goal:
>Acquire more magic
>>
>>1335976
Hey hey use the amulet lets see what happens
>>1335865
Does armor crusher works on knights?
>>
>>1336083

I have been working on the assumption that a grey border on an unit represents heavy armor or at least some sort armor. So I guess, yes.
>>
>>1336083
Sadly, I've got no magic at the moment, hence the goal.
>>
>>1335145
How rude, anyways with the skeletons retreating I hope mine have the sense to follow my trail and eventually catch up to me and the others as I wait.

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

XP:2

>Spells:
Steal life(Costs 2 in 1v1, 4 against a army)
Raise Dead(1/5)

>Army:
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 6/6) (Morale -) (Ranged)
>-Skeleton (Str 1/6) (Morale -) (Melee)
>-Skeleton (Str 1/6) (Morale -) (Melee)
>-Skeleton (Str 1/6) (Morale -) (Melee)
>-Light Cavalry Skeleton (Str 2/3) (Morale-) (cavalry)
Army points:3
Life Force:1

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

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

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

>Goals
Sack the citys wizards college
Harvest a god
>>
Alright, so I've got holidays coming up, in which, it turns out, I have to go abroad for a bit.

That means I'll continue this in about 2 weeks, which WILL be announced on twitter even though this one wasn't.
you can find that here:

https://twitter.com/MinCorpPixel




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