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File: Northmen on holiday.jpg (63 KB, 668x945)
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Awakening early in the morning you gather the representatives of your mercenary forces. Surveying your camp the sight of neat tent rows and rapidly marshalling troops warms your steely heart. As you go through a situation report and begin hashing out your next move you mull over the information you currently possess about the region. Luckily the lancers have captured dozens of the fleeing enemy troops and found a wealth of information to add.

So far you know the armed might of Bronzehelm can be estimated to be 100k but only if the land is bleed dry of all of its fighting men, thereby leaving the castles and garrisons empty. A more reasonable estimate is 75-80k with an uneven 40-60 split between the Fairhair’s and the Dread’s. This means that Dread has somewhere between 45-48k troops. Located in the vicinity of Fulkmar castle is about 7,000 troops who are deployed along the border and much of which is in the castle itself. Right now only a fraction of Fulkmar’s forces are active and mobilized within the territory. The raiding force you preemptively destroyed consisted of a good deal of these mobilized troops.

>cont.

>Welcome back to Slayer from the North Quest. I did this a couple of weeks back but it didn't get much traction. That being said I still have time to quest so I might as well try again.

>In this quest you play as a young warrior similar in build to the northmen of Warhammer fantasy. You are a massive human that towers over most other humanoids while also possessing the ability to modify your size to a certain extent.

>Millennia in the frozen north where the corpses of gods lay your people have changed into a subspecies of humanity, one that has been shaped and forged by the struggle to survive in one of the harshest places on the planet.

>Rules are simple, vote on options that I provide or type up write-ins when they appear, the option with the most support wins.

>Rolls are d20 and I’ll prompt when rolls are needed, rolls are first come, first served.

Here's the link to the previous thread
http://suptg.thisisnotatrueending.com/qstarchive/2720433/
>>
After confiding in your officers and consulting the intelligence you possess you know this.

>About of a thousand of Fulkmar’s troops are active at the moment mostly to prevent raiding and to cross the rough border to do some raiding themselves. You have effectively destroyed a quarter of this active force.

>Destroying this mobilized segment of Fulkmar’s troops will not only weaken the regions overall military but allow you to raid with impunity for a time and force Fulkmar to devote more of his military to defend his territory rather than project it.

>By accomplishing this you can draw out more of his troops to kill and reduce the threat Fulkmar poses to Guildman and the nearby territory.

>If you can reduce Fulkmar’s overall man power low enough you could feasibly besiege his castle and force the remains of his army into an unconditional surrender.

>Doing this will drastically drop the manpower Dread can field in the war and open a corridor for the Fairhair forces to envelop Dreadhill as well as attack the deeper territories loyal to house Dread.

>Significant progress will yield more money and greater opportunity for advancement in the service of the Fairhair faction.

Wrapping up your debriefing and mustering the troops, you mount your makeshift chariot and head out along the roads, armed with knowledge and eager for action. What do you do?

Strategic actions

>return to friendly territory (replenish your army’s HP and spend your loot)

>Raid local populations (acquire wealth, rile up local military forces)

>Attack supply lines (acquire wealth, weaken a nearby settlement, rile up local military forces)

>Hunt military forces (weaken regional military strength)

>Raid settlement (big wealth boost, greatly increase military build- up, gain favor and funds from Godhart)
>>
Here's your stats and current status

Name: Hakon Angrimson
Titles: Knight Slayer, Dread’s Bane
Stats-
HP: 40/40
Skill: +2
Surge: 12/12
DR: 4

Active abilities:
Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
Great Cleave- In exchange for using all surge points if you deal at least six wounds you automatically deal damage equal to the amount of surge points you possess. (requires a two handed weapon)

Passive abilities:
Second wind (for every three wounds you deal gain one surge point up to max value)

Loot/possessions-

Wealth: 115

Gear:
Sword and shield (one handed, +2 AD and DD)
“Splitter” (Greateaxe, 2 handed, +4 AD)
Mail Armor (+1 DR)
Slayer’s Armor (+4 DR, can regain DR lost to being sundered during combat)
3x potion of mending (+20 HP healed in combat)
1x potion of regeneration (+3 HP regained per turn in combat for the entire encounter)
1x potion of savagery (+4 AD for the rest of combat)

Mounts:
Thunder-Lion (monstrous mount)

Thralls:

Alice Loral- The former wife of a town magistrate who was taken as a captive by William the knight. After clearing the camp of Stewart Dread she agreed to follow you as a thrall and lover. She is technically a lower noble and is a native to Bronzehelm thereby providing firsthand information on the area.

Misc. possessions:
Fancy clothes and travel attire

Army:
1x foot knight
1x crossbowmen
1x lancers
>>
>>2773611
>Raid local populations (acquire wealth, rile up local military forces)
Good to see this back
>>
>return to friendly territory (replenish your army’s HP and spend your loot)
>>
Rolled 2 (1d2)

>>2773663
>>2773683

Rolling for which option wins
>>
>>2773777

While the prospect of raiding is very tempting the diminished ranks of your army makes your hands itch. It would be less then optimal if you were to encounter another large patrol in the midst of looting.

Your men have been satiated with plenty of weapons and armor as well the pay the Fulkmar force possessed. Considering you were outnumbered means that there is simply more for your men to pick up. The signing bonus the mercenaries originally possessed is still open and getting another unit of soldiers will close the gap between you and the enemy forces in the area.

Turning your merry band of murderous sellswords around you tromp back to Guildman castle to rest and refill your ranks.

>Army is healed

Do you wish to buy more units?
>yes
>no

Here's your army status

Army (125 men)
HP: 210/210
-Foot knights (100/100) AR: 2 DR: 2
-Crossbowmen (60/60) AR: 1 DR: 1
-Lancers (50/50) AR: 1 DR: 1
AR: 4
DR: 4
Surge: 15/15

Maneuvers:
Plant Stakes- Your crossbowmen plant stakes in order to ward off cavalry charges. Auto deals 10 wounds to each cavalry unit that attacks your army. Can only be used once. (5 Surge)
Switch Weapons- Your foot knights switch weapons which raises the army AR by 1 but decreases Army DR by 1 and vice versa. Knights by default use their swords and shields and keep their DR +2. (1 surge)
Cavalry Charge- Your lancer units make a cavalry charge against the enemy. During combat your army rolls +3 additional damage dice when this ability is used. Cooldown= 3 turns. (5 surge)

>I have revised how battles and armies work.
>cont.
>>
>>2773807

>Armies have stats based on the units and heroes within

HP- composed of the HP stats of every unit combined

AR (attack rating)- the amount of wounds inflicted on a successful attack roll. The attack rating of each unit is combined to form the army AR.

DR (damage reduction)- The amount of wounds deducted from a successful enemy attack roll. The DR of each unit is combined to form the army DR.

Surge- The surge dice of each unit is combined to form a pool. Instead of being used to add dice during combat they are expended to perform tactical maneuvers.

>This is how battle works

During battle your army and the enemy force will face off and trade damage like you would in personal combat. HP for both forces are communal and the damage to individual units is determined after battle.

You can focus on killing specific enemy units either personally or using one of your units to do it. Ranged units are useful for sniping specific targets because they don’t need to be in melee to do it.

You are part of the army but your health and stats are not added. While you fight your HP and the HP of whatever immediate target you are fighting will be brought up.

Rolls will be made for the general battle and your battlefield contribution.

Some of the active/passive abilities that units possess will be available as tactical maneuvers for you to use in the general battle but will be present when you fight them head on personally.

I messed up on the lancers they have a DR of 1 for a total of 4 with the army.
>>
>>2773807
>no
Our small band works just fine as it is
>>
Yes another unit of footmen
>>
>>2773916
+1
>>
>>2773916
>>2773937

>You look for more troops specifically footmen

Crossbowmen (50)- soldiers in leather and light mail carrying crossbows, stakes, and short swords

Wounds: 60/60
Skill: +0
Surge: 5/5
DR: 1
AR: 1

Passive abilities:
Ranged attacker- Unit can attack while not enagaged in melee, allowing them to damage an opponent without necessarily being in danger

Active abilities:
Plant stakes- The unit plants wooden stakes into the ground to ward off cavalry. Cavalry units cannot charge this unit without auto taking 15 wounds. Can only be used once per combat encounter.

Maneuver:
Plant Stakes- Your crossbowmen plant stakes in order to ward off cavalry charges. Auto deals 10 wounds to each cavalry unit that attacks your army. Can only be used once. (5 Surge)

Cost: 100 wealth

Halberdiers (50)- A unit of armored infantry clad in halfplate armor and equiped with Halberds.

Wounds: 80/80
Skill: +1
Surge: 5/5
DR: 2
AR: 1

Passive abilities:
None

Active abilities:
Hold ground- Unit cannot switch targets in melee but gain a +4 AD and DD bonus against the enemy they face. Lasts for as long as they are engaged with an enemy after it is activated (Cooldown= 3 turns)

Maneuver:
Hold ground- The Halberdiers dig in and boost their AR and DR for the rest of combat by 1 but this effect is canceled if they move. (5 Surge)

Cost: 100 wealth

Which unit do you purchase?

>You have 115 wealth.

Do you do anything else while in Guildman castle?
>write-in
>Shop (for what?)
>Social interactions (with who?)
>Visit your mount (Try to beat in a fight to gain it as a companion)
>Resume your military campaign (which strategic option)
>>
Halberdiers and hunt military forces
>>
>>2774088
+1
>>
Rolled 10 (1d20)

>you add a unit of 50 halberdiers to your army
>wealth: 15
>army update
Army (175 men)
HP: 290/290
-Foot knights (100/100) AR: 2 DR: 2
-Crossbowmen (60/60) AR: 1 DR: 1
-Lancers (50/50) AR: 1 DR: 1
-Halberdiers (80/80) AR: 1 DR: 2
AR: 5
DR: 6

Maneuvers:
Plant Stakes- Your crossbowmen plant stakes in order to ward off cavalry charges. Auto deals 10 wounds to each cavalry unit that attacks your army. Can only be used once. (5 Surge)
Switch Weapons- Your foot knights switch weapons which raises the army AR by 1 but decreases Army DR by 1 and vice versa. Knights by default use their swords and shields and keep their DR +2. (1 surge)
Cavalry Charge- Your lancer units make a cavalry charge against the enemy. During combat your army rolls +3 additional damage dice when this ability is used. Cooldown= 3 turns. (5 surge)
Hold ground- The Halberdiers dig in and boost their AR and DR for the rest of combat by 1 but this effect is canceled if they move. (5 Surge)

Setting out with your new batch of troops you re-enter Fulkmar's territory to whittle the forces active in the region.

The weather is clear and with your forces in tow the locals avoid you like the plague. The dirt highway melts before your constant march, until you send out your lancers to picket any nearby enemy force.

>roll 3d20 to see how you encounter the enemy force. Beat DC: 12
>rolling high will allow you to attack with an advantage. Fail and you face them on even terms.

>I'm rolling 1d20 for a sepcial encounter
>>
Rolled 2, 7, 12 = 21 (3d20)

>>
File: Open field- Battle map.png (19 KB, 2700x1104)
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>>2774196
>>2774173
>1 success. You do not get the drop in the enemy force
>10 the force is being led by a knight commander but nobody particularly important

Your lancers return with news. One of the Fulkmar patrols has caught wind of your presence and is bearing down on your position. Surveying your troops and taking into account the proximity of the enemy force you prepare for battle.

Once your opposition is in sight you take notice of their composition.

Two units of halberds with a unit of foot knights in the center. A unit of crossbows on the enemies right flank (your left) and unit of bowmen in the back.

>enemy army
Led by Sir Bernard Aubren
HP: 370/370
-Foot knights (100/100) AR: 2 DR: 2
-2x halberdiers (80/80) AR:2x1 DR: 2x2
-Crossbows (60/60) AR: 1 DR: 1
-Bows (50/50) AR: 1 DR: 0
AR: 7
DR: 7

Maneuvers:
Plant Stakes- Your crossbowmen plant stakes in order to ward off cavalry charges. Auto deals 10 wounds to each cavalry unit that attacks your army. Can only be used once. (5 Surge)
Switch Weapons- Your foot knights switch weapons which raises the army AR by 1 but decreases Army DR by 1 and vice versa. Knights by default use their swords and shields and keep their DR +2. (1 surge)
Hold ground- The Halberdiers dig in and boost their AR and DR for the rest of combat by 1 but this effect is canceled if they move. (5 Surge)

Sir Bernard Aubren
HP: 30/30
Skill: +2
Surge: 10/10
DR: 2

Active abilities:
none

Passive abilities:
none


How do you arrange your forces? (try to keep them on the left side of the field and not too close to the enemy.)
>Write-in

What do you do?
>Write-in

What orders do you give to your troops? (maneuvers or focusing on a specific target)
>write-in
>>
I'm still alive. Anyone present?
>>
Yea but i think It's just me might need to call it for now and try tomorrow
>>
>>2774601
Eh. Just poor luck I suppose. I'll come back tomorrow around noon.

Thanks for participating.

I have a question though. When does Qst usually have the most traffic during the week?
>>
I'm a newfag so I can't really say for sure
>>
>>2774647
I guess I'll just post in the general thread once it comes around again provided it comes around before this thread dies.

I'm surprised this thread hasn't gotten more attention. Giant warriors who rape pillage and burn is usually a PC most anons can get behind and a quest about exploring an original setting and murdering shit while acquring loot and women is also a favorite.
>>
>>2774601
>>2774647
Also do either of you have any questions about the setting? Or about later character progression? Even if he thread is too slow to keep playing I'm willing to just shoot the shit with you two at least to kill time.
>>
Yeah actually what exactly happened with the gods in the north?
>>
>>2774579
hey man, I played with you for most of the last thread, good to see you back. so let's see
>>2774374
I say we mount a line to clash with their infantry, we are going to be on the flank to get those crossbowman and work from there in direction to the middle, they don't have cavalry to our lancers will pass their formation and attack their bowman from the back
>>
>>2774663
>what happened to the gods in the north?
About 10,000 some odd years ago there were a lot of gods. Too many gods. So when they started trying to create stuff the world was just a big shitty mess from all of the divine bullshit stacking on top itself. Eventually the gods had a fuck heug titanomachy where they started killing each other. Most of the world got fucked but the fighting was kept mostly to the realms of the gods outside the mortal plane, except there were about five gods that tried to fuck with the Slayer on his home turf in the extreme north while he was just chilling.

They all got fucked and now their dead bodies are leaking god blood and what not all over the wastes, and monsters and demigods occasionally spring up out of the stagnant pools. Also there are some gates to alternate dimension that shit out abominations and demons and the latent magic left behind by the god wars saturates the wastes because of the dead god bodies.

All of this is the reason why the northmen are so massive and strong, years of living in that environment has mutated them into killing machines.
>>
>>2774678
Okay. Anyone else have something to add?
>>
>>2774699
I hope our lancers don't suck ass on this fight, last time they were....less than ideal...hehehe
>>
Anon's plan sounds fine to me also what would happen if we went to one of the pools and tried to drink or bathe in it
>>
>>2774721
>Drinking and bathing in god blood
You would think it would make you immortal or give you superpowers or something (which travelers form the south do and try to do just what you're asking) but the blood is so magically unstable and powerful touching is a death sentence. If it doesn't destroy whatever it touches (besides the ground) it will mutate the fuck out of you. Usually after a group of adventurers roll in the northmen have to deal with a nother horde of abominations coming after them.
>>
Rolled 12, 9, 5 + 2 = 28 (3d20 + 2)

>I need someone to roll 3d20+2 for initiative

>For army rolls the army will use the skill stat of the commanding officer during general combat and their own in vs PC combat.
>>
Rolled 16, 3, 19 + 2 = 40 (3d20 + 2)

>>
Rolled 20, 13, 15 + 2 = 50 (3d20 + 2)

>>2774755
>>
>>2774770
>you gain the initiative.
>You plan comes through

>Do you wish to use the cavalry charge maneuver to increase the damage deal by your army for this turn. You AR with charge will be 8 for the first turn.
>Do you wish to use any other maneuver available before you begin attacking?

>What do you do?

How many attack dice do you roll?
> 1 to 10

Do you use surge dice?
> 1 to 10

Do you use an ability?
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>Great Cleave- In exchange for using all surge points if you deal at least six wounds you automatically deal damage equal to the amount of surge points you possess. (requires a two handed weapon)
>>
>Do you wish to use the cavalry charge maneuver to increase the damage deal by your army for this turn. You AR with charge will be 8 for the first turn.
Yes
>Do you wish to use any other maneuver available before you begin attacking?
No
Bull Rush the crossbows use 10 attack dice and savage assault
>>
>>2774823
this,
>>
>>2774823
>>2774839
>>2774823

What weapon do you use?
>Splitter (+4 AD)
>Sword and shield (+2 AD and DD)
>>
>Splitter (+4 AD)
>>
>>2774847
splitter
>>
Rolled 1, 7, 14, 13, 2, 15, 20, 7, 12, 14, 13, 4, 19, 13, 8, 7, 17, 7, 3, 3, 7, 1, 9, 7, 2 = 225 (25d20)

>>2774859
>>2774884

Alright that's the last of the major decisions.

>roll 26d20+2 (10 regular 12 surge and 4 from splitter) if the dice roller can't fit it all just roll what's left over. This is for your attack on the crossbows
>>
Rolled 18 (1d20)

>>2774912
>>
Rolled 5, 8, 6, 20, 19, 2, 5, 14, 1, 19, 17, 13, 20, 20, 16, 10, 7, 1, 15, 3, 4, 13, 11, 20, 8 + 2 = 279 (25d20 + 2)

>>
Rolled 5 + 2 (1d20 + 2)

>>
Rolled 21 + 2 (1d25 + 2)

>>2774912
>>
Rolled 1, 4, 4, 8, 7, 9, 6, 20, 4, 3, 5, 17, 20, 1, 17, 10, 12, 4, 16, 20, 4, 10, 20, 20, 6 + 2 = 250 (25d20 + 2)

>>2774912
fucked it up
>>
Rolled 19 + 2 (1d20 + 2)

>>2774944
>>
Rolled 3 + 2 (1d20 + 2)

>You deal 31-1 wounds to the crossbows
>You take 5-4 wounds

Crossbows: 30/60
Hakon: 39/40

Enemy army: 340/370

>You take the crossbows down to half their health in one turn. No morale check needed they book it in sheer terror.
>Enemy army AR and DR -1. AR and DR is now 6

>roll 1d20+2 for your army attacking
>I'll roll for enemy defense
>>
Rolled 8, 11, 1, 3, 15, 18, 5, 15, 12 + 2 = 90 (9d20 + 2)

>>2774978
Sorry that should be 10d20+2

>also you regain 10 surge points due to second wind passive.
>>
I'm turning in. See you all tomorrow at about noon.
>>
>>2775168
see ya
>>
Rolled 14, 14, 9, 5, 15, 10, 6, 3, 4, 15 + 2 = 97 (10d20 + 2)

>>2774623
>I have a question though. When does Qst usually have the most traffic during the week?
>>2774654
>I guess I'll just post in the general thread once it comes around again provided it comes around before this thread dies.
No idea. I know that 4chan uses EST (-0500), and that's where most of the players seem to be. I think it's around the weekends at 9 AM - 3 PM (0900 to 1500).

>>2774978
>>2774983
>>
>I mucked up the enemy army AR and DR is 5 and 6 not 6 for both

>the crossbows have been routed
>You army deals 40-6 wounds
>Your enemy has dealt 25-6 wounds

>Your army: 271/290

>Enemy army: 276/370

>here's the update

Once in formation you head out to the flank to face down the enemy crossbows. You have given orders for the lancers to round the enemy flank to deal with the bowmen in the rear while your footmen and crossbows hold down the enemy infantry.

Once in position you can join them in the center while the lancers impale the enemy troops from behind.

Looking over your shoulder you take note that your troops are silent. Their armor gleams in the sunlight as they advance morosly. The sight reminds you that greenlanders don't love war for the fighting, only the income and position it provides. Sad, looks you'll be the only one having any fun today.

You drift farther from your troops and nail the enemy crossbows with your gaze. The line of humanity stretched out before you. The enemy force bears both the colors of Dread (red and black) and what you guess is Fulkmar (gold and green). Tey seem to be in good spirits but you can't see an officers or commander anywhere, although you would guess they would be in the clump of foot knights in the center. Marching lockstep, seemingly fearless toward your army the enemy force looks genuinely intimidating. Unfortunately for these soldiers the prospect of combat delights you and their resolve will only made the bloodshed more satisfying.

Raising your voice above the clamor of the armies you cry havoc once you're within chrging distance.

"CHARGE!"

Breaking into a dead sprint you devour the gap between yourself and the enemy. Only a single bolt finds a way into your flesh by puncturing the mail between you steel plates. Not that it matters, a little jab hardly itches as you bowl over the nearest soldier and pulp his skull beneath your steely feet. Wielding Splitter you go about hacking the many poor souls around you. The great cleaving arcs come with lightning speed and soon a storm of severed limbs and hewn bodies fly around you. At the same time you hear and see the enemy force tremble as your charge pushes them backwards, robbing them of any momentum they possessed. Turning your attention back to your current errand you send one of the poor sods about you flying, split in twain through the air to crush one of his comrades beneath his spilled innards and dead weight. Another swing robs a crossbowmen of both of his arms and his head when you catch him trying to stab you with an overhand lunge directed at your neck joint.

Soattered in blood and laughing in mirth you wade through the block of soldiers until they break and run. Spattered in blood and shards of bone you survey the battlefield.

>You lancers are now positioned behind the enemy army to attack them with rear charges. +1 to army attack rolls.
>The enemy commander has not issued a challenge or revealed himself.
>Your center holds

cont.
>>
>>2775997
>Battle turn 2

What do you do?
>attack another enemy unit
>Challenge the commander (Killing enemy general will reduce the enemy army rolls and give a morale penalty)

An orders to your troops?
>write-in (A suggestion can be rolled like initiative to boost your army's rolls)
>Use maneuver (which one? Charge is on cooldown)

Your status
HP: 39/40
Surge: 10/12
>>
>Challenge the commander (Killing enemy general will reduce the enemy army rolls and give a morale penalty)
Just have our forces continue what they're doing
>>
Rolled 18, 20, 18, 14, 12, 1, 17, 15, 11, 5 + 2 = 133 (10d20 + 2)

>roll 3d20+2 to goad the enemy commander to show himself

>roll 10d20+3 for your army's performance
>>
Rolled 15, 14, 20 + 2 = 51 (3d20 + 2)

>>
Rolled 5, 7, 10, 14, 20, 1, 9, 16, 2, 14 + 3 = 101 (10d20 + 3)

>>
>>2776106
>>2776109
>Your army deals 30-6 wounds
>Enemy army deals 30-6 wounds

>your army HP: 247/290
>Enemy army HP: 250/370

>17,16,20= 3 successes the enemy commander answers your challenge because you plow through his entire army when you notice him and he can't refuse.

>writing
>>
Your army holds itself well. The lancers are hammering the backside of the enemy host with repeated charges while dodging the disorganized hail of arrows from the scattered bowmen unit, and your foot troops hold the center earnestly with the crossbows pelting the right flank with waves of quarrels.

In the midst of the melee you see a figure flanked by a standard bearer. A dark armored warrior wielding a sword and shield bearing iconography neither identifiable to Dread's or Fulkmar's. Over the din of battle you faintly hear the shouts of this figure that occasionaly makes opporunistic lunges at your troops from within the wall of enemy knights.

The enemy general.

Wasting no time you rushing from he side, trampling over the halberdiers in your path. Using your shield as a battering ram you force your way through the enemy formation until you collide with the bellowing officer.

>Do you say anything to him? (Write-in)

>You gain initiative against the enemy commander and take the first turn

>what do you do?

How many attack dice do you roll?
> 1 to 10

Do you use surge dice? (10/12)
> 1 to 10

Do you use an ability?
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>Great Cleave- In exchange for using all surge points if you deal at least six wounds you automatically deal damage equal to the amount of surge points you possess. (requires a two handed weapon)
>>
Anyone here?
>>
>>2776143
10 dice and sunder
>>
>>2776408
this, sunder the bitch

no surge so we can recharge and use savage next turn
>>
>>2776408
And two surges
>>
>>2776416
This cool too
>>
Rolled 7, 10, 12, 20, 13, 4, 17, 5, 1, 4, 12, 14, 7, 20 + 2 = 148 (14d20 + 2)

>>2776408
>>2776416
>>2776421

>Roll 14d20+2 for combat with enemy commander
>>
Rolled 17, 13, 19, 9, 18, 13, 12, 7, 1, 5, 17, 2, 13, 4 + 2 = 152 (14d20 + 2)

>>2776431
>>
Rolled 12, 6, 1, 12, 14, 15, 5, 3, 20, 7, 14, 6, 11, 6, 15, 1, 16, 16, 12, 4 + 2 = 198 (20d20 + 2)

>>2776432
>you deal 9-0 wounds
>you sunder your enemies armor
>you regain all of your surge (12/12)
>you recieve 3-4 wounds

>Hakon: 39/40
>Bernard: 21/30

What satnce do you take?
>Offense
>Defense

>roll 20d20+2 for defense
>>
Rolled 13, 12, 8, 9, 16, 16, 10, 8, 8, 5, 11, 14, 4, 15, 5, 5, 16, 9, 9, 8 + 2 = 203 (20d20 + 2)

>>2776451
offense
>>
>>2776451
>>2776556
>You deal 7-0 wounds
>You recieve 9-4 wounds

>Hakon: 34/40 wounds
>Bernard: 14/ 30 wounds

You offer no banter to the soon to be dead man. Swinging Splitter in deadly arcs the foot knights recoil and scatter from you as a heavy blow rends the chest plate of knight commander. Reeling in surprise and agony your opponent offers no retorts or threats merely resistance as his raised shield rebuffs even your bone breaking blows. To his peril he attempts to harm you while also guarding against your axe. You feel little knicks and cuts forming along your joints, the cheeky bastard even opens a little cut on your neck, but while you bleed he drowns in his blood. Although you have not struck his head blood pours from his helmet. Two more grave wounds have carved into the man's chest and now he slows to a crawl, barely capable of swinging his sword or raising his shield to meet your axe. Already even in the cacophoney of battle your ears pick up his wet ragged breathing.

>your turn

>what do you do?

How many attack dice do you roll?
> 1 to 10

Do you use surge dice? (12/12)
> 1 to 10

Do you use an ability?
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>Great Cleave- In exchange for using all surge points if you deal at least six wounds you automatically deal damage equal to the amount of surge points you possess. (requires a two handed weapon)
>>
Rolled 12, 17, 1, 17, 17, 3, 3, 9, 1, 12, 4, 13, 17, 17, 4, 5, 17, 12, 3, 7, 15, 4, 19, 19, 15 + 2 = 265 (25d20 + 2)

>>2776615
sa-sa-sa-savage!
>>
Rolled 17 + 2 (1d20 + 2)

>>2776642
>>
Rolled 17, 10, 2, 11, 6, 16, 4, 16, 16, 11, 13, 18, 18, 11, 20, 5, 1, 19, 15, 11, 6, 10, 13, 1, 6 + 2 = 278 (25d20 + 2)

>>2776642
>>2776644
>>
Rolled 2 + 2 (1d20 + 2)

>>2776647
>>
Rolled 8, 1, 9, 18, 18, 11, 2, 20, 20, 3 = 110 (10d20)

>sorry had to make and eat dinner

>you deal 14 wounds
>you regain 4 surge points
>you recieve 6-4 wounds

>Hakon: 32/40
>Bernard: 0/30

>Enemy general slain
>Enemy army rolls +0 due to loss of commander
>Enemy rolls -2 on morale checks due to witnessing death of leader.

It becomes clear that his death is close. Your opponent drops his shield and unleashes a flurry of two handed strikes. Heavy diagonal cuts draw blood, a dipping thrust is even able to get beneath your breast plate although you slam the warrior away with your shield before any real damage is done.

Returning with your own storm of blows, the unlucky knight suffers his final moments in pieces. A dozen heavy slashes rend the last solid pieces of armor and transforms what was once a whole human into a pile of gore and meaty dripping chunks. The knights around you audibly recoil in terror and disgust.

>roll 10d20+3 for army combat
>>
Rolled 12, 19, 15, 9, 15, 12, 13, 4, 10, 14 + 3 = 126 (10d20 + 3)

>>2776797
>>
Rolled 17, 11, 15, 12, 8, 12, 4, 10, 16, 15 + 3 = 123 (10d20 + 3)

>>2776797
>>
>>2776811
>>2776797

>turn 3

>your army deals 35-6
>the enemy army deals 25-6

>Your army HP: 228/290
>Enemy army HP: 221/370

Standing in the eye of the storm your troops continue to clash with the faltering Dread forces. Your knights roar and howl not unlike your kinsmen, emboldened by your display of battlefield dominance. Swords and shields and hammers clash as halberds clang and veins open to spray crimson lifesblood upon the field.

Horses screec and hooves thunder as more men are impaled by the lancers. To your left men frantically attempt to pull crossbow bolts lodged in their bodies.

This is war. Cruelty and competition melded into a hotblooded struggle for survival and victory.

Damn you love your job.

>the battlefield is unchanged

What do you do?
>attack another enemy unit

An orders to your troops?
>write-in (A suggestion can be rolled like initiative to boost your army's rolls)
>Use maneuver (which one? Charge is available)

Army surge (15/20)
>>
>>2776851
>>2776851
attack the closest unit,I imagine the helbards

some of our knights assume defensive positions tu hold their knights while the majority engage the helbards with us using maximum surge, we want to route this fuckers.

lancers charge on the bowman
>>
>>2776893
The closest unit to you are the knights as you are in thecenter of them. You had to charge into the formation to challenge commander Bernard.
>>
>>2776899
well, change helbards for knight in what I posted and keep the same tactics
>>
Rolled 19, 10, 6, 4, 12, 20, 2, 5, 18, 15 = 111 (10d20)

>>2776893
>you attack the knights

>enemy knights HP: 78/100

>Use charge maneuver
>Army surge (10/20)

>lancers specifically attack the bowmen
>Bowmen HP: (28/50)
I'll roll for the armies

>roll 18d20+2 against the knights
>Knights roll 18d20+1 for defense

Im rolling for enemy army 10d20+0
>>
Rolled 10, 16, 15, 1, 5, 16, 14, 16, 15, 18 + 3 = 129 (10d20 + 3)

>>2776924
>>
Rolled 4, 11, 16, 20, 16, 17, 19, 5, 18, 17, 20, 6, 13, 6, 19, 7, 2, 8 + 2 = 226 (18d20 + 2)

>>2776924
>>
Rolled 15, 2, 11, 8, 15, 7, 6, 5, 13, 14, 3, 16, 14, 3, 14, 20, 1, 8 + 1 = 176 (18d20 + 1)

>>2776928
>>2776924
>Your army deals 56-6 wounds
>The enemy deals 16-6 wounds

>Your army: 218/290

>28 damage specifically goes to the enemy bowmen who die to a man

>Enemy army HP: 171/370
>Enemy army now deals AR: 4

>enemy has dipped below half strength they need to make a morale check.

>I'll set out and see how many wounds you inflict on the knights first.
>>
Rolled 17, 20, 7 - 2 = 42 (3d20 - 2)

>>2776948
>you deal 17-2 wounds
>You recieve 1-4 damage

>Knights HP: 63/100
>Enemy army HP: 156/370

Enemy makes 3d20-2 morale save
>roll 3d20+3 for intimidation
>>
Rolled 3, 3, 8 + 3 = 17 (3d20 + 3)

>>2776972
>>
Rolled 9, 19, 15 + 3 = 46 (3d20 + 3)

>>2776972
>>
Rolled 1 (1d2)

>>2776979
>>2776983
You two are really close together so I"ll roll to see which result I'll take.

If >>2776983
is chosen you win the battle and the enemy routes.
>>
Rolled 13, 19, 8, 5, 10, 14, 6, 5, 1, 8 = 89 (10d20)

>>2776983
>>2776979
Rolling one more set of army battle rolls.

>first enemy then your army
>>
Rolled 5, 15, 7, 19, 14, 16, 15, 12, 18, 3 + 3 = 127 (10d20 + 3)

>>2777000
>>
Rolled 19, 19, 3 - 2 = 39 (3d20 - 2)

>>2777004
>>2777000

>your army deals 35-6 wounds
>Enemy army deals 12-6 wounds

>Your army HP: 212/290
>Enemy army HP: 127/370

Rolling enemy morale 3d20-2
>>
>>2777011
Roll intimidation 3d20+3
>>
Rolled 12, 14, 3 + 3 = 32 (3d20 + 3)

>>2777015
>>
Rolled 15, 16, 1 + 3 = 35 (3d20 + 3)

>>
>>2777026
>>2777028

>I'll take the second one since the battle is already foregone. Your army is doign real work this time around.

>Update

Heads tumble through the air as you join your foot knights in the thick of battle. Standing shoulder to shoulder with your comrades Splitter hacks an ever growing hole into the enemy center. Both you and your men are positively soaked in blood and gore, you have to duck back to wipe the crimson tide from your visor before rejoining several times.

The sudden thundering of hooves signals the arrival of your lancers. The bowmen you can no longer see, no doubt ran down at last before the full weight of a score of horsemen impale the enemy knights with long steel tipped lances.

Between your stalwart batteline, the storm of bolts and the rear charge, the enemy finally collapses, and oh is the route sweet. Running down the fleeing soldiers you trample them underfoot and cut them down at your leisure. Each swing brings death and screams. Each swing makes the fleeing soldiers ahead run a little faster but to no avail. Your lancers run down most of the survivors or those that fall are taken prisoner.

Collecting the head of the enemy general you hook it to your belt and begin to tally up the dead and dying before locating and looting the enmy camp.

Plenty of loot. The general had some good gold with him.

>Gain 150 wealth from loot
>Gain another 100 for killing enemy officer Bernard Aubren (bounty)

>Wealth: 265

Army HP: 212/290
-Crossbows (60/60)
-Foot Knights (74/100)
-Halberds (54/80)
-Lancers (24/50)

>Rank up for units
-Foot knights ( +20 HP, +1 AR) seasoned
-Lancers ( +20 HP, +1 AR) seasoned

>LEVEL UP!
Gain
+10 HP (50)
+2 surge (14)
+1 skill (+3)

Gain active ability!
Bloodrend- Upgrade of impale. Take no penalty to roll and for every 3 wounds you inflict you place a stack of bleeding damage for 2 turns (can stack up to 5) Uses 10 surge points.

Pick passive
>Brutal strikes- deal 3 wounds on a roll of 20 instead of 2
>Dead Hard- +2 natural DR that cannot be sundered (stack with armor)

Wrapping up your final preparations and gathering up all the loot and wounded you begin the march one more.

Strategic actions

>return to friendly territory (replenish your army’s HP and spend your loot)

>Raid local populations (acquire wealth, rile up local military forces)

>Attack supply lines (acquire wealth, weaken a nearby settlement, rile up local military forces)

>Hunt military forces (weaken regional military strength)

>Raid settlement (big wealth boost, greatly increase military build- up, gain favor and funds from Godhart)

>Write-in

Also here is some news. Sine you have taken out several large patrols if you decide to raid the country side or the supply lines the roll for enemy activity takes a -4 due to killing so many of the patroling enemy troops. If you want to start raiding the incentive is there.
>>
>>2777075
>>Dead Hard- +2 natural DR that cannot be sundered (stack with armor)
>Raid local populations (acquire wealth, rile up local military forces)
We could get raiding since we get the bonus

Do we got a current mission are we a merc army? New anon still have to read the last thread.
>>
>>2777075
>>Attack supply lines (acquire wealth, weaken a nearby settlement, rile up local military forces)
let's fuck up the castles supply, in preparation for our attack.

can we send word to bring us more troops? or do we have to physically return to friendly territory?

I wanted to purchase another knight unit and maybe a crossbow more

>>2777095
our objective is to take the castle, hence the attacking the supply lines I proposed
>>
>>2777098
Thanks for that quick update, I'm going to support you, since you know more. Let read up on the last thread.
>>2777095
Switch my choice to
>>Attack supply lines (acquire wealth, weaken a nearby settlement, rile up local military forces)
>>
>>2777095
>>2777098

Yeah you have to return to get more troops, but if you raid some you'll get some a good deal of cash going. I'd say if you weather the enemy down to about 4K and have an army of at least a thousand of your own, Godhart will lend you some troops to besiege the castle.

>Attack supply lines

Alright here's how raiding goes. When you raid the supply lines you specifically attack the road ways and begin to kill/kidnap merchants while raiding roadside businesses you find. You intercept food, money, and supplies bound for the regional settlement as well. The rub is how extensive you want to go because based on how far you push the limit the more likely the regional force is to attack you all at once.

In this case the worst case scenario is 500 troops attack you.

How intensively do you raid?
>a couple dozen caravans (+100 wealth) (+0 to enemy encounter chance) (Enemy settlement takes -1 to siege rolls)
>Several scores of caravans (+200 wealth) (+1 to enemy encounter chance) (Enemy settlement takes -2 to siege rolls)
>about a hundred caravans (+400 wealth) (+2 to enemy encounter chance) (Enemy settlement takes -3 to siege rolls)
>Tear up and down every damn road in the region (+800 wealth) (+4 to enemy encounter chance) (Enemy settlment take -4 to siege rolls)
>>
>>2777124
>>about a hundred caravans (+400 wealth) (+2 to enemy encounter chance) (Enemy settlement takes -3 to siege rolls)
Nice split between loot, and helping the siege while not getting the worst army on us to fuck our ass
>>
>>2777124
>>about a hundred caravans (+400 wealth) (+2 to enemy encounter chance) (Enemy settlement takes -3 to siege rolls)
>>
>>2777124
Good quest OP, I always wanted a quest like this
>>
Rolled 8, 2 - 2 = 8 (2d20 - 2)

>>2777126
>>2777127
Alright rolling for whether the enemy shows up
>>
>>2777133
Pretty damn good for us
>>
>>2777133
Nope nobody catches up to you.

>You gain +400 wealth
>Wealth: 665

Strategic actions

>return to friendly territory (replenish your army’s HP and spend your loot)

>Raid local populations (acquire wealth, rile up local military forces)

>Attack supply lines (acquire wealth, weaken a nearby settlement, rile up local military forces)

>Hunt military forces (weaken regional military strength)

>Raid settlement (big wealth boost, greatly increase military build- up, gain favor and funds from Godhart)

>Write-in

>You want to roll for an encounter on the road to go with the description of how you raid and pillage?
>yes
>No

If yes then roll 1d20
>>
Rolled 20 (1d20)

>>2777141
if the encounter is not a big battle I don't see why not, Let's see if we find anything to entertain Alice and us
>>
>>2777141
>>yes

>>2777146
Damn anon rolling 20 like it's nothing
>>
>>2777146
hah

also, let's raid everething we can while returning to friendly territory to buy more troops

>Raid local populations (acquire wealth, rile up local military forces)

in the direction of

>return to friendly territory (replenish your army’s HP and spend your loot)
>>
>>2777153
+1
>>
>>2777146
>20!
>you find something real fucking neato while tearing up and down the highways.

After interogating more prisoners you finally have enough information to know a rough indicator of where the remaining patrols are. They stick together to avoid being overwhelmed but as a result they are slow to respond. You notice that the two remaining patrols stick a little too close to home. That will cost them much.

Tearing up and down the roads you avoid pillaging the homesteads and villages quite yet instrad you kill and loot every wagon you find. The merchants plead for mercy or they just run but in the end you have near a hundred caravans and over 300 hundred wagons worth of goods and gold to drag home with you. Even the least of the mercenary band is weighed down with wealth now.

Moving up and down the columns of your troops each man sings praises to you.

One of the halberdiers (a man with many missing teeth and a unpleasent smell) talks about naming his children after you (even the girls) for finally giving him enough money to afford a home and some land. He wishes to shake hands but you refrain from allowing him to touch you, but all the same you appreciate the gesture.

With tales like this more mercenaries will be willing to follow you into battle, especially if it means getting more gold then they can carry.

Your reverie is broken when you hear a loud (but familiar) shout carry over the ranks of your troops.

"Milord there's a ruckus up ahead, there's a caravan ahead and uh..... just look and see sir." A lancers pulls up alongside you to say this but as you bring your chariot around you see a familiar mop of red hair.

"What the bloody shit do you mean you're not feckin' paying you limp cocked weasal shit! I ought to ram my hammer up your arse before I twist your head off your feckin' shoulders!"

A merchant you can see is pissing himself as he is surrounded by more than a score of northmen, the one currently holding by his neck is none other then Tor (techniquely a cousin of yours albeit distantly) Torvaldson.

Red faced to match his voluminous hair and ready to murder the balding money changer cousin Tor shakes the weedy merchent before turnign his head all the way around. The audible snap followed by the head coming off results in blood spraying all over your kinsmen before the corpse is discarded.

"I see you're as fiery as ever kinsman." You say.

Jerking in surprise Tor squints at you.

"Slayer cut off my cock. Is that you Hakon?" Quickly trudging up to you He eyes you up and down, taking notice of your freshly scrubbed armor (there is still some viscera on it though) and Splitter.

"Ah you devilish bastard! You've gotten bigger and you have a real man's weapon now! Hah! Hah!"

Embracing you you feel his bonecrushing strength even through your armor. You return the favor and hear is back pop.

"AH! You cheeky sod!" Your head rings as Tor playfully headbutts you.

>Cont.
>>
>>2777249
Stars dance in your vision and a faint ringing pierces your ears before Tor clasps you on the shoulder again.

"I knew you would make it big right quick. Got yourself fancy armor and a bloody feckin' army to follow you around. Ah gods I knew we should have left with you."

>do you say anything have any questions?
>write-in
>>
>>2777257
What brings you to the South?
>>
>>2777257
>Write-in
"How about you join my party, it's be like the good old days."
>>
>>2777257
I was hoping to find a big titted merchant daughter but you will do, come, we have places to pillage
>>
>>2777267
"Feckin' hell why I'm here in the south. I'm here to crush skulls and fuck maids and make so much gold I can sleep on a big pile of it. It's why me and these big shits are with me. We came down together on account of thinking we get more done. "

Stroking your chin at Tor's words and peering at the assembled warriors a sly grin forms on your face.

"How about you join my party, it's be like the good old days." You offer.

"You mean you doing all me thinkin' for me? Aye I'd take that. I'm not one for leading and generaling and shit so just point me at whatever you need dead. The lads are happy to do the same."

You clap Tor on the back and gesture for the other warriors to draw near. You can already see some familiar faces. Freki, Thein, Baldur, and Hjalti from home in Breakfang. Hod and Svein, and Harald from Blacktimber good lads all.

"I was hoping to find a big titted merchant daughter but you will do, come, we have places to pillage."

Tor shoves you in jest.

"Come on boys there's women to fuck and barns to burn!" You join you kinsmen in a traditional roar of battle lust as you rally your army to begin phase two.

>Tor and a warband of northmen join your party

Tor Torvaldson
Titles: The Bear
Wounds: 50
Skill: +1
Surge: 5/5
DR: 3

Gear:
Maul (+3 AD)
Platemail (+3 DR)

Active abilties:
Massive slam- Using all his Surge dice Tor slam his opponent so hard they drop to the ground and he gets a free attack if he deals at least 8 wounds.

Passive:
Brutal Strikes- 20s rolled by Tor deal 3 wounds not 2.

Northmen Warband (25)- A group of heavily armored and immensly strong warriors from the furthest north. Wielding massive shields and equally massive weapons.

Wounds: 200/200
Skill: +2
Surge: 10/10
DR: 3
AR: 4

>Raid local populations then return to Guildman

How intensely do you raid?
>A dozen or so hamlets (+100 wealth) (+0 to enemy encounter chance) (Region stability is effected lightly)
> Scores of Hamlets (+200 wealth) (+1 to enemy encounter chance) (Region stability is effected moderately)
> Dozens of Villages (+400 wealth) (+2 to enemy encounter chance) (Region stability is effected greatly)
>Put the damn countryside to the torch and rape everything (+800 wealth) (+4 to enemy encounter chance) (Region stability is destroyed)
>>
>>2777357
>Dozens of villages
>>
> Dozens of Villages (+400 wealth) (+2 to enemy encounter chance) (Region stability is effected greatly)
>>
>>2777357
>> Dozens of Villages (+400 wealth) (+2 to enemy encounter chance) (Region stability is effected greatly)
>>
Rolled 7, 17 - 2 = 22 (2d20 - 2)

>>2777376
>>2777377
>>2777379

>rolling for enemy encounter
>>
>>2777380
Isn't that supposed to be a +2 not a +2?
>>
>>2777382
*Not a -2
>>
>>2777380
>5, 15
Enemies don't catch you in time but they start to get close. Luckily you are in friednly territory before they have a chance to harrass you or the massive baggage train you now have.

>You gain +400 wealth
>Wealth: 1065

>>2777383
You get a -4 to enemy encounters since you cleared out half of the large patrols in this region. -4+2=-2 to enemy encounter chance.

>You want to roll for another random encounter on the road?
>Yes
>No

If yes then roll 1d20
>>
Rolled 8 (1d20)

>>2777387
>>
Rolled 10 (1d20)

>>2777387
>yes
>>
>>2777387
Thanks for explaining that.
>>
>>2777388
>>2777389
>8 and 10

>You don't encounter anything especially unique or interesting but you do find something that might interest you.

You can choose.
>You encounter a lone knight commander that you can challenge and take prisoner
>You find a particularly attractive young woman to take as a thrall (lewd)
> both
>Write-in (I'll voice my disapproval if it's too out there)
>>
>>2777412
>You encounter a lone knight commander that you can challenge and take prisoner
>>
>>2777412
>Write-in
It's a novice wizard making the trip to Brasshold to start up shop
>>
>>2777412
Just how fucked up is Fulkmar lands after we raped through it?
>>
>>2777422
Nice write-in.

I'll turn in for tonight. I'll be back about noon tomorrow.

Before I go any of you anons have questions about the setting, the other countries you can visit, notable figures you can meet/kill, stuff like that.

>>2777434
>How bad you say?
Pretty bad. The region isn't totally fucked in the ass (since the option to do that wasn't taken) but the region is now in a state of panic and disorder although not total anarchy.

You spent about a week tearing up and down the roads for caravans amking sure to kill anyone making their way to the castle to keep your movements hidden and another week tearing up the region in its totality.

Thousands of peasants displaced, many settlements and hundreds of homesteads destroyed. Hundreds of women were assaulted (between you and your kinsmen dozens of women are going to give birth to some very large babies) and to top it off the area's economy is devestated if not destroyed.

Shit's fucked man.
>>
>>2777442
I have to say I'm glad I caught this thread. Missed the first one but did read up what happened. Hope you keep running, and I'll get to the thread when it's starts next time.


What's is Fairhair doing in perpetration of the upcoming civil war?
Who would be a better ruler for the nation? Dread do seem like dicks trying to take the throne over the eldest son of the king.
Was it possible they could have talked it out?
I do want to know about country #7-11 since they seemed to be to be closely related with them being close to each other in a circle
Also has news of a giant north man killing and raping spread across both sides of the nation?
To tie in with that question, just how much fame do we have, and what are we known for?

Sorry for loads of questions, just wanted to know more about this setting.
>>
>>2777455
>What's Fairhair doing to prepare for the civil war

Godhart is brokering a marriage alliance between Matril (country #1 in the previous thread on the world map) and the royal house by marrying All three royal children to members of the Matril royal family.

He's buying up mercenaries like hotcakes and outbiding Dread to make sure they don't get any.

He's talking in secret to some of the Dread's allies for a backstab but they need to be assured the Fairhair's can win.

The Royal children are marshalling the army (specifically Prince Thomas the middle child since he is actually a fairly good general officer) as Brasshold in preparation for the civil war while holding the capital.

Godhart is using you to skulfuck Fulkmar and open up the south for him to surround the Dread's in their lands.

Godhart has plans upon plans, he's a crafty bastard.

>Who would be the better ruler?
Fairhair. This isn't a fight between the Royal children so much as it is a proxy fight between Maude and Godhart. Between the two of them they are both ruthless and cruel but Godhart is smart and able as a administrator and ruler. Maude is ambitious but not especially skilled, her plan was more or less just wait for the king to die and start a civil war (she didn't kill her husband by the way he was actually concealing an illness that killed him).

They wouldn't have talked it out because both are too ambitious and petty to bother, that and they personally hate each other.

>countries #7-11
The Fractured Kingdom of Steelgard ( I had a blurb pre written since the first thread for most of the countries on the world map)

Once a powerful Dwarven kingdoms now it is split amongst the five sons of the last king. Each of the dwarf lords holds fast to their domains but they have been in a permanent stalemate for decades. Regardless of the war, steel and other metal goods are exported by each of the dwarf states to their neighbors along with other trade goods including fuel, stone, timber, and luxury items. The dwarf lords are loathe to use mercenaries but currently they are revising their policies in order to increase their effective manpower.

>News of your exploits and fame

Your presence has only been felt in the areas you've been in. In the region around Noonhand they tell of a rumor that a giant northman killed a bunch of knights and ran off with the loot they had, wordlessly and with prisoners in tow.

In Guildman castle and the area they already wag their tongues about Godhart's newest military contractor, a massive and terrifying warrior who slays knights like common rabble and can't die.

After what you've done in Fulkmar the entire kingdom will be set alight by the cruelty of a giant and his army of demons who are pillaging and burning the land while the good lord Fulkmar shivers in his castle.

Your slaying of Stewart Dread is spreading and will soon reach the Queen's ear (she will not be pleased.).

Give it a month and you'll be famous nationally.
>>
>>2777455
By the way I don't mind answering questions. I like world building because I like using tropes or just coming up with interesting hooks for quest and RPG hooks.
>>
>>2777476
>Maude is ambitious but not especially skilled, her plan was more or less just wait for the king to die and start a civil war (she didn't kill her husband by the way he was actually concealing an illness that killed him).
Maude seems like a bitch

>Once a powerful Dwarven kingdoms
Could be our next nation after this one, or we can go to Tusk to help out the humans over the knife ears.

>>2777476
Honestly pretty good quest, since I like that the world doesn't revolve our the character. And shit can happen outside our control.
>>
>>2777484
>helping barbarians kill elves
>Also fucking elves (in everysince of the word)
or
>Settle grudges with a bunch of dwarves
>Fuck hot dwarf shortstacks (and probably fight a few)

Both are excellent choices.
>>
>>2777491
I like the idea of us forming the core of a mercenary army with our fellow Northmen and basically being Giant Varangians who go around contracting out to anyone willing to pay us for a good fight.

Really like the idea of doing that and then helping some dorfs out. We can get praised dwarfen smiths to kit us and our lads out for some proper murder.
>>
>>2777412
>both
I hope this means what I thought it means. (Attractive Knight Commander to lewd and enslave)
>>
>>2777412
>both
>>
>>2777412
>>You find a particularly attractive young woman to take as a thrall (lewd)
>>
>>2777533
So much as I like helping bro dorfs out, they been having this war for decades, they can last a few more mothes like this.

But the humans in Tusk are in more need of our service, getting some sweet elf loot that could be magical.
>>
>>2777610
*they can last a few more months like this
>>
>>2777610
You convince me, but I don't want to forget about helping our stunty comrades.
>>
>>2777610
I was actually wanting to help the knife ears on downstar next, since is near here and they seem weakened, I don't want any nation getting too piwerful and we get to fuck elves nobetheless
>>
>>2777685
Downland, not downstar. Nation 5. Just to help the actual pleasant elves against the shitty ones

Also my vote goes to

>both
>>
>>2777685
We could help the Knife Ears in two way, either helping the human on the island or helping the other elves.
With your way we'll be paid by the elves as Mercs, but I have a feeling that Tusk humans got something hidden away as payment. Just feel that way when OP wrote it last thread.
>The part of the island of Tusk still controlled by their human natives anyway. They're fighting a losing war with the elves and you can't imagine they have much treasure, but there are other things gracious men can give then just gold.

But either two works, as helping the elves in Downland will pull troops from the Tusk island mass. We can talk about it more once we're done with this place, which will take quite a while.
>>
>>2777599
+1
>>
Just woje up and happy to see some conversation among you anons.

The vote will be open until noon but if any of you have questions about any of the countries you intend to visit next or at some point, I'll answer some questions about them if you want.
>>
>>2777740
Change my vote to Both

Guess my questions sparked a conversation, once people got some info about the world.
>>
Which of the dwarf holds is strongest military wise?
>>
>>2777740
My questions would be

How long would Tusk last without any outside help if things keep going as they do?
Does our guy know how to use bows/crossbows?
Is there any guns in this world?
Just how much would the Downland elves paid us to go save their ass?


What's the wealth upkeep of a army? Just how much would we have to pay them (food, wage, etc.) if they didn't get stuff from raiding? I know that different units are better/mounted so they get more wages but how about a simple version of footman, range unit and mounted units.
Historically sometimes troops didn't get pays for weeks.
>>
>>2777748
>Strongest of the dwarf militaries
They are dead even and they hate it. Each of their holds are the same in size and population with roughly the same production capabilities.

The king who possessed foresight made it so his sons would be evenly matched militarily and economically so after he died none could destroy the whole country by themselves. The stalemate is such that the battles are highly contained since the dwarves are miserly with the lives of their troops.

But #8 the hold of Brom The Heavy possesses the strongest dwarflord. Brom is giant for a dwarf (he's 6'2") and is the hardest and meanest in personal combat.

>>2777753
>Tusk campaign conditions
Right now thay go maybe 2 years before they can't mount a meaningful resistance. The elves are pulling a caesar and dividing the tribes through trickery and diplomacy (while also enslaving them), so there is no united front. That being said some of the tribes see the writing on the wall and are willing to confederate if a sufficiently killy warlord rises to lead them.

>Does Hakon know to use bow/crossbow weapons
He does. Bows are a common weapon among the Northmen although most wouldn't think so. The thing with northment though is that staying at range is a waste compared to using their massive strength for melee. Bows/crossbows are typically used for monster hunting instead.

>Are there guns?
[shit eating grin intensifies]
No gunpowder weapons but Dwarves have flamethrowers and lightning guns

>How desperate are the lower elves?
The king would let you marry his daughter if you could save him from becoming a vassal to Brightwall (and by vassal I mean they are going to kill him and install another family as the regional governor). Brightwall is ruthless and they are going to basically turn Downland upside down and ream it before they absorb it totally.

As a result the elves in Downland will give you a mountain of gold (and women) to save their asses.

>Wealth upkeep for your army
Ah that's a good question. For an army of regular troops (not levies or militia) they get paid on a monthly basis. Typically for contracted troops who can't supplement their income with looting the going rate is 50% their signing bonus for staying with you. You can convince them to go along for a while without pay if loot is dangled in front of them but you need a good reputation as a winning general to do that.

Right now you are more or less a small time raid leader then a proper warlord but as your fame and experience increases you will command greater armies and acquire much more wealth to support an army.
>>
>>2777770
>The king would let you marry his daughter if you could save him from becoming a vassal to Brightwall
That's a good reward something to go after once we get much more strength in the future.
>>
>>2777770
>The king would let you marry his daughter if you could save him

yup, liking Downland even more.

>As a result the elves in Downland will give you a mountain of gold (and women) to save their asses.

How long do they have? If we fight for them would it relieve pressure from the barbarians so we could help them too later?
we have some business to finish here, we don'tneed to see the war to the end though, we can just set them on the right path
>>
>>2777781
>how long does Downland have?
About 5 years. Unlike the barbarians of Tusk they have an organized military and while their borders are being pushed year by year they can hold on longer then the fractured tribals.

>Would fighting for Downland against Brightwall relieve pressure form the barbarians.
If you can reverse the momentum on the border and give Brightwall a bloody nose they will put the island conquest on a shelf to shore up their borders. So yes if you help Downland the barbarians will be spared and if you really put the screws to the elves of Brightwall the barbarians could feasibly retake land.
>>
also, let's start planning on how to spend our money.

I was thinking on the ring of wraithform for 300
another knight unit 200
another 2 helbardier 200
another crosbow 100
another lancer 100

total of 900 leaving us with 165, what do you think other anons?

and while we are there we can beat the shit out of our Thunder-Lion and tame it
>>
>>2777786
Since you just threw that up there, I went to the last thread and dig for the cost, Number, and wounds of each unit.

>Cost: 100 wealth
Crossbowmen (50)
Wounds: 60/60
>Cost: 100 wealth
Halberdiers (50)
Wounds: 80/80
>Cost: 100 wealth
Lancers (25)
Wounds: 50/50
>Cost: 200 wealth
Foot knights (50)
Wounds: 100/100
>Accessories
Ring of wraithform- Use ring to automatically avoid all damage during a turn of combat. One use per combat encounter. Cost= 300 wealth

Your list will add
50 Foot Knights
100 Helbardier
50 Crossbow
25 Lancer

Increasing our current army of
Hakon Angrimson
Tor Torvaldson
Army HP: 212/290
-Crossbows (60/60)
-Foot Knights (74/100)
-Halberds (54/80)
-Lancers (24/50)
Northmen Warband (25/25)


To this since I'm guessing healing our troops up get the unit to full strength
-Crossbows (110/110)
-Foot Knights (150/150)
-Halberds (180/180)
-Lancers (75/75)
Northmen Warband (25/25)
Bringing our grand total to 540 +2 Heros so almost making it twice as big.

>total of 900 leaving us with 165, what do you think other anons?
Pretty good, have a strong footman bunk and good number of mounted units. Still I think our wealth will be under 165 depending if returning to get our troops back cost money.
I'll support that anon. We took down a army that had 500 men, now with this amount we should be able to take down a 1k army.


>>2777785
OP does healing our troops cost money? Since I figure some are kill and we need to pay money to recover the numbers.
>>
>>2777797
>pay money to recover troops?
No. When a soldiers dies his signing bonus becomes open for another merc to take. Becasue you have a contract and the blessing of Godhart you can raid and pillage to your hearts content.

The merc's unlike a regular army are being paid in loot from pllaging. Right now after your raiding campaign your current troops are tickled pink over how successful it went and news will attract even more mercs to contract since they will be looking for a good commander to lead them to some good pillaging.
>>
>>2777807
Damn that's pretty good.
>>
>>2777807
got it
>>
I'll start a little early
>Both option for encounter (as in the commander is an attractive woman)
I really like the encountering a novice wizard though so I'll throw that in. It would make sens for the wizard to be a hostage of the knight because he is bound for Brasshold which is in Fairhair territory and therefore would benefit the Fairhair's.

>writing update
>>
>>2777869
Yay my write-in still happened.
>>
>>2777869
>>Both option for encounter (as in the commander is an attractive woman)
how much longer until degeneracy?
>>
Tor walks alongside you as the walled village comes into view. A quaint little settlment surrounded by sheafs of grain (soon to be burned/taken), and plots of grazing livestock (soon to be butchered/stolen). Dozens of of houses lie within the perimeter of the wooden walls. Logs pounded into place as a pallisade.

"Would like to take this one Tor?" You gesture with politness. The breaking of the gate is a time honored tradition and Tor is quite good at it.

"Nah. I've taken the last couple and you're the boss. Feel free to smash the doors." Tor claps on the back before our army forms a line that begins to advance upon the small settlment, ranks upon ranks of gleaming steel rippling as your kinsmen take up the center, chuckling and brandishing their massive weapons.

Breaking into a charge your shoulder slams into the wooden gate (not much of one anyway there's no metal reinforcement anywhere). The wood crack from your wild tackle before it flies open, the wooden bar snapped in two like a twig.

Behind you your men surge into the village like a tidal wave, washing away any foolish enough to get in your way. The peasants are hardly worth your steel so you nonchalantly swagger through town until you notice something much more interesting.

As your men continue to pour through the gate and secure the town a group of knights in fancy armor attempts to mount their horses. All of them wear guilded armor of white and black with a surcoat of balck bird on a yellow and white checkered pattern.

From behind a large rock caves in the hound of one of the horses, Tor is there along with the lads eyeing up the fancy soldiers rocks in hand. Your halberds and crossbows form a line to block the enemy company from leaving or fleeing some other way. They're trapped.

Within the company a figure dismounts. In gold enscrolled armor bearing the same colors save an addded sigil (that of house Dread) is a tall knight. The noble bears a greatsword upon their back and though the company nervously grips their weapons the lead knight is stock steady, seemingly unfazed.

What do you say to this knight?
>write-in
>>
>>2777875
You can get to the lewd after you fight the knight and beat her. She's proud but she'll accept your advances if you show you're the real deal.
>>
>>2777898
"Southling cowards, I am Hakon Angrimson, Doom of Dread, and slaughterer of your weak excuse for 'warriors' you call knights, send your best to face me or I will let my men torture you to death."
>>
>>2777902
Isn't that only if she survives?

>>2777925
+1
>>
>>2777925
+1
>>
>>2777925
+1
>>
>>2777926
Hakon is a careful fighter. Once he realizes there's some premo puss to crush he'll reign it in.

>>2777925
>>2777926
>>2777929
>>2777931

"Southling cowards, I am Hakon Angrimson, Doom of Dread, and slaughterer of your weak excuse for 'warriors' you call knights, send your best to face me or I will let my men torture you to death." Your voice rumbles through the town as the looting settles and the fighting tones down.

Staring down the knight commander you take splitter from your back make a show of it, taking care to flaunt it before your captive audience.

"I took this from Stewart Dread, the one they call the Red Handed. I hacked him to bits you know. I should hope your best will amuse me as he did or you deaths shall be as gruesome as they are slow."

The assembled knights chatter to each other in hushed tones, some look stiffer as though the fear had nailed him to the ground and put a pole up their asses.

The knight leader flips open their visor and the sight is quite pleasant you find. A beautiful woman with cold blue eyes and patrician features locks eyes with you. No trace of fear, only a stony determination. Maybe a hint of interest in those icy orbs.

"I am lord commander Miriam Ravenroost. Lord of Ravenroost, commander of the host of black birds and servant of the rightful king Matthias the first of his name. If you wish to fight the best then I shall suffice."

There is no arogance to this woman, no pompous spirit. Her eyes look through you. Even out of her armor you can tell she's a big lass (by your eyeballing she's probably 6'9" in armor and 6'7" out of it), and that is some heavy armor, just like Stewart's. That greatsword looks wicked too, its blade is very dark almost like volcanic glass, and when you cast your gaze upon it you feel its heft.

You can feel your blood rush to your other sword, this woman is the kind you can take home to greet your parents, a highborn lady with some steel to her.

Miriam "The Raven Lord" Ravenroost

Wounds: 40/40
Skill: +3
Surge: 10/10
DR: 3

Gear:
Greatsword "Flesh Render" (+3 AD/+4AD for 1h/2h grips) (mastercrafted- +4 automatic wounds on hit)

Active abilities:
Parry- Using 5 surge and Miriam can deal damage for every roll you fail even bonus attack dice rolls

Passive abilities:
Grim determination- Miriam regains +5 wounds in combat if she's under half her total

sorry I couldn't resist a proper boss fight, the one against Stewart was really nice. It had some genuine tension to it.

Do you say anything in return?
>write-in

>roll initiative 3d20+3
>>
Rolled 14, 19, 19 + 3 = 55 (3d20 + 3)

>>
Rolled 19, 12, 1 + 3 = 35 (3d20 + 3)

>>2777948
Can we choose what we want to do now?

>Use Splitter (+4 AD)
>Use 10 attack dice
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>>
>>2777951
Damn anon, you win the roll by 1 sec. And great rolls.

>>2777948
>Do you say anything in return?
Not really
>>
Rolled 8, 17, 2 + 3 = 30 (3d20 + 3)

>>2777952
Yeah you can
>>
Rolled 14, 19, 19 + 3 = 55 (3d20 + 3)

>>2777952
+1
>>2777948
>>
File: Pepe.jpg (8 KB, 300x168)
8 KB
8 KB JPG
>>2777963
>>2777951
>Same rolls
That's pretty rare
>>
Rolled 9, 20, 6, 15, 17, 19, 10, 19, 10, 7, 12, 9, 7, 7 + 3 = 170 (14d20 + 3)

>>2777951
>3 successes
>You get first turn and while I planned on Miriam activating her parry if you got first turn getting all 3 gets you an attack that's so fast she doesn't have time to prepare.

>>2777952
>>2777963
>10+14+4
Make 2 14d20+3 rolls for a total of 28 dice.
This is probably gonna hurt Miriam a lot.

>rolling for Miriam's defense
>>
Rolled 3, 18, 19, 7, 17, 3, 9, 1, 13, 11, 4, 12, 16, 15 + 3 = 151 (14d20 + 3)

>>2777968
>>
Rolled 7, 10, 14, 14, 11, 2, 19, 6, 18, 16, 3, 14, 11, 5 + 3 = 153 (14d20 + 3)

>>2777968
>>
Rolled 18, 4, 2, 20, 15, 9, 12, 19, 19, 20, 14, 19, 8, 13 + 3 = 195 (14d20 + 3)

>>2777968
>>
>>2777976
>2 20s
That's alot of damage
>>
>>2777948
"I admire your courage, it's refreshing to face a foe that doesn't fear a challenge. Let's enjoy ourselves, shall we?
>>
>>2777948
Is she the lord of a region? That means if we bring her to our cause it's massive blow to Dread am I right?

Also, 6'7 maybe we won't even need to shrink, that's great
>>
>>2778003
Battle first, enjoying our war-prize later.
>>
Rolled 2, 7, 13, 18, 10, 6, 11, 15, 15, 9, 7, 10, 8, 9 + 3 = 143 (14d20 + 3)

>>2778001
+1
>>2777968
>>
File: Bronzehelm civil war map.png (93 KB, 2700x1104)
93 KB
93 KB PNG
Rolled 10, 18, 9, 2, 8, 10, 4, 3, 7, 16, 16, 12, 12, 20 + 3 = 150 (14d20 + 3)

>>2777971
>>2777976
>You deal 27-1 wounds
>you recieve 11-6 wounds
>You sunder Miriram's armor by 2
>you recover 9 surge points

>Hakon HP: 45/50
>Miriam HP: 14+5/40

Staring down this lioness, your weight begins to shift. You widen your stance and grip Splitter until you feel your knuckles pop.

"I admire your courage, it's refreshing to face a foe that doesn't fear a challenge. Let's enjoy ourselves, shall we?" Miriram pulls her visor down. She offers no banter but it's clear that she is intently focused on you, gauging your stance, the springiness of your joints as you bob up and down slightly due to nerves. From within your great helmet you feel those cold icy eyes, a chill runs up your back.

In a split second you rush Miriam. Her sword is already out, already whirling towards you. With great effort you dodge, strafing to her side and hammering her armor with Splitter.

From there on you exchange heavily with the raven lord. Avoiding the hissing wail of the black sword while rending open the platemail. Dropping low and turning your whole body the metal screams in agony as a horizontal chunk is excised from Miriram breast plate. Blood shoots forth and coats your visor.

From then on you press your advantage, using your greater height and strength to force your female adversary backwards, never allowing her the chance to use any fancy swordplay. The clash of metal on metal cuts your ears and the hiss of the black blade makes your hackles rise. A lightning fast diagonal cut nearly splits your visor open. You withdraw and circle your opponent. Miriam does the same that sword gleaming menacingly as she keeps it pointed tip first toward you.

You can't hear her breathing, and despite the bleeding wounds exposed from her wrecked armor her movements are fluid and swift. She doesn't seem to care that she is bleeding profusely.

>Miriam's turn

Choose a stance
>Offense
>Defense

>roll 14d20+3 for defense

>>2778003
She's lord of Ravenroost a region in the east along the border with Brightwall. You are in Fulkmar in the south. Getting her on your side would definetely be a blow to Dread, seeing as her region has a decent number of troops that Dread really wants to keep.
>>
Rolled 17, 16, 12, 10, 13, 15, 20, 16, 7, 12, 19, 4, 8, 5 + 3 = 177 (14d20 + 3)

>>2778032
>Offense
>>
Rolled 10, 17, 10, 5, 16, 18, 7, 12, 19, 8, 7, 6, 7, 19 = 161 (14d20)

>>2778032
Great cleave
Impale
All surgre
Offense

Roll is 27d20s?
>>
>>2778040
Fuck didn't mean great cleave. I put it on but forgot to take it off after putting in impale or whatever the upgraded version is.

This since at least cause her some bleeding damage over the turns so even if she parry's us she's keep taking damage each turn
>>
>>2778039
Adding surges or active skill could give us the edge in combat
>>
>>2778032
Defense, let's make this last, we are enjoying the company greatly
>>
>>2778032
Correction Ravenroost borders Downland to the east.

>>2778039
>>2778032
>You deal 8-1 wounds
>You recover 2 surge points (11/14)
>You recieve 11-6 wounds

>Hakon: 40/50
>Miriam: 12/40

In comparison to the commander you fought previously This woman knows sword play much better. Ducking beneath Splitter Miriamspins and opens up your main arm covering her in your blood. Not a fatal wounds and you hardened flesh you feel resists even the keen edge of that greatsword but you feel a drain all the same. If you had fought this woman earlier on in your travels you feel you'd be much worse off, but now she stands as a testament to your growth as a warrior. Despite her resurgence you make turn away bleeding even more, more rents and gashes along her body and in her armor.

>>2778040
>>2778043
>>2778049
>During your opponents turn you normally can't use active abilities or surge dice.
Miriram's ability is an exception because it's a defense focused ability.

>your turn
Now you can do this>>2778040
also the ability you are looking for is Bloodrend and it adds up to 5 stacks of bleeding for every 3 wounds you deal for 2 turns and uses it uses 10 surge points.

Just so you know I ruled in the last thread that comboing abilities is okay but I'll say that you cant use two abilities together unless you have enough surge points if they need it. Both Savage Assault and Great Cleave require all of your surge to use and so cannot combo with Bloodrend which needs 10 surge.
>>
>>2778040
I think we can't activate abilities on her turn of attack, just choose between offensive stance and defensive stance.
>>
>>2778059
Lets not use bloodrend, she is hurting already

Normal attack full surge, try nit to kill
>>
Rolled 19, 9, 18, 10, 3, 9, 14, 7, 3, 19, 19, 9, 18, 14, 13, 5, 9, 3, 15, 3, 2, 18, 12, 18, 19 + 2 = 290 (25d20 + 2)

>>2778059
10 die
11 surge
4splitter
>>
Rolled 20, 19, 13, 9, 8, 1, 11, 8, 5, 8, 13, 17, 7, 10, 5, 2, 17, 17, 5, 16, 15, 1, 3, 17, 8 + 2 = 257 (25d20 + 2)

>>2778061
this

if she falls, ask her if she yelds and extend a hand to help her up
>>
Rolled 16, 8, 15, 5, 19, 17, 14, 1, 12, 2, 13, 8, 6, 12 = 148 (14d20)

>>2778059
Use all Surge
>>
Rolled 19, 17, 7, 3, 9, 2, 3, 6, 20, 11, 20, 17, 9, 13, 7, 10, 17, 11, 15, 1, 14, 7, 16, 17, 14 + 3 = 288 (25d20 + 3)

>>2778063
Miriam's defense using her parry ability and she gets +5 wounds due to her passive.
>>
>>2778074
Can't we split the rolls into two for our guy so no one Anon rolls all of our attack?
>>
>>2778075
Thats a good one, always split in the middle and if it's odds the first to roll,rolls one extra
>>
>>2778075
Yeah. From now on I'll split the amount in the prompt so each anon can participate with rollin and avoid bad luck. Especially since there are about 4 or 5 of you now.
>>
You deal 13-1 wounds
>you recover 4 surge points
>You recieve 16-6 wounds

Hakon HP: 30/50
Miriam HP: 5/40

>Miriam is saved purely by her own sheer grit and wounds you pretty badly although it's clear you have her beat. She can sense you are holding back.

Clashing with this woman pushes you. You are stronger then she is, tougher, and you have her beat in skill as well.

But each time you level your axe, feeling that pressure as the blade hews flesh, she makes you bleed. A brutal stab catches your shoulder, knicks your neck near enough to open an artery, she slams the pointed pommel beneath your chin hard enough to make you see stars.

rearing back you lure her into overextending before bashing her in the head with the haft of Splitter but she doesn't even flinch, she open you leg near the knee where your plates don't cover you.

It goes on like this for some time, you batter and cleave her flesh but she remains determined. With one final swing you pick up on her cadence her timing, by ever so slightly hanging back and swinging Splitter you catch her and knock her to the ground, one last big cut oozing blood.

She remains still for a time, her breathing is shallow and ragged. Blood pools around her body, until she stirs. The remains of her armor rattles as she rolls over and gets on all fours. Picking herself up she stands effectively unarmored and in her bloodied leathers. She cannot move but she remains standing, measuring you with her gaze.

Slowly she sinks to her knees and places the sword on her palms before lifting it up almost as if to present it to you.

"I am beaten. I yield."

Lookign around you see that the knights have been surrounded by Tor and the lads, you didn't due to the intensity of the duel. Good thing he did that wouldn't want the knights to run for it.

Carefully you close the distance between you and Miriam. While she is beaten you are wary that this is a gambit to kill you.

Once close enough Miriram lays the sword at your feet and breaths deeply before collapsing on the ground.

She's unconscious. Hmmm. She's also bleeding pretty bad. You'll need to treat her immediately. As a lord she's much more useful alive then dead.

Gingerly picking the woman warrior up you enter a house and order for guaze and medical supplies be brought while the prisoners are placed into bonds.

While you bind Miriam's wounds you hear Tor's heavy foot steps followed by a much lighter gait.

"What is it?" You don't look up while you start cleaning the gashes. If any of them get infected while she's weakened she'll die quickly.

"Got a wizard here. Knights had him in chains. Says he was gonna work in yer employers turf out northwest." You spare a glance to look at the supposed wizard. A scraggly looking youth probably no more than 16 winters.

"Speak boy." Your voice makes the youth stiffen in fear.

"I'm Roger my lord and uh...uh I-" You hear Tor slap him.

>cont.
>>
"Speak clearly and stats your business welp."

The youth stutters and recieves another slap before he finally gives a coherent answer.

"I am an alchemist and wizard, I am looking for employment! Please don't kill me!" You wave him off.

"No killing I'm afraid, but If you looking for a job I can provide that. What can you do? If it's something useful I can promise payment and regular work."

The youth looks up at Tor and gulps before continuing.

"I can make magic potions including one's that heal the body, I have one here I can give it to the lady so you don't have to keep tending to her." You glare at the nebbishy youth before you grunt and stop binding.

"Before you give any to her drink some of it yourself. I don't want you poisoning her." You stand on the youth's opposite side penning him between Tor and yourself.

In panic the youth takes a knife neaby and cuts his arm. Deeply. Pulling a flask from a pocket he gulps down a mouthful. The flesh mends.

"See! See! It works!" The youth jitters and shakes at the sight of both of you.

"Not poison. See! Not poison!"

Taking the flask from his hand you pour its content in small amount down Miriam's throat. seeing her wounds close signals you to pour the whole contents. Her breathing steadies and her bleeding stops.

"Good work welp. Looks loike you have a job." You throws some odd gold coins as the lad.

The wizard chuckles nervously at the coins in his hand. He still looks uneasy at both you and Tor. Not his fault, both of you are scary people.

>Encounter end
>You have captured Miriam Ravenroost Lord of Ravenroost castle to the east.
>You have hired Novice wizard Roger Melt. You can get potions and alchemical type equipment much cheaper due to him being on retainer.
>You now possess the greatsword "Flesh Render" +3 AD/+4AD for 1h/2h grips, mastercrafted- +4 automatic wounds on hit

You complete your raiding and reutn to friendly territory. Barely ahead of the forces of lord Fulkmar, just as you cross the approximate border you see men quick marching and horsemen galloping into sight. beyond that point they tread no further.

Looking at your column there are hundreds of wagons, and captives. Women taken by your men, livestock in the thousands. You had to bribe locals into working for you to handle all of the loot. over half a miles of riches from the entire region in one place, the wealth meant for the lord of the realm is now yours.

>Titles gained: Pillager, Lordsbane

>You have returned to friendly territory.

You guys want the lewd now or would you prefer we keep the ball rolling with all this progress?
>>
Work before pleasure we should talk to our employer first
>>
>>2778141
Let's talk with her, treat her as a guest not a prisioner, we want her on our side and her troops too
>>
>>2778152
I mean, I'm in no rush with her, we respect her as a warrior and don't treat her like some thrall or prisioner, let's get to know her while we travel and such, if she wants lewd we provide
>>
>>2778141
Enslave and lewds now.
>>
>>2778141
>keep the ball rolling with all this progress
Right now it when most anons are awake and I would like us to progress the story more than just some lewd. Your lewd is good, but since I'm still awake I want a story.
Lewd also takes time off the story, which you can do at a later time

We go to talk to the guy that hires us, business before pleasure and all that.
>>
>>2778141
Raep now.
Keep the story going though and put the lewds in the bin.
>>
>>2778152

this

wehave her weapon and she surrendered herself to us. we can work on a declaration of alliance with the Fairfairs

>>2778163
no reap forme plox
>>
>>2778141
My man Roger, existing because of my write-in.


Rape and lewd bin later
We should try to get her on our side, and just how much reward are we going to get?

>>2778152
+1
>>
We can always lewd it up with Alice since we are in the city, I bet she is craving the D like crazy....imagine if Mirian was nearby.....hearing...watching
>>
>>2778163
>rape
Miriam is actually willing to have sex with you on her own terms. You kinda fulfill her fetish (that being a man who can rival or surpass her in terms of martial ability). She's a young but huge woman and hasn't had much luck finding a husband because she refuses to settle for anything less than someone who can handle her in battle (the Ravenroost's are a VERY martially inclined house and their members are big for greenlanders). She wants you jock big time.

>>2778148
>>2778152
>>2778159
>>2778165
>>2778169
For talk to Godhart

>>2778158
>>2778163
for sexy times

The bussiness before pleasure option wins

>>2778175
>giving me ideas

>writing

>>2778169
>reward for capturing an enemy lord
Pretty big, even moreso if you can convince Miriam to turn coats.
>>
>Checking in with your employer

Entering into the castle proper you are guided by the adjutant from your last visit. A plain but sharp looking man who handed you your permits and documents. He leads you deeper into the fortress, the walls and floors are adorned with older and grander tapestries and rugs. Real fancy stuff spun with gold threads mixed in.

To be honest you feel the urge to start stealing stuff, but you resist. Godhart pays you and no doubt there are castles to strip clean just like Fulkmar with plenty of gold and goodies.

Walking through the winding halls you are led to a porch facing the city proper. There is a heavy seat (probably for you) beside another finely carved chair where Godhart sits. he bears a slight aristocratic smile.

"Good, you have come in time for my afternoon repast. I have been informed of the good news, pleae join me."

The high lord extends his hand for you to sit with him.

You accept and sit down while a servant pours a glass of strong wine into a large cup for you. Blood red and strong, it has a crispness that you appreciate.

"I am greatly pleased by your performance Hakon. You have done as I asked and beyond." Godhart steeples his finger and grins meancingly (not that the menacing is directed at you).

"First I would like a report from your own mouth. I would like to hear in detail, I have only heard bits and pieces from my attendants upon your arrival." Reasonable request. You ascent and take another gulp of wine before beginning.

"As you know most likely the first foray into Fulkmar's territory began with an ambush on one of his large patrols, about 250 men. After breaking the force my troops interrogated captured enemy troops and ascertained the movements and composition of Fulkmar's troops in the field. Once we gained an awareness of the enemies movements I ordered a return and gathered more troops before destroying yet another troop of Fulkmar's. From that point forward I directed my troops to ravage both the roadways and then the countryside to weaken and disturb the region. During the raiding we encountered Lord Ravenroost where I dueled her and captured her. By her own admission she was in Fulkmar's lands to speak to him about the war and orders that she had been given by the former queen. Once we wrapped up operations we returned ahead of Fulkmar's troops loaded with his riches, no worse for wear."

You finish your report with a menacing smile of your own. Godhart to your approval orders a chest of gold be brought to you.

"Consider this a bonus. You have proven to be capable and so I offer you this. Destroy Fulkmar and afterwards you may act as the overall leader of my mercenary forces. If you can accomplish this goal I can garantue you this position. Thousands of mercenaries I hold in reserve will be under you. Perform well In the time after that I shall consider other rewards. For now though I shall give you this."

Godhart snaps his fingers.

>cont.
>>
>>2778261

Another chest of gold appear before you borne by two burly servants.

>you gain +250 wealth

"By your reckoning how many men rem ain with Fulkmar" Godhart strokes his beard.

"1000 men split in four sections guarded his lands actively, from the prisoners we suspect he has 6000 more. We killed half of those patrols but I hazarded a guess that he hled the others so closely because he feared you would attack him immediately. Now after the stunts I pulled he is probably going to bulk up the manpower he has in the field. No idea how much though."

Godhart snaps his fingers and a map is produced and set on a neaby table.

"You are correct in your assumption. Fulkmar feared an immediate reprisal for betraying me and most likely held back the bulk of his forces in anticipation of an assault. He however underestimated my foresight. I can't move my forces until he is defeated. The moment I move to besiege him Ravenroost would march through my undefended territory and encircle Brasshold. The victor the first to hold the south and surround the other. That's why I need you. A man who can piece meal and bleed Fulkmar until the way is clear. And now with lady Ravenroost in captivity we can double up. Without Fulkmar and the Miriram's troops we can encircle Dreadhill with over 15,000 men and then another 10,000 from Brasshold. If we can sieze Maude and her children before her allies can move we win by default. But that's the rub. Fulkmar must die and Ravenroost must also be dealt with."

Godhart extends his open palm, a badge is in his hand.

"This is a magic sigil. It will confirm to any of my allies that you are working for me. If you wish to gain more wealth to increase your forces I recommend going north to raid the lesser territories for resources. Once you have returned south you will more then enough to support a campaign against Fulkmar even with his 6,000 troops."

Finishing up your business you shake hands and depart. You enjoy more fine wine as you return to your new dwelling (Godhart has provided a guest manse ouside the keep for you to live in for the time being).

For a man you are sure has probably had men flayed alive before cooking them, Godhart is a pretty swell guy.

What do you do while time Guildman?
>Shop (for what?)
>Hire troops (I'll provide an axpanded list)
>Social interactions (with who?)
>Visit your mount (Try to beat in a fight to gain it as a companion)
>Resume your military campaign (which strategic option) (which region)
>>
>Visit your mount (Try to beat in a fight to gain it as a companion)
>>
>>2778309
>>Visit your mount (Try to beat in a fight to gain it as a companion)
>>Hire troops (I'll provide an axpanded list)

Let's hire some troops then put the beat down on the mount.

We have like 1,315 wealth
let's get
another 2 knight unit 400
another 2 helbardier 200
another 2 crosbow 200
another lancer 100
Spending 900 leaving us with 415


our current army of
Hakon Angrimson
Tor Torvaldson
Army HP: 290/290
-Crossbows (60/60)
-Foot Knights (100/100)
-Halberds (80/80)
-Lancers (50/50)
Northmen Warband (25/25)

To grow our forces to
-Crossbows (160/160)
-Foot Knights (200/200)
-Halberds (180/180)
-Lancers (75/75)
Northmen Warband (25/25)
Bringing our grand total to 640 +2 Heros so making our army twice as big.
>>
>>2778309
Lets deal with lady ravenhoost first, but not the way he thinks.

Lets lewd her up so good she changes sides, to our side, and consequently our employer's but he doesn't need to know that, he can thibk she is loyal to the Fairhairs

Now seems apropriate to do it storywise

I kinda have the urge to just fucck off with the mercenaries we will command after the battle hehehe
>>
>>2778324
>>2778326


both of these, and add the wraith-form ring on the shopping list too
>>
>>2778332
That works since the ring stops damage for a round or something like that?
>>
>>2778334
yes, gives us a damage free turn
>>
>>2778332
+1
Also adding
>Military campaign
To Castle Bronzehelm to just raid and pilliage later we're done with these options. To get more gold from the richer not raided north.
>>
>>2778326
>>2778324
This shopping list works for me too
>>
>>2778341
Let's just refrain from raiding Mirian's lands, especially if she turns
>>
>>2778344
Isn't Mirian's land's in the south not the north?
>>
>>2778346
oooof, you are right, the QM redacted it, I thought they were by the northen coast
>>
>>2778344
>>2778346
>Miriam Ravenroost Lord of Ravenroost castle to the east.
Mirian's land is on the map the most south/east region. So to the right of Lord Fulkmar
>>
>>2778349
Raiding is the last thing to do in our to do list, for now we have to convince her and buy some shit
>>
>>2778352
agreed
>>
>>2778341
>castle Bronzehelm
Be wary of attacking castle Bronzhelm You can circumvent it to attack saltspear and Holden's cairn but the castle itself is heavily guarded. It's garrisoned to protect Dreadhill from the north.
>>
>>2778357
I think we meant raid the general area, not attack the castle itself
>>
>>2778357
I don't mean attack the castle itself, just raid and pilliage the region that the castle is in. Like we did last time with the villages and merchantsm. We can bypass it to the other regions but it but us in risk of being too deep in the enemy territory.
>>
>>2778362
Oh okay. Yeah that's a good move You can use boats from Gullcove to move along the coast actually. The navy for Bronzehelm is small but it belongs to the Fairhair's, the Dread's don't have much in the way of naval assets.
>>
>>2778314
>>2778324
>>2778326
>>2778332
>>2778341

>buy troops
>Buy the wraith ring
>Time to show that giant death monster who's boss
>Fuck Miriam until she changes allegiance.

Army (525 men)
HP: 1040/1040
-3xCrossbows (160/160) AR: 1x3 DR: 1x3
-2xFoot Knights (200/200) AR: 2x2 DR: 2x2
-1x Seasoned Foot Knights (120/120) AR: 3 DR: 2
-3x Halberds (240/240) AR: 1x3 DR: 2x3
-1x Lancers (50/50) AR: 1 DR: 1
-1x Seasoned Lancers (70/70) AR: 2 DR: 1
-1x Northmen Warband (200/200) AR: 4 DR: 3

Surge: 65/65

Maneuvers:
Plant Stakes- Your crossbowmen plant stakes in order to ward off cavalry charges. Auto deals 10 wounds to each cavalry unit that attacks your army. Can only be used once. (5 Surge)
Switch Weapons- Your foot knights switch weapons which raises the army AR by 1 but decreases Army DR by 1 and vice versa. Knights by default use their swords and shields and keep their DR +2. (1 surge)
Cavalry Charge- Your lancer units make a cavalry charge against the enemy. During combat your army rolls +3 additional damage dice when this ability is used. Cooldown= 3 turns. (5 surge)
Hold ground- The Halberdiers dig in and boost their AR and DR for the rest of combat by 1 but this effect is canceled if they move. (5 Surge)

>New accesory gear
Ring of Wraithform- Use ring to automatically avoid all damage during a turn of combat (both your attack and defense turns). One use per combat encounter.

>current Wealth: 115

Scanning the contracts and the array of smiling faces, all while thumbing your faintly glowing ring, you feel content. The mercenaries file out of your current dwelling all quite happy to follow your commands. When you left alone in the study your new manse possesses you recline and examine the room. Stone tiles for a floor,covered in thickly woven rugs many chests and bookcases all made of shiny, smooth, treated wood. The desk you have is especially fine, a dark exotic wood engraved with gold.

You set your feet on the desk as Alice brings refreshments. She of course is in a transparent shift and you have already removed your trousers.

Yes. Life is good.

>this happens in the evening and this is where the lewdness starts but before this.

>Earlier at the menagerie

>Cont.
>>
Rolled 20, 7, 9 + 2 = 38 (3d20 + 2)

>>2778421
"So.....You're gonna fight that thing huh?" Tor looks at you and then the overlarge feline. He seems apprehensive but only because he knows that the beast is a genuine threat. Out of the three on sale it is the most durable and it is quite strong, The big beast paces in its enclosure, almost as if sensing the coming battle. Sinewy muscle and steely bulk ripple as the beast bears it fangs in anticipation, its light gold-brown coat spiking due to its heightened aggression. This is a truely magnificent beast a creature of great ferocity and nobility it could kill you if you're not careful, but you have become very strong, more than enough that you can handle this beast.

"Don't worry you big ginger baby. I'll have this big pussy on its back in no time." At your poor choice of words Tor struggles to contain laughter.

"I see. So how often do visit these beasts in hope of getting them on their backs?" You remain silent in order to preserve your dignity.

"I'm going in now." Signaling the staff to open one of the service doors you crouch and enter the enclosure.

"Good luck. I call dibs on the axe if you die."

"Fuck you Tor."

>Roll 3d20+3 for initiative
>>
>>2778421
Oh yes, she's going to watch first!

Now we just have to make her loyal to us, and say that she will help us help the Fairhairs against the dreads
>>
Rolled 8, 9, 17 + 2 = 36 (3d20 + 2)

>>2778440
>>
>>2778441
she must have blue ovaries by now if she only fucks those he can defeat her, hell, she might even be a virgin
>>
Rolled 12, 3, 12 + 3 = 30 (3d20 + 3)

>>2778440
>>
>>2778449
>>2778440
>2 successes

>you get first turn

Choose weapons
>Use "Flesh Render" with shield (+3AD and +2 DD, +4 wounds on hit)
>Use "Flesh Render" Two handed (+4AD, +4 wounds on hit)
>Use "Splitter" (+4AD)

How many attack die do you use?
>1 to 10

How many surge dice do you use? (14/14)
>1 to 10

Active abilities
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Bloodrend- Upgrade of impale. Take no penalty to roll and for every 3 wounds you inflict you place a stack of bleeding damage for 2 turns (can stack up to 5) Uses 10 surge points.
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>Great Cleave- In exchange for using all surge points if you deal at least six wounds you automatically deal damage equal to the amount of surge points you possess. (requires a two handed weapon)

Passive abilities
Second wind: For every 3 wounds you inflict you get 1 surge back
Dead Hard: +2 DR cannot be sundered

>>2778455
>She might be a virgin
She is. A proper lady doesn't deal with second rate when you can get with first class (that being you). Her family is real persnickity about who they allow into the family genepool. They prize their strength and physical health a lot and have high standards (Its served them well as they are all really strong in body and fertile).
>>
This may be a shit idea but could we try wrestling it into submission
>>
Rolled 14, 5, 8, 20, 16, 18, 7, 19, 14, 15, 18, 20 + 2 = 176 (12d20 + 2)

>>2778484
I agree with you anon, fists!

I hope Mirian is watching

>>2778480
savage assault
10 die
14 surge

I'm going to roll 12 to let another anon roll the other 12
>>
>>2778484
>wrestle it
You know I had an idea stewing around in my head actually.

I was thinking about before you decide to attack you guys could specify what your intent is. Like if you want to take out a specific limb or take a specific approach to fighting someone.

Before you attack you could rolls a 3d20 to see if your gambit works and then you do the damage. Abilities would also work into this.

>roll additonal 3d20 for grapple strategy
>>
Rolled 3, 4, 18, 12, 18, 17, 13, 11, 18, 9, 3, 3 + 2 = 131 (12d20 + 2)

>>
Rolled 6, 2, 10 = 18 (3d20)

>>
Rolled 8, 9, 6, 5, 12, 8, 7, 17, 14, 19, 2, 12, 16, 8 + 2 = 145 (14d20 + 2)

>>2778509
>>2778491
Rolling for Thunder-Lion defense
>roll 28d20+2 because +4DD and you are unarmed.
>>
Rolled 2, 11, 12, 20, 9, 17, 17, 9, 19, 13, 17, 6, 19, 13 + 2 = 186 (14d20 + 2)

>>2778517
>>
Rolled 17, 13, 15 = 45 (3d20)

and here comes the 3d20 for the lion
>>
Rolled 7, 5, 12 + 2 = 26 (3d20 + 2)

>You deal 15-4 wounds to the lion
>you regain 5 surge (9/14)
>you recieve 3-6 wounds
>You beat up and grapple with the beast but you can't really get the furry bastard into a solid hold.

Hakon HP: 50/50
T-Lion HP: 39/50

Something turns in your head. A very unconventional, maybe primal idea pops into existence. You put away your weapons.... and you sock the beast in the face.

The sudden fisticuffs actually seems to confuse the beast as it eyes you incredulously. You dip under the beast's jaws and attempt to do as you promised and place it on its back. Rearing up on it back legs the beast refuses and instead begins clubbing with its massive paws, tryinf its damnedest to tear you to ribbons with its claws. It tries to bite but frankly your too low and it can't bend over properly to reach you.

In a stalemate you decide to start tenderizing the lion's ribs. Raining dozens of armored punches into the boney underside of the lion bones crack and pop under the assault. You are thrown off but charging back in you climb onto its back punch it in the head, trying to put the lion in a rear naked chokehold. Riding atop the beast as it tears about its enclosure you juggle between beating the beast's head in and trying to avoid being slamed into a wall.

>lion's turn

Lion decides to do a back slam to be rid of you

>roll 3d20+3 to avoid getting back slammed.
>rol another 3d20+3 to avoid the lion's roar. if you fail you lose your attack turn.
>roll 14d20+2

>>2778491
>Miriam watching
She's here with an escort. she's wet as fuck man
>>
Rolled 20, 6, 1 + 3 = 30 (3d20 + 3)

>>2778573
offensive defense


the rear-naked choke it's actuallly called "mata leão" in Portuguese that can be translated to Lion killer, so, an amazing choice for a move
>>
>>2778589
That's fucking metal. Also lots of ancient depictions show heroes using that hold on lions so that makes a lot of sense come to think of it.
>>
Rolled 13, 1, 18 + 3 = 35 (3d20 + 3)

>>2778573
Rolling for tge roar
>>
>>2778590
see, all that time watching MMA finally paid off by posting informative info on a Polynesian basket weaving website
>>
Rolled 19, 1, 9 + 2 = 31 (3d20 + 2)

>>2778592
The roar
>>
Rolled 11, 17, 17, 14, 8, 2, 10, 11, 4, 20, 10, 2, 9, 18 + 2 = 155 (14d20 + 2)

>>2778593
I thought this was a mongolian basket weaving website?

>>2778589
>>2778592
Success on both accounts.
The lion's roar doesn't affect you and it doesn't slam you into anything beyond trying to maul you.

>here's the lion's attack rolls
>>
Rolled 4, 14, 19, 10, 16, 17, 2, 2, 10, 4, 1, 16, 12, 9 + 2 = 138 (14d20 + 2)

>>2778603
>I thought this was a mongolian basket weaving website?
Depends on who you ask.

>>2778573
>>
Rolled 18, 3, 16, 12, 13, 20, 9, 19, 2, 1, 12, 5, 7, 20 + 2 = 159 (14d20 + 2)

>>2778603
>>
>>2778603
>>2778614
>you deal 4-4 wounds
>recover 1 surge point (10/14)
>you recieve 10-6 wounds

Hakon HP: 46/50
Lion HP: 39/50

When the lion slams into the stoney floor you adjust yourself and swing around to it belly. The Lion not amused at slamming itself in the ground attempts to use all four paws and its jaws to murder you. Aside form some drool and cuts it actually doesn't make much progress. The creature's jaws slide off of the rounded edges of your your helmet and it jabs itself with your helmet ornaments. You try and pummel its ribs but you're sort of in an awkward hug with the beast and can't get enough distance to punch it properly.

Do you have a specific plan?
>write-in

Want to pull out a weapon?
>yes
>no keep grappling/punching

How many attack die do you use?
>1 to 10

How many surge dice do you use? (10/14)
>1 to 10

Active abilities
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Bloodrend- Upgrade of impale. Take no penalty to roll and for every 3 wounds you inflict you place a stack of bleeding damage for 2 turns (can stack up to 5) Uses 10 surge points.
Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
Great Cleave- In exchange for using all surge points if you deal at least six wounds you automatically deal damage equal to the amount of surge points you possess. (requires a two handed weapon)
>>
Rolled 12, 17, 9, 8, 2, 12, 5, 12, 5, 4 + 2 = 88 (10d20 + 2)

>>2778646
sunder
keep the hands

so it's 20d20 right?

rolling 10
>>
Rolled 19, 20, 8, 12, 13, 7, 11, 11, 6, 2, 19, 19, 15, 3, 19, 4, 16, 9, 8, 7 + 2 = 230 (20d20 + 2)

>>2778651
+1
>>
Rolled 3, 3, 20, 10, 18, 17, 14, 10, 16, 2, 11, 8, 4, 3, 18, 16, 15, 8, 17, 9, 3, 16, 15, 19 + 2 = 277 (24d20 + 2)

>>2778651
>>2778659
>>
Rolled 16, 19, 16 + 2 = 53 (3d20 + 2)

>>2778672
>>2778659
>you deal 11-2 wounds
>you sunder the lion's armored hide
>recover 3 surge (3/14)
>You recieve 7-6 wounds

Hakon HP: 45/50
Lion HP: 30/50

Pressed into the fuzzy chest of the beast you pry yourself out of its thrashing paws and deliver a shot straight to the lion's jaw, and then another. You and the lion trade punches for lack of a better term. the animal bludgeon's you with its paws and you keep playing chin music as you make the beast's head go whipping back.

You can't exactly picture what this looks like buy you feel silly getting into a fistfight of all things with an animal.

>lion's turn

Lion tries to send you flying
>roll 3d20+3 to avoid being thrown

>roll 14d20+3 for defense
>>
Rolled 11, 13, 5, 3, 2, 14, 3, 1, 13, 10, 13, 11, 14, 12 + 3 = 128 (14d20 + 3)

>>2778700
>>
Rolled 18, 12, 16 + 3 = 49 (3d20 + 3)

>>2778700
>>
>>2778702
offense
>>
Rolled 14, 11, 6, 16, 19, 11, 9, 14, 17, 13, 13, 8, 1, 14 + 2 = 168 (14d20 + 2)

>>2778702
>>
Rolled 6, 4, 17 + 2 = 29 (3d20 + 2)

>>2778705
>you deal 6-2 wounds
>you recover 2 surge (5/14)
>you take 8-6

>Hakon HP: 43/50
>Lion HP: 26/50
>>
Rolled 12, 15, 6, 10, 5, 2, 20, 13, 3, 17, 2, 8, 15, 3, 10 + 2 = 143 (15d20 + 2)

>>2778730
all out again!
>>
>>2778730
>3 successes
The lion takes 3 wounds with no DR due to failing particularly badly.

>Lion HP: 23/50

Bulging sinrwy legs brush up against your torso and before they can push you off you roll over. The lion kicks and before it can react you drag it by its head and toss it. Before the beast can right itself and attack you kick its ass. You literally kick its ass. You leave a bootprint on its bottom.

In that instance, all sense is naught and both you and the cat beast remain stock still.

The lion gets up and growls before it grumpily walks away and climbs onto a warm rock. Its tail swishes testily and it growls before turning its backside to you.

"The fuck?"

>combat ended
>The lion is sick of your shit.
>Fighting with your fucking hands like some idiot
>It begrudgingly yields in its own way and sulks
>You are confused but satisfied

The next several hours you occupy with trying to get the lion to stop sulking and acknowledging you. Eventually after feeding it a whole bull the beast allows you to pet its head.

You have won its respect, although it would seem you have also annoyed it by meeting its expectations in the way it did not expect.

Still won't let you ride it, and it acts like a particularly pissy housecat, but it doesn't want to kill you. Maybe.

Shrugging you pat the feline on the head and exit.

Tor is blue in the face from laughing, you see him poundign the ground in frustration as he cannot breath and you see that Miriam has also witnessed you little curfuffle with the Thunder-Lion. She seems amused and.....coy? Shy? Eh. Not your concern.

This defintely didn't go as expected. But it went well. and you are in one piece so all is well with the world.

>Thunder-Lion is now a companion.

You want to name the big cat?
>write-in
>>
>>2778754
Velvet thunder! But on a more serious note, how about Tempest?
>>
Tempest is fine
>>
>>2778768
this is good

>>2778754
man that's funny as shit, the cat simply couldn't hurt us and we kept kicking it's ass it just pouted, I love it, his name can be tempest but he will always be kitty

when we go away just glare at the other animals to see if they want some of this too
>>
>>2778768
>>2778776
>>2778799

>Tempest the Thunder-Lion

Alright, now that everything has gone through now I'll work on and post the Lewdbin. It should be done by tonight.

Before I start working on the post.

What do you do while in Guildman?
>Shop (for what?)
>Hire troops (I'll provide an axpanded list) or You can just look at the list for new stuff
>Social interactions (with who?)
>Resume your military campaign (which strategic option) (which region)

Also any other setting quesrions you might have?
>>
Besides humans dwarves and elfs are there any other races?
>>
>>2778819
>>Social interactions (with who?)
Miram. We're due for a talk with her if nothing else. If we can have more than one then I think we should either chat with Tor or maybe give Alice some attention since we've been slaughtering a bunch.
>>
>>2778825
this
>>
>Shop (for what?)
See if we can find a good blacksmith to make Tempest a saddle and possibly some custom armor if we can afford it
>>
>>2778822
Most of the bog standard races are present but there are.

-Orcs
-Beastmen (more man then beast)
-lizardmen (crocodiles/dinosaur/chameleon)
-Ratmen (like skaven but much less successful)
-Mutants (humanoids who have magically mutated severly and don't fit into any other groups, their appearance is very broad in scope)
-Fae (massive party animals and d-bags)
-Giants (each type of giant is unrelated to each other except for being really big and some are kinda weird looking)

I'll probably add others later in the quest but those are the ones I had stuff in mind for somewhere.
>>
>>2778825
>>2778827

The talk with Miriam can happen after the heated passion for the evening and the follwoing morning you'll talk with Tor and Alice.
>>
>>2778841
ok, let's get to the lewd then
>>
For orcs are we talking angry mushrooms or standard horny barbarians
>>
>>2778841
Ok, hey since we are getting a larger force do we have captains? Or do we just treat them as units? Perhaps we could promote/purchase captains for units and get extra stats for the units? We're a pure mercenary forces as I understand, but besides possibly hiring captains could we put some of our northern brothers in leadership roles after our time in this civil war concludes, either sending a ship to recruit more northmen or taking a few from the unit, dropping it slightly from its ridiculous HP? Just spitballing here.
>>
>>2778855
Even more important, green orcs, pig orcs or dnd orcs?
>>
>>2778855
>>2778862
The orcs of this setting range from dark green, to light green but can also be grey to sickly white. This depends on where they live. They have standard tusk faces, and their noses are kinda flat and ridged but they are clearly humanoids and can be attractive physically.

They stand typically between 6' and 7' with some being taller (usually the biggest male that becomes chieftain) and they are pretty built.

They have a short lifespan and start getting old at 50 and rapidly age after 60 until they die. They are nearly fully grown by 15 and they reproduce quickly in regards to gestation (5 month pregnancies)

This is due to their metabolism being very accelerated. It comes with the benefit if rapid growth and being able to bulk up easily but it comes with the drawback that they have a reduced lifespan. They also will be heavily stunted if they don't get enough food when they hit their big growthspurt as around 10 and 12. These orcs that don't get enough food (due to area constraints or famine or poor luck) are shorter and more wiry then built (about 5' to 5'6" for height even for males). These are goblins (like LOTR orcs they are just a smaller breed).

The orcs actually have a quirk that I thought up to flesh out their odd culture and behavior.

The orcs are a standard barbarian people that live in tribal societies. The thing with them is they are really bad at civilizing. They can't focus on things like math and writing very well. Complex labor is difficult for them to grasp despite being smart enough to understand the concepts. They have a hard time doing tedious labor that's important like the many stages of farming and architecture.

They are hyper aggressive and get into fights all the time even when they try to remain cool and trying to manage too many orcs is extremely difficult (it's like herding cats).

They basically have an intense case of species wide autism and they know it. It's because their creator god was a huge autist and passed on his undersirable traits onto them. They have their god basically screaming into their mental ear to fight and be savage even though it makes advacement very difficult.

To comabt this orcs will breed with non orcs to dilute their blood line so they can think straight. They don't like doing it with elves (because elves have their own problems) and dwarves are lamost never near any orcs so they go with humans.

Now that being said the orcs just don't rape humans all the time (although they do rape because they are barbarians after all) they actually offer women to breed with humans and then bring the female children back to breed with the orcs of the tribe, using the human blood to temper their instincts.

>cont.
>>
>>2778909
And when I say only yhr female children
its because Interspecies reproduction works like this. The offspring of two different races follow the trend of their same sex parent. Boys will be the race of their father (because of the Y chromosome) and the girls will be the race of their mother (because the x chromosome present in the egg is dominant over the other). That being said the children pick up traits from their parents, like hair color, eye color, skin tone and facial/physical features but they will clearly be one race or the other.

A human man and orc woman usually make red eyed dark haired human boys and brown eyed dark haired orc girls and so on but there are cases of various races having uncharacteristic features due to interspecial/racial breeding.

The orcs do it for the purpose of reducing their connection to their god so they can think straight. They sometimes exchange women with human barbarian tribes they get chummy with and then switch over the children who are the mother's race.
>>
>>2778861
Ther merc and the units have officers who relay orders and such since a unit officer is common to maintain discipline and cohesion. Heroes and named characters would take up the role you're thinking of. They can fight with the strength of entire units and can kill and challenge enemy heroes.

>Recruiting northmen
After the war finishes you could return home and go on a recruitment drive. You could see your parents, and show that you've hit paydirt. Show up with enough deeds, tropies and wealth and you'll have a horde of your knsmen following you south for some good ol war.

If you want you can send a message to some of the trader ships that dock in Gullcove you can tell your family and immediate neighbors about your success and get some fresh recruits dropped off at the harbor after you finish up raiding the northern part of Bronzehelm.
>>
Here's the lewd be back tomorrow at noon.

pastebin.com/wuTNtkEA
>>
>>2779108
Thank you OP, great thread, see you tomorrow
>>
>>2779108
Can't wait to keep slaying tomorrow. Have a good sleep OP.
>>
>>2779108
Thanks OP, was very fun.

I think we are already on the way to converting our dear lady.
>>
>>2779108
10/10 again qm
>>
>>2779108
awesome! thanks QM.

that girl is a keeper, someone to show to our parents like you said, strong, skilled fighter and owns a whole bunch of land and a castle, oh, and doesn't mind sharing, that's important around us hehehe.
>>
I'm back.

>so up next for updates

>talking with Miriam about general stuff and convincing her to switch sides.

>socializing with Alice an Tor

>writing
>>
>>2779499
hey man!

switching to OUR side hehe
>>
>>2779499
>A couple hours after the lewd business

Within your private room Alice is already tucked into bed, her soft breathing audible while you sit across from Miriam in front of the fireplace.

She is awake now and clothed, but she seems terribly shy. Of course considering what just transpired not too long ago you could understand, but you have questions.

"While I enjoyed our encounter gretly I have to ask why you're here. Shouldn't you be in the keep? Did you sneak off, if you did Godhart will not be amused and I will return you to his custody. You are a hostage remember?"

Your noble acquaintance snorts at your words.

"I am no common rabble or knight. As a lord I am afforded courtesy beyond the norm. Besides Godhart is smart, he used that wizard of his to put a locater spell on me. He knows that I'm still here and so I have free reign over the castle town." She crosses her legs and leans forward to look at you intently.

"I came here because I've been obssessed with you. Ever since you beat me in our duel I have been thinking about you. Dozens of the realms strongest knights have failed to defeat me, none could claim they were worthy to marry me or take me to bed. You were the first. I'll admit I was eager, maybe a little too much to finally have a lover. When you walked up to me naked and built like a fortress I was overwhelmed and....I wanted to look at your cock. It was big and I ad never seen one before. I wasn't really thinking and after I was caught I was secretly hoping you would have a go at me after you were finished with your woman." Miriam apologizes for the brief scare and thanks you for satisfying her (no small feat apparently).

"Alright all of that out of the way, I have some other questions to ask if you don't mind." You tug your chair closer to hers and try to recall some of the inquiries you had thought up beforehand.

What questions do you have for Miriam?
>write-in
>>
>>2779567
Now that you judged me worthy, what do you plan to do? If you'd like I could take you with me, even if you are a hostage no men could deny me that, but.... It would be easier if you changed sides, changed to my side... Why do you fight for Dread anyway?
>>
>>2779567
and after having me, was the wait worth it?
you are a strong warrior, I would hate to see you wasted here, and as much enjoyable it was to face you in battle, taking your life would give me no pleasure. Why don't you fight with me instead of against me?
>>
>>2779570
>>2779574
+1
>>
>>2779567
No matter what else we tell her in the end we should say.

"Just one more thing, would you like another go?"
>>
>>2779570
>>2779574
+1
>>
>>2779570
>>2779574
+1
>>
>>2779586
I got an Idea, change sides, fight for fairhair and I hand my contract to you, we can attack falkland from behind while Godhart takes the front.

He was a good employer but his legs are no way near as nice as yours hehehe


What do you guys think? If we operate out of Ravenhood we have a clear path to those lightly defende castles and we can take them before moving to the more dificult ones
>>
>>2779596
>What do you guys think? If we operate out of Ravenhood we have a clear path to those lightly defende castles and we can take them before moving to the more difficult ones

But we don't have a clear path to the lightly defended castles, we're be right next to Deadhill region that was 3 stars and the loot pillaged region of Fulkmar.
If we want some easy loot, we should head north along the Dread coast since their navy is pisspoor, we can raid and pillage along the north coast and load our wealth on ships. Also give us a easier time to reach our boys in the north if they want to come south to raid with us.
>>
>>2779601
Yeah, I remembered the map wrong, the coastal assaults seem like a good idea
>>
>>2779567
>>2779570
>>2779574
Also comment that the Dread's position grows more precarious, and Ravenloft's with it,, and we intend to make it even more so. If she's not entirely willing to jump ship see if we can secure their neutrality, that's also a big win. And like anon said ask for a second go.
>>
>>2779613
Before the balance of power was somewhat against Dread, our arrival and subsequent siding with Godhart has lead to horrendous losses and war hasn't even been openly declared. Dread has no chance unless outside actors decide to intervene. She should join the winning side now, rather than later.
>>
>>2779620
>>2779613
If she joins us other nobles will probably consider changing sides too, this civil war can end before it even started, we would just have to crush those more loyal to dread like Falk and the queen herself
>>
>>2779570
>>2779574
>>2779586
>>2779588
>>2779583
>>2779592

"Now that you have judged me worthy. What do you plan to do? If you'd like I could take you with me even if you are a hostage no men could deny me that, Godhart has his insurance in the form of the spell or he could just send an agent as insurance." Your hands drift to her muscular legs.

"You are a strong warrior, I would hate to see you wasted here, and as much enjoyable it was to face you in battle, taking your life would give me no pleasure. Why don't you fight with me instead? It would be a grand time, you and me rampaging across the lands fighting and making love. In fact It would be easier if you changed sides, changed to my side... Why do you fight for Dread anyway? I don't know much but by all means Maude sounds like a cunt."

Miriam cackles at your insult. Slapping her knee she takes a moment to collect her breath.

"Oh. Gods be good. You hit the nail on the head. She is a right cunt. House Dread has been eying up the throne for decades, for them getting a royal marriage was a dream come true, even with the elder children in the way. Maude is the kind of woman who brings you to bed and the next day your family is in prison for treason and you are accused of raping her."

Miriam's amiability disappears as she becomes serious. The jab at maude forgotten she fixes you with a deadly serious look.

"I didn't want to join up with the Dread's. They are in this war purely for themselves and there's not much that can be offered to us aside from favor in their court and knowing them that's not worth much. Dread anticipated that though." She spits into the fire in contempt.

"On the day the king died my mother and father were out hunting. Their party was ambushed by Stewart Dread and over a hundred knights. They were forced into chains and I got the message not a day after. 'Your parents are in our hands. You declaore for us or they both die.' Then they sent some minders to watch my younger siblings and keep me in line. The only members of my family to escape being a pawn are my elder brother and cousins who are acting as military advisors for Matril. My family is held under the knife. I would wring that witch's neck myself but she has me by shorthairs. I appreciate your candor though love."

>with this new information

what do you say?
>write-in

>by the way the conversation isn't over so the second round thing will come though and the "was it worth it" as well.
>>
>>2779630
Is she willing to give us some information that will help us against Dread, since I'm sure she don't change sides since she wants them both to live. But we can at least get some information from her.

Unless anons want to do a prison break, which seems like a suicide mission
>>
>>2779630
"Well then, being captured by me seems somewhat a blessing then. No doubt your lands and forces will be paralyzed by your absence for now and be mostly uninvolved, and given my strength and growing reputation it will not look like a conspiracy for you to fall into my hands. Still, I'll look into freeing your parents. Perhaps Godhart? The man has a talent for subterfuge."
>>
>>2779630
That's a simple affair, where are your parents held? I can ride there and free them, while my good friend Tor secures your young. If I had to fight you and yours knowing that you only do it to keep your parents safe it would leave a horrid taste in my mouth.
It seems you claimed me as much as I claimed you so I'd be happy to help, and if it makes things easier for us by bringing you to my side all the better


>ib4 they are held in one of the smaller castles away from the eyes of the court so that the queen's scheeming isn't so obvious.

I was wanting a good excuse to storm those gates hehehe
>>
>>2779649
Damn anon, you wrote it better and posted it faster than I could have. Basically exactly what I was planning to write.
>>
>>2779649
+1
>>
>>2779652
I'm sure Miriam would have killed her minders and taken the place herself, if it were so simple. She's no wilting flower.
>>
>>2779649
>>2779652
these

ask wherethey areand seeif there is anything we can do about it
>>
>>2779659
I know, she probably didn't kill the minders because of her parents. If we free them killing the minders would be a simple affair
>>
>>2779649
>>2779652
These

Even if it's a smaller castle we're going to need more troops. I'm guessing they are going to be in the main castle.
>>
>>2779664
+1
>>
>>2779667
No doubt, but the minders aren't really a factor, her siblings are free and surrounded by their own knights. The minders are just there to report on them. If the parents are free the minders are frankly not worth bothering over.
>>
For now lets just enquire where they are held. Lets not make any promises of rescue, as that seems a little beyond our means at this point, and a little foolhardy.
>>
>>2779684
Talk the talk when we can walk the walk, they seem pretty safe for the moment, and Miriam is out of the picture for the moment.
>>
>>2779678
That's a good point, the knoghts could take care of them and Tor would be more useful with us
>>
>>2779685
She's out of the picture but she could be in the picture with us.
But I get what you are saying, I frased it like that because of our unending confidence, if the are held under the queens bed there's nothing we can do but if they are someplace manageble we can try and free them.

It was more of a boastful way of asking where they are
>>
>>2779684
Yeah, best to do that. Since Dread has to keep the parents alive to have Castle Ravenroost under control. With Miriam as a prisoner her region will be less efficient to the Dreads

>>2779690
>She's out of the picture but she could be in the picture with us
Seems dangerous, if Dread find out Miriam is out raiding with us, she going to think she turned and kill her parents. Best option would be just to stay a prisoner
>>
>>2779690
I'm not saying as a proud northman we do not make boasts. But we probably are very big on keeping promises, and that would be making a promise we cannot back up. Plus we're at least somewhat grounded and canny, too much bragging comes back around to make a fool of us.
>>
>>2779691
I'm sure we won't be too heartbroken that she's not fighting with our new badass force if she's keeping our bed warm.
>>
>>2779647
>>2779649
>>2779652
>>2779653
>>2779655
>>2779659
>>2779664
>>2779667
>>2779675
>>2779676
>>2779678

"That changes everything then. Well then, being captured by me seems somewhat a blessing then. No doubt your lands and forces will be paralyzed by your absence for now and be mostly uninvolved, and given my strength and growing reputation it will not look like a conspiracy for you to fall into my hands. Still, I'll look into freeing your parents. Perhaps Godhart? The man has a talent for subterfuge."

You walk over to a table to pick up a map.

"If subterfuge fails tell me where your parents are held. I can ride there and free them, while my good friend Tor secures your young. If I had to fight you and yours knowing that you only do it to keep your parents safe it would leave a horrid taste in my mouth.
It seems you claimed me as much as I claimed you so I'd be happy to help, and if it makes things easier for us by bringing you to my side all the better."

Your new lover strokes your face tenderly.

"Ah yes a knight in shining armor to save my parents. I appreciate the offer, but they are held in Dreadhill. The queen sits right on top of them along with any other hostage. The best option to save them would be to besiege the city itself. As for the minders, they're just toadies delivering messages for Maude. The sneaky shits would be cut to ribbons by my household guard no sweat needed. If I were a gambler I would make an effort to get a hostage. The son or the daughter either one really. The boy is in Castle Coldclaw being trained and the girl is in Brasshold. If you could somehow take either by some method an exchange could be made, but those castle are dead hard."

Both of you look into the embers of the fire, enjoying a companionable silence.

"Thank you for informing me of this. I'll tell Godhart if you don't mind. He seems like he would have the best chance of getting them free quickly."

Miriam nods in approval.

"Mans dangerous but he'd be the best bet, he stands to gain and that would be enough for him to try." Exiting her seat she decides to take up residence on your lap. Her firm bottom grinding against your thighs. Deciding to be cheeky you hold her.

"After having me. Was it worth it?" Your charge blushes.

"I can't begin to think how you could fit that thing in me. I lost my wits halfway through." You grin predatorily at her answer.

"Just one more thing, would you like another go?" She can't get your clothes off fast enough.

>social encounter end
>Miriam Ravenroost gained as ally/lover

>New Intelligence!
>The matriarch and patriarch of the Ravenroost family are held Captive!
>The Prince and Princess of the Dread family are in Coldclaw and Brasshold respectively!
>Maude confirmed a huge bitch!

Moving on to Tor and Alice
>>
Actually would you rather talk to Alice or to Tor first?
>>
>>2779708
Tor, we need to bro it up with our (distant)kin.
>>
>>2779702
This is good, she'll keep as our prisioner and her forces won't oppose us, the rescue would be better but seeing as where they are it can't be done for now.

The information on the sons though, that's very interesting.

Shame she will travel with us as a "hostage" and not as a warrior but we take what we can get.

Maude is such a bitch that I'm almost tempted in handing her ove to our troops instead of fucking the queen ourselves, her pussy might be poisonous hehehe
>>
>>2779708
Tor
>>
>>2779708
Tor
Isn't Brasshold being held by the Fairhair's? Since the map was Brasshold in the red side.

Also after talking with Tor and Alice we're going to have some ideas of what to do afterward, raiding the north regions with coastal assaults looks promising
>>
>>2779710
It was the better outcome given the circunstances

>>2779708
Alice, we probably woke her up when playing with Mirian, and after that we can go to a proper Northman celebration with Tor and the others
>>
>>2779710
>not wanting to mindbreak the bitch queen
>Disdain for Plebs.jpg

>>2779712
>Brasshold
Yeah I fucked up I should have typed Bronzehelm castle it's really close to brasshold though.
>>
>>2779718
I said almost hehehehe
>>
>>2779718
So do the Dread sides have more troops? Or did they just think to mobilize their troops faster and blitz Fairhair's ass?
>>
>>2779722
Dread does have more troops

In the first few posts you got a better strategic view of the war, but I'll elaborate on the whole thing.

>The entire countries effective military might is 75,000 to 80,000
>The split between the faction is 40/60 favoring dread.

>so that's 48,000 to 45,000 soldier that Dread has.

> and 32,000 to 30,000 for the Fairhairs. But the fairhairs are getting several shitloads of mercenaries to balance it out.

>Fulkmar you know had 7,000 troops of his own.
>You now know due to talking with Miriam that her family has 10,000 troops
>Coldclaw has about 7,000
>Dreadhill has about 10,000
>10,000 are stationed at Bronzehelm castle
>and about 2,000 are guarding Holden's cairn and saltspear each (they are the soft targets by far)

>Ravenroost hasn't mobilized and probably won't since the family is without an adult head.
>Bronzehelm,Dreadhill and now Fulkmar are partially mobilized.
>Brasshold and Guildman are mobilized to counter their immediate neighbors and Ashipit/Gullcove soldiers are mobilized to guard the northern part of the Fairhair side.

>The violence has escalated.jpg
>>
>>2779709
>>2779711
>>2779712
for Tor

>>2779713
For Alice

>Tor it is

>Writing
>>
>>2779755
With our new army I feel now is the time to take/sack saltspear in its entirety. It will be a huge moral blow, besides a moderate military one. And any response outside of the province will be much delayed. And with ocean access we can either retreat back to friendly territory unimpeded or continue our raid with a good line of retreat.
>>
>>2779760
I was thinking of sacking the bronzehelm roads and countryside to get as much wealth as we can to form an at least 1000-1500 force to try and take salt spear by sea? What do you think?

Godhart himself told us that a good corse of action would be to sack the north while se can and build strenght from it
>>
>>2779760
We have 525 men so I don't think we can take the whole region out in one go. But we can ass blast them with massive raid/sacking, and attack their troops when they are split up. So divide and conquer that region up, and if they do get reinforcements that largely outnumber us we can hightail back.
And Holden's Cairn is right next to Saltspear to the south, so after we're done with that region we can head south.

>>2779770
>I was thinking of sacking the bronzehelm roads and countryside to get as much wealth as we can to form an at least 1000-1500 force to try and take salt spear by sea? What do you think?
That works, since we can recover our troops faster if we're attacked since we're going to be closer to friend;y territory. But I think taking saltspear we shouldn't do, since our 1-1.5k troops don't be able to hold out while Coldclaw comes from the east and attack us.
We're kindof more suited for raiding and razing, and if we do take saltpeter, fairhair can't really send troops that deep in the territory to defend it.
>>
>>2779770
With only 2000 troops divided throughout the region we can very much dominate and go with the full looting options which we shied away from before, what with the enemy's local strength. Then we are positioned behind their lines and can hit any of the three adjoining provinces, or retreat. Plus Godhart will likely reward us well for such a strategic upset in the back lines. Most of the "front" provinces have mobilized significant forces, and would be harder to raid, although they do have more to raid.
>>
>>2779784
Saltspear has the advantage of being unmobilized, as well as having few forces.
>>
>>2779784
>>2779790
We could always do some light raiding in Bronzehelm, not risking too much, get some more men and boats from the loot and sail to Saltpeter to do the raiding and razing .
>>
>>2779782
>>2779784
Why don't we raid bronzehelm to a reasonable level without taking much risks, if they counter we can easely retreat into friendly territory, after that we build our strength the most we can and sail to the backlines to raid there and make them mobilize forces away from the frontlines to deal with us, that way creating an advantage for Fairhair's troops. When the heat is too much we retreat to the coast and sail back since the Dreads have no navy
>>
>>2779805
That's what I suggested here >>2779797
So we have the same idea anon, seems like the best plan since we get some easy money, get more troops. Then go fuck their asses in the backlines.
>>
>>2779805
Sounds good.
>>
>>2779809
Yeah I only saw your post>>2779797
After I posted mine, we are on the same page
>>
>The following morning a little after sunrise.

You are acustomed to rising early, traveling and campaigning requires using as much daylight as possible. Entering your dining room you see Tor and some of your other kinsmen enjoying a meal provided by your servants.

Cuts of meat, light ale and plenty of cheese and fresh bread. A nice hardy meal for the brawny and voracious northmen.

Settling next your bearded cousin you are served and then eat alongside him.

"I heard some noises last night cousin. You getting intimate with one of the serving girls?" Tor chuckles.

"No I was with Alice and then that woman lord I dueled visited. She visited all night actually." You say smugly as possible.

"Fuck you Hakon. Fucking nobelwomen and high ladies. Hmph. Next you'll be plowing that bitch queen we're fighting. If Ulf heard this he'd kick your arse for being so upjumped." Tor jests.

You remain unmoved by his words but you smile at his envy.

"Don't worry dear cousin you'll have plenty of time to find some better women to enthrall. We're moving north to start raiding the coasts. The Dread's are weak up north since they focus along the border and they haven't any ships to fight with. Some fisher lass will do you good." Tor rumbles and strokes his beard.

"Is that so? Eh. At least I had those two redheads. A mother and daughter they were. They was nice and plump the way I like and they had freckles everywhere. The husband ran off and I got to tend to em both in a barn. They squaled real nice like. Too bad they seemed too high strung to keep but you don't keep a woman if she's like to cut you in yer sleep."

Your conversation continues for some time and rounds out with both of you trading questions.

What do you ask?
>write-in
>>
>>2779831
Run the details of the plan by Tor, ask him if there's anything we can purchase for our northmen band (like armor), and see if he has a way, like a messenger with a ship, to send back to the homeland with a recruiting offer for more of our people, between us and Tor we no doubt have some pull, especially if we sent a sample of loot back.
>>
>>2779831
Is there anymore laddies up north that want a warm bed at night and chest of gold, along with plenty of fighting?
Just how much does a potion of healing cost now that we have that wizard with us? Worth the money if it means saving our North men troops while in battle.

>>2779839
+1 We should have our North men band the most outfitted of our troops, since they are going to be the hardest to recover.
>>
>>2779831
I personally prefer them willing but that's just me

Have you heard anuthing about our other clansmen? Are there any others around here? Maybe fighting for the other side?
>>
>>2779846
>Healing potions
All potions are 50% reduced in price be cause you are just paying a guy to make them rather then dealing with market mark-up.
>>
>>2779839
>>2779846
Ooth of these too
>>
>>2779856
>All potions are 50% reduced in price
Potion of mending- Heals +20 wounds in battle. Cost= 20 wealth

>>2779849
>>2779839
So guys we could in give each Northman a potion of mending for 10 wealth each costing us 250 wealth to make it for 25 men. Just a idea so we can keep our boys alive. To save cost we could give it to half our troops, since the potion heals 20 wounds, they could split the potion between each other.
Just a quick heal to save their ass while in the battlefield before someone can first aid them.
>>
>>2779849
Also, add a little friendly banter to Tor
"if you knew what you are doing you would wake up with them blowing you not putting daggers on your neck! Hehehe"
>>
>>2779867
Actually since you have a group of northmen what you could do is attach yourself to the unit and make them a bodyguard. They will only die if you do. Also it will make killing units on your own initiative much easier.
>>
>>2779867
I aprove, i say we pay half and the other half can come from their part of the loot. If they are not smart enough to take this deal they probably are too stupid to live hehehe
>>
>>2779874
That's a good Idea too
>>
>>2779874
>>2779879
Both good ideas. And giving our north men mending potions could get us out a picket if we get ass blasted by the rolls in the future.
>>
>>2779839
>>2779846
>>2779849
>>2779873

"Were going along the northern coast by boat from Gullcove. First we hit the region around Bronzehelm castle because they have their heads up their asses by focusing on the border. Then we hit Saltspear. If we hit them heard enough and maybe use some of our loot we can form a big enough army we can ruin the whole region and then sack Saltspear. After that we'll maybe hit Holden's cairn before returning south." You have your trusty map out. Pointing out some preliminary route's you've made.

"Good shit. Raiding by boat is perfect. I feel like a wee boy. Sacking a town will be fun, we'll have everything in one big fuck off pile by the end. Hahaha."

You tap the representation of your home. The wastes.

"Since you and the lads joined I was wondering. Are there any lads in Shatterclaw or back home itching to fight. I was thinking of sending back some loot to show that I got skin in this game. Any that want a warm bed a chest of gold and plenty of fighting? I was also wondering if any were here maybe on Dread's side."

Tor tugs at his beard in thought before he answers.

"I don't think any of ours are on the Dread's side heard they were skimping on pay from what I heard when I was on their turf. But yeah I think I could drum up some lads from around. Haven't been anywarbands forming to go south for a while. But that ruckus from the 'expedition' those greenlander cunts made is finally over with so there's men free from fighting and in need of enemies that bring gold to the table."

Pulling out one of your healing potions you shake it to hear it slosh.

"I was also thinking of giving doses of these to the lads since we have a wizard on retainer, something to close their wounds if things get hairy. Would need to pay a little though but I'll pay for half." Tor nods and stuffs his face full of ham.

"Aye. Good that. I'd take that deal, healing magic is damn hard to find and getting your blood back inside you is always good. They'd take that deal."

Anything else? (questions about home/family/events)
>write-in
>>
>>2779936
Ask him how things are at home besides what we've talked about (exposition dump please?).
>>
>>2779936
Propose to form the bodyguard unit.

Ask how Ma and Pa are, we finally got someone worth showing to them, but we hope to get some more so we can make only one trip hehe
>>
>>2779943
>>2779953

these
>>
>>2779953
>>2779943
+1

>>2779936
Why do the Northmen keep living in the wastes? If they have a great life down south?
>>
>>2779965
>why do they stay in the wastes?
To live in the wastes you have to sharp. Living the good life is great but you'll go soft eventually, lose your edge.

The Northmen are 8-10ft murder machines that when united could curbstomp whole countries but they know that the reason why they have mutated so successfully is because they live in an area that forces them to take that route. If they left future generation would degenerate into (large and strong bear in mind) ordinary humans and that is unacceptable. They LOVE being the nastiest humanoids on the planet and that's worth living in the wastes for. Plus they're used to it it's just everyday life for them so it's not really uncomfortable.
>>
>>2779988
They might just die of boredom in tamer lands then. That said with enough wealth and followers would an eventual goal of ours be to establish our own settlement/stronghold in the north?
>>
>>2779988
Oh and how is northmen lifespan besides being eaten by monsters, about the same as other humans, longer, maybe even elflike from the magic infusion?
>>
>>2780087
I don't know, we would probably get bogged down on politics, we could have friendly states where our kin could be received I think. live Revenloft or the barbarian/nice elves if we help them
>>
>>2780098
Taking over an existing settlement might, but making our own? Plus it seems northmen are fairly pragmatic and rely heaving on a family/clan structure. If we did well, and pread the wealth around, I'm sure few would object to us building castle kickass! Actually given the monsters of the waste I'm sure a fortification in the North would make any southlander jealous, or at least marvel at such reinforced walls and gates. But that's way down the line.
>>
>>2780114
aaaaa, now I got you, you mean building a settlement in the wastelands, yeah that would be awesome. become some sort of Jarl or something
>>
>>2779943
>>2779953

"I was thinking about having the lads follow me into battle. From them around me. If you get some more recruits you should do the same, we could form a shock unit around all of us." At your words Tor slams the table in approval.

"Aye. Aye. Good Idea that, will make cutting down the chafe a lot quicker. We can break of to handle the enemy commanders or any big threat if needed but sticking together would be good."

While you both finish up your meal you ask about Breakfang and your family. Been nearly two months since you left home.

"Oh your Da and mother are fine. Old Angrim is still cracking skulls and going into the wastes to sharpen his skills against the beasts and demons. Yer ma (Signa) is still training her new apprentice to take over as the forgemaster. Bjorn (your elder brother) is wrangling his spawn and trying to get used to being a Da. Would help if he didn't have so many bleeding kids (he has about 12 with three women he brought back). Ulf (not related to you but he's basically everyone's insane and ultra traveled uncle) is the same as ever, kicking the arse of all the lads and showing them what a real warrior can do. He still wrestles Thrain (your chieftain) on the full moons, they ended up breaking the big table in the mead hall and Osmund (The brewmaster and caretaker of the meadhall) nearly castrated them both for it. Like I said before the last wave of abominations and the like are over so plenty of kinsmen will be looking for something to do. The lads in Blacktimber are right bored now. Most of the lads with us now are from there you know. I think we'll have good luck if you show some fat and where there's fat there's meat and lads love them some steak and cuts." Tor says this while having a mouthful of ham.

"Good now we just need to work on you and get you to be presentable to the womenfolk." Tor sneers.

"And what's that suposed to mean?"

"If you knew what you are doing you would wake up with them blowing you not putting daggers on your neck! Hehehe."

You brawl with Tor for a while and with some of the other lads. All in good fun of course.

>End social encounter with Tor
>Tor relationship Up!

>Tor is willing to go north with some of your loot to show off to the young men and warriors. >You can show off your wealth and deeds to attract nortmen followers for your army. Much like Mercenaries they are willing to work for loot and pillage and sometimes just a good fight.

>>2780091
>Northmen lifespan
Long. About the same as dwarves/elves. 150-200 years on average but really strong and hardened northmen can live up to 300. A big thing though is that their penchant for fighting cuts their lives short.

Oh and be wary of becoming too powerful because if you become a REALLY great warrior the Slayer will get antsy and try to collect early.
>>
>>2780087
>>2780118
>>2780114
>becoming a Jarl/tribal king of the northmen?
Definitely possible and useful if you go full everchosen. Beating every major chieftain/king and you could have a lot of FUN (the kind that involves making every nation on the planet shitting themselves).
>>
>>2780126
>>Tor is willing to go north with some of your loot to show off to the young men and warriors. >You can show off your wealth and deeds to attract nortmen followers for your army. Much like Mercenaries they are willing to work for loot and pillage and sometimes just a good fight.
After raiding Bronzehelm we should send Tor up there
>>
>>2780132

Nothing too fancy, a nice keep on the wasteland coast where we can send raiders to the four corners of the world and cozy up with our women when we want to rest. That would be great.

>>2780126
I'm stepping out for a bit so I'm just gonna leave my suggestion for the Alice interaction.

"Say Alice, are you satisfied with your lot in life? What would you like to do if you could?"

I was planning on giving her some skill to help us so she is not just a bedwarmer

if she doesn't really know we can propose this:

"what do you say if I ask Godhart to let you learn with their seneschal? I plan to accumulate wealth and make all sorts of dealings, but my head and heart is not really on that, I could use your help."

This way if she is good at it(judging from her silver tongue she just might) she can give us better deals with mercenaries and items in the market, getting us discounts and whatnot, become our treasurer of sorts

>>2780140
I also agree with this, after we sack Bronzehelm and reach the shore we send him off with a boatful of loot
>>
>>2780146
Well, we could ask her if she would like to learn a skill, but asking her if she's satisfied implies we've set her up for an unsatisfying life, whereas she seems quite happy with the arrangement. That said, while maybe not super skilled, she does appear to be taking care of many domestic tasks for us and alot of the background stuff. And its always good to have someone around to do that without the worry of betrayal. I could imagine her being a good administrative assistant sort. Or cook. You need a good cook, whats life without a tasty meal.
>>
>>2780146
I like this a lot, she could take care of business and getting us discounts on contracts.

I bet no northsman like to deal with this sort of things, I support her as our treasurer/administrator
>>
>>2780132
The characters we didn't pick in character creation, are they real people in this world? Going about their business without our choices and rolls.
>>
>>2780191
Tor was one of them wasn't he? The other was that hunter fella.
>>
>>2780195
That's right, I forgot the names.
>>
>Some time later in the afternoon

You spend some time with Alice while you are in Guildman. She's keen to show some of the swankier places in town. The restaurants where special cooks make food to order using a variety of culinary disciplines some of which are exotic (you have a newfound taste in dwarf prepared cuisine aka BBQ prepared meat). Likewise you treat Alice to some of the complimentary gifts you've been given as one of Godhart's top men in addtion to some jewelry that you've taken for her rather then ot be sold. She's a proper lady now, with a good man, status and no small amount of luxury. When you return to your dwelling you enjoy some quiet time with your lady love.

"Considering how your life has changed so rapidly how do you feel right now?" You ask her whie you are both in bed. She's curled up beside you while running her hand through your chest hair.

"The best. I wish I had met you ages ago. I have everything that I wanted from a realationship. A good lover, plenty of gold, and the kind of excitement you can only get by being with a real power player, someone with ambition. That and I like you. You're a good man to me. In the years I was married my husband never bothered to ask me how I was doing, he was totally disengaged. You care to talk to me and spend some time with me and that's all I ask for from you other than you make sure to keep yourself alive and have some children with me. I would like to have a few little barbarians to take care off." She kisses you cheek after finishing.

"Glad to have you as well. You're a good woman. You got a good head on your shoulders. I was wondering, beyond your feminine needs. Is there anything you like to do any ambition you wish for? It's important for adults to perform productive labor no matter if they're men or women." You shift the covers and hold Alice tighter around her waist.

Your lover turns thoughful for a moment but her silence is brief.

"I would like to own a business or to manage money. My family is descended from craftsmen and administrators. I was always good with figures and letters. If you can give me property to manage I'll make to sure to provide for the family. Have a nice little castle somewhere, with lots of industries and incomes. I can see it now. You bring all kinds of skilled workers and resources and I sort them out to fill our coffers. I'd like that alot, good work to be had managing lots of money and profits." Alice lays on your chest and folds her arms over your collarbone before kissing you.

"I'd like that. I've no mind to sit down and deal with all of that. If you could do that I'd like it mightily. A good woman to handle business isfortunate. My mother is a craftswoman herself, she runs the forge in my hometown. Always good with orders and making money. dad always told me to find a woman with some brains."

Alice pecks you on the lips again.

"He's got good sense then."

Questions?
>write-in
>>
>>2780259
How old is Alice? How old are we? When are we getting our plan into action?
>>
>>2780259
What did you think would happen to you when we first met? Did you imagine leaving on a manse showered in gold and sharing my bed? I bet the stories you heard about my people would make you think otherwise.

What's you opinion of Mirian? I like her and she is a good warrior, seeing you together that first night made me think you would get along nicely, would you mind sharing our bed with her? You know I can be....a handful...
>>
>>2780295
I thibk right after this we are setting off
>>
>>2780295
>how old is Alice?
21 & 1/2 she was also married for 2 years.

>How old are you?
20 years old. Tor and Vidar also both the same age. Miriam is 24.

>>2780191
>other PC options
Tor is with you since of the nat 20 for encounter and it would make sense for him to be here as well.

Vidar is on the western frontier of Matril hunting monsters by himself. He'll be doing his own thing but you may encounter him if he visits home or on the road as an encounter.

>The plan
Right after this unless anyone wants to do something before we get the show on the road.
>>
>>2780307
support
>>
>>2780307
>>2780357

"What did you think would happen to you when we first met? Did you imagine leaving on a manse showered in gold and sharing my bed? I bet the stories you heard about my people would make you think otherwise."

Alice pats your chest lightly and smiles.

"Your folk have a reputation for being brutal, but lusty. That and you usually show up to kill big nasty things so your reputation isn't all bad. No worse then most killers or foreigners really. After I saw you take down Stewart dread of all men I just assumed that you would want a bedwarmr. Didn't expect the royal treament but I expected you would like to pound a beautiful woman. I'm very aware that i look good." She smugly declares before rolling off of you.

"What's you opinion of Miriam? I like her and she is a good warrior, seeing you together that first night made me think you would get along nicely, would you mind sharing our bed with her? You know I can be....a handful..."

Getting up from the bed Alice rolls her eyes and puts her clothes back on.

"Gods be good you are approximately three handfuls by my reckoning. And I understand, a man like you isn't going to be a norml husband. I'm not looking for sappy romance I need a partner to live with who has sense and some quality. Between you and me I was ready to rope in some noblewoman whose husband is lacking beneath the belt to tag in. I doubt she would have left with her mind intact but I'm glad Miriam joined in. She's a good woman I hear, and she's a real hard lass. A good fit for you. She'll watch your back if she follows you. Plus I think her babies would look cute." She giggles.

Exiting your rooms you wrap your arm around Alice's shoulders. It's time to eat supper.

>social encounter end
>Relationship up with Alice!

>Alice can become a seneschal
>If you own properties Alice will generate passive income!

Do you do anything else while in Guildman castle?
>write-in
>Shop (for what?)
>Social interactions (with who?)
>Enact the raiding plans in northern Bronzehelm
>>
>>2780409
Enact raiding plans
>>
>>2780409
>>Enact the raiding plans in northern Bronzehelm
lets raid
>>
>>2780409
Do we have some potions for us? If we don't buy a few, just so we can go hard so to speak. Then raiding!
>>
Is Tempest coming with or is he/she(I forgot) still pissy
>>
>>2780436
You have 5
3x mending (+20 HP)
1x regen (+3 HP per turn)
1x savage (+4 atack dice for encounter)
>>
>>2780442
That sounds decent. Lets raid!
>>
>>2780409
Raaaaid!

Mount Tempest
>>
>>2780441
He's cooled down.He can come if you like.

Also someone wanted to buy a saddle for riding temptest.

so
> -10 wealth for custom monstrous mount saddle

> Wealth: 105

>Tempest is now equipped to ferry you into battle
>>
>>2780416
>>2780423
>>2780444
>>2780449

>Let's get it ON!

>writing update
>>
>>2780450
I'd say buy him barding, but I think he has a higher DR than us, and that's saying something.
>>
>>2780450
buy it
>>
>>2780460
We just did?
>>
>>2780469
Oh yeah, I thought it was a prompt to buy, stupid me
>>
>>2780469
>>2780460
There two types of raiding, either attacking the supply lines or attacking settlements.

I think we should be raiding settlements, to destabilize the region and the folks of Bronzehelm would be more focus making sure they have enough food to last if they get siege than take care of some settlements off in the distance.
>>
>>2780505
I think we would do both, like we did in falklands, I personally prefer to sttack the supply lines first since it would hurt the castle more by preventing goods and supplies from reaching it, even if they are beeing produced. and them we raid the countryside and be done with the region, going forward to our next target
>>
We could divide our forces with Tor and just have him do one while we do the other
>>
>>2780534
Seems dangerous, since they can group up on Tor or us and kill us.
>>
>>2780534
remember that everytime we raid there's a chance a patrol comes, if we divide the forces they can be picked off


Let's raid their supply lines, taking out their transport infrastructure of merchants and carts and them raid the isolated countryside if possible
>>
>>2780550
Also yeah, you enlighten me that fucking the dupply lines would work best. And if a patrol comes we'll fuck them up with our Northern men.
>>
Traveling north along the main roads your army is a sight to behold. Over 500 hundred warriors, many of them clad in heavy steel plate armor, including the formidable suits of decorated fullplate your kinsmen wear into battle. Riding atop Tempest you draw awe and fear from the people you pass, some figure out of legend riding a terrible monster.

Your forces move up the countryside until you reach Gullcove and its harbor. Its a proper port unlike Crabhook with naval vessals and trade cogs anchored there by the broad walkways.

Flashing your badge to the gate authorities you are allowed inside and ushered to the ships. Broad hard bellied longships are arrayed on the harbor. Perfect for transporting your troops quickly for lightning fast raids along the coast.

The captains are on the payroll already and are obliged to ferry you since the dread's have no ships to speak of and you're both working for Godhart.

Mounting up into the ships you issue orders for the transports to moor on the coast governed from castle Bronzehelm.

Since you specifically wanted to raid.
>Raid the roads (gain wealth, weaken the castle)
>Raid the settlements and populace (gain wealth, disrupt the regions populace/economy)

How intensely do you raid?
>Minor raid (+100 wealth, +0 to enemy encounter) (-1 to castle defense or 1 degree of regional instability)
>Moderate raid (+200 wealth, +1 to enemy encounter) (-2 to castle defense or 2 degrees of regional instability)
>Greater raid (+400 wealth, +3 to enemy encounter) (-3 to castle defense or 3 degrees of regional instability)
>Extreme raid (+800 wealth, +4 to enemy encounter/hard encounter) (-4 to castle defense and 6 degrees of regional disability)
>>
>>2780598
>>Raid the roads (gain wealth, weaken the castle)
>Extreme raid (+800 wealth, +4 to enemy encounter/hard encounter) (-4 to castle defense and 6 degrees of regional disability)

make it big while we are at full strenght, if a patrol comes along we shatter them
>>
>>2780598
>>Raid the roads (gain wealth, weaken the castle)
>Greater raid (+400 wealth, +3 to enemy encounter) (-3 to castle defense or 3 degrees of regional instability)

If it's just one more -1 to the castle defense, let's go with just a greater raid, and save the Extreme raid for the settlements
>>
>>2780613
This
>>
>>2780619
Let's extreme both of them, it's double the wealth for just a plus one on the chance for a patrol
>>
>>2780598
>Raid the roads (gain wealth, weaken the castle)
>Greater raid (+400 wealth, +3 to enemy encounter) (-3 to castle defense or 3 degrees of regional instability)
>>
>>2780624
If we're going to extreme both of them, I want to extreme the settlements as that will cause 6 degrees of regional disability. And that's more bang for our buck while we're at full strength
>>
>>2780598
>Raid the roads
>Greater Raid
>>
>>2780619
>>2780624
Also, it's double the region unstability and we are at full strenght, the time to go all out is now wherr we can easely retreat to friendly territory
>>
>>2780624
Well it says hard encounter as oppose to just encounter. We want to fatten our wallet for more committed actions, right now we don't want to be bogged down or take casualties. Remember this region has alot of mobilized soldiers too.
>>
You guys are wasting a golden opportunity to get 1600 wealth, theres literally no reason to hold back when we can retreat easelly and are at full power
>>
>>2780643
So greater raid entails less risk, and won't involve us needing to rebuild up as much. Not that extreme raid is a bad option, but I though we wanted this more to be a prelude?
>>
>>2780650
Well our retreat won't be blocked, but at the same time if we run into a hard encounter, even running will cost us, and probably will not be what we choose. especially if the enemy has scouts or cavalry.
>>
>>2780643
And we can replace those casualties at the friendly territory just next to us, cmon, let's go big guys, I'm dying over here
>>
>>2780656
Greater raid is pretty close to extreme, its not like people are saying we should do a minor raid. But at the same Time I understand the eagerness.
>>
For this region a hard encounter would be fighting a force that outnumbers you by a 100 or 200 men not a big deal, but there is also a greater chance they will be led by someone more menacing. Damaging the enemy by winning battles will also result in rewards and you will still get your raid money if you win.
>>
>>2780656
That's will be just throwing our troops lives away like their nothing. Getting most of our troops killed will lessen the appeal of mercs joining our war band.
>>
>>2780664
Can we just Greater raid, than if the rolls are in our favor after doing the raiding, bring up the level to Extreme raid
>>
>>2780665
Probably not that extreme, winning and looting are what mercs sign up for. Unless our forces were devastated we could easily find more. But all the same to me great raid gets what we want without too much hassle.
>>
>>2780665
We will do it all the same against the settle.ents, shats the difference, and their are mercs, double loot for us means doubke loot for them, I bet they would like those odds
>>2780662
Its not close when greater is 400 and extreme is 800

Thats 2 units of knight
4 units of helbardiers
Or w lancers and 2 crosbows

Its a big difference


I hope I'm not stepping on anyones toes by arguing my case, I just think its better to go big niw then when we are cut off on the backlines and wont be abble to replenish our troops

I want to raid the most we can here so we can bring the most troops we can there
>>
>>2780664
See. I like thise odds a lot, and a chalanger of our caliber is always welcome
>>
>>2780629
+1
>>
>>2780664
>>2780692
The hard encounter isn't even that hard at all, we faced worse odds for way worse rewards
>>
>>2780728
Yup. This was more choosing convenience though, and making the raid smooth sailing. No downtime or recuperation of losses necessary.
>>
>>2780733

can we at least do what this anon said>>2780670 and come back to finish the job later?

I can't help but feel we are wasting too much by pussyfooting here
>>
>>2780744
Can we? That would put my mind at ease
>>
>>2780744
We'll probably head back fro salt spear and/or other areas by sea after we are done so I don't see why we couldn't hit it on the way back.
>>
Alright I'll throw you guys a bone.

>Roll 3d20+3 for greater raid and if you avoid an encounter or beat the encounter roll another 3d20 to collect the other 400.

All in favor of raiding the roads first just post

>roads


All in favor of settlements/countryside post

>settlements
>>
Rolled 11, 18, 19 + 3 = 51 (3d20 + 3)

>>2780757
roads
>>
Rolled 7, 7, 1 + 3 = 18 (3d20 + 3)

>>2780757
>roads
>>
Rolled 17, 18, 13 + 3 = 51 (3d20 + 3)

>>2780757
Roads
>>
Rolled 16, 13, 13 + 3 = 45 (3d20 + 3)

>>2780757
Roads
>>
>>2780757
>roads
>>
Rolled 10, 7, 3 + 3 = 23 (3d20 + 3)

>>2780757
road
>>
Rolled 5 (1d5)

>>2780766
>>2780767
>>2780768
>>2780773
>>2780776
>>2780781
>>
>>2780781
>13,10,6
>1 success for looking for you, 2 fails
>You avoid an encounter.

>writing update
>>
>extreme raid along the roads.

Settling off the shore you arrange for a pick when you are finished with operations in the area. Unlike last tiem this was an all or nothing smash and grab.

Starting out you follow the road network until you identify the main highways. Your lancer units come in handy for picketing and scouting out incoming caravans.

Once close to the castle you work your way north again, plundering each road and destroying any and all infrastructure you can find. Roadside markers, nearby farms and any waybuildings and guardstations.

With more troops you are prepared for the ever increasing amount of wagons and loadbearing vehicles that you acrue. Nearly 250 full caravans and 700 hundred wagons worth of goods bound for castle Bronzehelm. If the garrison was hoping for dinner they'll need to call from outside the region to get it.

Dodging the patrols is diffcult though. much like Fulkmar the troops move in big packs numbering in the hundreds upon hundreds. You could easily encounter a force your own size or larger. That might be because they worry that you specifically may show up.

Too bad for them that you did.

continue to raid the countryside?
>yes
>no

Do the extreme raid?
>yes
>no
>>
>>2780818
continue to raid the countryside?
>yes

Do the extreme raid?
>yes
For settlements and populace
>>
>>2780818
>yes
>no
>Drop most of the loot off at the boats first so we maintain mobility.
>>
>>2780818
yes and yes
>>
>>2780818
OP can we drop off our loot first than raid the countryside after?
>>
>>2780843
Don't need to. It doesn't slow you down and in battle you don't need to worry about it being raided or stolen.
>>
>>2780850
So the raid we did on the roads it was extreme or greater?
>>
>>2780856
Extreme.
>>
>>2780818
>Yes
>Yes
>>
>>2780828
>>2780837
>>2780860
Both yes

>>2780834
Yes and no

>Extreme countryside raid

>roll 3d20+4
>>
>>2780858
Hey Northern, given the last time we raided many northmen bastards were sown could we possibly have a smut scene, not here necessarily, where we loot and pillage a town without named female characters, just regular old making the next tall generation?
>>
Rolled 14, 13, 14 + 4 = 45 (3d20 + 4)

>>2780875
>>
>>2780876
Maybe in the next thread. I'll just throw it out. Maybe it will be of Tor running the mom and daughter threesome.
>>
Rolled 12, 14, 4 + 4 = 34 (3d20 + 4)

>>2780875
>>
Rolled 4, 19, 15 + 4 = 42 (3d20 + 4)

>>2780875
Low rolls?
>>
Rolled 9, 9, 17 + 4 = 39 (3d20 + 4)

>>2780875
>>
File: Northern raid battle map.png (22 KB, 2700x1104)
22 KB
22 KB PNG
>>2780879
>18, 16, 18 3 enemy successes
You face an enemy army early on in the raiding

>700 warriors from the castle have shown up to stop you!

>Battle!
General: Hakon "The Pillager" Angrimson
Heroes: Tor "The Bear" Torvaldson
Army (525 men)
HP: 1040/1040
-3xCrossbows (160/160) AR: 1x3 DR: 1x3
-2xFoot Knights (200/200) AR: 2x2 DR: 2x2
-1x Seasoned Foot Knights (120/120) AR: 3 DR: 2
-3x Halberds (240/240) AR: 1x3 DR: 2x3
-1x Lancers (50/50) AR: 1 DR: 1
-1x Seasoned Lancers (70/70) AR: 2 DR: 1
-1x Northmen Warband (200/200) AR: 4 DR: 3

Surge: 65/65

Maneuvers:
Plant Stakes- Your crossbowmen plant stakes in order to ward off cavalry charges. Auto deals 10 wounds to each cavalry unit that attacks your army. Can only be used once. (5 Surge)
Switch Weapons- Your foot knights switch weapons which raises the army AR by 1 but decreases Army DR by 1 and vice versa. Knights by default use their swords and shields and keep their DR +2. (1 surge)
Cavalry Charge- Your lancer units make a cavalry charge against the enemy. During combat your army rolls +3 additional damage dice when this ability is used. Cooldown= 3 turns. (5 surge)
Hold ground- The Halberdiers dig in and boost their AR and DR for the rest of combat by 1 but this effect is canceled if they move. (5 Surge)

Vs

General: Maximillian Fullblade (40/40) (+3)
Heroes: Aldous Glaive (40/40) (+2)
Army (700 men)
HP: 1160/1160
-4x Crossbows (240/240) AR: 1x4 DR: 1x4
-4x Foot Knights (400/400) AR: 2x4 DR: 2x4
-4x Halberdiers (320/320) AR: 1x4 DR: 2x4
-4x Lancers (200/200) AR: 1x4 DR: 1x4

Surge: 80/80

Maneuvers:
Plant Stakes- Your crossbowmen plant stakes in order to ward off cavalry charges. Auto deals 10 wounds to each cavalry unit that attacks your army. Can only be used once. (5 Surge)
Switch Weapons- Your foot knights switch weapons which raises the army AR by 1 but decreases Army DR by 1 and vice versa. Knights by default use their swords and shields and keep their DR +2. (1 surge)
Cavalry Charge- Your lancer units make a cavalry charge against the enemy. During combat your army rolls +3 additional damage dice when this ability is used. Cooldown= 3 turns. (5 surge)
Hold ground- The Halberdiers dig in and boost their AR and DR for the rest of combat by 1 but this effect is canceled if they move. (5 Surge)

Where do you position your units?
>write-in

What is your opening move?
>Write-in a plan
>>
>>2780936
Time to put my ms paint skills to the test
>>
>>2780936
Question
Are we to the left side of the army or the right side?
>>
>>2780936
How about planting stakes, but having our CB go infront of the stakes. They are almost at parity to the enemy. With his lancer advantage, especially if we put ours to the side, they may charge the crossbow, and the stakes could stop them when our crossbows retreat. Our lancers could pin them and then we could bring other forces up. Its dangerous, and may not work, but is an option. So our crossbows a mirror to theirs in the front, our lancers to the far rear flanks, and our infantry line further back from our CB than theirs. Probably want halberds on the flanks to guard against cav, as our knights in the center will have stakes infront of them. They may not take the bait, but at worse those stakes won't impede our infantry.
>>
>>2780953
Left side the enemy has placed their crossbows facing you to plant stakes to ward off any cavalry charges at the center.
>>
>>2780957
Also when a confrontation happens our northmen can smash up the center, and as long as the enemy flees before us they will act as a shield until the crossbows, as they do not have a high arc to their fire.
>>
>>2780963
If we go with that we could also have our crossbows take a dispersed formation. It would make it harder for enemy crossbows to concentrate their fire, and easier for our guys to flee through the stakes.
>>
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>>2780957
>>2780936
Here is a ms paint version of what you tried to say.

I'm thinking that our Northman go chage the center, breaking the crossbow men. The lancers can't attack our flank since the stakes the enemy placed will blocked them.
>>
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>>2780979
I was thinking more this
>>
>>2780979
>>2780985
But yours better addresses their cavalry with our halberds. That said where's our cavalry? Further back?
>>
>>2780989
Oh wait, never mind, I saw the 2 L. Sure lets go with yours.
>>
>>2780985
That works, but they do have more crossbow men than us, so if the enemy just want to play a waiting game with shooting we lose in the number game. 150 vs 200
My plan is forcing their crossbow men to be killed off quickly, and their stakes will stop the enemy lancers from attacking our flank.
>>
>>2780994
Except start with our Northmen behind the crossbows, they can skirmish first, and draw the enemy cav. Our guys can heal mind you but its best not to expend them before we really let them tear up the center.
>>
I'll leave this vote open for tonight and tomorrow at noon we'll progress. Really happy the thread picked up.

All the participation is appreciated.
>>
>>2780999
Yeah, that works better. I agree with that. See how things go, and maybe we can find out how the general is, if he orders a rush or just waits back. He could be a cocky general maybe Alice knows something and we can ask her
>>
>>2781004
Goodnight OP and other anons. See you tomorrow.
>>
>>2781006
I'm betting, between this being a knightly society, and our cav being diagonal from them, they'll feel free to charge into the crossbows. But we can retreat them (hopeful before the knights get them) through the stakes. And our crossbow men can do well on the skirmish if they are more disbursed (spread out). It makes them weaker in formation fighting, but we don't want them to fight the enemy lancers we want them to run. And if the Lancers get in their they will shield our northmen from their crossbows, as they have a low arc. This might not turn out like that at all, but I'll be happy even if the enemy is content to skirmish, if we can take the punch out of their crossbows for any advance of ours.
>>
Oh but I'll stay to answer questions.
>>
>>2781023
Good night.
>>
>>2781026
Does Alice know anything about General: Maximillian Fullblade or Aldous Glaive
>>
>>2781031
>Alice knowing anything about Maximillian or Aldous

She does but unofrtunately they haven't made their presence known but this is what she would say.

>Maximillian
A general in the armies of house Dread and probably in their top 8 along with Syewart and Miriam. He uses a Greatsword.

>Aldous
A knight of some renown but not extremely famous. A mid tier commander for the Dread's. He wields a Halberd in battle.

As an added bonus here is a top 10 list of notable warleaders and warriors that are part of the dread faction.

10. Richard Albright (30/30) (+3)
9. Loren Menalt (30/30 (+3)
8. Morgan Coldclaw (40/40) (+3)
7. Maximilian Fullblade (40/40) (+3)
6. Stewart Dread (40/40) (+3) (Deceased)
5. Miriam Ravenroost (40/40) (+3) (Captured)
4. Graham Gravehand (50/50) (+3)
3. Julius Breakwall (50/50) (+3)
2. William Highcaller (50/50) (+3)
1. Edward Dread (60/60) (+4)
>>
>>2781064
Mirian probably has more information though, anyway, she too doesn't know who is leading them since we don't really know it ICly
>>
>>2781031
Has Mirian met him before? What is he like
As for the plan, I agree with>>2780999 retreat at the stakes if they advance, smash the midle and protec ours and fuck up their cavalry with HB at the flanks
>>
>>2780985
>>2780999
>>2781006
>>2781721
support
>>
>>2780985
>>2780997
>>2781721
>>2781721

okay so clarify if I get anything wrong but your collective plan.
>Use the army layout shown in >>2780985
>Set your stakes down your center to protect your center from enemy cav.
>Skirmish with your crossbows in a loose formation to reduce casualties from enemy fire due to the numbers disadvantage
>Keep our Northman behind the crossbows and try and use the crossbows to goad the enemy cav to charge.
>Counter charge and skullfuck with the Northmen shock infantry.
>Use your Halberds on the flanks to surround the Cav to kill them while they are tarpitted by the northmen.
>Ascertain the location of enemy commanders for elimination or capture later on.

*claps slowly*

This is good. I give this plan an A.

Keep thinking up shit like this and battles will go much quicker because your tactics will give your army big bonuses.

Okay for each of the anons here try and let everyone get a roll in.
>roll 3d20+3 for crossbow skirmishing
>roll 3d20+3 for crossbow loose formation
>roll 3d20+3 for goading cavalry gambit
>roll 3d20+3 for Northmen counter charge if cavalry takes the bait
>roll 3d20+3 for Halberd Encirclement if cav is bogged down by northmen
>Roll 3d20+3 for visually scanning the enemy army for generals/officers.

By the way do you want to join the northmen unit to form a bodyguard (prevents death of unit while you are attached. Increases AR and DR of unit)
>yes
>no

correct me if any of this is wrong. Really liking this.
>>
Rolled 10, 19, 14 + 3 = 46 (3d20 + 3)

>>2782030
>By the way do you want to join the northmen unit to form a bodyguard (prevents death of unit while you are attached. Increases AR and DR of unit)
yes
>>
Rolled 8, 14, 15 + 3 = 40 (3d20 + 3)

>>2782030
Yes
>>
Rolled 16, 15, 19 + 3 = 53 (3d20 + 3)

>>2782030
yes
>>
Rolled 20, 11, 13 + 3 = 47 (3d20 + 3)

>>2782030
Yes
>>
Rolled 4, 4, 8 + 3 = 19 (3d20 + 3)

Yes
>>
Can I get one last 3d20+3 for IC finding the enemy Generals
>>
Rolled 5, 17, 18 + 3 = 43 (3d20 + 3)

>>2782111
K
>>
>>2782118
There you go, one more head to collect
>>
>>2782118
>>2782074
>>2782069
>>2782057
>>2782054
>13,22,17 for crossbow skirmish 3 successes
>11,17,18 for loose formation 2 successes
>19,18,22 for cavalry goading 3 successes
>20,14,17 for counter charge 3 successes
>7,7,11 for encirclement 0 successes
>8,20,21 for scanning 2 successes

>tactical genius mode engaged
Your plan besides the encirclement goes off perfectly. You also identify the locations of both enemy officers.

here are your rewards for making a good plan.

>Crossbows avoid melee with cavalry which wastes the cavalry charge maneuver the enemy was going to use.
>When shooting it out with the enemy crossbows the enemy takes a -2 to AR (down to an AR of 1)
>The cavalry charges with Adlous backing them up.
>You and the northmen successfuly counter charge automatically getting the initiative and stopping the enemy cav from moving.
>unfortunately the halberds are too slow to move and lend their additional AR to the fight.
>You see that prick Maximillian in the back like an armchair general.

Also
>Northmen warband+ Hakon+Tempest
AR: 4+3+2=9 DR:4+4+4=12

>roll 10d20+3 against 10d20+2

after general combat do you want to challenge Aldous?
>yes
>no
>>
Rolled 17, 1, 15, 9, 1, 17, 17, 13, 4, 11 + 3 = 108 (10d20 + 3)

>>2782165
>after general combat do you want to challenge Aldous?
>>yes
>>
Rolled 13, 18, 15, 20, 19, 1, 11, 9, 18, 6 + 2 = 132 (10d20 + 2)

>>2782165
Yes
>>
Rolled 18, 12, 11, 17, 10, 1, 6, 2, 7, 15 + 2 = 101 (10d20 + 2)

>>2782170
>>
Rolled 5 + 2 (1d10 + 2)

>>2782165
Yes
Do our patented move of smashing everyone on the way until we reach him
>>
Rolled 12, 4, 5, 5, 20, 7, 14, 15, 12, 17 + 2 = 113 (10d20 + 2)

>>2782181
>>
You deal 45-5 wounds
>you 20-12= 8

Northmen: 192/200
3xLancers: 110/150

>>2782173
Your Crossbows deal 27-4 wounds
enemy crossbows deal 2-3 wounds

3x your crossbows: 180/180
4x enemy crossbows: 217/240

>note that I made a mistake in the army vs post your cross bows have 60 health each so your army has +20 wounds

>Post

Standing atop Tempest you peruse the enemy force through a spyglass Godhart gifted you.

"Upper left corner with the core of knights. The enemy general is there with his banner. Cowardly bastard to not take the center with front line. Ah, but I see some is with us today. To the right heading up the wedge of horsemen, another officer a lesser one though his banner is smaller."

"I can't see shit with this thing there like bloody ants in the distance." You turn to see Tor with his own looking glass although he is using his incorrectly.

"You're holding it backwards cousin." You deadpan.

"Shut it. I knew that I was just making a joke." Tor says unconvincingly swiveling his eyes back and forth in hopes none of the lads heard this exchange.

"Whatever you say dear cousin. Take up position nearby and I will direct you when needed." Stepping down from the lion's back you go to the signal men and trumpeters to arrange your forces.

"Crossbows plant stakes and advance in front for skirmishing. Loose formation. Edge near the cavalry to goad them. retreat when charged. I shall charge to halt the enemy horse. When I do so call for the halberds to advance and encircle."

The men salute and begin their series of signals. The blast of horns in distinct patterns and the firing of colored fiery arrows and the waving of special flags.

Joining your knot of northern brethren you mount Tempest and raise your weapon hand.

"When those horsefuckers corss the field and stall before the stakes, we're going to slam into them like a bloody fist! The fancy fuck is mine! Blood and skulls! Blood and skulls for the Slayer!"

"BLOOD AND SKULLS! THE ANCESTORS CALL TO US!" Your kinsmen roar back.

You're plan goes off without a hitch although the damned halberds re to slow to wrap around the horsemen. Despite the disadvantage in numbers your bowmen bloody the enemy ranks and retreat swiftly before even one of the enemy lancers can get within spitting distance.

Leaping over the stakes, Tempest crushes an enemy lancers and his horse. Massive fangs impale and then open the mans torso as his armor is torn asunder. The horse's guts are exposed and six inch claws send them bursting onto the ground below. Your warriors slam into the cavalry hard enough to send men and their mounts flying. Urging your mount further in you bully your way to the enemy officer, knocking over horses and their masters until a wedge is made to divide one group of horsemen from the other. A man in black laquered armor. A sign of a senior knight, but not a general.

>Aldous Glaive engaged

Wounds: 30/30
Skill: +2
Surge: 10/10
DR: 3

Gear:

Active abilities:

Passive abilities:

>cont.
>>
Do you dismount from Tempest to fight Aldous?
>yes
>no

What weapons do you use?
>Flesh Render with shield (+3AD and +2DD, +4 wounds on hit)
>Flesh Render 2h (+4AD, +4 wounds on hit)
>Splitter (+4AD)

>your turn to start

Do you have a specific action in mind?
>write-in

Starting Attack die
> 1 to 10

Surge attack (14/14)
> 1 to 10

Active abilities:
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Bloodrend- Upgrade of impale. Take no penalty to roll and for every 3 wounds you inflict you place a stack of bleeding damage for 2 turns (can stack up to 5) Uses 10 surge points.
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>Great Cleave- In exchange for using all surge points if you deal at least six wounds you automatically deal damage equal to the amount of surge points you possess. (requires a two handed weapon)
>>
Rolled 5, 11, 13, 3, 8, 18, 13, 12, 2, 14, 5, 5, 14, 5 + 4 = 132 (14d20 + 4)

>>2782288
>>No
>>Flesh Render 2h (+4AD, +4 wounds on hit)
10 Attack die
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)

That's 28 so I'll roll 14
>>
Rolled 4, 12, 5, 7, 8, 17, 14, 1, 6, 11, 9, 19, 10, 12 + 3 = 138 (14d20 + 3)

>>2782288
dismount

let the kitty play a little

savage attack let's try to end this in one go

Flesh render, we will borrow it for now, until we find another and Mirian can get her sword back, we will keep it nice and bloodied for her


28 dice right?

rolling 14
>>
>>2782300
+1
>>
>>2782288
>no
>Flesh Render with shield (+3AD and +2DD, +4 wounds on hit)
>>
>>2782288
Change my vote to
Dismount Tempest
And Flesh Render with shield (+3AD and +2DD, +4 wounds on hit)
>>
>>2782344
I'm ok with the shield too, it's 2 more dd for a cost of 1 ad, just strike out the last of our dice
>>
Rolled 9, 20, 10, 9, 4, 9, 8, 7, 19, 16, 8, 1, 12, 6 + 2 = 140 (14d20 + 2)

Okay you dismount and use sword and shield. Also Miriam did give you Flesh Render to use since she can't fight right now.

rolling for Aldous's defense he rolls 27d20 since you're using sword and board
>>
Rolled 3, 4, 7, 3, 8, 6, 13, 3, 13, 14, 18, 17, 8 + 2 = 119 (13d20 + 2)

>>2782372
>>
> you deal 29-3 wounds to Aldous
>recover 9 surge points
>You recieve 6-6 wounds from Aldous

>Hakom: 50/50
>Aldous: 4/30
You want Tempest to nom him since he barely put up a fight?
>yes
>no
>>
>>2782401
>Capture him
>no
Can we imprison him? Since he's worth more alive rather than dead.
>>
>>2782401
>yes
Can we have it be a total killstealing moment too, this being tempest getting back at us for fighting him like a crazy man. Right at the dramatic moment before the final exchange of blows too.
>>
>>2782414
Mmm, we're likely gonna have alot of hostages after this, and enough wealth I'd be ok with us sating our bloodlust.
>>
>>2782423
Just that he is a named noble he's worth more than the normal troops.
>>
>>2782428
Hmm, hey northern, is there an advantage to slaying an enemy commander like a morale thing? If not I don't mind sparing him. Although I think Tempest killing him could be hilarious.
>>
>>2782414
+1
>>
>>2782401
NOM NOM NOM
>>
>>2782440
Like real hilarious. Definitely the 20 golds (I'm guessing) worth.
>>
>>2782401
Just how much wealth will this guy give us if we random him?
>>
>>2782401
We would lije to capture and start saying

"Ok, put down your weaplns you useless fuck, damn didn't even work up a sweat, you are my pri- WHAT? NO! Tempest don't eat the knight! Bad kitty baf kitty!"

Tempest looks at us with bits of him hanging from its mouth with a look of shame hehehehe


So yes, eat him
>>
>>2782461
What is this gay hehehehe. I keep seeing in this quest and the other quests that I follow?
>>
>>2782457
He's a named character technically, but not a very high up or impressive one northern said, very middling, so I dunno. Hey Northern, not that I mind it as is, but can there be a opposite reward mechanic for sparing enemy lords, just so there's incentive for both options (besides the murderhobo in all of us). Like killing grants an army wide morale hit/boost or reputation boost, but sparing gets the ransom, and maybe a different kind of rep, the sort where they feel more comfortable surrendering?
>>
>>2782479
That would be something that I would want to know. Since it can help us later when we're raiding in Saltpeter
>>
>>2782479
I think it already is pretty much like this, every time we skullfuck a general or commander the enemy morale drops, sometimes they even make an intimidation check, and if we take them, prisoners, we can try to ramson them like we did with the first thread knight, but the actual value of the ramson is mystery to us as much as the actual morale effect it will have. I believe that in this situation the morale effect will be very high because we killed one of their most skilled fighters with ease, the rank and file will lose hope of ever having a chance against us
>>
>>2782531
I think killing is the better option here, as the enemy still has most of their troops, and this was not the main commander. Although I'm biased as I really just want Tempest to maul someone.
>>
>>2782569
I agree with you, hence the >>2782451
>>
>>2782569
>>2782531
The main Commander is #7, so if we kill this dude, can we atleast keep the other one alive for the ransom money? Since most of his army would be dead by then
>>
>>2782595
we shall see when we get there, I prefer to not make these decisions based on money or pragmatism. If he is a douchebag I'll vote to kill him
>>
>>2782599
>>2782595

also, I bet Godhart has a bounty for his head too, so money will be coming either way, maybe not as much as ramson but still something
>>
>>2782440
>morale penalty
Yes. Killing enemy officers and generals almost always has a morale penalty. Actyally having too many heroes/officers in an army can be a liability if they die cause the army will shatter if their morale gets too low.

>>2782606
>>2782595
>>2782489
>>2782479
>capture vs kill
Good points.
If you kill him you increase the morale penalty but get a wealth bonus for capture.
Same goes for the other guy but if you do kill him you still get a wealth bonus just not the largest you could get.
>>
>>2782734
Cool. My vote is still Nom. I think that has a slight lead now?
>>
>>2782734
Alright, just kill the guy to get that morale penalty.
>>
By the way sorry for the wait. I had to do something for a while.

>>2782419
>>2782451
>>2782461
>>2782751
Kill

>>2782441
No kill

This knight is hardly a challenge. Dismounting Tempest you set your beast to make sure none interfere with your duel.

Just as the laquered knight braces for combat you are upon him. The dark edge of Flesh Render howls through the air, and the black armor of the knight is no barrier. Massive rents and chunks of muscle and skin fly off as you land a big vertical slash. Cleaving his halberd's hadt in twain with heavy circular cut takes several of his fingers. Following up you shoulder charge and send him flying.

Less then 6 individual moves on your part and the sorry excuse for a knight is bleeding and squirming in the mud formed by his own blood seeping into the earth.

"You are no-" Tempest Lunges and lands on the knight. Taking the upper torso of the man in his jaws your feline companion pins the man's lower section with a massive paw before pulling. The snap of a spinal cord being severed is shortly followed by Tempest violently shaking his head, causing the knights screaming body to rip apart through sheer force.

Blood covered and swishing his tail in satisfaction the beast returns to the melee, unperturbed.

Cheeky fuck stole your kill.

>Aldous Glaive is dead by mauling
>enemy army takes -2 to morale rolls considering the entire army saw what happened

>cavalry cannot retreat
>roll 10d20+3 for your attack against enemy cav vs a roll of just 10d20.
>give me 2 5d20+3 rolls so more than one anon can roll.

after that.

What do you do next?
>write-in plan

also remember you have your maneuvers.

>pic is current battlemap
>>
Rolled 19, 9, 18, 3, 19 + 3 = 71 (5d20 + 3)

>>2782847
Our NM keep killing the cavalry, and the halberds encircle.
Our crossbows keep shooting.
>>
>>2782847
Hmm, I have an idea, just a minute.
>>
Rolled 6, 10, 13, 9, 20 + 3 = 61 (5d20 + 3)

>>2782847
>>
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>>2782875
>>2782847
I made a plan. We have two of our Halberds encircle the lancers. Our crossbow men move position to get a clear shot on the other crossbows and Halberds. With foot knights behind them supporting them if the halberds charge, in which our crossbow men can fall back. With our other unit of halberd moving in position if the other lancer decides to attack.
>>
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>>2782847
How about this? A general advance from our center, the cav are caught and there crossbows are mostly blocked by their own troops. Lancers go for a broad flanking, there are only lancers on the one side to answer them, and they'll have free run of the place on the other side. Then we have our corssbows, also blocked by us, flank the enemy and open up, they can retreat and will have the lancers there to cover them if the enemy infantry pursue. Before we go full encirclemnt with crossbow superiority there should be some delay, so we can push into their obstructed, yet densely packed crossbows with our center, then they will be unable to cover our flank advance, and will have trouble falling back behinf their own infantry formations. So basically the plan I just said, but wait until our center is just about on the crossbows and breaking through the lancers to signal this. Also our crossbows still have decent line on the enemy flank crossbows until its their time to move, so they can fire volleys until our army gets in. This plan could be baloney, but it seems good. They've lost their maneuver element, and their own crossbows are hindered for the moment.
>>
>>2782915
Hmm, pretty close to what I was thinking. I'll just say that with us cutting down their lancers so well it'd probably be better for our halberds to do a forward advance and pressure the enemy main line, as we are about to break their lancers anyway and they cannot withdraw.
>>
>>2782921
I say since we're on the defensive, they have to get rid of us. Since they are the ones trying to get rid of us. If we attack the enemy halberds will use their ability to stand their ground.
>>
>>2782921
I like this part off full engagement on the front to tie up their helbards and our lancers should be able to charge and disengage at their rear since they don't have an answer for it, they charge, fall back and charge again repeatedly

>>2782915
putting our crosbows at the side is a good idea, minimizing friendly fire and attacking the midle portion of the enemy, leave a helbardier unit to protect them against the lancer unit left
>>
>>2782927
Oh and have the footknights follow us up the center. I'm thinking when we pin their main line the footknights can hold the center while our northmen withdraw and smash open a flank.
>>
>>2782931
that's a good point, let them come to us so our helbards can use the ability and not theirs, if the engage us we put our lancers on hit an run charge, what do you think?
>>
>>2782940
I'm thinking to really turn the attrition to our favour we have to take out their crossbows. So I favor an advance to smush them between us and their infantry. With our lancers and crossbows we can bleed them then, heck we can even fall back on the mainline some.
>>
>>2782940
Since we fuck up most of there lancers we should have a minimize chance of getting flank.

>>2782955
The problem is that they have halberds right behind their crossbow men, so I think we should move the crossbows to the side and pepper the crossbows with bolts. While some helberds and our north men kill off the lancers, before rushing the crossbow men.
Our crossbow men can turn their bolts to the helberds to minimize friendly fire
>>
>>2782955
Anyway, gotta go, I think regardless of what you guys go with us robbing them of their lancer advantage has turned the tide. Remember our northmen can smash them, but we still want our infantry to soak the main fight, we can plus our northmen into the enemies vulnerable flanks after their front is pinned. Oh and if attrition is your thing gotta kill the crossbows first.
>>
>>2782955
I think they are goading a charge just like we did to them, they want us to go after the CB so they can activate the stand ground of their HB and flank with the knights, at least that's what I would do
>>
>>2782968
If they move the corssbows to the side our own an our lancers can kill them pretty well. Well anyway bye for awhile.
>>
>>2782915
yeah let's go with this, let them come amd face or HB wall not the other way around
>>
>>2782915
+1
>>
Okay time to do a run down.

who here is in favor of

>advance the knights toward the center to act as the main battleline
>Keep a halberd unit on the left flank to disuade a charge from the last enemy lancer
>Walk the crossbows to get an angle on both enemy halberds and crossbows.
>Position the lancers on either side of the enemy to pull side charges.
>surround the lancers with the halberds as originally planned and kill them to a man.
>Advance with northmen/you/Tor amd halberds toward enemy crossbows. If they skirmish and flee don't pursue and hold ground to deny enemy halberds their "hold ground" ability.
>Watch out and reract to the last lancer if needed.

if no then do a green text list of what specifically want done. and then +1 if you agree to someone's suggestions or this list.
>>
>>2783019
That's real close to what I want to do, and what my map tried to say.
+1 to list
>>
>>2783019
this is good
>>
>>2783019
That works
>>
Rolled 12, 3, 3, 8, 3, 6, 2, 20, 9, 13 = 79 (10d20)

>>2783032
>>2783035
>>2783041

Alright

>roll 3d20+3 to suround the lancers (if they fail morale they instadiefor being surrounded and breaking ranks)
>roll 3d20+3 to flank with crossbows (gives AR bonus for crossbows)
>roll 3d20+3 to side charge enemies (doubles AR bonus from charge maneuver)
>roll 3d20+3 to feint with halberds/northmen to get them to hold ground and not move)

rolling for lancers gainst your rolls
>>
Rolled 14, 8, 8 + 3 = 33 (3d20 + 3)

>>2783092
>>
Rolled 20, 13, 11 + 3 = 47 (3d20 + 3)

>>2783092
>>
Rolled 7, 20, 16 + 3 = 46 (3d20 + 3)

>>2783092
>>
>>2783092
You deal 81-3 wounds to lancers
>you recieve 9-12 wounds

Northmen: 192/200
3xlancers: 32/150
>I'll call it lancers flee. If surrounded they die totally.

>>2783093
17,11,11 1 success they get surrounded

>>2783098
20,16,14 3 successes crossbows get 3xAR due to sudden master flank

>>2783102
>10,20,19 2 successes They get the charges in with the bonus 3x2 bonus AR for both attacks

someone make one last 3d20+3
>>
Rolled 9, 11, 4 + 3 = 27 (3d20 + 3)

>>2783112
>>
>>2783112
>You deal 81-3 wounds to lancers
Damn our North man band of 25 +2 heros can kill 75 mounted units in two rounds. When we send Tor off to the North to get more of the boys we'll be unstoppable.

Northern can we resume our raiding after we take care of this army?
>>
>>2783120
> 12,14,7 2 successes
you trick the halberds into not moving thinking you will charge as the crossbows attempt to get behind them which makes it difficult for the crossbows to get behind them.

>>2783137
>keep raiding?
If you want to yeah. If you win you get the 800 wealth from the raid plus 200 wealth from collecting loot from the enemy army and then bounties from the officers you kill or capture. But if you want to raid Salspears roads and lands immediately afterward you can.

Enemy Army
>HP: 987/1160

For this.

>crossbows deal 3x3 AR damage to both the flanked crossbows and Halberds

The lancers deal 1+6 and 2+6 AR damage to crossbows and Halberds

>enemy halberds hold ground and Get +4 to DR for a total of 12

>roll 4 5d20+3 for crossbow and lancer attacks each anon try to roll.
>>
Rolled 9, 18, 19, 1, 20 + 3 = 70 (5d20 + 3)

>>2783168
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Rolled 17, 12, 19, 15, 11 + 3 = 77 (5d20 + 3)

>>2783168
>>
Rolled 19, 4, 20, 7, 16 + 3 = 69 (5d20 + 3)

>>2783168
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Rolled 12, 2, 12, 4, 9, 9, 5, 3, 17, 18 + 3 = 94 (10d20 + 3)

>>2783172
>>2783174
Rolling for enemy defense against the crossbows
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>>2783198
So how does the rolling work? roll vs roll whoever get the higher roll in the series deals a wound? Or if the rolls are over a certain number it counts as a wound?
>>
>>2783172
>>2783174
>>2783198
>You deal 63 wounds to both halberds and crossbows
>enemy cross bows -4 from wounds halberds -12
>Your units recieve 16-4 wounds

>your crossbows HP: 180-12=168
>enemy crossbows HP: 181/240
>Eenemy halberds HP: 269/320

>Enemy army HP: 877/ 1160

>>2783211
Direct combat rolling is a roll vs roll with the higher result dealing damage. In battle units have AR which how many wounds they deal on a successful roll. your tactics and planning can increase the AR if you pull off the plan. So far you are Creeding Maximillian by bluffing and out maneuvering him.

someone give another 5d20+5
>>
Rolled 3, 5, 7, 19, 15 + 5 = 54 (5d20 + 5)

>>2783249
>>
Rolled 20, 19, 4, 15, 6, 5, 15, 18, 13, 13 + 3 = 131 (10d20 + 3)

>>
Rolled 13, 1, 4 + 1 = 19 (3d20 + 1)

>5x7+8=75 wounds -4 and -12
>they take 24-2 wounds

>Lancers HP: 98/120
>enemy crossbows HP: 110/240 (morale check)
>Enemy Halberds HP: 206/320

Good shit.

>rolling for crossbow morale
>>
>>2783285
dat nat 1
>>
>>2783285
>2 fails
The crossbows break!

>Enemy army HP:633/1160
>breaking point for army is 580

>Your army HP: 1126/1160

What do you do next?
>write-in plan

>Here's the update

Sifting through the ranks of horsemen you lazily cleave them with your new sword. Tempest beneath you amuses himself by errantly pawing the horses. Tearing them open and as a result pinning the rider beneath his dead mount. Your kinsmen kill the lancers with casual ease. Massive swings cleave men entirely. The lead-foot halberds finally enclose around you and the panicing riders forgoe a last stand to escaoe. Not tat it works, dismount and the bristling hedge of halberds and your kinsmen's massive weapons cut them down in sprays of blood. By the end a mound of gore up to your waist is created, armor and horse flesh stack and stinking in the sun.

Signaling your men phase two is implemented. Gathering the halberds you advance toward the line of stakes just as your cross bows diagonally situate themselves on the now open flank. Firing into the mass of enemy troops sprays of bolts impale and nail down the enemy center. Pressured by the threat of you and your infantry the enemy footmen dig in as the crossbows attempt to reposition. Both units now effectively touch each other obscuring their view of the battle field. Forming themselves into an arrow shape your lancers shave off the edges of the mass of troops. each pass sends the disorganized blob of crossbowmen and stubborn halberdiers to their graves. ten foot lances punches fist sized holes into men. Ripping arms or heads to carry the twitching limb on the razor edges of the lance.

Unable to escape the barrage of bolts or the thundering horsemen, the bowmen break and scatter, abandoning their weapons and sprinting to escape the field. The loss of the crossbows reveals that the halberds have been mauled despite their stubborn resistance. Gaps and holes are present as men lie bleeding or dead outright.

Situation is excellent. You cary on with your attack.
>>
>>2783384
Have our foot knights pin their halberds, have the southern group of lancers swing to the enemy's rear and cut down the fleeing corssbows, then rearcharge. That lancers main job is to prevent escape. Have the northern halberds attack the remaining enemy lancers. Our northern lancers can attack them if they try to avoid the halberds, and if they don't swing around to the rear like the south lancer. Crossbows move even further along the flank, to harrass the enemy and use the lancers for protection. Then our central halberds start encircling the flank. Us and the northmen can go around the left, either isolating the enemy lord or ready to crash into the FK, maybe even help with the remaining enemy lancers if they put up a fight. How does that sound?
>>
>>2783415
That way the halberds are stuck, the FK are relatively isolated and not likely to get into combat, our crossbows can get kills, and the enemy lord is either staying put or having to engage our lancers. He seems a more self preserving sort, and will likely not get away from the FK blob yet. As we swing around with the northmen if the enemy commander does make a move we can leave our bodyguard and take him with our super mount.
>>
>>2783384
So the Crossbows should keep firing at the halberds forcing them to stop holding ground or just be pepper with bolts.

>Crossbowmen keep firing at the halberds
>Footknights advance forward provide pressure on the helberds and only attack when the halberd break their hold ground after being pepper by bolts.
>One halberd does to the right flank to provide support to the crossbows
>Two halberds go to the left flank to flank the halberds and take care of the lancer with the other lancer to provide support in flanking.
>Northmen go to the forward past the swordmen to rape the enemy halberd by this time should have broken hold ground provide support
>>
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>>2783432
Forgot pic
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>>2783426
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>>2783432
>>2783439
>>2783440
Basically the same, except if our lancers can (as in their lancers go for the halberds and don't try and run) they swing to the back to prevent the enemy, including their leader, from fleeing (although our one group of lancers should be able to do that pretty well too). And if we see an opportunity we can chase down the enemy general ourselves when we're on the flank. I get a feeling with all those lancers in the back he may trying getting into his FK blob, given he didn't seem eager for a fight.
>>
>>2783476
Yeah, it basically the same. Tho I wonder if the enemy general was his own mount. So we can go with your plan since it's basically is the same.

If we can have the enemy basically surrender it'll be a big boost for us Right now they are at 633 HP maybe just one more round of bolts can bring that number down to 580, and maybe force a surrender.
>>
I was gone for a little bit. Sorry for the wait.

>The crossbows reatain their bonus due to still flanking. they will roll 10d20+3 against the halberds.

>Roll 3d20+3 to pressure the enemy halberds to give ground and then be attacked by the knights.

>if by this point the enemy breaks you win and your forces envelope and force a general surrender.

>If a surrender occurs you can confront the enemy commander.

>roll 2 5d20+3 and 1 3d20+3
>>
Rolled 5, 11, 3, 16, 12 + 3 = 50 (5d20 + 3)

>>2783611
>>
Rolled 7, 13, 16 + 3 = 39 (3d20 + 3)

>>2783611
>>
Rolled 16, 6, 4, 12, 15 + 3 = 56 (5d20 + 3)

>>2783611
>>
Rolled 5, 1, 8, 11, 15, 14, 10, 19, 1, 10 + 3 = 97 (10d20 + 3)

>>2783623
>>2783626
>>2783692
>10,16,19 2 successes the Halberds give ground and lose bonuses.

>rolling for halberd defense
>>
>Crossbows deal 45-8 wounds

>enemy halberds HP: 169/320
>160 to force morale check.

>roll 2 5d20+3 for knight assault in melee
>>
Rolled 5, 4, 2, 9, 11 + 3 = 34 (5d20 + 3)

>>2783714
>>
Rolled 8, 16, 7, 16, 6 + 3 = 56 (5d20 + 3)

>>2783714
>>
Rolled 17, 18, 18, 5, 14, 8, 11, 19, 6, 1 + 3 = 120 (10d20 + 3)

>>2783724
>>2783727
>>
Rolled 13, 9, 9 + 1 = 32 (3d20 + 1)

>Knights deal 40-8 wounds
>halberds deal 20-8 wounds

>knights HP: 288/300
>enemy halberds HP: 137/320 (morale check 3d20+1)
>>
Rolled 7, 12, 19 + 1 = 39 (3d20 + 1)

>>2783767
>14,10,10= 2 failures they break and run

Enemy army HP: 427/1160 (morale check 3d20+1)
>>
>>2783778
>8,13,20= 1 failure the knights and remaining lancer units holds.

Also I messed up the enemy army HP

its
>Enemy army HP: 450/1160 (since the other lancer and the knights are unharmed)
>>
>update

You knights pass by and begin to leisurely stroll up to the maimed enemy line. All the while more and more bolts pincushion the ragged enemy center.

Your own Halberds take up positions on the flanks alongside your cavalsry units. Once your heavy infantry makes contact the halberds fold and run.

As the field continues to clear you see that the array of knight alongside their commander are still steady. They retain their formation despite the bulk of their army turning to run. The last group of cavalry remains close by but they seem to be paralyzed by either fear or lack of orders.

Your army stretches and now the final act begins. the knights have refused to retreat and now that you've gotten this close they have no room nor time to run. They will either surrender or die. Shaking the blood off of Flesh Render you bring about Tor and the lads. Best to get in close don't want your mercenaries to have all the fun.

What do you do?
>write-in
>>
>>2783821
Have our lancers engage their lancer.Have the infantry hold except for the halberds on the top, have them form a more complete flank and hold position. Have our crossbows shoot at the enemy FK blob. Have our entire infantry body, including the flanking halberds, hold unless the FK attack them. Personally go and slay the isolated enemy commander, our own lancers sandwiching his should hem him in, and I feel on our EPIC KILLY mount we can take him. What potions did we have?
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>>2783853
Basically have a better surround on the FK and wear them down with crossbow form the bottom flank. If they hold position instead of attacking, even better, more crossbow fire.
>>
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>>2783821
>Have crossbow men do a blot storm on them then
>Footknights attack headon
>2 Halberds attack from the left flank
>Halberd and our Northman led by Tor attack the right flank the footknights
>Lancers on the left flanks keep the other lancer
>Our season lancer charge the footknights from the back
>We go for their general
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>>2783863
Tor can reunite with the northmen and threaten the FK rear as well. If they charge into our main line, they can rear charge, if they break and flee, well good luck to them.
>>
>>2783853
3x mending (+20 wounds)
1x regen (+3 wounds per turn)
1x savagery (+4 AD for combat)
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>>2783868
Let just attack them, with them sandwiched they don't be able to fight efficiently, while we go slay or force the enemy general to surrender
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>>2783872
Oooooh, lets pop the savagery, especially if we are going back soon to get more mercs for the big saltspear action, we can restock on it then!
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>>2783878
That's fine, but have the S lancers attack north so the enemy general can't escape. Tor and the Northmen will be in the rear anyway doing damage on that flank of the FK.
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>>2783883
Just one shot the general with that savagery. I approve.
Our boi wizard make us potions at half price, so after this we can get more units and restock with more units.

>>2783891
Alright that works.
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>>2783821
Finish the battle
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>>2783896
You haven't tried slaying until you've tried it on fantasy NOT! speed.
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>>2783907
I wonder if we can give our mount savagery in the future, that would be fun. Also a horrible idea, but fun all the same.
>>
Alright gentleanons

>roll 10d20+3 to skull fuck the knights
becaue combining Tor, the northmen, 3 halberds, 3 knights, seasoned lancers and the crossbows equals
2+4+3+7+2+3=22 AR

>pop the savagery potion (you get +4 AD during combat +7 AD counting your weapon as well)

Enclosing around the remains of the enemy army you notice that the enemy commander is now seperate from his standard carriers and is alone. Urging your monstrous companion onward toward new prey Tor and your officers lead the all out assault on the block of knights breathing their last as either free or living men.

Do you say anothing to Maximillian before you engage him.
>write-in

Do you dismount from Tempest to fight?
>yes
>no

What is you plan of attack on Maximillian?
>write-in

How many AD?
>1 to 10

How many Surge? (9/14)
> 1 to 9

Active abilities:
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Bloodrend- Upgrade of impale. Take no penalty to roll and for every 3 wounds you inflict you place a stack of bleeding damage for 2 turns (can stack up to 5) Uses 10 surge points.
Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
Great Cleave- In exchange for using all surge points if you deal at least six wounds you automatically deal damage equal to the amount of surge points you possess. (requires a two handed weapon)
>>
Rolled 20, 17, 10, 17, 14, 18, 20, 3, 6, 19 + 3 = 147 (10d20 + 3)

>>2783993
>Do you say anothing to Maximillian before you engage him.
Surrender, and you don't be cat feed.
>What is you plan of attack on Maximillian?
If he surrender, take him as a prisoner. If he doesn't charge in on Tempest.
>no
10 AD
Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>>
>>2783993
>"Please don't be disappointing too!"
>no
Lets fight this knight as he wishes. too bad for him his horse isn't a savage beast.
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>4 surge
>>
>>2783993
>>2784020
I fucked up, we can't Savage Assault.
So do Sunder
>>
>>2783993
No
>Sunder
9 Surge
>>
Rolled 7, 12, 18, 3, 16, 18, 7, 3, 19, 13, 19, 5, 9 + 3 = 152 (13d20 + 3)

>>2784056
>>2784020
>>2784030

>roll 2 13d20+3 attack rolls for you
>roll 2 7d20+2 attack rolls for Tempest

I'm rolling for Maximillian
>>
Rolled 2, 18, 15, 10, 5, 5, 2, 17, 1, 1, 1, 13, 20 + 3 = 113 (13d20 + 3)

>>2784094
>>
Rolled 11, 8, 11, 2, 9, 12, 14, 18, 20, 2, 11, 13, 18 + 3 = 152 (13d20 + 3)

>>2784094
>>
Rolled 6, 19, 2, 7, 9, 15, 11, 12, 3, 18, 18, 17, 9 + 3 = 149 (13d20 + 3)

>>2784094
>>
Rolled 2, 11, 12, 4, 7, 4, 1 + 2 = 43 (7d20 + 2)

>>2784094
>>
Rolled 16, 16, 13, 7, 19, 14, 20 + 2 = 107 (7d20 + 2)

>>2784094
>>
One more 7d20+2 for tempest
>>
>>2784199
Sorry didn't see>>2784155
>>
Rolled 6, 9, 8, 13, 10, 9, 19 + 2 = 76 (7d20 + 2)

>>2784199
>>
>you deal 15-1 wounds
>you recover 5 surge points
>you sunder enemy armor by 2
>Tempest deals 6-1 wounds
>you recieve 6-6 wounds
>Tempest recieves 7-4 wounds

>Hakon HP: 50/50
>Tempest HP: 47/50
>Maximillian HP: 21/40

>Maximillian turn

Maximillian Fullblade

Surge: 10/10

Gear:
Greatsword (+4 AD)
Full plate armor (+3 DR)

Active abilities:
Great Cleave

Passive abilities:
Dire Blade- any attack using the AD from a weapon automatically deals double the number of wounds on hit

>He's using great cleave

>Roll 2 7d20+3 for defense
>>
Rolled 6, 11, 13, 19, 18, 3, 3 + 3 = 76 (7d20 + 3)

>>2784294
>>