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File: Northmen warband.jpg (192 KB, 594x900)
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By the gods you have so much gold. At Tor's suggestion you stand atop a pile of treasure stacked up in a wago near the front of the column. Your soldiers and cheer and sing your praises. All wave sacks filled with coins and baubles and trophies from the raiding. Double the carts from the Fulkmar raid stretch out, a mile of loot and pillage lumbering due to its sheer mass.

"Tor." You say. He blinks having been sleeping on another high piled loot cart behind you.

"Eh. Yeah? What is it Hakon I was having the best dream. Some elf maid was choking my cock between her tits." Tor whines before laughing.

"Would you go north with about half the loot to show to the lads? I'm going to but more troops and when you bring back the lads we'll probably loot and pillage the region around Saltspear and then probably Saltspear itself. More kinsmen is just what we need to tip the balance in our favor."

Tor picks at his teeth while belching out an affirmative.

"Aye. Yeah. Good shit. I'll be back quickly. The lads at home and especially the lads at Blacktimber are bored as can be. They'll flip when they see a big fat stack of loot. Things will get right proper with a warparty." Once settles Tor goes back to sleep.

Looking ahead once more you look out onto the coastline as you army approaches the anchored ships you first came in on. They came back just in time as you requested. It will take time to load up the ships but in the mean time you can cement your next move.

What do you do? Strategic options.

>Return to friendly territory (socialize, shop and heal army HP)

>Hunt regional military (weaken regional military strength)

>Move on to another region (Which one?)
>>
>>2788158
>Return to friendly territory (socialize, shop and heal army HP)
>>
Here's your stats and current status

Name: Hakon Angrimson
Titles: Knight Slayer, Dread’s Bane, Lord's Bane, The Pillager
Stats-
HP: 50/50
Skill: +3
Surge: 14/14
DR: 4+2

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 three wounds you deal gain one surge point up to max value.
Dead Hard- +2 DR that cannot be sundered (stack with armor)

Loot/possessions-

Wealth: 2105

Gear:
>weapons/armor-
Sword and shield (one handed, +2 AD and DD)
"Flesh Render" (Greatsword 1/2h +3/+4 AD, +4 wounds on hit)
“Splitter” (Greateaxe, 2 handed, +4 AD)
Mail Armor (+1 DR)
Slayer’s Armor (+4 DR, can regain DR lost to being sundered during combat)
>Accesories
Ring of Wraithform- During one complete turn of combat (both your attack and your opponents) you avoid all damage. Usable once per combat encounter.
>Potions
3x potion of mending (+20 HP healed in combat)
1x potion of regeneration (+3 HP regained per turn in combat for the entire encounter)

Mounts:
"Tempest" the Thunder-Lion (monstrous mount)

Misc. possessions:
Fancy clothes and travel attire

Army:
3x foot knight (1 seasoned unit)
3x corssbowmen (3 seasoned)
2x lancers (2 seasoned)
1x northmen warband
>>
Thralls/Companions:

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. She has now expressed interest in managing incomes and properties you might come to possess.

Tor Torvaldson- A distant cousin who is from Breakfang town (your hometown). A big redhaired brusier, Tor is a childhood friend you encountered by chance with some other of your northmen kinsmen on the road while campaigning. He has joined you and is now a lieutenant of sorts.

Miriam Ravenroost- The lord of Ravenroost, a large castle in the southeastern corner of Bronzehelm. Commanding some of the best troops in the kingdom she is a pivotal memebr of the dread faction. After defeating her in battle (and in bed) she you have learned that her cooperation is only guaranteed because her parents are held hostage by the queen. She is now loyal to you and if her parents are rescueed she will betray Dread.

Tempest the Thunder-Lion- A massive beast you purchased from a meneagerie in Guildman castle town. Too wild and strong to be tamed by the staff or any of the locals you took it upon yourself to beat the beast into submission. Fighting the lion creature with your bare hands you had a comical battle where Tempest got frustrated and decided to yield and pout halfway through. You earned his respect and as such you can ride him, but he is ornrey and is liable to annoy you as only a cat can.

Roger Melt- A young wizard encountered after your duel with Miriam. He was taken captive when he admitted to be heading for territory owned by Dread's enemies. He is now in your employ, reducing the costs of potions by half by being on retainer. Roger is very nervous and is terrified to be working for you.
>>
Current army status

Army (525 men)
HP: 1120/1120
-3x seasoned Crossbows (240/240) AR: 2x3 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
-2x Seasoned Lancers (140/140) AR: 2x2 DR: 1x2
-1x Northmen Warband (200/200) AR: 4 DR: 3
AR:24
DR: 20

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)

Also

Hakon while as general has this passive.

Excellent tactian- when giving orders in the field Hakon gets a +2 to that roll (the 3d20 rolls that come with making plans)
>>
>>2788158
>>Return to friendly territory (socialize, shop and heal army HP)
>>
>>2788158
>>Return to friendly territory (socialize, shop and heal army HP)
>>
>Return to friendly territory (socialize, shop and heal army HP)
>>
>>2788168
>>2788215
>>2788251
>>2788259

>return to friendly territory

The ship rocks gently on the mild waters of the northern sea. Tor continues to live up to his boast about sleeping on a pile of treasure by doing so and Alice and Miriram have joined you in the ships hold. As your female companions sleep against you your mind turns to the next step. Your mind churns as you re-examine your notes and your map.

Saltspear is among the weakest of the territories controlled by house Dread and even with your army the size it is now you could fairly easily move on and repeat your success. But the prospect of sacking the town properly in addition to the region is too tempting. You'll need more troops to make the assault go smoothly, at least 1000 will be needed. Salspear has double that in troops but all you need is a cunning plan to split their forces by raiding the country side to draw away some of their garrison and then hit the town. If your ambitions are met you will deprive Dread of thousands of troops and ruin another region that guards their northern approaches.

Putting your map and papers away you close your eyes. The planning can wait a little longer, once you're in Gullcove your army can encamp nearby and take some time off to spend that hard fought loot while Tor goes up north to gather your kin. In the meantime you can send out a rider to inform Godhart of your success before sending offers to the mercenaries in the south to join you here.

Thoughts drop into the bottomless pit of sleep as your exhaustion and comfortable position between your lovers drags into the realm of dreams.

>You are now in Gullcove

What do you do in Gullcove?
>Write-in
>Shop (for what?)
>Hire troops (before you start buying units let me give a list, there are some new types of units you can buy.
>Social encounter (with who?)
>>
>>2788300
>>Hire troops (before you start buying units let me give a list, there are some new types of units you can buy.)
let's see that new list
>>
>>2788158

>Return to friendly territory (socialize, shop and heal army HP)
>>
>Hire troops (before you start buying units let me give a list, there are some new types of units you can buy.
>>
>Crossbowmen (50)- soldiers in leather and light mail carrying crossbows, stakes, and short swords

Wounds: 60/60
Surge: 5/5
AR: 1
DR: 1

Passive abilities:
Ranged attacker- Unit can attack while not enagaged in melee, allowing them to damage an opponent from a distance (good for focus firing on certain units or just skirmishing from range).
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 10 wounds and are stopped. Can only be used once per combat encounter.
Cost: 100 wealth

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

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

Passive abilities:
None
Active abilities:
Hold ground- Unit gains +1 AR and +1 DR. Lasts for as long as they does not move or break formation. (Cooldown= 3 turns)
Cost: 100 wealth

>Lancers (25)- A unit of medium cavalry equipped with maces and lances.

Wounds: 50/50
Surge: 5/5
AR: 1
DR: 1

Passive abilities:
Active abilities:
Cavalry charge- Cav unit adds +3 AR for one turn of general combat
Cost: 100 wealth

>Foot knights (50)- A unit of mercenary knights that fight on foot. Equipped with swords, shields, and warhammers

Wounds: 100/100
Surge: 10/10
AR: 2
DR: 2

Passive abilties:
Active abilities:
Switch weapons- When in battle foot knights can switch between using their sword/shield and their warhammers. If they switch to hammers they get +1 AR and -1 DR in general combat.
Cost: 200 wealth

>Pikemen (100)- A unit of disciplined pikemen armored in mail and armed with heavy pike spears, shortswords, and small shields.

Wounds: 150/150
Surge: 5/5
AR: 2
DR: 1

Passive:
Pikewall- If the unit remains stationary their DR increases by 2 due to keeping enemies out of close combat with a bristling hedge of spears.
Active abilities:
none
Cost: 200 wealth

>Mounted Knights (25)- Heavy Cavalry armored in heavy plate armor and riding atop barded warhorses. They use heavy lances and warhammers in battle.

Wounds: 100/100
Surge: 10/10
AR: 2
DR: 3

Passive abilities:
Shock cavalry- When a 20 is rolled this unit deals 2 more wounds in combat
Active abilities:
Cavalry charge- Cav unit adds +3 AR for one turn of general combat.
Cost: 250 wealth

>Siege Catapults (25)- Five large siege engines that hurl stone projectiles at both fortifications and enemy units. Can be used as field artillery. When used in a siege they add a +2 to weakening the settlement.

Wounds: 50/50
Surge: 10/10
AR: 5
DR: 0

Passive abilities:
Ranged Attacker same as crossbows
Heavy Ammo- Unit deals +2 wounds on a roll of 20.
Active abilities:
None
Cost: 250 wealth

>cont.
>>
>Dwarven Flamedrakes (10)- A rare unit of Dwarves equipped with Flame throwers. They are in fire reterdant suit and heavy mail and carry axes and hammers as melee weapons.

Wounds: 100/100
Surge: 10/10
AR: 6
DR: 2

Passive:
Terror weapons- the presence of this unit automatically adds a -2 to enemy morale checks if engaged with an enemy,

Active ability:
Flame torrent: Unit increases the amount of lames their flamethrowers produce against a single target. Unit for a turn of battle deals double their standard wounds. This effect only hits enemy units the Flamedrakes are close enough to fire at.

Cost: 300 wealth

Rare unit only 1 to recruit!
>>
>>2788408
Do we have 2105 to spend or only 1,105? Since I want to use that 1k that we send with Tor for the troops
>>
>>2788412
Tor is only going to show it off and you'll be in Gullcove until you've ut your army together so you'll have the full 2105.
>>
also, send our prisioner to Godhart for more monies, ask him to send us a letter with whatever information he spilled during torture together with our reward
>>
>>2788384
Current Army
525 Men
(150) -3x seasoned Crossbows (240/240) AR: 2x3 DR: 1x3
(100) -2xFoot Knights (200/200) AR: 2x2 DR: 2x2
(50) -1x Seasoned Foot Knights (120/120) AR: 3 DR: 2
(150) -3x Halberds (240/240) AR: 1x3 DR: 2x3
(50) -2x Seasoned Lancers (140/140) AR: 2x2 DR: 1x2
(25) -1x Northmen Warband (200/200) AR: 4 DR: 3


485 men
1x Crossbows (100)
1x Halberd (100)
1x Foot Knights (200)
2x Lancers (200)
2x Pikemen (400)
2x Mounted Knights (500)
1x Dwarven Flamedrakes (300)
1x Siege Catapults (250)


485 more men for 2,050 wealth. Leaving us 55 wealth

(1,110-1210 men) Depending if we get 4-8 Northmen

4x Crossbows
4x Foot Knights
4x Halberds
4x Lancers
2x Pikemen
2x Mounted Knights
1x Dorf
1x Siege Catapults
1x +(4-8) Northmen

Since we're going to siege Saltpeter we're going to make up the wealth we lost buying all the troops. I was going for a strong mounted group of the army and a strong foot soldiers. And got to buy that dwarf unit.

>>2788408
Cool
>>
>>2788428
how much do we get for him?
>>
>>2788433
I already added the money you got from him. 150 wealth. 50 less the Stewart. But I can add the information that he held that Godhart ripped out of him.
>>
>>2788429
I agree with this and possibly getting 2 more foot knight with the ramson money since we will need a lot of shocktroops to take the walls of the castle and cavalry doesn't work very well on sieges
>>
>>2788445
>>2788441
forget what I said then

agreeing with >>2788429
>>
>>2788429
This
>>
>>2788446
I got the mounted knights, since I think we're going to fight a patrol before heading to the city itself. What do you think?

We can hunt for military regional military weakening the 2k men strength of Saltspear then siege it. Or we can do some raiding and meet the army on the battlefield, after taking care of the army we can then siege saltspear, Or we can just siege it, but I'm more in favor of weakening the military strength of the region first.
>>
>>2788429
+1
>>
>>2788455
I think the best bet would be to hunt for a patrol so we can ambush them, of course, if they are not out we can do some light raiding(commiting little troops) and then ambush with the bulk of our army when they respond with a patrol to the raiding
>>
>>2788463
That works
>>
Rolled 4 + 4 (1d4 + 4)

>>2788429
>>2788446
>>2788454
>>2788458

>This is your new army

General: Hakon "The Pillager" Angrimson
Heroes: Tor "The Bear" Torvaldson

Army (1010 men)
Army HP: (2230/2230 )
-3x Seasoned Crossbows (240/240) AR:2x3 DR: 1x3
-1x Crossbows (60/60) AR: 1 DR: 1
-3x Foot Knights (300/300) AR: 2x3 DR 2x3
-1x Seasoned Foot Knights (120/120) AR: 3 DR: 2
-4x Halberdiers (320/320) AR: 1x4 DR: 2x4
-2x Lancers (100/100) AR: 1x2 DR: 1x2
-2x Seasoned Lancers (140/140) AR: 2x2 DR: 2x2
-2x Pikemen (300/300) AR: 2x2 DR: 1x2
-2x Mounted Knights (300/300) AR: 2x2 DR: 3x2
-1x Siege Catapult (50/50) AR: 5 DT: 0
-1x Dwarven Flamedrakes (100/100) AR: 6 DR: 2
-1x Northmen Warband (200/200) AR: 4 DR: 3

AR: 43
DR: 36
Surge: 155/155

Maneuvers:
Plant stakes- The unit plants wooden stakes into the ground to ward off cavalry. Cavalry units cannot charge this unit without auto taking 10 wounds and are stopped. Can only be used once per combat encounter.
Hold ground- Unit gains +1 AR and +1 DR. Lasts for as long as they does not move or break formation. (Cooldown= 3 turns)
Cavalry charge- Cav unit adds +3 AR for one turn of general combat
Switch weapons- When in battle foot knights can switch between using their sword/shield and their warhammers. If they switch to hammers they get +1 AR and -1 DR in general combat.
Flame torrent: Unit increases the amount of lames their flamethrowers produce against a single target. Unit for a turn of battle deals double their standard wounds. This effect only hits enemy units the Flamedrakes are close enough to fire at.


>rolling for how many Northmen Warbands join your army.
>>
>>2788519
adding
>+8 Northmen warbands

>army
-9x Northmen Warbands (1800/1800) AR: 4x9 DR: 3x9
Army (1210)
Army HP: ( 3830/3830)
Army AR: 75
Army DR: 60
Army surge: 195/195
>>
>>2788519
nice
>>
>>2788541
Ok, let's go to that region and hunt for enemy patrols
>>
>>2788519
Damn that's a good roll
Funny how 9 Northmen Warbands have lot more Wound than 1000 guys
>>
>wriitng update

While I'm cooking up Tor's triumphant return with enough Northmen to make the town crap itself, anyone have any questions?

Like what Godhart got out of Maximillian or if there are any new anons or lurkers with questions about the quest or setting.

>>2788545
Being an entire race of super-chads tends to do that.
>>
>>2788544
Agreed

>>2788553
What did Godhart get out of Maximillian? Has the Queen heard about us yet killing her cousin, and raping her land? Are the people in Dread starting to think causing a civil war wasn't a good idea?
>>
>>2788553
yup, I'm interested in the torture report

also, will we see Northwoman joining the raid?

>>2788567
we should try to get some troops out of the frontlines while we are at their backs, this way the Fairhair's can push beyond their borders while they divide their troops to fight in two fronts. If they bring too much people after we storm the castle we can try to hold it or just do a skirmish retreat to the boats
>>
>>2788553
I'm working so I'm mostly lirking right now and posting on the eventual prompt
>>
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103 KB
103 KB PNG
>>2788574
Here is the map, I'm thinking after we take Saltspear we should head back to Gullcove with all our loot buy more units, and head down to Holden's Cairn. I'm thinking the time we go to Gullcove to get units and the time we return to Saltspear to go south, the Dread army is going to send a force to hold it and we can either attack if again, go just keep going down to Holden's Cairn to spread out the enemy, and them having to play catch up while we raid and pillage everything.
>>
>>2788600
I forget to say the red X's are the places we already raided.
>>
>>2788600
yeah, we'll have to see how they react to our rear attack, they might just let us raze that region and focus on the front though, that noble will not be pleased if that happens
>>
>>2788567
>what Godhart got out of Maximillian

Godhart and his wizard were pretty thorough in their interrogation. It helped that you sapped maximillian's spirit by disgifuring him, he wasn't as resistant as a result.

A sealed letter comes in with a group of Godhart's top men and you learn that.

>Fulkmar is pissed to hell and is seething in rage over his lands getting wrecked. He's complaining to the queen about it. His army is deployed in force with half in the field along the border and the rest being garrisoned in his castle.
>The Queen is livid over Miriam being captured because now the castellan of Ravenroost refuses to play ball. The Dread's can't rely on the Ravenroost armies to do anything else but sit on their turf and defend.
>The queen heard about you killing Stewart. She's livid about it along with the other news and wants to find out more about you since most of the aggressive moves made by Godhart are through you. She's also worried that you are a sign of the Northmen getting involved in the war (and surprise surpise they are)
>The peasantry is getting nervous about the war, and is beginning to wonder if the Dread's can protect them at all.
>The Princess and Prince are still in their respective locations that Miriam told you.
>Maximillian Informed you of the locations of several Important Dread generals
>Graveand is at Bronzehelm castle
>Morgan Coldclaw is at his castle training the prince.
>Julius Breakwall is at Fulkmar's castle to take control of the forces there.
>Edward Dread (Maude's Brother) and Highcaller are both at Dreadhill
>Menalt and Albright are in Saltspear and Holden's Cairn respectively.

>The peasant's have taken to calling you the Red Giant or the Red Demon due to your armor.

>You're getting pretty famous

>>2788574
>Northwomen
Yeah at least 40 or so are kinswomen. None that you know though, some are looking for a husband.
>>
>>2788632
Hey there, let's see if any of them can hold themselves in a fight during our battles, we won't settle for anything less than a fucking trainwreck of a warrior.

also, talking about marriage, after this bloody business is over and Mirian's parents are back in power with her brothers and sisters available too, would it be possible for her to become one of our official wives? I imagine she and her family wouldn't want her as just some bedfellow and that could give us some good connections to get workers and engineer to make our keep on the wastlands. I mean, we can have several wives, can't we


Let's put this show on the road and start killing those patrols
>>
>>2788632
Let's go Hunt regional military (weaken regional military strength) in Saltspear
>>
A deep droning horn sounds beyond the spray of the sea. Standing on the docks you can see the haze of ships in the distance.

Long dark ships bearing your kinsmen are coming. Three of them, all the sturdily constructed war galleys used by warleaders to transport war parties across the world's waters.

Ship heads carved into the likeness of beasts and more terrible things, triangular sails meant to catch the wind amred with symbols of clans and the Slayer himself.

A rumbling is heard as they get closer. Drums made from hard black wood and the skin of monsters thunder in time with the massive oars that propel the ships forward at a brisk pace.

At the edge of the dock you cackle in glee, Tor has brought at least two full war parties if they have to travel on three ships.

Looking around at the docks the locals run for cover, some scream and flee crying that they're being attacked.

Good thing you warned the town's lord that these were more troops heading out to raid the Dread side of the country and not the port. It would be a real pain in the ass to fight a battle with the locals because they freaked out.

Once the ships close in, the warriors held on board vault over the side and slam into the wooden dock below. You see the boards splinter somewhat. You'll need to dodge the port authority now to avoid paying for repairs.

As more warriors depart from the ships with their gear and supplies you are summarily greeted by them. The shaking of hands, claps on the back and for those you know personally a hearty hug that squeezes bones. Lots of good lads you know and many you don't. You also see that some of your womenfolk are present. Some are older women who are looking for a husband, you can tell because they linger a little too long when greeting you and they ask if the land's women are to your liking. Not the most subtle of advances.

It is when the last of the passenegrs are greeted that you get together with Tor nd lead them to your encampment outside the town's walls.

"How did you visit go?" You ask.

"Damn good. Once I showed them all the flash they got excited. Told you were in command of an army and that it was growing all the time. Told 'em you was planning more raids and that a town was in need of sacking. Once that was on the table they couldn't come fast enough. Had to ask for the jarl of Shatterclaw to ferry us. He was happy to since two of his younger lads are with us. Yes we got lads and lasies from home, Shatterclaw, Blacktimber, Boneridge, and even a few from Irongrad. Things is shappen up to be real fuckin' fun. Heheheh" Tor cackles before he helps wrangle your kinsmen. Some are eyeing up the local women a little to closely.

Once in a rough column you lead the force of northern warriors to the camp to settle in. In a few more days you can begin operations once you pay off the contracts with the money Tor returned.

>>2788670
>>2788544
Strategic options
>Hunt regional military in Saltspear
I'll get right on that
>>
Any clever write-ins for how you want to go about hunting.

>Like sending out small mobile raiding parties to intentionally draw out a force on ground of your choosing and tricking them into committing with a force too small to fight you effectively by masking your numbers.
>>
>>2788769
Yep, that was we the guys wrote up earlier, draw them with small raids amd smash anu that come oit to face them in ambush
>>
>>2788795
Okay just checking to see consensus.

>writing
>>
>>2788769
Yeah, that's the plan bait them out and just destroy them
>>
>>2788769
also, shed the armor or don't participate on the light raids, we don't want them to know who is here before the ambush
>>
Aboard the ships you are huddled by Miriam, Tor and several of the unit commanders, especially those of your now significant cavalry force.

"Menalt is charged with the defense of Saltspear. Miriam could enlighten us to his habits please?" You ask her as you lay out the detailed map of the region, much smaller then either of the two you've already raided before. The population will be much more packed in especially since the town will be close by regardless of where you postition yourself. Menalt will be the main obstacle, as his reactions will decide if you have to siege the town with his whole army present or if you can draw out his troops.

"Menalt is over eager to fight but he is duty bound. He won't leave the town and neither will he send his whole army for fear of an attack by sea. To goad him you will need to raid the population or the roads, threaten his ability to keep the town supplied. The ultimatum will be face an enemy force without supplies during a siege and be burdened by the refugees or face them in the field with out the full might of his army. The trick will be getting his troops to catch you but on your terms where you can attack the piecemeal."

You mull over this new information and turn it over in your head. possibilities flash through your head until you reach a decision.

"The cavalry elements will begin raiding operations by attacking the roads while the infantry begin raiding the village and settlements, with specific order to allow as many survivors to report their positions. Neither I nor my kinsmen will particiapate and we will mask our prescence beyond the troops we specifically show. The raiding units will convene here." You point to a town at the base of a small hill.

The enemy will be allowed to pursue them while we use the hill to cover our advance from the other side. The battle will start when we crest the hill and our bait units turn to face the enemy. We will have the high ground and draw first blood with out units positioned to counter whichever formation the enemy chooses."

Taking out some wooden peices made to represent your units you arrange them and start issuing standing orders.

>you implement your plan

How large of a force do you wish to draw out? (this will be dependent on how intensely you raid) Be aware that this gambit will only work once as the enemy commander will cut his losses to avoid taking too many casualties.

>Minor raid (+100 wealth, +0 to enemy encounter) (-1 to castle defense or 1 degree of regional instability)
Draws out 250 enemy troops
>Moderate raid (+200 wealth, +1 to enemy encounter) (-2 to castle defense or 2 degrees of regional instability)
Draws out 500 enemy troops
>Greater raid (+400 wealth, +3 to enemy encounter) (-3 to castle defense or 3 degrees of regional instability)
Draws out 750 enemy troops
>Extreme raid (+800 wealth, +4 to enemy encounter/hard encounter) (-4 to castle defense and 6 degrees of regional disability)
Draws out 1000 Enemy troops
>>
>>2788856
>Greater raid
750 is significant but certainly manageable
>>
>>2788856
>>Extreme raid (+800 wealth, +4 to enemy encounter/hard encounter) (-4 to castle defense and 6 degrees of regional disability)

the roads since it weakens the castle too
>>
>>2788856
Extreme raid

Its bad to face 1000 but every men we kill on the open, and in an advantegeous ambush is one less we have to kill in a much more difficult siege
>>
>>2788856
>>Extreme raid (+800 wealth, +4 to enemy encounter/hard encounter) (-4 to castle defense and 6 degrees of regional disability)
We oursleves have 1000 normal men with our Northen Men we will outnumber them 1k to 1.2k in our favor.
>>
>>2788856
>Extreme Raid
Ambush time
>>
>>2788873
>>2788878
>>2788882
>>2788891
>extreme raid (1000 enemy response)

>roll 3d20+5 to see if you succeed in masking your troop movements well enough to set up the ambush

Be wary if you fail, the enemy will gain the first turn and try to counter your postions as well as be very close to your cavalry forces to start out with who will be alone.
>>
Rolled 17, 8, 16 + 5 = 46 (3d20 + 5)

>>2788904
>>
File: Ambush battle.png (59 KB, 3960x2196)
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>>2788907
>22,12,21 2 successes (DC was 15 by the way because they were expecting a larger force after your rampaged through the province next door)

>you successfull ambush the enemy and position yourself on the hill overlooking the enemy army
>your cavalry is waiting some ways away.

Enemy army (1000)

General: N/A
Heroes: N/A

Army HP: (2200/2200 )
-5x Halberdiers (400/400) AR: 1x5 DR: 2x5
-5x Foot Knights (500/500) AR: 2x5 DR: 2x5
-5x Crossbowmen (300/300) AR: 1x5 DR: 1x5
-6x Lancers (300/300) AR: 1x5 DR: 1x5
-2x Elite Foot Knights (400/400) AR: 3x2 DR: 3x2

AR: 31
DR: 36

Surge: 160/160

Maneuvers:
Plant stakes- The unit plants wooden stakes into the ground to ward off cavalry. Cavalry units cannot charge this unit without auto taking 10 wounds and are stopped. Can only be used once per combat encounter.
Hold ground- Unit gains +1 AR and +1 DR. Lasts for as long as they does not move or break formation. (Cooldown= 3 turns)
Cavalry charge- Cav unit adds +3 AR for one turn of general combat
Switch weapons- When in battle foot knights can switch between using their sword/shield and their warhammers. If they switch to hammers they get +1 AR and -1 DR in general combat.

>postion your units

Any plans?
>write-in
>>
There's a storm blowing through my area so If I don't responed for a while it's probably because my internet or power cut out.
>>
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>>2788978
So here a crude drawing.


Dwarves come out of hiding and flame torrent the Lancers. Crossbowmen on top of hill shooting down on enemy. Dwarves then fallback after that for our Northman to rush and break bones.
Pikeman and halberds attack from the rear
Footknights come from the flank and attack the crossbows.
2 Lancers and Mounted Knights rush the crossbows being murdered by the Footknights
Other 2 lancers and Mounted Knights circle the other flank to pressure them.
>>
>>2788978
we open up smashig their cavalry with our helbardiers descendin on them from the hills

the northman and footknights should engage the enemy footknights and cut them off from the crossbows, this way they have nowhere to retreat and our cavalry mashess them all

our crosbous plant stakes on the top of the hill and attack the flanks of the lancers before the helbardiers make contact with them, after they are in melee with the lancers the crosbows switch targets to the flank of the enemy helbaldiers
>>
>>2789005
I feel that since we have the element of surprise we should look to do max damage in the first turn, with the flames of hell plus our red demon looking present it's going to hurt the enemy morale. With my plan going to sandwiching them.
Our foot knights and some mounted troops will attack there crossbowmen than going to help our Northern attack of the Footknight Flank.
>>
>>2789002
+1
>>
>>2789002
I agree with you on the plan the.

remember to accept all surrenders, it will incentive the people of the castle to throw down their arms later if we treat prisioners well
>>
>>2789054
That's the plan, we just have to get the enemy army at least half hp. Then the morale rolls will happen.
>>
Rolled 4, 12, 18, 16, 4, 10, 1, 13, 2, 20 = 100 (10d20)

>>2789002
>>2789048
>>2789054

>Dwarves get out of a hodden trench and blow their incendiary load all over the enemy cav (flame torrent is used).
>You and the lads/lasses make a bee line for whatever cav remains and get to the rich noble center of the enemy.
>Spears and halberds take the rear
>Crossbows get merc'd by the heavy infantry
>half the cav merc the crossbows because the crossbows don't have time to put down stakes
>The remaining cav covers enemy flank and prevents escape.

By default Hakon and Tor are fighting with your northmen but they'll be targeting enemy formations closest to them so I'll have you roll for their performance.

Roll 10d20+3 for your army attacks
>roll 3 3d20+5 for your Dwarves falling back, Cavalry keeping the enmy penned in and your other forces successfuly encircling the enemy.
>>
Rolled 4, 5, 2 + 5 = 16 (3d10 + 5)

>>2789112
>>
Rolled 5, 7, 10, 15, 15, 9, 20, 4, 8, 9 + 3 = 105 (10d20 + 3)

>>2789112
>>
>>2789117
I guess the dwarves stay then
>>
Rolled 4, 16, 7 + 5 = 32 (3d20 + 5)

>>2789112
>>
>>2789126
>>2789117
You rolled d10 you need to roll d20s
>>
Rolled 19, 1, 1 + 5 = 26 (3d20 + 5)

>>2789130
oh, you are right
>>
>>2789142
holly shit I'll refrein from rolling

we still need another 3 die set
>>
Rolled 11, 2, 5 + 5 = 23 (3d20 + 5)

>>2789112
>>
>your dwarves get a little overzealous burnign the enemy cav and end up sticking around (where they will take damage on the enemy turn if attacks land)
>You cavalry prevents enemy escape (if beaten all remaining troops become prisoners)
>You fail to envelope the enemy force (enemy adjusts their forces to counter yours and they get a +2 bonus for their quick reaction on their next turn)

You army deals: 336-36 wounds
Enemy army deals: 124-60 wounds

Your army HP: 3766/3830
Enemy army HP: 1900/2200

Enemy units killed so far (2x lancer by joint dwarf burning/Northman krumping, 2x crossbows by cavalry charges, 1x Halberd by pike/halberd attack)

>enemy army AR/DR reduced by
AR: -5
DR: -6

Before we move to the enemy reaction

>Hakon+(Tempest)
Wounds: 50+50
Skill: 3+2
AR: 3+2
DR: 6+4
Surge: 14/14

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)
Thundering Roar- Enemies must make roll to avoid being stunned and losing their offensive turn (cooldown= 3 turns)

What do you want Hakon to do?
>attack specific unit? (which one he's near a lot right now)

>Tor
Wounds: 50/50
Skill: +1
AR: 2
DR: 3
Surge: 5/5

Active abilities:
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.

What should Tor do?
>Attack specific unit? (Which ones he's near a lot right now)
>>
>>2789276
So OP if we use this Thundering Roar- Enemies must make roll to avoid being stunned and losing their offensive turn (cooldown= 3 turns)
It can have the enemy not attack us next turn?
>>
>>2789297
Yeah. Not the entire army obviously but several units near you will be partially deafened and will not have the opporunity to attack.
>>
>>2789276
>Hakon
He will attack the lancers around him. Just kill them all before the turn is over.
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>Thundering Roar- Enemies must make roll to avoid being stunned and losing their offensive turn (cooldown= 3 turns)

>Tor
He'll just support Hakon
>>
>>2789315
this is good

our savage assault opener is a classic already
>>
>>2789315
+1
>>
Rolled 3, 14, 14, 12, 1, 12, 15, 2, 1, 3, 5, 12 + 2 = 96 (12d20 + 2)

>>2789315
>>2789333
>>2789350

>roll 13d20+5 and 14d20+5 for your attack and Tor's
>roll 3d20+2 for Tempest's roar

>rolling for the lancers (you're fighting 5 of them right now at once)
>>
Rolled 17, 14, 9, 2, 17, 12, 13, 19, 20, 13, 2, 8, 3 + 5 = 154 (13d20 + 5)

>>2789367
>>
Rolled 10, 15, 10, 2, 3, 8, 15, 17, 2, 11, 5, 15, 1 + 5 = 119 (13d20 + 5)

>>2789367
>>
Rolled 1, 4, 13 + 2 = 20 (3d20 + 2)

>>2789367
>>
Rolled 18 + 5 (1d20 + 5)

>>2789367
>>
>>2789373
meow
>>
Rolled 6, 8, 7, 7, 10, 1, 1, 17, 19, 2, 8, 12, 9, 18 + 2 = 127 (14d20 + 2)

>>2789367
>>
Rolled 3, 4, 2 + 2 = 11 (3d20 + 2)

>>
>>2789387
Damn That's a low roll
>>
>>2789394
I hope it's their resist against the roar
>>
>>2789401
Could be morale, since I think we broke at least half the lancers
>>
Rolled 19, 4, 12 - 5 = 30 (3d20 - 5)

Make another 3d20+2 and also make a 3d20+3

Because between you Tempest and Tor you 3 alone dealt 179-5 in terms of wounds

you recieved 10-10 wounds against the lancers. neither you nor Tor nor Tempest get hurt. You just fucking Slay the fuck out of them.

The 6 lancers had 300 total wounds. They took 70 from the dwarves flaming the shit out of them so (230/300) health with one unit dying from being burned to death and another getting hit as well.

Now they are (56/300) with all the units getting merc'd hard and all needing a morale check.

>rolling for the lancers morale (they take -5 due to you and the flamethrowers spooking them.
>>
Rolled 20, 18, 7 + 3 = 48 (3d20 + 3)

>>2789434
>>
>>2789434
>14,-1,7 two fails they break

Enemy army HP: 1679/2200
>>
>>2788158

Do you have an archive of the previous threads?
>>
>>2789441
>Fuck man calm down
You have another running intimidation bonus now. +2 to intimidate because the enemy army saw two guys and a monster slaughter something like 110 men and horses in minutes of time.
>>
>>2789447
http://suptg.thisisnotatrueending.com/archive.html?tags=Slayer%2C+Hakon%2C+Collective+Game
Here it is. Enjoy.
>>
Rolled 3, 4, 11 + 2 = 20 (3d20 + 2)

>>2789434
>>
Rolled 3, 14, 6 + 2 = 25 (3d20 + 2)

>>2789457
>>
Rolled 1 + 2 (1d20 + 2)

>>2789457
Roll 1d20+2
>>
Rolled 17 + 2 (1d20 + 2)

>>2789462
>>
I just got back from work, I wonder how things are going, they must be in the planning.... wow, that escalated quickly, and very much in our favor! Nice job anons, northmen are crazy!
>>
Oh yeah also

Enemy army AR and DR -5 for at total of
AR: 31-10
AR: 36-11

>>2789462
>>2789468
>success
Tempest's roar affects 1 crossbow unit, 1 foot knight and 1 halberd
>>
>>2789451

Muchos gracias.
>>
>writing up the update and MS painting new battle map.
>>
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>Update

Standing at the crest of the hill, low to the ground and with an army at your back you draw your spy glass and moniter the approaching army.

Your cavalry force forms a thin line of lances and uneasily stares down the aproaching army nearly seven times their number. The enemy arrays themselves in conservative formation similar to the one Maximillian used. You're beginning to pick up the military doctrine of this place.

The crossbows remain at the forefront to deter cavalry charges from the front while being supported by a large mass of heavy infantry that could break and support the flanks at a moments notice. The cavalry is massed on one side to make a heavy metal fist capable of bludgeoning the enemy army.

The Halberds hold the rear this time, a wise choice to protect against a rear attack. Only this attack isn't coming from the rear. You have been exceptionally careful to have your army file up the hill one at a time as the enmy army rounds the bottom. Once the enemy force is unable to see the backside of the hill you army wraps round the hilltop and waits to advance.

This is crucial. The enemy force must get ever so close, to close to be able to reposition, to give you just enough time to let you encircle and slay them with no room for them to maneuver.

The dwarves being so few in number are already in position in a secret trench covered up with a blanket of false grass.

When the enemy falls intot he shadow of the hill you give the signal. flags are waved in a rippling sequence, and over 800 troops advance as one. Cresting the hill atop Tempest, at the head of your kinsmen you order for the second signal.

Alchemical arrows screech into the sky and colored streaks point to the appropriate targets downhill. A color for each segment of the army. As one you charge down hill using the slope to speed up.

A squad of burly burst from cover near enough to burn the armored fist of horsemen. Huge gouts of consuming fire devours men and beast whole, the screams of the horses and of the riders is audible even from upslope.

But the dwarves do not withdraw they stay dousing the cavalry with flame, hollering and insulting the enemy in their foreign tongue. Damn them if they don't move, they will be run down when they must shut off their fire hoses (to avoid overheating).

"Tor with me!" Running along side you the red haired giant grunts and follows you downhill. Rocketing toward the dwarves and the enemy riders.

Taking notice your warbands quicken their pace to keep up.

In your peripheral vision you can already sense that your forces aren't moving fast enough. The cavalry broke too late and now the section meant to encircle the crossbows arrives too late. Your knights and your polearmed troops both fail in this regard as well. The enemy forms a solid battle line the troops raising their arms and bristling. Your only consolation is that the other section of cavalry takes up postion where it needs to be.

>cont.
>>
Anxious mounts paw the earth with ironshod hooves all ewaiting to ride down any fool attempting to flee or to cut off any ordered retreat.

You army abandons the encirclement and alings for a full frontal assault. Swords are drawn, heavy bladed halberds and great cumbersome pikes are lowered. Your cavalry units slam into some of the repositioning enemy bowmen. Crushing the lightly armored men under-hoof and impaling the rest the quick display of mounted melee sees maces and hammers pulp the skulls of the crossbows with minimal if any casualties on you side. The horsemen wheel away covered in bone and brains as your left flank crashes into the enemy. Kept at bay by the long spears and pressed by your halberds the exchange is in your favor, outnumbered and pressed the enemy troops suffer grievous losses and first and second ranks hook, stab, and cleave their counterparts expertly.

Leaping over the dwarves as the enemy horse draws near Tor thunders past, his metal boots churning the earth beneath him.

Together you, Tor and Tempest pierce into the mass of lancers.

From below your beast guts the screaming horses only to catch their terifyed riders in his mouth. His swordlike fangs pierce the mail they wear with ease. His violent thrashing rips whatever sorry victim to pieces in seconds only to fill his maw with another, the whole time his clashes strike and rend.

Above your black blade Sends limbs and heads tumbling to the ground below. None can touch you, your arms are a blur of red and black death. Their armor might as well be rotten wool for all the protection it gives, as your scything blows cleave whole men and their mounts in twain.

Tor slogs in on foot not far from you laughing and yellign and swinging his hammer. The heads of men and horses alike are smashed into unrecognizable craters as circling swings sends the riders slamming into the earth or flying through the air.

The three of you are death incarnate, even the coming of you kin is but a minor addition to the slaugther you wreak upon the enemy cavalry. Those few that remain gibber and scream in fear. The Red Demon and his legions have appeared.

The handful of riders panic and flee but they too are cut down. Their fear giving wings but stripping them of any defense.

Looking upon the shifting battle line you throw a torch that Melt gave you a signal for your troops to cover their ears.

The rising torch explode sin a cloud of burning yellow smoke and your kinsmen (and Tor) Hit the ground as they were instructed, plugging their ears. You do the same as you give the order.

"Deafen them!"

Rising to a terrifying height, Tempest rears in his hind legs. His chest expanding and mouth gaping.

His roar is no animal utterance.

It is Thunder.

You feel as though you are slapped in the face by a great storm wind, shaken into numbness by the deafening roar.

>cont.
>>
Foemen drop with bleeding ears. Brought to their knees as the cacophany stripes them of their hearing and their nerves. They roil in confusion and some struggle to stand as they cannot find the balance to stand.

Your Troops rise and collectively you unplug your ears.

Now the battle commences in earnest.

What do order? (make a plan)
>Write-in

remember your maneuvers

Maneuvers:
Plant stakes- The unit plants wooden stakes into the ground to ward off cavalry. Cavalry units cannot charge this unit without auto taking 10 wounds and are stopped. Can only be used once per combat encounter.
Hold ground- Unit gains +1 AR and +1 DR. Lasts for as long as they does not move or break formation. (Cooldown= 3 turns)
Cavalry charge- Cav unit adds +3 AR for one turn of general combat
Switch weapons- When in battle foot knights can switch between using their sword/shield and their warhammers. If they switch to hammers they get +1 AR and -1 DR in general combat.
Flame torrent: Unit increases the amount of lames their flamethrowers produce against a single target. Unit for a turn of battle deals double their standard wounds. This effect only hits enemy units the Flamedrakes are close enough to fire at.

What does Hakon do?
>Write-in
>Attack a specific unit.

What does Tor do?
>Write-in
>Attack a specific unit.
>>
>>2789672
Are the Enemy Halberds holding ground? Are the Enemy Crossbows shooting our Mounted troops or still repositioning?
>>
>>2789679
The enemy halberds will hold ground now that it's their turn. They couldn't before on account of being taken by surpise.

Enemy crossbows will attack you cavalry during their turn but they haven't at of the update as they were repositioning.
>>
>>2789688
do they have stakes up? can our cavalry charge unoposed?
>>
>>2789672
Well the MK and lancers at the the bottom have clear course of actions, what with the vulnerable enemy crossbows. The other group of lancers and MK may as well charge the FK and elite FK. Our crossbows can advance to the bottom left to try and get an angle on the flank of the enemy line. To be honest though our north men and us are about to fold their center so hard The enemy's main foot knight blob is about to get a full surround, and the halberds on the side will be getting attacked by our own, and maybe rear charge when our lancers and MK finish with the crossbows.
>Tor
Attack the elite footknights and help the northmen fold them up.
>Hakon
Seek out the enemy commander.
>>
>>2789692
The enemy crossbows have to choose which side to stake since there are 2 groups of cav. They will make a choice and roll 3d20 to see if they can get it done in time for combat (realistically this is questionable since you would need ample time to do dig stakes in real life but this is a quest not real life).
>>
>>2789696
Actual if the enemy halberds hold instead of attack our pike can hold to the front and our halberds can work on a full surround.
>>
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>>2789672
Alright the bottom Mounted will charge at the crossbow before they start shooting.
Our Pikeman and Halberd will reposition to allow our crossbow men on the hill to have a clear shot on the stand ground healberds.
Our Mounted at the left flank will charge the smaller footknights, while our 4x Footknights clear a path of the enemy footknights to support the mounted units.
Our Northern Troops will take care of the FootKnights


>Tor lead the Northenmen and take care of the Elite Footknights and the rest
>Hakon Clear a path to the enemy Commander to fight him
>>
>>2789696
>Our crossbows can advance to the bottom left to try and get an angle on the flank of the enemy line.
That's really is far for our Crossbows to move, they don't be able to fire.
>>
>>2789706
>>2789696
>seek out enemy commander
This army doesn't have an overall commander but the elite knights are calling the shots on a collective level. Take the out to weaken the army.

>crossbows moving.
Normally corssbows need a directly line of fire that's unobstructed but on a hill they can fire at the targets below without needing a direct line of fire.
>>
>>2789721
It's the elites that get it then, let's see what they are made of
>>
>>2789721
That works out for us
>Tor and Hakon take out the elite Footknights

I still want the Halberds and Pikeman to move so the crossbows can get a clear shot to the stand ground Helberds below. 3x Season crossbows +1 normal Crossbows are going to do lots of damage to that Helberd formation
>>
>>2789706
+1
>>
Alright so

>Crossbows reposition to fuck up the Halberds
>The northmen fuck up the center enemy formtion
>Your right flank units repositions to flank and encircle the enemy halberds
>Crossbows get fucked by your cavalry
>Other cavalry takes on the foot knights and elite foot knights
>Tor and Hakon double team the elites

is this okay?
>>
>>2789762
You forget about our Footknights, half would support our Northmen against the center enemy formation, and the other half should go help out the Mounted units in the left flank.
>>
>>2789773
Okay. Understood.
>>
>>2789773
>>2789777
yup
>>
>roll 3d20+3 for cossbow reposition (gives AR bonus)
>roll 3d20+3 for Right flank unitys to surround enemy halberds (gives AR bonus)

>enemy rolls 3d20 for placing stakes to stop cavalry charge from nehind them.

>roll 10d20+3 for army performance

>roll 13d20+5 and 14d20+5 for Hakon/Tempest attack

>roll 13d20+1 for Tor attack

>I'll roll for enemy army and elite knights
>>
Rolled 10, 5, 2 + 3 = 20 (3d20 + 3)

>>2789823
>>
Rolled 6, 1, 12 + 3 = 22 (3d20 + 3)

>>2789823
>>
Rolled 1, 9, 5, 12, 12, 20, 10, 18, 11, 10 + 3 = 111 (10d20 + 3)

>>2789823
>>
Rolled 12, 19, 7, 19, 20, 20, 15, 13, 5, 20 + 3 = 153 (10d20 + 3)

>>2789823
>>
Rolled 7, 9, 9, 11, 5, 4, 15, 13, 5, 12, 11, 12, 11 + 5 = 129 (13d20 + 5)

>>2789823
>>
Rolled 3, 1, 20, 18, 17, 13, 5, 16, 18, 4, 10, 14, 20 + 5 = 164 (13d20 + 5)

>>2789823
>>
Rolled 14, 14, 1, 4, 1, 7, 11, 2, 3, 14, 19, 12, 11 + 1 = 114 (13d20 + 1)

>>2789823
>>
Rolled 20, 13, 13 = 46 (3d20)

>>
>>2789844
>The Crossbows stake up in time
>>
>>2789848
oof.png
>>
Rolled 16, 18, 18, 10, 17, 13, 19, 14, 16, 17 = 158 (10d20)

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

>>2789851
Isn;t there one 1d20+5 missing?
>>
Rolled 18, 5, 15, 6, 19, 5, 8, 7, 1, 9, 11, 1, 7 + 3 = 115 (13d20 + 3)

Army combat results
Enemy does better then expected but it took way too much early damage and your special units do work.

But that being said
>enemy crossbows have stakes defending them from your cavalry positioned behind them which stops you from charging and now you have to roll to get around.

>The Halberds have a x2 AR bonus now because you failed to surround them.

Your army HP: 3656/3830
Enemy army HP: 1420/2200

>>2789865
there was

gonna roll for elite knights against Hakon/Tempest.
>>
Rolled 13, 11, 12, 14, 4, 3, 16, 2, 4, 7, 8, 16, 15, 1 + 3 = 129 (14d20 + 3)

>>
Rolled 11, 20, 9 - 3 = 37 (3d20 - 3)

>you deal 105-3 wounds
>you recieve 9-10 wounds

Elite knights 1: 98/200 (morale check 3d20+2-5)
>>
Rolled 4, 11, 14, 18, 17, 4, 12, 4, 2, 9 + 3 = 98 (10d20 + 3)

2nd elite knights against tor (he's using his slam)
>>
Rolled 6, 7, 16 + 3 = 32 (3d20 + 3)

>>
>Tor deal 12-3 wounds
>Tor slams the Elite Knights and they fall down unable to fight.
>Auto wounds them on there turn because they can't attack
>Deals another 2x13=26-3 wounds

>Tor deals a total of 32 wounds
He recieves 18-3 wounds

>You and Tempest HP: 50+50/50
>Tor HP: 35/50

>Elite knights 2 HP: 168/200

Total damage to enemy army
>134 wounds

>Enemy Army HP: 1286/2200
>Elite knights 1 broke 1286-98

>Enemy Army HP: 1188/2200
>1100 to force enemy army to roll for morale

I'll write the update in the morning. I'm signing off for now. Thanks for posting anons.
>>
>>2789918
We're doing lot of work on them. One more round and they'll surrender
See you later OP it was fun
>>
>>2789918
see ya
>>
>>2789918
Have a good one.
>>
>I"m back

Running back and forth across the battle field you issue orders. Tempest's great speed allows you to reach most of the frontline units and with some more arrow based signals you are able to order your more distant units as well.

The crossbows ripple and shift as they move down the slopes of the hill to get a better shot on enemy halberds. At the same time your pikes and haberds sidestep and apply pressure to encircle the enemy flank.

For your other troops, more smokey colored streaks direct them to their designated targets. Returning to the center both you and Tor decide to break the elite knights. Being the most senior soldiers and officers they would be nominally in charge as you can identify no overall commander.

Leaping over the heads of the footknights Tempest crushes several black enameled knights beneath his bulk. Sword in hand death is delivered as the supposedly veteran soldiers are hacked by wide slashes, each hisses like a viper as the fine edge of the blade cuts air. The steel armor remains a non-problem as with each severing strike you barely feel any resistance shoot up your arm. Whether due to the quality of Flesh Render or your own strength you don't know but as a diagonal cut you deliver removes the head and arms of a struggling knight you do know that these soldiers are doomed. They fall like wheat or grass before a sickle. Tempest also enjoys himself as he gorges himself with the flesh of men, breaking knights apart in their armor with his enormous fangs.

Not far off you see bodies fly as Tor settles himself into the heart of the other unit of elite knights. He has far more trouble then you but a booming slam knocks his adversaries to the ground where he pulps them with his great maul before they can get up.

The soldiers around you falter quickly and break once it becomes clear that you have slaughtered about half their number, en wailing in pain as limbs and organs are strewn about the field, and others already dead their heads ruined or forzen in a final moment of agony.

Once freed from the melee you take note that the enemy has more sense and more spine then you anticipated.

With a clea view of the enemy bowmen you see that they have warded off the cavalry behind them with stakes. How they managed to place them so quickly is a mystery but impressive nonetheless. To your left you see that the enemy halberds have adjusted your troops attempt to encircel them and while spread thin they remain unmoved.

Around you in the center and right the fighting rages. Your troops grind against the wall of enemy infantry, and your kinsmen do a fine job of bloodying the enemy. By your reckoning the resolve these Dread troops possess will soon run out and victory will be assured.

>gonna MS paint the map and then give options
>>
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What orders do you give?
>write-in

What does Hakon do?
>Target Specific unit

What does Tor do?
>Target specific unit
>>
mucked up. The cross bows are suppoed to be further to the right,. But they didn't reposition quickly enough to flank the enemy.
>>
>>2790422
I just got up, will post my battle plan once I'm done reading
>>
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>>2790422
Alright, our footknights and Northernmen break the Enemy Footknights
The bottom lancers charge into the Halberd backside, as our Helberds and pikemen keep them busy by poking them.
Hakon goes for the easy targets of the Crossbow men, so they can't fire.
Tor and left flank mounted keep killing the left footknights

Our crossbows will fire at any target if they have any clear shots.
Dwarves can flame the footknights if their no risk of friendly fire, if there is they can keep holding
>>
>>2790431
+1
>>
Rolled 1, 5, 16, 17, 7, 10, 20, 5, 12, 16 = 109 (10d20)

>>2790475
>>2790431

Alright so
>Backline cavalry specifically attacks halberds
>Dwarves burninate the foot knights
>Tor and flank cav attack the left flank knights
>Hakon skull fucks crossbows
>Your crossbows take whatever shots they can make.
>Your pikes and halberds hold.

>roll 10d20+3 for army combat
>>
Rolled 9, 7, 8, 14, 16, 5, 7, 18, 17, 19 + 3 = 123 (10d20 + 3)

>>2790503
>>
Rolled 2, 6, 14 - 2 = 20 (3d20 - 2)

>Enemy army HP: 694/2200
>Your army HP: 3612/3830

>enemy takes big hit.
>Northmen tear up the knigths, cavalry charges to the flank of the 2 knight units, and rear charges to halberds against pikemen who hold with their pikewall.

>rolling morale
>>
>>2790525
>0,4,12= 2 failures the army breaks and being with no route of escape you take the remainders prisoner

>You take approximately 330 prisoners of war.
>>
>>2790529
So we got 800 Wealth also?
>>
>writing update

>>2790531
Yeah
>>
Your prediction comes sooner than expected. Just as you collide with the frantically reloading crossbowmen, your cavalry have already elected to rear charge the halberds to the side. For all the stubborness they have shown against your flanking troops getting flatten and crushed underhoof by the the knights and lancers finally does them in. Throwing down their weapons and surrendering the halberds unknowingly follow suit to the whole enemy army. The knights behind you are mauled. Most of them are dead now, eaither smashed into blood soaked misshapen lumps are hacked into little pieces. Tor begins marshalling the elite knights, occasionally smacking a slow soldier with his hammer.

The men around you just get on their knees and plead. While you hate such disgusting gutlessness you accept and herd them like a sheepdog, curcling about the mass of men while Tempest does the same. Driving them into a column with the other prisoners, ropes, bonds and shackles are liberally applied to your new charges.

Forcing them to reveal their camp you collect all of their supplies and wealth.

>+800 wealth from raiding
>+200 wealth from looting enemy camp.

Enjoying the wine left in the tents of the senior knights you begin to sift through their letters and orders.

As expected the general known as Menalty has held his psotion in town and refuses to weaken his garrison any further.

Looks like the next set of raiding will be easier. If the troops in Salt spear refuse to sally forth to stop you, that jst means you can pillage with impunity.

>you are in camp after the battle. Your troops are fresh and the region is now safe for you to muck about it because the enemy refuses to leave the regional capital.

what do you do?
>write-in
>Socialize (Alice,Tor,Miriam, and Roger are all present you could also talk to your troops)
>Complete your raiding (first you raided the roads now its the countryside's turn, you can roll for an encounter here)
>Return to friendly terrtory (to spend loot)
>>
>>2790606
>>Complete your raiding (first you raided the roads now its the countryside's turn, you can roll for an encounter here)
After that
>Return to friendly terrtory (to spend loot)
>>
>>2790606
>Have a talk with roger and alice. See if he can make any more types of potion, and ask alice about starting up a potion making business, either selling to our own troops or others when our stocks are full.
>Complete your raiding (first you raided the roads now its the countryside's turn, you can roll for an encounter here) I think this counts as socializing with Tor ahaha.
>Send some of our men back via sea to purchase catapults. If it comes down to a siege they'll be useful. And we do set piece or ambush battles enough they can have a place there.
>>
>>2790612
I'm all for raiding but wasn't the plan to capture saltspear before reinforcements from another province could mobilize?
>>
>>2790623
I want to buy more troops before taking Saltspear. Like siege wagons and more troops
>>
>>2790606
>>Complete your raiding (first you raided the roads now its the countryside's turn, you can roll for an encounter here)

Honestly the more troops we pull away from other regions and hack apart piecemeal the better.
>>
>>2790628
I suppose its not like it takes us a ton of time to do so with the sea access, and it would take a long, long time for reinforcements to arrive, if they do at all. I think our troop numbers are good, the difficulty was actually getting into salt spear. The naval attack sounded good but siege weapons would be nice. Even if us and the northmen can smash the gates you'd want something to target the enemy on any approach.
>>
You know I forgot because they weren't placed down on the battle map but you do have a set of catapults in your army.
>>
>>2790636
Oh, well that works too! Tell me, how easy will our dwarf flamethrowers make clearing out enemy forces that are in fortifications in saltspear? I imagine we won't use them on areas we want alot of loot from, but barracks, towers, or blocades will be easy right?
>>
>>2790641
Well yeah. If you place the flamethrowers somewhere and set them to burn something they will damage whatever target really badly and make them flee, and if anything flammable is present the flames will burn it up.

The main thing with siege assaults is to make rolls to circumvent/break down/sabotage the fortifications.

Also being in an enclosed space (like a tower) while someone fire a flamethrower is a bad time.
>>
>>2790633
Unless we stick around and occupy saltspear, so longterm stuff, I'm not sure we'll see too many enemy reinforcements upon reflection. Bronzehelm is a mess, and sending any men would be saying "take me, take me!" to brasshold or gullcove. Holdern's Cairn have few forces, and will not be eager to send them away from their territory when they hear we're around. Anything from dreadhill will take a long time to arrive, and weaken the center of the enemy. Only coldclaw has the forces, and they are likely more in the south of the province with the castle, and likely not very mobilized yet.
>>
>>2790648
Yeah you're correct. Right now Saltspear is naked and in the wind so to speak.

Also for encounters for a raid what are guys in the mood for?

Something funny, a stronger opponent to fight, ,meeting someone or something from a distant land. What are you anons in the mood for.
>>
>>2790648
I kind of want to just use that 1800 wealth to buy more troops and attack Saltspear.
We got 800 from the roads, 200 from the army and we would get 800 more from the settlements.

>>2790655
Something funny, I know more about the Dwarves, since they were pretty good with their flamers.
>>
>>2790655
A young lord or lady who's raised a peasant levy to fight off the invaders. they were captured in their sleep when the peasants and their few retainers failed to post a watch. Everything they do is so pathetic and harmless we can't actually bring ourselves to kill them. We are fine with robbing and imprisoning them.
>>
>>2790655
A airship making it's first flight, two brothers are testing it out on a hill
>>
>>2790660
Or something else, as long as its funny. We're getting a ton of wealth, and I can't see saltspear actually holding too many interesting combatants at the moment. Ohh, maybe an encounter with an elf trader or diplomat, give us some exposition n future potential wars for us?
>>
>>2790665
This is good, a diplomat from Downland searching for future allies against the shitty elves.

As for othe encounters I agree with funny but I'm not really keen on more prisioners for now, I would like to spend more time with the characters we already have.

We could get some smut from the raid though, with some nameless npcs
>>
>>2790688
Ah smut, that would indeed be desirable.
>>
>>2790665
+1
>>
Alright on the itinerary.

>Talk to Roger and Alice about creating a potion side business with Roger making potions and Alice dealing with distribution and sales.

>During the pillaging of the countryside you encounter a pair of bumbling elf inventors and their strange flying machine and then learn they are on a mission from the king of Downland to look for hardened mercenaries interested in jobs.

>A snippet of Hakon enjoying the fat of the land with some of the local women (several women that is)

>return to gullcove to get additional troops

>The assault Saltspear (planning option will go up)

This seem good?
>>
>>2790723
Good shit, my flying brothers are in.
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>>2790723
Pretty good.
>>
>>2790723
OP is it safe to say we have 1905 wealth after all the looting? And did anyone unit of our army level up?
>>
>>2790741
Yeah you have 800+800+200 from the raiding and the battle and the 105 left over so yeah.

as for unit promotions I think two of your halberds have fought in enough battles that they have become seasoned

so
>Unit promotions
2x seasoned halberds (+1AR, +20HP
>>
>>2790750
Any of the lancers get seasoned? They had been doing a fair bit of work recently, both with raiding and battle, and IIRC one of the unseasoned ones has been with us awhile.
>>
>>2790723
Oh, and this seems fine.
>>
>>2790750
Current Army (1,210 Men) (3,870 HP) (1,905 Wealth)
-3x Seasoned Crossbows (240/240) AR:2x3 DR: 1x3
-1x Crossbows (60/60) AR: 1 DR: 1
-3x Foot Knights (300/300) AR: 2x3 DR 2x3
-1x Seasoned Foot Knights (120/120) AR: 3 DR: 2
-2x Seasoned Halberds (200) AR: 2x2 DR: 2x2
-2x Halberdiers (160/160) AR: 1x2 DR: 2x2
-2x Lancers (100/100) AR: 1x2 DR: 1x2
-2x Seasoned Lancers (140/140) AR: 2x2 DR: 2x2
-2x Pikemen (300/300) AR: 2x2 DR: 1x2
-2x Mounted Knights (300/300) AR: 2x2 DR: 3x2
-1x Siege Catapult (50/50) AR: 5 DT: 0
-1x Dwarven Flamedrakes (100/100) AR: 6 DR: 2
-9x Northmen Warband (1,800/1,800) AR: 4 DR: 3

Buy List
1x Siege Catapult? (250) (25 Men)
2x Crossbows (200) (100 Men)
2x Halberds (200) (100 Men)
2x Lancers (200) (50 Men)
3x Footknights (600) (150 Men)
2x Pikemen (400) (200 Men)
1,850 Wealth 625 Men

After buying (1,610 Men) (4,900 HP)
-3x Seasoned Crossbows (240/240) AR:2x3 DR: 1x3
-3x Crossbows (180/180) AR: 1x3 DR: 1x3
>300 Crossbows
-6x Foot Knights (600/600) AR: 2x6 DR 2x6
-1x Seasoned Foot Knights (120/120) AR: 3 DR: 2
>350 Footknights
-2x Seasoned Halberds (200) AR: 2x2 DR: 2x2
-4x Halberdiers (320/320) AR: 1x4 DR: 2x4
>300 halberds
-4x Lancers (200/200) AR: 1x4 DR: 1x4
-2x Seasoned Lancers (140/140) AR: 2x2 DR: 2x2
>150 Lancers
-4x Pikemen (600/600) AR: 2x4 DR: 1x4
>400 Pikemen
-2x Mounted Knights (300/300) AR: 2x2 DR: 3x2
>50 Mounted Knights
-2x Siege Catapult (100/100) AR: 5x2 DT: 0
>50 men (10 Siege Engines)
-1x Dwarven Flamedrakes (100/100) AR: 6 DR: 2
-9x Northmen Warband (1,800/1,800) AR: 4 DR: 3
>210 Special men
>300 Range 50 Siege 200 Mounted 1,050 Footmen 210 Special Total

This is just a idea, let me guys know what you guys want. Also this list could change depending on what encounter or magic item OP shows us.
Since we're going to siege soon, I went more for foot soldiers and siege machine. Pikeman are the cheap attack troops AR 2, while Halberd are for defend (DR 2). Footknights are all around.
>>
>business proposition

Within your personal tent you look over a sample of Roger's new brew. Good quality stuff, easily capable of keeping your troops in the field and in fighting shape. The cubic flasks glows as the greenish blue liquid gives off the telltale eldritch light that accompanies most magical potions.

"Roger, so far you've only been making mending potions are there any others you can make? I'm not looking a gifted horse in the mouth but I'm curious." You say this as you experimentally slosh the potion about in its glass container.

Roger's hand clench and unclench at his sides, and a broad forced smile splits his face. You know that he does that mostly to keep himself calm rather than to maintain a facade of amiability, but you would like that he stopped doing that. He looks like a man who has just had his toes ripped off.

"I can make most of the potion you can expect on the open market Hakom, just ask what I know to brew and I will. I can amke a potion that increases the durability of your skin and muscle, some of that savagery potion you liked and the regenertion recipe. There are also some others I can make if you're curious." Roger speaks very softl and stands ramrod straight, his eyes locked onto you as sweat beads down his face.

"Roger I'm not going to kill please calm down for fuck's sake. I wanted to talk to you because I have an idea that can benefit both of us. Alice could you explain?" As you say this she appears and lays out her stock of documents and plans.

"I would gladly explain love. For fuck's sake lad come here!" Alice drags the young wizard by his collar and drags him to the table when he seems to paralyzed by dear to move.

"There now. I've been thinking since you're working for us now and potions being such a rare commodity I have an idea to enrich both of us. You see here? I had my parents send some manifests of potion supplies by the stone being sold to soldiers all over the country right now on the Fairhair side. Lots of gold see? What I would like to know is if you were given some laborers and some new equipment could you mass produce product for retail?" Alice wraps up her explanation by showing the young wizard some mock up charts to show how they could increase the amount of gold they could acquire by seeling a fixed amount of the magic brew each month.

"Uh. Ah. Well. Yes. Actually." Roger looks dumbfounded before he finally collects himself, most likely only possible because he's not talking to an 8 foot giant.

"If you purchased some larger sets of glassware, and tanks to store product as well as necessary alchemical equipment. I believe that with some dregs to work with me I could do this. I mean. Wizards who run these rackets are only really needed at specific points to handle the arcane element. All the mixing and chemical preperations can be done by just about anyone. Would you be willing to uh. Fund me?" Roger squeaks out the last part, afraid to ask for money most likely.

>cont.
>>
"Yes." You state plainly.

"Wealth is no issue and this is an investment that I stand to collect from in time and Alice I trust is fully capable of managing the projects clerical and mercantile aspects. All you need to do is what you're doing now and you'll be given your appropriate cut for being the producer."

Roger blankly stares at you for a time, before he finally shrugs and takes a personal look at the documents on the table.

"Hell I have nothing to lose. I'll take a stab at it." Roger finally says.

"Good you see it that way." You say. Alice takes hold of your hand and smiles brightly. You smile back at her and tell that she's done a good job. Slayer knows you couldn't figure all the numbers and merchant jargon out.

You're also glad to see Roger do something other than cower in fear. Hopefully this litle business venture will straighten him out a little.

>social encounter end

>Option available (Potion business- fund Alice's project to get Roger better equipment and gain passive income)

Up next are the elf diplomats and their flying machine.
>>
>>2790824
Its not a bad list, but I would wait to see if there are any special units, or magic things which would help in a siege, etc. But for now its gives us a good baseline plan for recruitment.
>>
>>2790854
Yeah, that's the plan. Just a suggestion list, from what we already know.
>>
>>2790859
What I'm thinking for something to spend money on is bows for our northmen. They would be huge warbows, far from cheap, but they could really work out well. Our northmen and other infantry give us a killer infantry core already, and our cav look good. We have a decent amount of crossbows but they are usually matched by our enemy's, and have less value when the battle closes with blocked lines of sight. So buying more of them seems a poor investment, and there are no other bow infantry. But, our northmen can have dual roles! All our northmen are no doubt proficient with their bows, and given the huge draw weight for them the bows no doubt have massive range compared to our crossbows. So they could soften the enemy up before battle is joined, or together with our long range catapults force enemy armies to have to advance on positions we prepare. Also they'd be good in sieges. And when it comes time our northmen just switch back to their melee role.
>>
>>2790885
Buying bows for Northmen work, just that the Crossbows have value to them. But it's really depending on if the enemy have range units themselves, and if we're the ones attacking or defending. They are good at protecting a flank against cav with their stakes, which helped us out in battles from time to time.
They just need to roll better since they rolled ass last battle
>>
>A very odd encounter

"Dear Brother?" An elf says, nervously. Sweat forming on his very fine brow. Fingers reflexively twitching.

"Yes?" Says another elf. Covered in soot and grease as he tinkers with a strange looking machine, mucking about with the internal machinery. A hint of fear in his voice.

"Someone's coming dear brother. Someone quite large and armed." The first elf says this time his voice hitching slightly in fear.

"Is it that red fellow that the locals say kills hundreds of warriors and rapes the land without fail?" The second elf says, his mechanical ministrations becomeing more hurried and frantic, his fingers catching and cutting on the metal gears within.

"He's quite large and his armor is red so I should assume yes dear brother. Him and about a dozen more large fellows are coming towards us." The first elf is shaking now, his eyes blurring, he feels faint.

"I blame you for this! You just had to haggle with the dwarves for fuel! And when we couldn't get the price YOU wanted we had to cut half the fuel with booze! YOU said this thing has to burn clean to bloody work and yet YOU wanted to skimp!" The first elf explodes and kicks the second in the ribs. The second flails his legs while prone beneath the machine before responding.

"And I blame mother for Shitting you into the world you limp milksop! Life was good for the years that you weren't there to stifle my genius!" The second rises from beneath the machine and shoves his brother.

"GENIUS! You couldn't feed or clothe yourself, let alone negotiate any work without me you socially inept toadstool!" The first fires back shoving the second.

"I should have put your head into that ge-!" Both Elves freeze and look at the towering red figure that now stands over them.

"Well hello good sir. How may we help you today?" The first lamely says out of habit. his body frozen in fear.

You examine the two finely featured men. It's the first time you've ever seen one before besides the female thralls back home. They are tall but lanky built with pointed ears that are quite long almost comically so. They are similar in appearance obviously brothers or close relatives anyway.

You turn to the real reason you bothered to walk up this steep hill.

Behind the two elves is a ship of sorts with a large ballon above it. Connected to many ropes and a metal frame the voluminous orb seems filled with air.

You had from a distance seen it fly through the air before landing. A machine that could fly is a novel concept one that intrigues you. After all flying war beasts were used why not something else that could be built rather than bred or trained?

>do you say anything to the elves? Ask any questions?
>write-in
>>
>>2790907
Excellent point. Still really want to get bows for our northmen though, they could essentially be human ballistae(maybe not quite, but still). Something tells me it will be expensive though.
>>
>>2790918
What are two elves with a flying machine doing in Bronzehelm?
>>
>>2790918
"Why hello, what an interesting sight! I am Hakon Angrimson, and who might you be? And what is that fascinating contraption you are working on?"
Smile and be pleasant, even though our smile likely terrifies them kek.
>>
>>2790918
Elves in Bronzehelm? Are you natives or passing by, what business do you have here, don't you know that there is a war going on?
>>
"Why hello, what an interesting sight! I am Hakon Angrimson, and who might you be? And what is that fascinating contraption you are working on?" Your voice booms and the elves pale further.

When the brutality they expect doesn't come they share mutual looks of disbelief. They look at you (and your terrifying smile) and they both lap on fragile smiles born of their desperate wish to not die.

"Why my good man I am glad that you asked! I am Phineas and this is my lead tongued brother Porthos! We are emissaries from the kingdom of Downland on a very important task given to us by the great King Aldinius and to accomplish our errand we make of this!" The first elf now identified as Phineas flourishes and pulls your attention back the machine.

"This. Is our air ship, a wonder of elven engineering. You see this wonderous machine uses an engine of my brother's design to fill yonder ballon with large amounts of wind. Using magical spouts to generate the wind and the enginer to power the spouts we can adjust how high into the air we go. The gine also power a propeller that churns the air and allows us to move forward. See this rudder much like a naval vessal we use it to turn and maneuver as a normal ship does. Uh. Unfortunately we are encountering some technical difficulties at the moment, my brother must repair the engine before we can be on our way and so forth." Phineas nervously nudges his brother as if to say "Start fixing our ship so we can get the fuck out of here you simpleton."

Your curiosity about the ship sated you ask another more pertinent question.

"What are two elves with a flying machine doing in Bronzehelm? Are you natives or passing by, what business do you have here, don't you know that there is a war going on?" You say this blandly considering that whatever errand the elves are doing for the king of the elves is beneath your notice.

"Ah yes. We have been sent by our king to find stalwart mercenaries in order to thwart the plans of those dastardly fellows in Brightwall." Phineas genial act drops and he leans closer to you.

"You interested. Plenty of gold, Brightwall is rich you know, real rich in everything you northern giants like. Gold, treasures of magic and all manner of beauteous women ripe for the taking. If you go to the court of my king and get a contract I can swear on my mother's yet to be filled grave that you can make more in plunder and pay then any man here can." Phineas places a disk in your hand.

"This is a little pass that I was told to give to prospective employees. You have a reputation well established around here. If you take the offer please be kind and remember us. Our family name is Wickman." He smiles, a very tight and uneven smile. The smile of a desperate man.

>do you say anything or have any other questions?
>write-in
>>
>>2791075
Take the pass
"Thank you my good man, I might take you elves on that offer, after my business is done here in Bronzehelm."
>>
>>2791075
Take the pass

Why my good man, working with you seems delightful


Who said elves where insuferable, I quite liked these guys
>>
>>2791085
"Thank you my good man, I might take you elves on that offer, after my business is done here in Bronzehelm. Working with you seems delightful." You place the pass into your armor and remain with the elves for a time. Committing the names to memory you decide to leave them alone and let them live. If they return to their king alive they can report your accomplishments. You'll need another palce to go and another job after the war here ends.

Pillaging the glittering realm of the Brightwall and plundering its fine women would be excellent goals. If nothing else seeing the slapstick routine those two elves perform will be amusing.

You force the elves to let you take a ride on their airship though. Flying is badass.

>Encounter end
>You know about the Brightwall-Downland war and have a pass to get an audience with the king of Downland
>You have met Porthos and Phineas Wickman

Next up is the lewd
>>
>>2791116
>Elves being insufferable
The thing with elves is they have a racial quirk. With elves their quirk is that they gravitate toward extremes especially in behavior. If they are annoying they are absolutely insufferable, if they are neurotic they are wound tighter then a piano string. If they are wise they are infinitely patient and erudite and f they are an ass they are the single most subborn and dimwitted person on earth. It's one of the reasons why elves are had to live near.
>>
>>2791143
*hard to live near
>>
>>2791143
Interesting. While they make great advances as individuals it must be hell trying to get some form of cohesion in their society, and thus implement those advances beyond the individual level.
>>
>>2791143
Nice

I would ask to propose a deal to them, we could use their machines to do some scouting for us, and deliver a payload too, a fire payload provided by the dwarves maybe?

If they still haven't left we can propose to help fixing it with our dwarves(they probably have fuel) in exchange for some help in the siege
>>
>>2791165
If we were using flying I wouldn't use it for a bomb deliver, I'd use it for a "bomb delivery". Something like dropping us, Tor, and our mount if it can handle it, on a Saltspear gatehouse in the night. Just us, our mount, and Tor are practically 5 or 6 units worth of death, and it would be easy to hold the gate open and clear the walls until our main force arrived.
>>
>At some point during your galavanting through countryside

It's near dusk now. The sun is dipping beneath the horizon and you and the lads are having a bit of fun.

About fifty of you are stalking up to a village, a sleepy bumb on the ass of this land filled with lazy farmers not aware of or caring that a war is going on that you're army is in the region. No sentries no attempts to prevent a sneak attack just the sounds of people going about their evening and the sounds of farm animals mucking about in their pens and stalls.

This will cost them everything. You are not in your normal armor, you're in leathers to reduce the mount of noise you produce as you move. despite your great bulk you creep like the predator you are, slinking up to the edge of the settlement.

about forty homes in all, barely one per man but these are some nice looking houses, each are two floors minimum and there's a quaint little temple here and high sturdy barns with all kinds of goods stacked high as well as fat livestock to eat and sell.

This aught to be real good.

Hunched low and silently passing through shadows you have several options for the first mark before the panic begins.

What do you hit first?
>The temple plenty of gold and riches are in places of worship, plus it's dedicated to Menah the goddess of healing, she won't give a shit if you ransack the place.
>A big house with a brick wall around it. Hardly a barrier for you, but a big hosue with a wall means money and valuables.
>A big barn. Taking some good livestock will mean a good breakfast for you and good coin by selling it. This war economy has a funny way of making livestock very profitable.
>>
>>2791182
>>2791165
Hold on to these ideas when the planning phase for the town assault happens. These are both good.
>>
>>2791185
>The temple plenty of gold and riches are in places of worship, plus it's dedicated to Menah the goddess of healing, she won't give a shit if you ransack the place.
Nuns a go, especially if there is a battle nun!
>>
>>2791185
>>The temple plenty of gold and riches are in places of worship, plus it's dedicated to Menah the goddess of healing, she won't give a shit if you ransack the place.
>>
>>2791185
>The temple plenty of gold and riches are in places of worship, plus it's dedicated to Menah the goddess of healing, she won't give a shit if you ransack the place.

Lets ravage some priestess
Let try going for 3 or four don't really care who, se are leaving in a bit anyway
>>
>>2791207
I'm trying to limit our pokemon gathering is what I'm saying kek
>>
>>2791207
>>2791212
Thralls are the ones we keep around, and should be very selective with. This is just background stuff.
>>
>>2791219
agreed, seed it and leave it
>>
>>2791143
Just needs to be sure that elf lady in our future is neurotic about us
>>
>the temple

Creeping along you signal your fellows that you're going for the temple. Tor and the lads give the thumbs up and creep to their own targets.

Remaining out of the fading light and keeping to the growing darkness you reach the edge of the building. Staying close to the wall and hiding behind a nearby statue of Menah you allow a group of men to pass by. A pair of farmers who have come in from the field looks like although they both smell of booze so they might have just been drinking. Either way they pass without noticing anything amiss.

Rounding the corner to the front of the temple you carefully scan for any who might see you and then crack the door and do you best to squeeze in inconspicously.

Within the temple you pass the threshold and enter a seconf pair of doors, more ornate one bearing wooden carving of Menah soothing the hurts of the wounded.

Entering through the second set of doors you see faint candlelight at the end of the high roofed chamber. There are no windows, just tapestries and more carvings to Menah along the walls. The floors are tiled and rows of pews are on either side of a path that leads to an altar.

Standing before the lit candles and bowed lightly in reverance before an idol of the goddess.

Treading from behind you rise to your full height. Coming closer it becomes cleaer that the person at the altar is a woman. From the vestments she wears she's not a priestess, just a common nun. A young woman dedicated to healing the injured curing the sick and soothing the sorrowful.

A walking symbol of virtue and kindness. Gonna be awful of you to do anything to her but nuns and holy women are a weakness of yours. The idea of despoiling such an earnest young woman and laying up your seed in her, it's something almost dreamlike.

Well only if she's good looking. If she's just an honest soul who's not much for looks you'll just tie her up and ransack the place. You have standards after all.

Crossing the distance between you and the nun you loom over her until she picks up on your presence and turns.

"Ah!" The nun reveals herself and backs up into the altar.

She's a pretty thing. Soft green eyes and straw colored hair under her hood. She has a very rounded freckled face. She has a full face, the sign of a woman with some meat on her bones.

>say anything to the nun?
>write-in
>>
>>2791355
I guess you know what happens now right my dear? I'm a raider, you a young pretty thing, it doesn't have to be bad for you, come close and don't scream, for now anyway.

I should warn you, if you have any other friends here that are as pretty as you we should get them now, It's going to be way easier for you if you can share.

I like how he was bluntly honest the first time we did it in thread one, he just treat this like it's a normal thing, because for his people it is
>>
>>2791355
>Say Anything?
Nope, straight to the binding and gagging. If she's not the priestess there's hopefully more. If not, well we can have some fun.
>>
>>2791355
Punch her head clean off the shoulders
>>
>>2791394
If you were an actual khornate instead of just a expy that would be the default course of action but this is a lewd encounter.

I can understand that it's not your cup of tea and that for you it detracts from the rest of the quest but calm down man.
>>
>>2791400
Oh, I thought we were sneaking. And that was to stop her from getting attention from the others.
>>
>>2791367
This, casually ask her where are the others.

But get close enough to put a hand on her mouth while we talk if she tries to scream
>>
>>2791408
That would be a hilarious miscommunication within the quest.

"Why the fuck did you punch her head off?"

"I thought we were being sneaky so I made sure to shut her up."

"We came here to fuck women anon."

"Oh."

"Got real distance off of the head though."

"Sweet."
>>
>>2791415
this way we keep sneaky about it I meant
>>
>>2791415
Yeah, let's do that instead of punching her head off
>>
>>2791367
>>2791415
>>2791426


Bearing down on the nun you place your massive hand over mouth.

Paralyzed by fear her eyes go wide as you whisper in her ear.

"I guess you know what happenes now my dear? I'm a raider, you're a pretty young thing, it doesn't have to be bad for you, come close and on't scream for now anyway. I should warn you, if you have any other friends here that are as pretty as you we should get them now, It's going to way easier for you if you can share."

The nun eyes you questioningly despite her apparent fear. When you remove your hand she stares dumbly.

Goodhearted but dim not a great combination to help her out of this situation.

"I'm a big man and I'm going to have sex with you. You'll want to show me if any other women are around I can sex up as well. It will be easier on you because otherwise you'll be be exhausted from being sexed up over and over. You understand?"

She nods but then she shakes her head.

"I canna do that I don't want you to do that to the mother Venna and Dacey. Just take me i'll do what you want. I will I'll be quiet." The nun pleads. She's mucked up though she gave away that other owmen are near.

Putting a gag in her mouth you tie her up and carry her over your shoulder while you look deeper into the temples. Your careful hearing picks up feminine voices coming from a flight of stairs. ascending the steps you peek into a nearby room where two women are chatting.

They wear no hoods unlike the nun. Once is clothed in fine vestments of blue and grey and another is in plainer undyed cloth.

They are elder women probably both past thirty winters each. They are fair though. The woman in fine vestments (almost certainy the priestess in charge) is indeed beautiful. Gold locks are held back in a tight bun on her head. Her eyes are a bright blue that shines with a motherly quality. Her face is smooth but elegant in structure the face of woman a skillful painter would make a portrait of for free.

Her counterpart is night to her day. She has a button nose and dark brown hair the color of soil. Even in her vestments you can tell she's sturdily built. If she wasn't a nun you would mistake her for a farmer's wife. Not very tall but wide and built for childbearing and lots of rutting. Ulf you know has a weakness for such women, you admit that you do too. Your only regret is that at most you'll only father one or two children on such a woman when she could birth many more.

Entering into the room both of the occupants lock eye and freeze, not unlike the nun over your shoulder.

"Evening. I have come to do some sacraments on behalf of my god. I would like for you three to help if it isn't too much trouble." You keep your voice low and calm. Even and cool. If you play your cards right this will be more fun than you've had with strange women in years.

>Say anything to the nun and priestess?
>write-in
>>
>>2791474
Sex them
>>
>>2791474
You see, I'm in deep sorrow, I haven't sexed a woman for many...hours... and my heart is full of sadness for not spreading pleasure around, I'm sure you goddess, kind as she is, wouldn't want to see me like this. that smirk

My god demands and I shall not let him wanting, I'm sure you understand

let's ungag the pretty thing on our shoulder and start with her
>>
"You see, I'm in deep sorrow, I haven't sexed a woman for many...hours... and my heart is full of sadness for not spreading pleasure around, I'm sure you goddess, kind as she is, wouldn't want to see me like this." You smirk wryly. Might as well add a little blasphemy to your list of crimes committed while in this country.

"How dare you. You come into this place of worship, where the wounded and troubled come for help and you threaten us and make to break our vows of chastity? Have you no decency?" The priestess rises from her seat while her underling looks on silently and with worry etched into her face. They both look and fret over their fellow nun slung over your shoulder.

"My god demands and I shall not let him wanting, I'm sure you understand." You say as the priestess huffs.

"And what go do you serve?" She says to you.

"I am Hakon Angrimson and the Slayer is my god. His commands are simple. If one wishes to earn his favor than you must grow strong and spread across the earth. To the strong go the spoils and the right to spread long across the earth. Do you gainsay this? I have read the texts. Your goddess has been made a bedwarmer. She can claim no maidenhead nor chastity." At your words the brown haired nun gasps looks to her superior. The priestess frowns and bows her head in submission. No resuce is coming and there are stuck in the room with a northman (they might have not figured it out because your shrunk down right now for the sexy times and sneaking) and there's no escape from that.

You set the younger nun on her feet and relase her bonds and gag. You push her lightly to join her fellow while you stand by the door.

"You have a bedchamber?" The pirestess nods and you carefully follow the women to their shared room before barring the door.

"Alright. You there what's your name?" ou ask the young nun you first found.

"Agatha." She responds light tears in her eyes.

"Alright come here now. You'll be first." You say as you remove your clothes.

>Lewdpost to follow.

I'll write it up and post it tomorrow. After this is the planning and prep stage for the first siege. When I come back tomorrow I'll go through how a siege is different than a regular field battle.

Have a nice night anons I'll try to get back at around noon but I gotta fix my roof shingles because of the storms that have been passing through my area so I might be busy with that.
>>
>>2791540
night man, see ya
>>
>>2791540
Goodnight
>>
New Anon reading up on the previous thread, really enjoying it. Always love a good old fashioned warband type quest.
>>
Catched all up. Just wanted to say I think our long-term goal should be to eventually become the King of the Northmen.
After we're done in Bronzehelm and also after at least one other campaign/contract, we should return home bringing all our gold and spreading a good portion of it amongst our people liberally, and setting up a fort settlement to be our HQ, perhaps challenging some of the other leaders of the Northmen and gaining legitimacy- finding a good Northwoman bride to be our Queen perhaps. I imagine our kin would not look too kindly on a Greenlander queen.
Also I think we should work with the Tusk after Bronzehelm. It's sort of two birds with one stone. Downland should indirectly profit from us hurting Brightwall in Tusk- perhaps enough for them to pay us a bit- and the Tusk Barbarians sound like perfect allies (and possible future subjects?) for the Northmen.
Also, what exactly is the Slayer? Is he just Khorne? Does he have dedicated worshiping Warbands? I really really liked earlier when he granted us the sick armor. Maybe we could start trying to earn his favor as we go about our warrior business more directly?
>>
>here's the lewd
Pastebin.com/X8M9BBfb

>>2792175
>What exacty is the Slayer?
I'm glad you asked the question I was hoping for an anon to start asking since I drop the name a lot.

The Slayer is one of the gods of the Setting and is among the most powerful if not the most powerful. During the god wars The Slayer killed numerous deities including the five whose corpses now stink up the wastes up north.

The way I can describe him is that he's a mixture between khorne (a great love of battle and combat with an emphasis on fighting strong opponents), Crom (From Conan who does not care overmuch for direct worhsip but his gift to men is the strength to choose their own path and make their own decisions), and a couple other deities with honor codes mixed in.

The Slayer told your ancestors to go to the wastes to gain great power and they did by living there and becoming the giants they are today.

The Slayer like humans the most out of the mortal races because he sees potential in them and sees them as being free of the machinations of any single god.

The Slayer does not ask for worship but if a warrior becomes great and worships him he will test the warrior and if pleased he will reward ans bless them.

The Slayer's schtick is that he will offer challenges for you to accomplish for blessings in the form of passives, active abilities, and equipment.

Be wary though if you become too strong he will want you to join him in his hall and he will summon the spirit of a Northman hero to come collect you (but if you win he will be really happy and reward you handsomely).
>>
>>2792175
I partially agree with you man, but I believe our kin marry multiple times, with greenlanders and northwomans.

As for doing a keep, yeah that would be nice, but I don't think I want to expand our empire beyond the wastelands. Our people enjoy being free and doing whatever they want, I don't think they need a king, we can be a warleader and raidmaster, but a king? I don't know...let's see.


as for the next contract, I'm set on Downland man, I want that elven princess their king can give us as one of our brides. we can do tusk too, maybe even do them both at the same time since they are fighting the same enemy and we will probably have a navy
>>
>>2792195
>>2792198
One thing about northmen is without exposure to the wastes and magical Godblood contamination, as well as just the challenge of survivng there, northmen over the generations just degenrate to slightly tall regular humans. So for us, while we may enjoy everything we take from the southern world, we don't want to stay, or rule, anything there. Also keep in mind most of the northmen we'll have under our control will be from many tribes, and not like us turning on others, plus a civil war would weaken the northmen in the face of the many monsters and challenges they face. I won't say being a king doesn't sound like a good ultimate goal, its just better to achieve that mostly through acclaim. What we should aim for is establishing a new settlement and becoming a Yarl first. I'm glad your enjoying the quest, Northern's doing good stuff.
>>
>>2792198
Well Tusk still had 2 years it could meaningfully hold out northern said, and if we tear it up in the downlands that may be greatly extended as forces are sent back.Between the two downlands has the much greater potential for reward and greater enemy encounters, and for a northmen its all about the fighting and loot. Tusk struck me more as a beginner zone, with a lower intensity conflict, in a less developed, and lootable, area. But who knows, we'll see what happens down the road.
>>
>>2792198
Damn, that's good thinking, we can charge both Tusk and Dawnland for our help since we will be fighting the same enemy and both of them will benefit from it, maybe a nice barbarian/elf alliance can come out of it.

>>2792202
Also agree with this, my goal is a nice coastal settlement/fortress where we can set sail for raids and shit. Get Mirian's, Castle builders to make it for us since us northman probably don't have the patiemce for it and her knight society must have lot's of experience in it.

Become a Jarl, welcome those who wish to follow us and become a cool ass leader that mostly leave everyone to do their thing unless it's something that can thrraten all of us, I think most northen leaders are like that
>>
>>2792210
I'm basing this behavior on the Slayer himself actually. Se don't need anyone to follow us, but if they do they can if they can fight for themselves. We take what we want, enjoy a good challenge but don't require anyone to follow us, our destiny is our own
>>
>>2792195
Crom and Khorne, what's not to like? We should definitely start dedicating some slayings of strong opponents to him and maybe ask for a challenge at some point. Maybe get Tor in on this too, dual Aspiring Champions sort of.
>>2792198
We don't have to be a tyrant King. More like the Irish Kings of the dark ages- King in title and ceremony more than anything else, who receive tribute in gold and warriors from the entire nation rather than ruling them directly. I don't want to muck up the Northmen with any civilization, after all.
Also I thought I recalled that breeding with non-Northmen dilutes the bloodline and makes them into really big and strong humans rather than near-giant humans?
>>2792202
>>2792207
By making the Tusk subjects I don't neccessarily mean betrayal, just kicking ass so hard that we become their de facto ruler after saving their asses from the Elves. But, just having them as allies is cool too. Either way we should definitely encourage seeding their women to help relations and give them that good old fashioned Northman strength and size. Downlands would get more time if we fight in Tusk, allowing us to still go back down there after our return to the Northmen. I think we should build up more in Tusk because we've still mostly been facing relatively tame opponents. Who knows what foul magic the Elves can wield? Also I think going for both Tusk and Downland might not be the best idea. We'd be spread out pretty thin and we seem to be at our best as a close, direct assault force. But we could definitely lend Downland a small force perhaps with a Northman captain loyal to us while we work in Tusk. Or vice versa if everyone else wants to do Downlands.
>>
>>2792214
I think mixing doesn't make them just strong tall guys, I think that living out of the wastland is what makes them weak. The wssteland has these dead gods mojo flowing in it and even if mixed the guys that are born there become powerful and proud northmans.

At least that's what I got from what the QM wrote, he described some guys as having multiple wives from various origins and never said it was a problem I don't think that there is a sub-caste of half breeds, I think they are just as badass as the others due to northman powerful genes and living in the dead gods magic playground that is the wastelands
>>
>>2792214
>breeding with non northmen dilutes the strength

Not really. Children fathered or birthed by your kin are giants just like their parents. It takes at least a couple generation to breed that out and the offspring would need to live outside the wastes for the degeneration to really occur.

It is a little strange though when Northmen breed with non-humans though. A northmen's sons are human but his daughters are their mothers race, but really huge.

A muscular giant elf woman is a sight few people get to see.

>>2792210
>too civilized
In truth the Northmen aren't really all that primitive. The towns are really more like fortress settlements with stone walls and proper defenses. They have engineers, large proper forges for weapons and they have a system of writing with runes. The only thing about them that's arguably primitive is that they are still a clannish/tribal society with not much in the way of a united government. They tend to not really bother each other though.

Most fight between northmen are traditional fights where the victor recieves tribute from the loser. Nobility when defeated and all that. No shame in being beaten fair and square as long as you're not a pussy and live to learn from it.
>>
>>2792214
I think you misunderstood. You said our goal was to become king in the north by challenging other northmen and fighting them, and by extension their clans, for position. Thats what was disagreeable. As fr sending some men to tusk, I'd rather not split our forces, especially if the northern elves are much larger, more militarized, and more capable than the dreads. Which they seem to be, what with being unified and expanding. While I wouldn't be opposed to the tusks being quasi subjects or allies, I don't think it would make much difference. They are a somewhat backwards tribal people, and likely couldn't give a good tribute. Anything else we want from them just involves us recruiting that specifically, troops, specialists, thralls, etc. when we pay them a visit.
>>
>>2792228
Heh, I wonder if the 7ft dwarf/northmen woman has to argue all the time with any foreigners if she's really a dwarf.
>>
>>2792228
>Not really.

Good, I would hate to have to play eugenics and close ourselves to a world full of diferent and interesting wives. It's mostly about how the kid is raised and if he is living on the wastelands then
>>
>>2792228
Ah okay, so it's like >>2792223 said and mostly about the wasteland magic rather than bloodline? Cool.
Also, how widespread is the 'worship'/recognition of the Slayer and what are people's views of him? I imagine it varies a lot by region.
>>2792231
I don't mean conquering and subjugating them but challenging the leaders themselves in duels and things of that nature. I'd also prefer to not split our forces. I think you're not seeing the beauty of Tusk, though. It'd be less profitable in terms of loot probably, but kicking Magicky-Elven ass straight out of some Barbaric-Human land with pure raw steel is just so righteous in the Khorney kind of way.
>>2792235
They'd probably be more like Dark Sun Mul.
>>
>>2792238
>Worship of the Slayer and how it is recieved beyond the Northmen?

The Slayer is a hard god to please as you have be genuinely successful to even garner his actual personal attention in the slightest.

Most civilized people respect him but few actively worship him. Some warlike societies do worship him though.

The gifts the Slayer has given to mortals are methods of making strong weapons, and magic to heal wounds/deformities and basically opening up the waste as the worlds nastiest but most effective bootcamp,

His main contribution has been to small groups of worshipers who prove they have the right stuff and get blessed.

He's not god most would pray to unless they were really determined.

But no one gives him any guff. No one smarty anyway. Crazy bastard has killed dozens of gods and no god living wants to pick that fight anymore than a mortal does.
>>
>>2792195
I got so cought up in debate that I didn't take the time to thank you for your work man.

That one was great like the others, very nice smut.

Loved how Hakon defended the other girls when the priestess tryed to shame them even though there was nothing they could do, like blaming your neighbor for the sun rising.
>>
>>2792248
He sounds like a pretty swell guy. The smut was also really good by the way.
Anyways, are we going to proceed?
>>
Alright the discussion has been nice but down to business.

>>2792258
yeah. I just waited for discussion to die down and for any questions to be asked before starting.

Wrapping up your raiding, you've once more picked clean everything of value. Depriving the captial town of vital resources and crushing local forces, you now must consider your next milestone as a war-leader.

You must besiege and storm the town of Saltspear. Collecting the wealth accumulated within and killing off both its garrison and commander will set you up for the next big step.

Godhart has opened the door, pull this off and you'll get enough troops under your banner to take out Fulkmar castle and from there ride out the war as the largest mercenary commander bar none.

As your army packs up and prepares to move you start turning the gears in your head.

What do you do?
>go back to friendly territory (heal up army and buy more troops, or buy other stuff)
>Begin planning phase for Saltspear siege
>write-in
>>
>>2792262
>Begin planning phase for Saltspear siege
Troopwise we definitely have enough, although I respect that others may want to head back for more.
>>
>>2792262
>>go back to friendly territory (heal up army and buy more troops, or buy other stuff)
Let's get more troops
>>
>>2792262
>Begin planning phase for Saltspear siege
We've got the troops and equipment and stocking back up in friendly territory would give them too much time to prepare and possibly reinforce.
If the Elf brothers are still around we should 'persuade' them to allow us to do that drop insertion thing someone previously mentioned. Opening the gates from the inside out would be a truly glorious maneuver and improve our chances immensely.
>>
>>2792269
Yup, that's the planning part. While I believe our current troops are sufficient its unlikely more significant reinforcements will come in the time it would take to recruit. However they would definitely have more time to prepare.
>>
>>2792262
>>2792269

This

Planning phase is a got

We negotiate a drop of us and a few select elites to hold the doors open in exchange for our dwarves fuel and help to repair their machine
>>
>>2792262
Just how long would it take to go back to friendly territory?
How much wealth is in Saltspear guessing wise?
>>
>>2792273
Other useful uses are.

While we bombard their defenses and turrets, if they return fire with their own siege weapons we can use the flying machine to drop fire bombs on their catapults, this way our siege engines can attack unopposed
>>
>>2792275
We outnumber and outclass the troops in the castle, I'm thinking of saving the money we have and will take from the castle to buy advanced troops that we will probably unlock for the assault on Fulkmar
>>
>>2792279
I want to go after Holden's Cairn after this. They'll just as weak as Saltspear, and it seems bad taste to left them alone after we're done with Saltspear. We can make a pitstop at Gullcove to recover our HP and save our wealth until we're done with Holden's Cairn. After that I want us to return to Godhart, and buy up those troops.
>>
>>2792275
To leave and return after stocking up on troops. About 10 days. I would make a roll to see of either Coldclaw or Holden's cairn would bother to send reinforcements to protect the town.

The wealth in Saltspear is a solid 1000 with a +5d100 roll if you sack it. It's a large town with thousands of occupants and lots of trade going into it.
>>
>>2792262
How much time did it take to do the raids of the roads and settlements?
>>
>>2792289
10 days is long enough to prepare themselves quite decently and the chance of reinforcements is probably low but nonetheless possible and could hurt us. We should just prepare for the siege and strike while the iron's hot.
>>
>>2792283
Fair enough for me, we can do that, no problem.

Ok

Aside from

>fire bombing siege engines to have our catapults unopposed
>Hakon tactical deployment at the gates to hold them open
>cavalry advancing and mounting a perimeter around the castle to catch any runners that might call for reinforcements
>once the gates are open advance with our northmand and heaviest troops to create space and allow the lighter ones to get in
>destroy archer turrets with catapults to minimize casualties on the breach fase, and crosbows suppress fire on the walls to allow troops to advance on the gate.
>once inside we take the walls so our crossbows can position themselves in it and rain death on the troops inside

That's mostly total war strategy hehehe


Other ideas to consider: position a secondary force in another gate and try a double breach, one with Hakon payload and the other with the catapults
>>
>>2792290
Generally your raiding operations that are greater or extreme in scope take a solid week per raid type so two weeks to raid the whole region.

Here's a rough time table of your travels up until now.

Arrival to the fight with Stewart= 10 days
+
Going to Guildman= 5 days
+
Preptime for first military actions=7 days
+
Raiding all of Fulkmar=14 days
+
Preptime before going north= 10 days
+
Northern raiding campaign= 35 days
=
81 days (about 2 months and 4 weeks)

You've been busy.
>>
>>2792300
We should go raid Coldclaw after Saltspear and Holden's Cairn.

Also something you are forgetting, that Saltspear is a port city, and they don't have much in the way of Navy. So we can also ferry our troops in by boat, I'm thinking we can have some our Northman stay in the cargo bay, and we pretend it's a trade ship coming into port. This would be done first to not alarm them, and we can have another set of troops ready in the docks when we come in.

>>2792304
Thanks OP
>>
>>2792306
From the amount of merchants we robbed, we can pull the trade ship thing off. Just stick some of the merchants goods inside the ship get Alice and some other to pretend to be merchants, and it's doable.
>>
>>2792306
>>2792312
I think we're overcomplicating this. We don't need to heal and we don't need more men, we have enough to take Saltspear as it is and with the helicopter we'll be even more able to.
>>
>>2792312
We can put Tor in charge of that, when he hears Tempest roars it's his signal to leave the ships. And we can use the very things we robbed and trade goods to fool them.

I assume we still do the other things too right?
>>
Hmm, looking over things there are many good ideas. Keep in mind with the elf flyer it uses wind magic so it would be mostly silent. An attack at night, using the flyer for key infiltration like dropping us and Tor off at the gatehouse, would initially go near undetected if done right. If we do send in a single ship we can load it with supplies (as we intend to storm the castle and they won't be of use in a siege) and have it pose as a merchantmen. We do have some non-northmen elite troops, so if we put a few of them as "crew" they could help us at night hold/take the gates/walls and keep things stealthy. Once we've taken the wall and gates, hopefully cleanly, at night the enemy will have a terrible time rousing from their sleep and coordinating a defense against our qualitatively superior northmen. Plus if done right we can use our dwarven flammers to devastating effect in city fighting, especially if we take a wall and gate cleanly and they can get in a suckerpunch.
>>
>>2792316
But Anon, I'm not talking about healing or needing more men, I'm just giving the other anons a additional idea that can part of the planning phase
>>
>>2792320
Ah nevermind then I misinterpreted.
>>
>>2792319
I think if people want to do the ship idea it will need to be done with regular men or be quickly discovered. And they will be confined and outnumbered on the docks unless they get there before the attack and have free run of the town. Given their lands just got wrecked sending supplies with our merchants will go over well. Cause who in their right mind would bring food to their enemy in a siege, they just couldn't be our guys kek.
>>
>>2792326
Our seasoned Footknights can be the guys for the job. AR 3 DR 2
We can send more depending how many ships we send. A risky idea is also poisoning the supplies, with the help of our wizard friend. So the poison is not discovered right after they eat it, but slow effects. But that will depend if we know about poison. Maybe we do, maybe we don't.
>>
Well whatever we do lets go ahead and get to it. Think we're overplanning a bit here.
>>
>>2792335
Ok let's recap
>send seasoned knights as fake traders with poisoned supplies(if possible) when they recieve the signal they are to spread chaos in the docks while we take the gate
>fire bombing siege engines to have our catapults unopposed
>Hakon tactical deployment at the gates to hold them open
>cavalry advancing and mounting a perimeter around the castle to catch any runners that might call for reinforcements
>once the gates are open advance with our northmand and heaviest troops to create space and allow the lighter ones to get in
>destroy archer turrets with catapults to minimize casualties on the breach fase, and crosbows suppress fire on the walls to allow troops to advance on the gate.
>once inside we take the walls so our crossbows can position themselves in it and rain death on the troops inside


Does this sound good?

Also, night or day attack?
>>
>>2792350
I can say that you do all of this. lots of good ideas here. When it comes to taking a target by storm then by siege having multiple moving parts pevents a stall.
>>
>>2792350
Also, the poison shouldn't be lethal, maybe just incapacitating or really awkward(nemy general with shitting himself kek)since we don't want them alerted of it and they will probably share some of it with the general population
>>
>>2792350
I'm thinking possibly sending the fake traders just when the sun is coming down. Since traders coming in total night will be fishy. Than doing the night attack, there will be more people sleeping and they will be less efficient at fighting. Also night attack is more morale draining, since it's going to seem like the hell raiders are coming at night to kill everyone.

We're doing lots of plans that the enemy don't think about, so I say we have a good chance of it working. Our Northman have the wounds of a normal 1k army, so it's going to be like we're attacking them with a force twice as big at SaltSpear.
>>
>>2792350
Night, and we should try to take the gates before firebombing, or doing something very noticeable. There's a chance we can take them by stealth, and if that falls through we can go loud then. Also given we intend to take the place in one action there's no reason to poison the supplies we send. They likely be stored first, or if they do get handed out the same day our merchants will be arrested attacked because the food was noticeably poisoned. The whole food thing was to put off suspicion.
>>
>>2792362
We can send them in earlier in the day even, as long as they don't get discovered.
>>
>>2792356
It would be fairly easy to introduce a e. coli type contaminant into the food with some magical help to speed up its effectiveness to prodices symtomps quickly.

Armies have been paralyzed by food posioning before.
>>
>>2792364
Yeah, let the shit poison do the work. We don't even need poison for that, just leave the food out in the sun for a while, add some spice to cover the flavor. They'll be eating it up because staving and get food poisoning.


>>2792366
That works also. So what's next OP?
>>
>>2792364
>>2792364
>>2792363
>>2792362
>>2792356
>>2792354
>>2792350

Ok, I think that settles it

We put the plan into work, the ships arrive before nightfall with a special basket just for the general, we put the shit plan in motion and at night Hakon drops and tries to take the gates silently, if he succeds we fire bomb and breach, if he goes loud we fire bomb and breach too
>>
>>2792350
This recap is A-ok so I'll set up a map and I'll have you guys roll for the plan.

>A roll for the knights to fake being merchants and deliver the tainted food (those of you who suspected they would overlook sudden supplies due to starving were correct)
>A roll for the elves to drop Hakon and Tor on the central gatehouse and then some silent running to kill the guards and unbar the gates.
>Roll for catapult sniping the towers and wall defenses
>Roll for crossbow suppression
>then roll for the tainted food to take effect.

If most of these gambits workout this will be a clean sweep since most of the new food will go to the army first and then the civies and if the general is too busy shitting himself alongside half his army as your army creeps up and rushes the gate they are right fucked in the ass.

>gonna MS paint the town and then have you guys roll and begin the siege battle.
>>
>>2792377
Eh, maybe not give a "special basket to the commander specifically" thats somewhat suspect. We can have some finer foods in the supplies he might appropriate though. Also, as far as stealth is concerned, lets see how far we get before we go loud. If we take the walls and gatehouse by stealth we can essentially get our whole force in before we kick things off, and use our northmen and flamers to deal a devastating alpha strike, I don't think our luck will hold up that well, but we can signal the conventional assault at any point, lets not have a set point.
>>
>>2792380
Sounds good!
>>
>>2792388
Yeah, you are correct

The basket was mostly a joke haha


>>2792380
Will we be able to do some social interactions once we capture the castle? I have one planned
>>
So we have 1,905 Wealth right now, getting Saltspear will get +1,005-1,500 Wealth (depending on rolls). Giving us a total of
2,910-3,530 (Depending on rolls and if we Capture Menalt)
>Menalt is at Saltspear
>Top 10 list of notable warleaders and warriors that are part of the dread faction.
Maximilan gave us 150 Wealth alive, so Menalt could give us 100-125 Wealth since he's ranked #9
10. Richard Albright (30/30) (+3)
9. Loren Menalt (30/30 (+3)
8. Morgan Coldclaw (40/40) (+3)
7. Maximilian Fullblade (40/40) (+3) (Captured)
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)

We could do lots of things after Saltspear, but for now here is a list, and some rough numbers of how much we could get after this siege.
>>
>>2792413
I'd like to see more specialized units like the dwarves we got.
Maybe some elven rangers, orc berserkers or goblin sappers and such.

we'll probably have some more options(especially on the siege department) before we attack Falk
>>
File: Saltspear siege map.png (108 KB, 4612x2344)
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>>2792397
>social interactions?
Yeah what do you have in mind? You'll be in town for a couple of days so you have time.

Alright first rolls for the operation

>roll 3d20+3 for false merchant ploy (failure doesn't hamstring your attack its just that the enemy army didn'y eat the soiled food right away)

Then if the above gets at least 1 success

>roll 3d20+3 for enemy army getting full on cholera shits before battle

The spec ops insertion with you, Tor and a choice warband will be played out.
>>
Rolled 11, 20, 10 + 3 = 44 (3d20 + 3)

>>2792430
>>
Rolled 17, 17, 17 + 3 = 54 (3d20 + 3)

>>2792430
Here comes the shits!
>>
Rolled 11, 4, 8 + 3 = 26 (3d20 + 3)

>>2792430
rolling
>>2792432
after the battle we can make these knights sell our potions, they are better merchants then fighters
>>
>>2792427
I kind of prefer the idea of a mostly human army with a Northman core, and us slowly becoming a Slayer dedicated Warband. Early on though picking up whatever we can to kick ass is probably the best idea.
>>
>>2792430
So northern, what dice count where?
>>
>>2792430
>Yeah what do you have in mind?
Welp, we have a nice private dinner with Mirian at the castle dinning room, se showed her how we live so she can show us how she lived, we have some nice conversations and we fumble the thing by eating like a savage and using the stake knife to pick our teeth for her amusement, she is the desert though, as she was probably hoping to be all dinner long. Some food play can ensue if you'd like to write that
>>
>>2792432
>>2792435
>14,20,13= 3 successes
The enemy army ate the tainted food. At least half of them will be affected.

>>2792435
>20,20,20=3 success and 20s (although not criticals
https://www.youtube.com/watch?v=G8iOmVd1W_g
Congratulations! You have successfully paralyzed about half a thousand men with painful diarrhea so intense their colons will be leaking for days! Wracked with pain so intense they aren't fighting anything but skidmarks on their underwear!

>>2792441
>some personal talk followed with a little lewd?
I could work something out. beforehand you guys can learn some more about Miriam personally.

>On another note would sexing up a serving girl at the same time get a thumbs up.
Nothing seems quite as decedant as eating a lavish meal with your hot wife before plowing her in front of the help and then doing the same to some blushing serving girl.
>>
>>2792457
Damn my trade ship plan basically cut off half the army from fighting.
A good plan with great rolls, what more can you ask?
>>
>>2792457
>serving girl
hell yeah, Mirian can help too, like when Alice helped her on the first time, she already saw this happening to herself she can relate lol
>>
>>2792457
Well thats half of them.
>>
>and now Spec ops insertion via elf flyer.
https://www.youtube.com/watch?v=yu0DD9szhpo

The night winds cooly nip at your face as you stand crouched on the prow of the elf ship. It took some tedious negotiation with Phineas to arrange for this but the need for the dwarven fuel your flamedrakes possessed finally forced his hand.

He unhappily remains by Porthos as the ship begins to sink low for the drop.

You, Tor and your best warriors form two columns on the ships deck. The space is tight indeed but this ship has suprising levels of power although you had to empty it of all the supplies the elves had to break even. Good insurance though that they won't betray you somehow since you hold their money and luggage.

Silent, save for the breeze generated by the ships wind spouts you begin to settle just above the main gatehouse. The town is big, not as much as Gullcove but it has stone walls and towers. Men you can see line the walls, many of them groan load enough to for you to hear despite being hundreds of feet away. The tainted food gambit worked out it seems.

Once the ship steadies you throw ropes over the edge and your men slide down one by one after you and Tor. Once all of you are on the unoccupied top of the gatehouse you make a head count and raise your fist.

No words are spoken, you point at the staircase leading into the building and then draw a slender dagger made for slitting throats of men in armor. Raising the dagger and pumping your fist sends the right message.

"Kill them silently, we keep quiet until we finish up."

Your soldiers nod and draw similar daggers. Tor flexes his massive hands. Looks like he's doing some strangling tonight.

>roll for 3 5d20+3
This for how much damage you deal to the 3 units occupying the gatehouse. If you fail to get at least one success for each set the alarm goes off and things get loud really quickly.
>>
Rolled 11, 10, 13, 9, 4 + 3 = 50 (5d20 + 3)

>>2792494
>>
2 more sets of 5d20+3 anons
>>
Rolled 19, 8, 8, 9, 11 = 55 (5d20)

>>2792494
>>
Rolled 12, 9, 13, 8, 4 + 3 = 49 (5d20 + 3)

>>2792494
>>
Rolled 12, 12, 10 + 5 = 39 (3d20 + 5)

>>2792494
>>
Rolled 18, 19, 18, 11, 17 + 3 = 86 (5d20 + 3)

>>2792494
>>
If the DC is at max 16 we got it.
>>
>>2792496
>>2792509
>>2792515
>14,13,16,12,7= 3 successes
>22,11,11,12,14= 2 successes
>15.12.16.11.7= 2 successes
>gatehouse crossbows: 24/60
>gatehouse halberds: 48/80
>gatehouse halberds 2: 48/80

>You make your way to the gate while killing as many of the guards as possible without being detected.

>The gate is unbarred and your army waits for the signal to begin the assault.

Sticking to the shadows you creep along with your men. Melting into open rooms before killing the occupants. For the first time you see that many of the soldiers are wracked with pain and stewing in their own filth. Most don't even notice as you kill their able bodied comrades.

Warm blood trickles down your hand as the throat of a thashing guard is sliced open and soon his struggling fades as the light fades from his eyes.

Soon enough you are at the gate and both you and Tor lift the heavy wooden bar. Sending your progress up through the gatehouse with your men two at the top signal. Two brightly colored torches waving in sequence.

"Infiltration successful. Begin attack."

>deploy your troops as you wish

>a plan has already been made
Northmen are the tip of the spear, they go through the gate first while your ranged units surpress the wall units. You forces take the walls from inside and then your crossbows bombard the enemy from the walls.
>>
>>2792547
>Stick to the plan

also don't forget about the
Catapult sniping the towers and wall defenses
>>
>>2792547
Sounds good. Maybe we can continue to stealthily attack the enemy in the gatehouse while the our forces advance, and maybe move onto the walls. If they were waiting out of sight it will be some time before they get to the gatehouse. If the crossbows hold off on opening up until the main force is detected we may even get into clearing some of the walls.
>>
>>2792564
Yeah, sound good, since we're still being stealthily we should kill killing without the other knowing.
>>
>>2792561
We can hold off on that until we are detected, as the catapults will cause us to be discovered regardless. They can open up on our signal. Maybe if we take the walls before our guys reach them we can just have our flame dwarfs clear the towers. That's being real optimistic though, we'll probably have them opne up. I was just hoping to clear some more enemies stealthily. Say, what are our "Merchants" doing? They must be a unit of seasoned footnights at least I'd guess (with how much crew would be needed for a large ship). Are they coming to the gatehouse, walls, or tower to try to take them in the night? Killing people in the guardhouses and barracks while they sleep? Etc.
>>
>>2792547
Keep up the slient killings
>>
>>2792572
>>2792577

>seasoned foot knights what do they do?
You can opt for the knights to be signaled from the gatehouse and begin a diversion. They will make everyone think a sea ttack is going on and divert the attention away from your advancing forces

You want to do this?
>yes
>no

>roll 3 5d20+3 for killing the rest of the gatehouse soldiers
>>
>>2792588
>yes
>>
Rolled 9, 14, 20, 2, 9 + 3 = 57 (5d20 + 3)

>>2792588
>>
>>2792588
Hmm, if we have the gates, and half of their forces are already incapacitated... I'd almost rather have them attack that one group of two regular footknights as they sleep/suffer, or attack one of the groups on the walls. Stealthily of course.
>>
Rolled 20, 7, 10, 1, 12 + 3 = 53 (5d20 + 3)

>>2792588
>>2792597
I suppose that would be a
>No
for me.
>>
Rolled 9, 6, 12, 15, 7 + 3 = 52 (5d20 + 3)

>>2792588
>yes
>>
>>2792588
>
Change to No, since I don't want our Seaonsed Footknight to get rekt alone, or give the enemy some alarm to get ready
>>
>>2792597
+1 to that
>>
No for me too then.
>>
>>2792595
>>2792601
>>2792597
>12,16,20,5,12= 2 successes
>20,10,13,4,15= 3 successes
>12,9,15,18,10= 2 successes

>gatehouse crossbows and Halberds 1 are eliminated
>gatehouse halberds 2 reduced to 16/80
>stealth maintained

Setting about the gatehouse a second time you clean up all but a few of the garrisoned soldiers. It's swift business cutting throats, and looking out a murder hole you see your kinsmen crouch and quick march to the gates. You can hear the sound of many feet rustling but you doubt the soldiers further away woll pick up on it before it's too late.

>>2792597
>>2792616

A second signal is made. In the distance near the water you see faint lights go up as your knights begin to march through town. Theformation of knights on duty will be greatly hamstrung due to the raitions. The knights can hold them down while the rest of the army assaults the walls.

>roll for army steal 3d20+3 if successful you enter the gates with your infantry without a fight and then the slaughter can begin.
>>
Rolled 11, 19, 18 + 3 = 51 (3d20 + 3)

>>2792623
>>
>>2792625
Damn good roll
We just kill 150 people with sheath, knock out 500 troops with rations. And we're just getting ready to slaughter.
>>
Rolled 2, 8, 17 + 3 = 30 (3d20 + 3)

>>
>>2792625
Noice. With our army in through the gates is the enemy still mostly unaware? Cause this is gonna rock. Have our knights and halberd men clear the walls, the northmen largely target the enemy knights, and our crossbows and flamethrowers... wow, this may be a bloodless victory, for us.
>>
>>2792623
As long as we don't start in with the flamethrowers or catapults do we get a stealth deployment/attack with the rest of our troops?
>>
I'm working right now so I wont be able to post much but I just want to say that I want to fund those elves to do a dozen more of those ships, that shit is useful as fuck Slayer would be proud of our cleverness and military strenght

>northmen 101st paradroping behind enemy lines from elven airships
Potery
>>
>>2792640
I'd prefer we find some flying beasts, perhaps from the Northlands. This contraption is useful for now but not as reliable as a good old fashioned winged monster- not as Northman-ey either.
>>
>>2792640
Also, with our rolls an tactics we may not even get a fight kek, let's see if the comander will give us a challange, things are so easy that the Slayer may be annoyed
>>
>>2792644
We take strengt were we find it man, no matter it's origin. If it help us in battle I'm incorporating.
>>
>>2792648
I'm just saying it'd probably be less cost effective. This thing probably requires all kind of Elven and/or Dwarven engineering to keep it operational, which is a lot more cost heaped on in comparison to a flying beast.
>>
>>2792653
Oh also it ties in with the Slayer challenge idea well. Hunt down a flying beast, defeat it, and either on our own or with the help of the Slayer's gift subdue it.
>>
>>2792653
Maybe, but they are hella cool too lol. Maybe both so everyone can have some right?
>>
>>2792625
> 2 successes!
>Stealth maintained!

Your army deploys inside the town and you now have the initiative on top.

Enemy army (850 men)
General: Loren Menalt
Heroes: N/A
Army HP: 820/1640
-6x crossbows (180/360)
-6x Halberds (240/480)
-2 foot knights (100/200)
- 3 elite foot knights (300/600)
AR: 25
DR: 31

Roll 10d20+3 for combat (probably won't be much of a fight)

Your Army= AR: 77 DR:60

Hunt down the commander and heal him for a duel?
>yes
>no
>>
Rolled 15, 14, 1, 3, 7, 17, 15, 14, 17, 9 + 3 = 115 (10d20 + 3)

>>2792667
>>
>>
Rolled 5, 3, 15, 14, 7, 5, 8, 2, 19, 17 + 3 = 98 (10d20 + 3)

>>2792667
>yes
All this skullduggery, while effective, is dreadfully boring. Let's go headhunting.
>>
>>2792667
yes I guess, but make some fun before healing him

we want a challenge after all
>>
>>2792667
>>no
Let's just capture that son of the bitch. He's having the shits right?
>>
Rolled 17, 6, 13, 8, 2, 9, 20, 20, 6, 8 + 3 = 112 (10d20 + 3)

>>2792669
>>
He don't really be a challenge having only 30 wounds. If we go with the normal opening he's pretty much dead at that point. Since we always deal at least 25+
>>
>>2792677
>Not a challenge you say?
There's someone who can help with that.
>>
>>2792677
if he isn't a challenge let's ask mirian if he is a shithead(not only shitting himself) if is a douchebag we parade him naked by a leash while shitting himself in front of his troops and ours,, he'll never recover from that one
>>
>>2792667
>No
>>
>>2792682
Yeah, I can get behind that.
>>
>>2792682
>>2792683
Lets not be too cocky yet.
>>
>>2792657
Oh shit maybe we could actually gain the favor of the Slayer and instead transform Tempest into a Manticore or something.
Just spitballing here though.
>>
>>2792682
>>2792685

changing to no then
>>
>you army HP: 3497/3830

>Enemy army HP: 466/820

>Enemy surrenders once they realize the walls are lost and they take heavy casualties, combined with widespread infirmity due to sickness. The city is barely harmed beyond damage along the walls and army quarter areas.

>Victory!

>>2792682
>>2792683
>>2792689
>>2792686

Since no one responded to >>2792681
I'll say this.

>You can sacrifice Menalt to the Slayer for a real challenge sine there are few warriors in this place to match you 1 on 1 aside from the top three Dread commancers(especially Edward).
>>
>>2792693
Can we catch whatever it is we gave to the enemy with the food or is it just a poison, not disease?
Definitely sacrifice.
>>
>>2792693
sacrifice yeah
>>
>>2792693
Do that sacrifice
>>2792695
It's just e.coil from soiled food
>>
>>2792693
>Sacrifice Menalt
So when do we roll for sacking the city? After the sacrifice/fight?
>>
>>2792693
Cool, lets do that.
>>
>>2792695
>>2792698
It has similar symptoms but it is it's magically induced. It wouldn't have struck so quickly on a strict time table otherwise and you couldn't rely on that.

Roger outdid himself on that one.

>>2792700
You can rol right now

Roll 5 1d100 for the bonus loot.
>>
Rolled 12 (1d100)

>>2792704
>>
Rolled 68 (1d100)

>>2792704
>>
Rolled 56 (1d100)

>>2792704
>>
Rolled 42 (1d100)

>>2792704
>>
Rolled 85 (1d100)

>>
>>2792717
noice
>>
1,905 Wealth before
1000 Wealth from town
263 Wealth from Bonus Loot
3,168 Wealth total
If my math is right
>>
>>2792727
Loot may be non monetary with the rolls, like magic trinkets, or maybe equipment for our troops.
>>
Northern typing something up?
>>
>>2792727
Yeah you had 1800 from the raids and battle, 105 in the coffer and 1000+5d100. So this is right.

>sacrifice Menalt is a go

I was eating dinner so I'm justi starting the update which covers taking the walls and the speedy enemy surrender.

Then I'll get to the sacrifice.
>>
>Update

A mass of shadows surges through the gates. Your warriors file in and are followed by your regular troops. Spreading out along the walls you walkinto the town proper. As you tread the streets with you chosen warriors you see the sleepy denizens wake and bar their houses. The sound of your army filling the streets is enough to make the locals scream and flee from their homes in nothing but their night clothes. The cobblestone line roads are bloodles and you see the knights leaving the ships to meet you. In the periphery you hear the sounds of battle, the walls being suddenly bombarded by bolts and the crash of heavy stones smashing against the walls and parapets. Despite the sudden burst of violence your leisurely stroll is peaceful and only when your advance troops alert you that the battle is over do you search for the enemy commander.

His camp is within the small keep acting as the lord's residence. Once surrounded the town's leader surrenders without a fight.

Arrayed with your troops in a circle of steel the complete collapse is....disappointing. But to use cunning rather than force comes with its own downsides. Battle cannot be given if you defeat your enemy without fighting him.

Striding through the now open gates you are led to a private chamber. it's finely furnished. Thick rugs, and ornately carved wooden furniture. The bed is generous and plush. Even a prety serving girl is there nude and attempting to hide her shame as you and your soldiers enter.

Through another door is a privy and inside is your adversary.

Pale and red eyed the man known as Menalt is slumped on the toilet. A fierce and unpleasant stench in the air. He seems dehydrated from the unnatural thin appearance he bears.

Must have been shitting himself for hours. Looming over him he barely notices you. he's barely conscious.

Your plan worked exceptionally, the poor bastard couldn't even leave the toilet to lead his troops.

"Tie him up and give him something to settle his stomach, I will have need of him in the morning. In the meantime keep him secured and locked up in this room." Stepping out of the privy you shove the girl in the bedchamber out and have your troops seal it. Walking through the torch lit halls to a choice chamber you wait for sunrise.

>Noon of the next day

You are out and about today. Overseeing the plundering. The populace will be spared any unwarranted aggression since this town is important enough to avoid displacing the populace, but each and every house and business will be stripped bare of all valuable and worthwhile loot.

Walking along you see a few fools take issue but a bolt to the neck or a swift chop of a blade ends any petty disagreement the locals have with your soldiers. Here and there blood runs down the streets and into the little sewer grates that appear to redirect rain water.

This of course is not why you're out and about. You exit the gates and with your kinsmen at your back you prepare a little something.

>cont.
>>
>>2792854
Hey there!
There is the serving girl that will service us and Mirian at our dinner, nice!
>>
Outside of the grounds you clear a space and erect a small altar. No incense is burned nor do you utter any prayers. Taking your great axe you strap on your Crimson armor and await the sacrifice.

In time your kinsmen bring Menalt who is hydrated and lucid now. The man is gagged as you do not wish to hear him plead or to insult you. Miriam warned he was a vainglorious cunt. You'd be hearing prattle for far too long while prepping the ritual.

You usher away your kin and they wish you luck. Tor is somber and claps your armored shoulder. He says nothing and walks away with the others, his eyes are heavy but they beam with pride. What you do is honorable if very dangerous. But no warrior can go on forever on easy prey, He must face greater challenges or face the death from stagnation.

Laying Menalt's head on the altar you position yourself to decapitate the struggling, fuming man as he writhes in his bonds and mumbles into his gag.

Raising your arms to embrace the heavens you roar across the open field.

"Great teacher! Eternal challenger! This land is weak! I travel across this land and none withstand me, even their great warriors cannot sate my battlelust! Slayer! Great warrior! Hear my call! You have blessed me but I grow too strong now! Send to me a worthy foe! For this!" You bring the axe down hard enough to cleave the altar in twain, sending the head careening through the air.

"I dedicate to you!" Taking the twiching bleeding head you raise it up and present it to the heavens.

From the moment you recieved your armor you realized that meant that the Slayer saw potential in you, enough that you could do this.

Offer up a poor sacrifice on purpose and dare the Slayer himself to select a proper challenge. ballsy but made in good faith. You may not find another worthy opoonent save for two or three in the whole kingdom and you want to fight someone worthy NOW.

For a time you remain stock still the head's twitching fading and the blood drying. Nothing but the wind and the nearby town prevents total silence.

Then you hear a rumbling. Fell a rumbling.

The sky darkens above, and the earth turns to blackened sorched earth. The rumbling intensifies and to the horizon a figure looms. The town is gone and all else is gone in this alien place save you, your equipment and the head.

The figure at the horizon looms ever closer and the rumbling increases until the earth begins to split. Unberable heat assaults you as the figure reveals two glowing points of fire that fix on you and the head with a bright crimson light.

The figure is illuminated at last but the sight nearly makes your bones melt.

A warrior in armor not unlike your own stands tall like a great mountain. From head to toe his armor is blood red with gilded images of battle and war, whole wars are depicted across the breadth of millenia. Along the decorated belt are endless lengths of chains bearing the skulls of slain enemies attached to them.

>cont.
>>
The ornamented helmet tilts and the baleful gaze of the Slayer is turned upon you.

"MORTAL. YOU DESIRE A TRUE CHALLENGE? WORTHY OF YOUR MIGHT? THIS SKULL OF THIS WARRIOR GREAT IN HIS OWN LAND WOULD HAVE BEEN NO CHALLENGE?" The god of your ancestors speaks with a voice that crushes mountain beneath its heavy bass tones, but there is no anger there.

"HMMMMMMM. INDEED THIS ONE WOULD BE POOR SPORT. NO EFFORT SAVE TO DEAL THE KILLING BLOW." The Slayer remains silent for a time almost as though he were deep in thought.

"I SHALL CONSENT TO THIS CHALLENGE WARRIOR. CONQUER OR DIE FOR I SHALL DELIVER A CHALLENGER WORTHY OF YOUR MIGHT."

A horn appears in the hands of the god of war and a great blaring rings through both the earth and the heavens.

From on high a rumbling comes and before you a great comet slams into the earth.

Molten rock and soot rise as a shape rises from the newly formed crater. Glowing white hot and clad in ornamental armor of crimson and brass, a warrior arises.

"Hail kinsman. Prevail or join me in the halls of our forebearers." The warrior rumbles, fire shooting from within his helm.

>Hrothgar Magnison "The Elf Killer" "The Flame Demon" "The Furnace Lord" "Drake Breaker"
Wounds: 60/60
Skill: +3
Surge: 20/20
DR: 4+2

Gear:
Forge-fang (greatsword- +5/6 AD, Burning Blade- deals +5 fire damage per hit, on hit target must make save to avoid being set on fire for +1 damage per 4 wounds dealt)
Armor of the Slayer- +4 DR, repairs if sundered.

Active skills:
Great Cleave: If user deals six wounds they deal damage equivalent to their total surge points
Furious Charge- Target must make 5d20 save or be knocked to the ground taking a -2 to rolls.

Passive abilities:
Dead Hard- +2 DR that cannot be sundered.
Fire reistance- Takes 1/2 damage from fire based attacks or weapons
Brutal strikes- deals 3 wounds not 2 on a roll of 20

Vs.

Name: Hakon Angrimson
Titles: Knight Slayer, Dread’s Bane, Lord's Bane, The Pillager
Stats-
HP: 50/50
Skill: +3
Surge: 14/14
DR: 4+2

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 three wounds you deal gain one surge point up to max value.
Dead Hard- +2 DR that cannot be sundered (stack with armor)

Gear:
Sword and shield (one handed, +2 AD and DD)
"Flesh Render" (Greatsword 1/2h +3/+4 AD, +4 wounds on hit)
“Splitter” (Greateaxe, 2 handed, +4 AD)
>Ring of Wraithform
>>
>>2792957
s-sempai noticed us!

Hakon creaming his pants
>>
>>2792957
We should go with Flesh Render and shield combo
Opening move.
Bloodrend since I feel this is a battle we have to ground down the enemy
>>
>roll 3d20+3 for initiative

What weapon do you use?
>which one

If you lose initiative what stance do you take?
>Offense
>Defense

What do you do on your first turn?

Attack plan?
>write-in

How many attack die do you roll?
>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)
>>
Rolled 15, 7, 20 = 42 (3d20)

>>2792971
>Flesh Render and shield
>Defense if we lose initiative
>10 attack
>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.
>Attackplan
I'm thinking we should see if there is a weakspot in the armor and go for that.

What potions do we have on us?
>>
>>2792971
I still think we have to open with Savage assault, it's the only time we can use it i'ts when full surge and we probably wont have it full after the first round

>savage assault
>offensive
10 attack
blood rend

I say offensive defense simply because it's a free 4 wound with bloodrend if we score a single hit
>>
>>2792971
>1h Flesh Render + Shield
>Defense if we lose initiative
>Bloodrend, expend 4 left after in same turn (14 total)
>Wraithform (I think you forgot to include it in Active abilities?)
>>
Rolled 20, 9, 19 + 3 = 51 (3d20 + 3)

Flesh Render and Shield
10 attack dice
savage assault
>>
>>2792988
Wraith ring is in your items blurb here >>2792957
but you make a point that putting under active ability would make more sense.
>>
Rolled 18, 15, 19 = 52 (3d20)

>>2792980
not adding the +3 it has because you both have the same modifier anyway.
>>
>>2792987
We should use Savage assault this turn, and the next Bloodrend.

Also I say we use the ring when it's the enemy turn, and he's going to special our ass with abilities/
>>
I think we should start off with Bloodrend rather than Savage Assault because this is going to likely be a long fight so we can make good use of it.
>>
>>2793004
Damn OP stop rolling good
>>
>>2793008
You wanted a challenge and now you got one. This fucker fully intends to roast you at the end of that fiery ass sword.
>>
>>2792980
>>2793004
>15,7,20
>18.15.19
Hrothgar gets first strike

Take a guess what he's gonna do.

He's gonna cleave your ass

Roll 2 8d20+3
>>
Rolled 13, 14, 8, 2, 16, 20, 12, 20 + 3 = 108 (8d20 + 3)

>>2793027
>Ring of Wraithform time
>>
Rolled 19, 11, 15, 7, 9, 5, 3, 2 + 3 = 74 (8d20 + 3)

>>
Oh and on the vague description for Forge-Fang. it doesn't deal +5 per hit. It deals +5 on hit (aka dealing 1 wound).
>>
>>2793033
He's doing great Cleave? Also how does the ring of wraithform works? We vote on when to use it?

It would make sense to use the ring since that great cleave uses his Surge, saving us from massive damage.
>>
Rolled 3, 18, 7, 20, 18, 13, 14, 20 + 3 = 116 (8d20 + 3)

>>2793031
>>2793032
>>
Rolled 7, 5, 19, 16, 6, 13, 5, 16 + 3 = 90 (8d20 + 3)

>>
If you want to wraith form. Vote

>yes use the ring
>No save the ring

By the way if you take the hit you take 37 wounds
>>
>>2793064
If you fail the save to avoid the extra fire damage if you succeed its 29 wounds.
>>
>>2793064
>yes use the ring
Heyo that 3 wound away from one shot
>>
>>2793064
>yes use the ring
>>
>>2793064
>Yes use the ring
>>
Personally I've changed my mind for our turn. With a single turn he nearly one shotted us. We can't let this last long or we'll be in serious trouble, we need to strike as hard and fast as possible, with Savage Assault 2h Flesh Render, max possible damage. Also a Savagery potion if we got one
>>
>use the ring
>you took defense stance (+6 bonus attack die during you turn)
>savage assault
>Flesh Render w/ shield

>10+14+9=33 Attack dice

>roll 3 sets of 11d20+3
>>
>>2793079
>>2793079
yeah, drink that potion too, pull all stops, drink the regen too, we'll need it
>>
Rolled 10, 14, 6, 14, 9, 4, 20, 1, 7, 3, 16 + 3 = 107 (11d20 + 3)

>>2793131
>>
Rolled 7, 20, 5, 20, 19, 1, 11, 3, 9, 5, 9 + 3 = 112 (11d20 + 3)

>>2793131
Yeah we should also use that regen potion

Come on big numbers
>>
>>2793131
What I think we should do is:
>Drop shield, use 2h Flesh Render for extra AD
>Drink potions if possible (savagery and regen one)
>Savage Assault as said
>>
Rolled 10, 3, 18, 15, 5, 3, 5, 6, 19, 10, 17 + 3 = 114 (11d20 + 3)

>>2793131
>>
Rolled 15, 14, 2, 12, 1, 13, 17, 5, 6, 6, 2 + 3 = 96 (11d20 + 3)

>>2793137
>>2793138
>>2793162
>>
Rolled 8, 12, 15, 17, 7, 9, 12, 2, 19, 14, 16 + 3 = 134 (11d20 + 3)

>>
>>2793176
qm, just a question, he used the greater cleave skill so he spent all his surge and he doesn't have a passive like ours, how does he regain surge?
>>
Rolled 6, 8, 17, 6, 13, 2, 14, 5, 16, 13, 4 + 3 = 107 (11d20 + 3)

>>
Rolled 12, 6, 16, 9, 13 + 3 = 59 (5d20 + 3)

>You deal 32-6 wounds
>you regain 10 surge
>you recieve 0

>you have used up the ring of wraith form

>>2793188
using a potion of some kind. Surge is used for powerful special attacks and boosting the number of attack you can make in your turn but once used you need to replenish it either through a gear ability, passive or a potion. It represents a hidden well of stamina.

>Hrothgar HP: 32/60
>Hakon HP: 50/50

The warrior before you radiates intense heat, his blade is white hot but you see even within the corona of molten light its edge is keen and solid. The blade is sturdy and sharp despite being hot enough to radiate light.

With both hands the warrior Glares at you from within his helm. Time slows and you draw your black blade. In that slowed time the crimson warrior charges you and with speed that almost evades your senses the glowing blade nears your head. From within your mind you draw upon the ring under your gauntlet. Drawing out that cool spectral power. You are without substance, you are but a ghosty apparition. The blade passes through you harmlessly.

In that slowed time you regain corporeal form and lash out, sending a gout of blood from the gap beneath the warrior's pauldron.

Time speeds up and you exchange with the fiery man. Each time that burning blade even so much as threatens to singe you, you pass through that blade and return to the physical plane to wound him. In the span of breaths you paint the brass decorations of his armor with blood.

Your opponent steps back out of the range of melee to circle you. His pace is sedate and patient. he waits make another move.

>Hrothgar's turn

>Hrothgar uses Furious Charge
>roll 5d20+3 to avoid being knocked down
>Hrothgar plans on pinning you to the ground with his weight and start hacking at you on the ground where you can't escape.

>roll 5d20+3
>>
Rolled 9, 16, 7, 14, 1 + 3 = 50 (5d20 + 3)

>>2793261
>>
Rolled 17, 2, 18, 8, 1 + 3 = 49 (5d20 + 3)

>>2793261
Be sure to thank the champion for this excellent bout for battle banter.
>>
Rolled 12, 18, 20 + 3 = 53 (3d20 + 3)

>>2793272
>You get knocked down
-2 to your rolls
>roll 3d20+1
>>
Rolled 18, 11, 10 + 1 = 40 (3d20 + 1)

>>2793280
>>
Rolled 11, 12, 2 + 1 = 26 (3d20 + 1)

>>2793280
>>
Rolled 19, 1, 5, 16, 11, 20, 17, 12, 9, 7, 4, 8, 2, 6, 4, 5 + 3 = 149 (16d20 + 3)

>>2793282
>You are on the ground and get pounded (Plus 5 wounds that aren't affected by your DR)

>roll 4 4d20+1
>>
Rolled 13, 10, 14, 11 + 1 = 49 (4d20 + 1)

>>2793291
>>
Rolled 2, 7, 1, 17 + 1 = 28 (4d20 + 1)

>>2793291
By the way how do we know what the number to pass the check is? Over 50%?
>>
Rolled 19, 4, 17, 15 + 1 = 56 (4d20 + 1)

>>2793291
>>
>>2793298
Well against proper enemy attacksyou just need to beat them 2 of 3 or 3 of 5 by having a higher roll then them.
>>
Rolled 10, 16, 1, 2 + 1 = 30 (4d20 + 1)

>>2793291
>>
>>2793308
Oh so it's not the total number but each roll?
>>
Also stance
>Offense or defense
>>
>>2793333
>Offence
>>
>>2793333
>Offense
>>
>>2793308
>>2793315
If that's the case we won 8, and lost 8.

>>2793333
>Offense
Nice quards. We have 3 potions of mending or 4?
>>
make a quick 3d20+1 beat at least 13

>you deal 4-6 wounds
>you regain 1 surge point (11/14)
>you recieve 9+5+5-6 and a possible +3 if you fail this next check.

>Hakon HP: 37/50
>Hrothgar HP: 32/60

>>2793345
In this battle you can't use potions although weapons and such are allowed.
>>
Rolled 3, 12, 11 + 1 = 27 (3d20 + 1)

>>2793360
>>
Rolled 1, 3, 2 + 1 = 7 (3d20 + 1)

>>2793360
>>
>>2793364
>you take another 3 fire damage
>Hakon HP: 34/50
>>
Attack plan?
>write-in

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

How many surge dice do you use? (11/14)
> 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)
>>
>>2793380
>AD 10
>Great Cleave (drop shield, this is presuming by 'all surge points' it means all surge points we have. If it means max surge points (14) then just use 11 surge as we attack.
Try and roll off and get some good heavy hits in.
>>
>>2793380
>Attack Plan
This guy likes to be fast, so how about when he strike us we do a dodge and hit him when he doesn't expect it.

>10 attack dice
>Great Cleave
>>
>>2793393
>Feint into big ass counter (5d20 check against him if you fail you take +5 wounds automatically, on success you can increase the number of wounds you deal by 5)
>>
>>2793400
You sure you don't want to wait to hear the others plans?
>>
>>2793392
+1
>>
>>2793404
yeah I'll listen to other plans I just wanted to clarify what the feint would do mechanically.
>>
>>2793414
Mechanically it'll fuck us
>>
>>2793392
this
>>
Rolled 15, 6, 11, 3, 11, 4, 9, 1, 7, 18, 12, 2, 8, 2 + 3 = 112 (14d20 + 3)

>>2793416
The idea of the plan is to give you anons the ability to get extra creative with combat outside of the standard dice rolling system I set up. In this case the idea is if you take a bigger risk you may be worse off but the payoff will be bigger as well to accomodate the risk.

Fortune favors the bold as they say.

Anyway this wins
>>2793392
>>2793411
>>2793432

>roll 2 7d20+3 (the charge and sitting on top of you only stays for a turn and then goes.)
>>
Rolled 2, 2, 9, 6, 14, 1, 18 + 3 = 55 (7d20 + 3)

>>2793458
>>
Rolled 9, 14, 19, 14, 20, 7, 8 + 3 = 94 (7d20 + 3)

>>2793458
>>
>>2793458
Damn my roll using half the dice almost beat your dice roll by itself
>>
>>2793461
>>2793463
>>2793458

>you deal 9+4+11-6 wounds
>recover 8 surge points
>You recieve 10-6
>roll 3d20+3 Beat 13 to avoid +2 fire damage

>Hrothgar HP: 14/60
>>
Rolled 1, 19, 6 + 3 = 29 (3d20 + 3)

>>2793503
>>
>>2793507
>Hakon HP: 28/50

You join your adversary in circling. Keeping your shield raised and blade ready you carefully examine each and every twitch, spasm and movement the crimson warrior makes.

Dropping low the warrior lunges and you dodge to the side. The sword arm drops and he pivots on his foot and shoulder checks you diagonally. To stop and change course like that requires immense strength and the force bowls you over. From above the warrior straddles you and begins to jab at you with that horrid fiery sword. Your flesh sears in your armor as the metal rapidly heats. Cuts delivered scorge your flesh. Slamming him with your shield gets him off of you and a roll gets you away and on your feet. Dropping the shield you get up and rush him.

Overwhelming him with your speed you force his guard open by locking blades and then deliver a great slash that sends blood spraying from his midsection, the armor mends itself but he bleeds all the same.

>Hrothgar's turn

>Hrothgar charges again (roll 5d20+3)
>Hrothgar decides to do a jumping slam with his sowrd when you hit dirt (if he succeeds he deal +10 wounds, if he fails he takes +10 wounds)
>>
Rolled 6, 19, 7, 13, 10 + 3 = 58 (5d20 + 3)

>>2793547
>>
Rolled 9, 9, 4, 6, 12 + 3 = 43 (5d20 + 3)

>>2793552
>>
Rolled 6, 20, 19 + 1 = 46 (3d20 + 1)

>>2793558
>>2793552
>You succed and don't gat knocked down
>Instead Hrothgar takes a -2 to his jump slam attempt

>roll 3d20+3
>>
>>2793552
>>2793558
Noice.
>>
Rolled 6, 8, 9 + 3 = 26 (3d20 + 3)

>>2793562
>>
Rolled 16, 6, 19 + 3 = 44 (3d20 + 3)

>>2793558
Hrothgar pussy boi almost dead


>>2793562
>>
Rolled 3, 17, 18 + 3 = 41 (3d20 + 3)

>>2793562
>>
Rolled 10, 4, 8, 19, 15, 13, 8, 7, 9, 1, 16, 18, 13, 4, 6, 3 + 3 = 157 (16d20 + 3)

>>2793562
>>2793565
>hrothgar success in hitting you with the slam.
>+10 to wounds delivered

>roll 4 4d20+3 rolls for defense
>>
Rolled 9, 11, 10, 5 + 3 = 38 (4d20 + 3)

>>2793579
>>
Rolled 6, 19, 19, 5 + 3 = 52 (4d20 + 3)

>>2793579
Fuck I thought he didn't get the slam
>>
Rolled 5, 8, 13, 2 + 3 = 31 (4d20 + 3)

>>2793579
>>
>>2793582
He hits us, we just weren't on our ass for it.
>>
>>2793586
If I was 10 seconds faster I could have dealt 10 wounds on him
>>
If anyone is still one please roll one more 4d20+3 if you will.

After this roll I'm turning in for the evening. It rained all day where I live so I couldn't fix my roof so If I'm late posting back to the thread (an hour or more after noon EST) it's because of that.
>>
Rolled 18, 9, 14, 19 + 3 = 63 (4d20 + 3)

>>2793633
>>
Rolled 18, 12, 1, 12 + 3 = 46 (4d20 + 3)

>>2793633
I'll turn in too then. Good luck with the roof and good job with the quest, having lots of fun.
>>
>>2793635
Good roll
Our rolls total beat Hrothgar, so maybe we can survive one more round.

>>2793633
Goodnight OP, this is a challenge
>>
>>2793639
I'll just use this for the extra fire damage resist
as
>18,12,12 so you pass

>you recieve 22-6 wounds
>you deal 9-6 wounds

>Hakon HP: 12/50
>Hrothgar HP: 11/60

It's neck in neck boys if you don't kill him next turn tomorrow you may just die.

>>2793644
The reward for winning wouldn't be satisfying at all if it was easy, nearly dying but prevaling against some ancient badass to gain massive power is what being a huge chaos warrior fuckmotherer is all about.

Also for the curious your reward for beating this guy are

>a level up (+10 wounds, +1 skill, +2 surge)
>Forge-Fang
>You gain fire resistance as a passive
>you get a choice between two new passives
>>
>>2793667
So OP it's our turn next right? We have 8 surge to use?
>>
>>2793675
well now its 11 again because of the 9 wounds you dealt last time.
>>
>>2793676
great cleave then
>>
Rolled 9, 14, 19, 14, 11, 15, 15, 7, 3, 7, 2, 17, 2, 17 + 3 = 155 (14d20 + 3)

>roll 2 7d20+3
Cleaving it up
>>
Rolled 8, 2, 18, 1, 6, 12, 9 + 3 = 59 (7d20 + 3)

>>2794185
Only 14 dice?

Isn't it 10 die
11 surge
4 sword?
>>
Rolled 3, 16, 3, 3, 3, 14, 16, 13, 17, 16, 20 + 3 = 127 (11d20 + 3)

>>2794186
I was thinking that it was 14d20 because that would make the cleave a little too easy to get off, but yeah I'll allow it.

>someone roll adn additional 11d20+3
>>
Rolled 10, 1, 10, 5, 10, 8, 8, 1, 6, 13, 18 + 3 = 93 (11d20 + 3)

>>2794192
>>
Rolled 13, 2, 5, 6, 18, 1, 12 + 3 = 60 (7d20 + 3)

>>2794185
>>
Hold on a second maybe we should try a tactic or something, these are pretty dire straits.
>>
>>2794200
how about kicking his balls?

we overcommit to a blow to the head and when he raises his hands to parry we kick the shit our of his balls
>>
I mathed it up.

>Hrothgar gets you down to 1 wound (provided you fail the extra flame damage check but other it's 5 which is still cutting it close, if he had gotten one more wound on you out of the ten he could hurt you on you would be dead if you failed the check.)

>but then you get the cleave off and kill him instantly

Cutting it close anons really fucking close.

>Hrothgar: 0/60
>Hakon: 1/50

>writing update.
>>
>>2794215
holly fucking shit, hat's off toHrothgar
>>
>>2794215
Jesus Christ lads that was spooky
Glorious though
>>
>>2794218
*holding intestines in, Hakon looks to Hrothgar with the only eye h has left after all the left side of his face was gone*

After spitting some teeth he strengthens his broken leg and says:

Got you Motherfucker
>>
Charging at you your opponent makes to knock you over again, his armored mass thundering across the blasted earth followed by a wake of ash.

Without your shield you wait drop low before rolling out of the way, your body's mass skittering along the ground you pop up at the just the right time to stand back up on your feet.

Turning abruptly and bending at the knee, your enemy lurches forward and leaps at you. Before you can shift your to dodge he hurtles at you like the comet he appeared from. Raising your sword to dflect the blow, the sheer godlike might this man exerts breaks your guard and cleaves your armor open.

The fiery sword set your torso alight with bright flames. The edge nearly opens your chest and spills your intestines. Flesh peels off and blood evaporates as that furnace like blade cleaves your flesh.

You have never suffered such horrible agony before, this warrior is truely a savage fighter, forged from years upon years of battle. But you will not die here.

Darting backwards you feint dodging another vertical slash that could end you as the blade leaves a incandescent after-image in your vision. Raising Flesh Render you deliver heavy blows that cleave his armor, or sever the mail between the thick armored plates. A harsh slice from your sword bats the furnace sword away opening his side to you.

Stepping in fearlessly you turn your hips and throw all of your burning, bleeding , battered mass into one final blow.

Before that dreadful sword can be leveled at you, before the fire can consume you, even as it pierces your side and boils the blood in your body, as it sears your flesh into ash.

Striking flat across his upper body you force your obsidian blade through him. His armor is no protection against you. Everybone your shatter, all the metal that howls as it is cut, and the sound of his heart being puled and cut apart. You exult in it.

Your sword at last exits on the opposite side of that crimson lord, that fiery warrior from the end of time. His upper torso tumbles through the air before slamming head first into the ashen earth.

You are burned, HORRIBLY burned over most of your body, and deep dry rents occupy your body. A great deal of your blood is gone, evaporated rather than shed.

But you have won. YOU HAVE TRIUMPHED. Raising the warrior's head, still attached and helmeted, you roar praises to the Slayer.

"INDEED! A WORTHY OPPONENT!"

The Slayer who remained looming to watch the fight quakes the earth with his laughter. His eyes terrifying and burning, are set upon you with mirth. He salutes you, pounding his armored chest, sending thunderous booming across these blasted plains.

"WARRIOR YOU HAVE DONE WELL! MAY YOU RETURN HERE SO THAT YOU MAY TESTED AGAIN! RETURN TO THE REALM OF MORTALS AND USE THIS NEW FOUND STRENGTH!"

Suddenly you are covered in crimson light, and your flesh mends, your blood returns and the burns are healed. Vigor fills you and a pleasant burning fills you.

>cont.
>>
Glorying in your victory the warrior you slew stands whole and unmasked. His long beard and unbound hair are a reddish blond and his eyes are a luminescent blue. He is an elder a veteran of a century.

He laughs with mirth.

"Young man, I thought I had you, but I am glad that you have beaten me! I am Hrothgar son of Magni! Take here this brunging blade FORGE FANG! The work of my own hands. IN life I used it and even in death I used it, but now it shall taste the blood of living men once more. Take it my kinsman and wield it well. May the Slayer honor your struggles."

Extending the holt of the sword you take hold and clasp arms with the long dead warrior. Truely he was a worthy opponent worth of praise. The name Hrothgar faintly register but you cannot remember, you will need to ask your Kinsmen about him.

Graciously you accept his sword and both he and your native god bid you well as the realm of the Slayer becomes the grassy plain before Saltspear once more.

The sword remains in your grip, it's bright fiery blade is sheated in a haze of crimson. Damn this is a nice sword.

You Take notice that a scabbard has been provided, a Heavy brass gilded thing on the ground, once sheathed within the sword emits no heat, it is contained perfectly.

Exhausted and still stinging from the memories of horrible agony, you trudge back to the town to sleep and get something to eat. You're starving right now.

>Level up!
>+10 wounds
>+1 skill
>+2 surge points
>gained fire resistance passive! Take half damage from fire attacks and weapons

Choose a passive (one or the other)
>Dire Blade- deal double wounds with the AD from weapons
>Grim Determination (regain 5 wounds per turn, specifically on your turn when at half health)

if you remember these are the passives that Maximillian and Miriam have.
>>
>>2794276
>>Grim Determination (regain 5 wounds per turn, specifically on your turn when at half health)
>>
>>2794276
man those are both good passives
I lean more towards Dire Blade because I think it's better to avoid damage by killing the enemy asap but health regen is really good
>>
>>2794276
>5 to 6 AD with our flame sword
>Dire Blade
>>
>>2794276
>Grim Determination (regain 5 wounds per turn, specifically on your turn when at half health)

>You're starving right now.
Dinner plans are a go!
>>
>>2794287
that's dice,not actual damage, I still prefer the regen, that one was too close
>>
>>2794276
>Dire Blade- deal double wounds with the AD from weapons
>>
>>2794305
If we had dire blade we would have done a lot more damage though, and it wouldn't have been as close.
>>
>>2794276
>>Dire Blade- deal double wounds with the AD from weapons
Savage Assault with Dire Blade and we can straight up one shot people
>>
>>2794315
we woulddoa maximum of 4 damage extra
even with a 5ad sword that's just mean we CAN and are not garantee a maximum of 4 extra damage
>>
>>2794318
dire blade doesn't double the damage of savage, just the weapon,IF the weapon manages to score a damage that is

>>2794327
5* extra damage
>>
>>2794332
With Forge Fang the max damage you could do with it with Direblade is 12 if you two hand it. That's pretty big and remember for every 4 damage you get +1 damage again.
>>
>>2794346
12

but 6 are what we already have, resulting in just 6 extra damage due to the passive
>>
>>2794352
>>2794346
but I'm outvoted anyway, so let's get going
>>
Grim Determination also pops in when we're at half health.
While Dire Blade is on all the time.
>>
>>2794352
Just clarifying, I though that your post sounded odd but you were probably saying that the +5 is the additional damage Direblade would actually give.

>>2794355
It's okay you can still use regen potions which while it's a smaller post it's active even above half health.
>>
>You gain the gain Dire Blade passive.

>You also gain a new title
"The Flame Demon" from Hrothgar

>Social interactions
First one is a fine dinner with Miriam

Any other suggestions for social interactions with companions?
>>
>>2794358
yeah that's my reasoning, if we're smart we won't be at half most of the time.
>>
>>2794372
Ask Tor about Hrothgar son of Magni, see if he knows his story. Also, tell the tale of the fight to our Northmen.
Actually hell we should throw a whole feast probably, in celebration. We certainly have the cash.
>>
>>2794372
High Five, Tor and tell him about the flame demon fight. Our Kinman would want to know what happened, and it'll be a good time to bond with them.
Just throw a feast like the other another anon say. We win by just 1hp it's something worth partying about.
>>
>>2794378
>>2794378
These


>>2794372
During the dinner we can talk about the fight too, she would be very interested


I would like to just make a couple more questions to the elves before they follow their path, not a full social interaction but just somethings. Do they have more machines like the one we used or others with different purposes?
>>
Alright so for social interactions

>dinner with Miriam

>Feast in the lord's hall with your kin

>writing it up
>>
>In the the lord's chambers

Before you lays a grand prize. A plate stack high with thick cuts of marinated lamb. The thick cuts are so tender they fall apart on the fork you use. Beside it is a fine piece of warm fresh bread buttered liberally on the outside of the crispy outer crust.

A fine bowl of stew with various seasoning and hearty vegetables simmers in a fine beef broth while individual chunks of beef steam and glisten as little spots of fat cling to the surface of the stew.

Miriam is eating with you as Alice is quite tired and has retired to nap (you believe she was letting you have some personal time with your large companion) in another private room.

You've stripped out your armor and sitting beside your noble lover you tuck into the fone meal as only a northman can.

You are quite loud as you devour your meal, impaling and stuffing a thick cut of lamb into your maw without bothering to cut it down to size. The sauce dribbles down your stubble and stains your moustache as you take a bite of bread before dipping it in the stew.

A contented belch escapes as you guzzle down the keep's private stock of strong wine (you have a whole bottle on hand and two more in the care of the serving girl nearby).

Miriam you notice raises an elegant eyebrow at your rough table manners, while the serving girl giggles in amusement.

"You could stand to show some decorum dear. This will hardly be your last meal." Miriam takes a handkerchief and wipes the culinary residue from your chin before tweaking your nose.

"It's not attractive to eat like you've never had food before." She says.

You grunt and shift in your seat.

"If the foods any good it worth getting a little messy for. You Greenlanders eat well. Back home the beasts we keep or hunt are not as appetizing, the plants safe to eat and farm are much the same. Ulf always did say the greenlanders had better food than us." You say between mouthfuls of stew and bread. The light spice from the stew dances on your tongue as the fresh bread massages your mouth with its fluff.

"You keep mentioning this Ulf? Is he family? The way you talk about him he sounds like someone you look up to." As she says this, Miriam takes a delicate sip of her wine (in a large goblet of course, she can hold her booze well).

"Ulf? He's one of the elders back home. And your damn right I look up to him. Everyone does. Ulf is one the hardest and most traveled of my kin. He's a greybeard and a northman whose reached his old age is harder than roots of the mountains. The bastard has fought in dozens of wars, loved countless women and gained and spent and lost fortunes even king's can only dream of. HThe Slayer called him to his halls you know, but Ulf didn't want to yet. Fought Einar Demonkiller he did. Fought for a day and a night before he killed him. The name may not mean much to you but Einar is a damn hero."

>cont.
>>
"Einar slew a demonlord before he was even 40 winters old and the infernal lords of the abyss couldn't touch him no matter how many were summoned to kill him. Ulf split himwith his axe and sent him back to his rest in the halls of the Slayer. That got him a damn saga it did. Wished I was there to see it, but that was near a century ago." You finish by munching on more lamb. Miriam looks at you as though you grew a second head.

"Gods you northmen. You act like that's normal don't you? Just something to say in passing." Miriam spears her own cut of lamb and snorts.

"If you're going to tell something like that you're going to recount the saga to me. I want to hear about Ulf now." You nid and belch but hold your hand.

"When I get the feast together tonight I'll have Tor recount it, he's got a talent for telling tales. By the way. What's your families history like, I imagine you got some tales yourself."

Miriam beams and scoots her chair closer.

"What do you want to know?"

>ask questions?
>write-in
>>
>>2794639
Are they all warriors like you?, by your size I bet your family has my kinsmen blood running on your veins, how did you become a noble?

If you would come to me to the wastelands, would they accept it? not that it would stop you I know, if you want something you grab it, but would they accept?
>>
>>2794655
+1
>>
>>2794639
Tell me of a battle they participated? Are they half as good as you at least?

Hos did you get your blade? It is a grat blade, it helped me a lot on my challenge against one of the slayer's man.


Are you ready for desert?


Hey man, if you want to drop the lewd later I'm fine with it. It could involve some food play and then she can help us take the serving girl after we are done with each other, she had help her first time too
>>
>>2794655
add that we would like to take her on a hut and fight alongside her, a shame that we can't do that now since her parents are in danger.

tell her she should train with our with us sometimes, wouldn't want her to get rusty because of this forced downtime
>>
>>2794668
>>2794655
+1

So guys we should plan what we should next. Since our army HP is 3497/3830. We could totally go after Holden's Cairn and raid the shit out of it.

>>2794639
Maybe after the social event, we could have a update of news see if anyone will come after us, or the current happenings.
>>
>>2794704
Yeah I agree we barley took any damage, no need to put the breaks on the rape train yet. Perhaps we could try and restore our strength by camping here in Saltspear for a bit before going to the cairn.
>>
>>2794704
agree in both things, no stopping the raid train.

after that I dare say we go to that 2 star castle to get the queen's child
>>
From last thread.
>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
>>
>>2794731
Makes me wonder what our army's killcount is right now.
>>
>>2794741
Several thousand, I'd say between 5-8k. I'm not entirely sure because I haven't bothered to tabulate and that was just a rough guess.
>>
>>2794764
we got around 1k in falk, then 500 on brass hold and 2 k here

I guess we are between 4-5k counting something I forgot
>>
Well since we have Miriam we effectively kill 10k troops on Dread side. They will just be defending without their head leader to mobility them.

>>2794781
Sounds about right.
>>
>>2794655
"What's your family like? The way Alice tell me your family is known for big and brawny, they all warriors like you?" Miriam nods and takes a bite from her lamb before she asks the serving girl to refill her goblet.

"Aye. Family has been fighting since we were just a bunch of tribals slavering and fighting with the others. Cut our teeth fighting orcs and then elves. Been guarding the eastern approaches from the knife-ears for near on 300 years now. Battle is what we specialize in." She points to Flesh Render in the corner of the room laid next to Forge Fang.

"We got our family blade after my thrice great grandfather killed the king of Downland when he and his army came calling. King had it special forges just for us as a gift. Nothing really special save it's real sharp and don't break easy if at all."

You smile and laugh heartily. Slapping your knee at the understatment.

"Damn right it does. If I used my old blade against the warrior the Slayer set against me I'd be dead, that's damn good steel right there. Fire hot enough to melt steel and it didn't even buckle a bit."

Miriam glows with pride at your compliment and gets close enough to hold your hand.

"It's the way things are. The king said that it best represents us. Always sharp and hard to break. If my cousins and brother were here They could tell you more about the family history, I was never much for scholarly pursuits." Miriam is a little bashful when she says this, her pale skin flushes lightly due to her embarrasment.

"What can you tell in the meantime? You got any northman blood in you? If your family is big like you I'd think so."

Miriam shakes her head and looks thoughful for a moment, closing her eyes in concentration.

"No if we married or had a child by one of your men or women it would be obvious and notable enough to be recorded. We probably have some orc blood though. It goes back when this land was mostly tribal people my ancestor Mors the Crow Feeder drove orcs from the land of my ancestors, and he spent a fortnight breeding the chieftain's daughters. Beyond that we've been picky with our mates. We keep the land and fortunes in the family, we don't marry into many big noble familes, mostly knights who have a good head on their shoulders and strong blood for breeding. It's served us well my Father, cousins and all my siblings are large. My elder brother is probably your size when you shrink down." Huh. All things said that's pretty big especially without the benefit of the wastes to foster growth. You squint at the thought of Miriam having any children who grow back home, they might be monsters when they reach maturity.

"That's respectable. By the way how have you been holding up, you need a sparing partner since you can't fight right now?" Miriam waves you off but smiles at your suggestion.

"You're welcome to but I've polishing my skills. Been having some fun training with your kin. Been wrestling your womenfolk too."

>cont.
>>
>>2794798
>Been having some fun training with your kin. Been wrestling your womenfolk too

holy shit, that I would pay to see!
>>
"Been wrestling a girl names Aslaug. She's young and been showing me some of your people's hand to hand techniques. She's asking after you, think she might have a bit of an infatuation with you it's cute. She'd make a good wife I think. Not as good as me but a good wife." Miriam settles into your lap and places her head beneath your chin.

"You think your parents will let you come with me? To travel or return to my home? I know you'd go anyway but family is important." Miriam kisses your neck lightly and tilts your head down to see her sultry smile.

"I'm just the interim lord. My elder brother is meant to inherit. He's off in Matril helping their army with their expansion as a sign of good will. My parents would hate to see me go but I'd think they'd like you. A wife among seferal but A great warrior makes for a good son in law." Your worries relieved you wrap your arms around Miriam's muscled body. Feeling her soft chest press into you as your trade kisses.

"You ready for desert?" You whisper into her ear.

"With the girl here?" She whispers back. A suggestive tone in her voice.

"You have something in mind?" You offer.

Miriam begins working off your pants and kisses your neck.

"Folow my lead."

>social encounter end.
>Lewd to be posted later
>moving on to the next social encounter.

>>2794781
>500 in Fulkmar
>750 in Bronzehelm
>2k here in Saltspear
>total army kill count is 3.25k a respectable number

If you knock over Holden's Cairn it wll be 5.25k which is even better because

>48,000-10,000 (Ravenroost doesn't march)-5,250 (if you knock over Holden's cairn)=
32,750 effectively equalizing with Fairhair. Count the mercenaries they have and you the Fairhair faction outnumbers Dread.
>>
>In the main hall of the keep in Saltspear
>In the night

"Gather round you dogs, I will tell you of Hrothgar the Drake Breaker, who killed the elves and stacked their bodies high and made the glittering cities smoke with bonfires of their dead. I shall tell you of the lord of the furnace who drew a burning blade from the forges of Highhome in the wastes." Tor stands upon the great table, arms outstretchted as he begins the tale of the warrior you encountered. A great warrior who died many years ago before you were born.

"Low upon the moors of the eastern lands, the elves ruled from cities of white stone, in their halls they adorned their walls with gold and silver, lining their fine clothes with threads of gold. Their maidens sang songs and their princes roade atop the back of dragons! The great scaly beasts soared through the air, their flames devoured what their maws did not and long upon the earth did they reign as kings and lords unchallenged by any man." Tor's great arms flourish and and ripple with muscle as his voice crests and his words echo through the hall.

Tor covertly gestures to you, his finger wagging at Forge Fang sheathed on your lap.

Standing up on the main table, making the dishes and cups quake under your mass you draw the sword. Its brilliant radience and intense heat banishes all cold and shadow from the room. The crown of light seems to brighten as Tor begins the tale in earnest.

"In elder days when The great kingdoms fell and the elves crossed the sea to wage war on the ruins of man. Hrothgar bent low at the forge took the blood of drakes and the ever burning ore from the mountains of of the wastes. Deep in the Forges of Highhome, he finished his master work, chilling the that terrible brand in the fiery blood of dragons he drew forth the damnation of Fiedron king of Nassul. For three days he hammered it into shape and with the starstones he shaprened it's terrible edge and when he at last held his masterwork he ran through the halls of Asger his forefather and vowed to bring ruin to the enemy of his slain sire." Tor ducks and drags out something from beneath the table, a dummy a wooden pupet of sorts.

Held on a long stick, he pulls strings attached to the arms of the manshaped puppet. It's ear and the crude crown on its head marks it as a representation of the elf king.

"Driving his ships from the northern sea Hrothgar landed and set fire to the homes of the elf lords, taking their daughters as thralls and casting their sons from the high walls to the stones below. Incensed, enraged seething with fiery wrath, the dragon lord rode out with his army to avenge this insult. Meeting upon the fields of Nessor Hrothgar leaped from within his warriors and climbed onto that fearful beast, Saen-Draug the king's dragon. Thrashing through the air, slamming him even into the ground the drake tried and tried to dislodge Hrothgar."

>cont.
>>
"Despite the beast's thrashing, despite it's writhing it could not dislodge Elf-Killer and that fang did stab and stab the dragon until it's boiling guts did spill upon the earth. Tumbling down the king did fall from his high perch to join mortal men. And so did Hrothgar Duel him in the fire's that consumed the field. Ten! Grevious! Wounds! Were dealt by that fiery fang and ten greivous wounds sent the elf lord screaming into hell! The fire did consume the king's body and his head was charred and sent to his kin as naught but ashes!"

Understanding the verbal cue you swing the blade and hack at the wooden puppet ten times, before slapping the burning head into the air and slashing it in two, the wooden head burning up completely.

"And so did out kinsman face that storied warrior and earn the right to wield that terrible fang!"

The crowd orignally silent now erupts into cheering and stomping. Your kinsmen rush the table and lift you up on their shoulders.

Cups are smashed and a brawl spontaneously erupts among your fellow northmen and women.

"Did a good job didn't I!" Tor says to you as he lifts and tosses Hod (one of your chosen men from the first warband) into a knot of fighting brothers and sisters.

Laughing like a mad man you sheathe Forge Fang and punch one of the men lifting you up. Dropping you on your as the mob cheering you descends into a fistfight with in the middle attempting to avoid being trampled by the mob.

Bursting up and sending the men around you flying, you leap from the table and land on Tor.

>One drunken brawl later

You nurse more wine as you use a coldstone (a magic commodity to make ice) to sooth your swollen eye (Tor punched it until it shut all the way) while Tor massages his bruised ribs.

"Your a nasty fuck going for the liver. Son of a bitch." Tor groans while attmepting to sooth his now black/purple torso.

Laughs ring out from among the circle of kinsmen, all nursing similar injuries from the brawl.

>any questions? want to talk to Tor or ask about stuff your fellow northmen may know about?
>write-in
>>
>>2794906
Tell Tor to give us a story about Ulf, se mentioned it earlier

Ask if him would help us build a hold in the wastlands to house our families and followers and to serve as a base of opperations
>>
>>2794919
Yeah bring up the idea about the hold in the North. I think Hakon already knows Ulf well though.
>>
"Hey Tor." Your friend perks up as you call to him.

"Yeah." He responds.

"You have any plans once we finish this campaign? After all the loot and thralls are taken and the war is over."

"Haven't thought about it. I don't feel like I've had my fill of the south so I guess I'll stick around and find more work." Tor tends to his bruised ribs as he says this. Rubbing some salve onto the darkened flesh.

"I was thinking about using my wealth once the war is over to build a keep on the coast of home. To house all my possessions and the family I'll build and families for thralls and workmen. Alice has a mind for business, she could do a good job if she has a place to build up from, and then there's Downland. Those elves handed me a pass to their king. He's offering good coin to fight Brightwall and those bastards have gold and riches that these lordsaround here can only dream of. You think you'd want to help me set htings up?"

Tor moves over to sit next to you now with gauze wrapped around his torso.

"Aye, I could do that, Don't know how to cut stone or manage a project, but I'm handy with a normal hammer as I am with a maul. Long as I have a place to sleep and stow my shit I'll help out."

You enjoy a brief silence with Tor as you both rest from the revelry and fighting.

"Good to know you're on board friend. Always glad to stand by you." Tor remains silent but he smiles softly. His large hand grips your shoulder as he strokes his beard.

"If you keep going as you are. I'll be teling tales about your saga. Eh friend?"

>social encounter end
>Your legend grows. This event will be reported to your family and neighbors in the wastes.

>You are in Saltspear

What do you do?
>write-in
>Return to friendly territory
>Socialize with companions
>Continue your campaign (write out what you plan to do)
>>
>>2795043
>>Continue your campaign (write out what you plan to do)
Head to Holden's Cairn, begin raiding, preparing to sack that fortress aswell.
>>
>>2795043
>>Continue your campaign (write out what you plan to do)
We already socialize with our companions so I feel it's time to head south to Holden's Cairn and start raiding it.
>>
>>2795058
>>2795055
this
>>
File: file.png (147 KB, 2700x1104)
147 KB
147 KB PNG
by the way in this map what do the different icons mean?
>square
>pentagon
Brasshold's star means it's the capital obviously and I the clear stars beside the shapes means military buildup.
I guess the pentagon = castle and square = fort/city instead of castle?
>>
Guys, what do you think of going to coldclaw to get one of the queebs children if we have the money and manpower after the Hold?
>>
>>2795146
After Holden's Cairn? We'll see, we might not be in good condition to. But hitting all 3 of those in one expedition would be extremely good.
>>
>>2795146
Well it's possible we have 3,168 Wealth total. 4,768 if we just extreme raid Holdern. 5,768-6,268 if we sack it as well. I would want to go back to recover our troops after Holdern. Since Coldclaw would have 7k troops compare to the normal 2k troops we faced.
>>
>>2795153
Maybe we could just go to Coldclaw to try and get Miriam's sibling, rather than actually raid and sack the place. Definitely some possible tactics we could pull to try and jailbreak the sibling (I forget which one is there) without doing a true siege.
>>
>>2795115
You are correct. The pentagons represent castles or dedicated fortresses. They are generally better defended and have more in the way of defenses like their own siege weapons to use as artillery. They sometimes have multiple layers of walls to fall back on which can be a bitch to deal with.

>>2795157
It's Miriam's parents being held hostage not her siblings. Her younger siblings are at her home in Ravenroost, while her parents are held in Dreadhill.
>>
>>2795157
It's not the sibling there, it's one lf the queen's children that we can exchange for Mirian's parents
>>
>>2795163
Correct. Maude's son Matthias is there being trained by lord Morgan ColdLaw
>>
>>2795161
>>2795163
>>2795165
Ah, okay.
>>
So go to Holden's Cairn to wreck up the place?

If you aren't sure to head over to Coldclaw you can still go to Holden's cairn.
>>
>>2795187
Holden's Cairn for now and we'll decide on Coldclaw later.
>>
>>2795190
This
>>
Alright then.

>update

While the hospitality of the Saltspear is excellent you grow restess, as does your army. The siege and regional force has not put up near as much of a fight as you originally expected, walking the streets you are still surprised that the town is almost entirely intact if barren of much of its wealth.

Godhart you remember suggested that both Saltspear and Holden's cairn be attacked before returning south to deal with Fulkmar. Examining the map you recognize that by doing so, you open the way for a northern force to take Dreadhill from behind. While you can't imagine moving on the enemy capital with a force such as yours the strategy is sound. Coldclaw will most likely have to divert troops meant for the front line to guard the exposed north from a sea force that can easily circumvent the main battle-lines.

Tricky bastard that Godhart.

Mounting up and gathering your soldiers and followers you march at the forefront of the host while moving south. The land is green but mostly barren now. The roads are empty and the few holdings you see have been already raided and summarily abandoned.

You sniff the fresh air and sigh in contentment. A job well done.

Entering into the boundry of Holden's Cairn you take note that the region is filled with more trees then what you've seen previously. The area is filled with rivers and streams, the places of habitation situated between the waterways and the forest fence. Taking note of the changed terrain you gather your officers. Plans must be drawn up.


Strategic options
>raid the roads (to what degree?)
>Raid the countryside (to what degree?)
>Hunt Military targets
>Assault the regional capital
>>
>>2795228
>>raid the roads (to what degree?)
>>Raid the countryside (to what degree?)
Extreme in that order
>>
>>2795228
What's the difference between raiding the roads and countryside again?
>>
>>2795233
Raiding the roads makes sieges against the regional capital easier since depriving them of supplies means they take penalties to morale and their forces are weakened due to hunger. it doesn't damage the walls so much as it damages the defenders on the walls.

That didn't come up during the last siege because you went the way of subterfuge and cunning rather than a straight forward attack.

Raiding the countryside brings up encounters (if you want) and destabilzes the region. Destabilizing the region makes it safer to move through for your army since the population has ran away and it antagonizes the local government a lot.

To be honest haven't applied this feature as well as I could have in the past but this is the starter area, right now your army is small and you are going against what amounts to a moderate country with a marginally strong military. Further south and east you'll be involved in bigger conflicts where you'll manage the whole affair (which will be harder) and going up against enemies who will be very much on a similar level to you (or you will be attacked by multiple enemy notable warriors at once)

When that comes around raiding and pillaging will make more of a difference because it disrupts the enemy economy, which in your perspective isn't clear because you are on a much more local level.
>>
>>2795243
Ah, thanks.
>>2795232
+1
>>
>>2795232
+1
>>
Rolled 18, 7, 4 + 4 = 33 (3d20 + 4)

>>2795232
>>2795245
>>2795257

>extreme raiding on the roads.

>rolling 3d20+4 for enemy encounter
>>
Rolled 10, 9, 8 + 4 = 31 (3d20 + 4)

>>2795265
>>
Rolled 4, 9, 10 + 4 = 27 (3d20 + 4)

>>2795265
>22,11,8 2 fails no enemy attack DC is 12

>+800 wealth

>Current Wealth: 3968

>I am rolling 3d20+4 for enemy encounter
>>
>>2795283
>8,13,14= 2 successes enemy encounter happens

But before anything happens

> roll 3 1d20+3 rolls
I want to see If something fun happens
>>
Rolled 10 + 3 (1d20 + 3)

>>2795289
>>
Rolled 5 + 3 (1d20 + 3)

>>2795289
>>
Rolled 17 + 3 (1d20 + 3)

>>2795289
>>
>>2795289
oh look, it's an enemy ambush!
>>
>>2795300
oh no whatever will we do
>>
>>2795300
Not an ambush, more like an opportunity of sorts.

>>2795292
>13
If this was the highest you would have encountered Albright (the commander of this region) and all 2000 thousand troops at once

>>2795293
>8
just an ambush but it would have been one where a smaller part of your army would have been isolated anf not an entire battle with your whole army

>>2795294
>20
This is where the real fun is at.

Hearing of the terible stories of the Red Giant who has devestated the land

KING MATTHIAS has ridden out with 3000 troops to crush this barbarian

Enemy army (3000)

General: King Matthias Bronzearm the first of his name (+2)
Heroes: Morgan Coldclaw (+3), Marcus (+2)Coldclaw, Nero Coldclaw (+2)

Army HP: (5660/5660)
-10x Halberdiers (800/800) AR: 10 DR: 20
-10x Pikemen (1500/1500) AR: 20 DR: 10
-12xFootknights (1200/1200) AR: 22 DR: 22
-12x Lancers (600/600) AR: 12 DR: 12
-4x Mounted Knights (400/400) AR: 8 DR: 8
-6x Crossbows (360/360) AR: 6 DR: 6
-4x Elite Foot Knights (800/800) AR: 12 DR: 12

Army AR: 90
Army DR: 90

Maneuvers:
Plant stakes- The unit plants wooden stakes into the ground to ward off cavalry. Cavalry units cannot charge this unit without auto taking 10 wounds and are stopped. Can only be used once per combat encounter.
Hold ground- Unit gains +1 AR and +1 DR. Lasts for as long as they does not move or break formation. (Cooldown= 3 turns)
Cavalry charge- Cav unit adds +3 AR for one turn of general combat
Switch weapons- When in battle foot knights can switch between using their sword/shield and their warhammers. If they switch to hammers they get +1 AR and -1 DR in general combat.

And that's all for tonight.

I'll be back at noon tomorrow to start back up and then the thread will end sometime tomorrow.

I'll post the lewdbin either tonight or tomorrow. probably tomorrow.
>>
>>2795354
oh jesus
>>
>>2795354
King Matthias is the Dread claimant to the Throne right?
>>
>>2795358
now, that's the queen's son, she want's to put him in the throne I think

we get him alive I suppose
>>
>>2795358
Yup. And Harlan Bronzearm is the Fairhair claimaint.

Matthias is only 18
Harlan is 28

as for the other royal children

>The Fairhair's
Thomas is 26
Myrsa and Helga are both 23 (they are fraternal twins)

>The Dread's
Elaine (Matthias' sister) is 20

If you want to know more about the royals you can.
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>>2795371
*You can ask
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>>2795371
What do we know about Matthias, particularly as a fighter and commander?
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>>2795371
thanks for running man.

I always imagined the dread kids were younger, I guess now we can hope to fuck mother and daughter dread then.

also, where's ma smut?!
>>
Beating this army will be hard but doable. We're going to have to set up a good defensive line, and put those siege engines to work.

Our Army HP: 3497/3830
Enemy Army HP: 5660/5660
Army AR: 75
Army DR: 60
Army surge: 195/195
vs
Army AR: 90
Army DR: 90
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>>2795375
You don't know much about Matthias as a fighter and commander, but not because it's a mystery or because there's been a concealment of his strength.

He's young and not very experienced. He's been coddled his whole life and been groomed as king by his mother. He's rather cruel because he's going along with this whole conflict because he likes the idea of being king. That being said he's not much worse than most of his noble peers.

He has a grasp on leadership and combat (hence the +2) but point blank he is really not ready for battlefield command or combat especially against the likes of you (giant murder machine that you are).

To compensate he has lots of magic equipment on his person to help protect him and the Coldclaw's will guard him (with all three guarding him at the same time) with their lives.

>>2795379
Maude's age/fuckability
Maude is very fine. She got married when she was 18 and is currently 39. In addition to her relatively young age she takes magical youth resotration treatments. She's more or less in her prime.

Maude is pale with dark hair. She's slender built but not skinny. Her assets are ample but proportional to her petite stature. Her big pull is that she's gorgeous and has perfect milky skin and lots of raw sex appeal.

The daughter resembles her mother but she has her father's proportions. She's taller than her mother (Maude is 5' 7", Elaine is 6' 2") and much more robust. She's got some very generous assets and is beautiful just like her mother.

>Mother daughter threesome is advised for maximum smugness/lewditude

>Smut
Keep your pants on anon it will come in the morning most likely, unless I whip it up before midnight (which I probably won't).
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>>2795426
What do we know of the Coldclaws then?
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>>2795431
>Coldclaws
Lord Morgan is a commander of middling ability he's number 8 for a reason. Not exceptional in combat and not an especially gifted leader. He's one of the major lords though and has some flashy magic gear to help him out, as do his sons.

The sons are just senior knights, no head for generalship but being unit commanders. They are about even in combat ability as their father and also have some magic gear.

The big thing is that this army packs a punch. You'll need to outsmart and play to your strengths (

Use your immense battlefield prowess to dominate the field and kill unwanted units to drop enemy AR and DR to managable levels

Out maneuver them by being tactical or being more efficent with your units.

Find a way to draw out the king and then kill the bodyguards and then nab the king. Take out all 3 Coldclaws and then capture matthias and the morale penalty the enemy army will face will be immense.
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>>2795449
Definitely, going to need to plan this one very well. Can't wait. If we win and capture Matthias it'll be critical for the entire war.
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>>2795452
Holding the king you could neogtiate for the release of Miriam's parents. You won't be able to negotiate a surrender unfortunately. Even killing him won't end the war because the big players aren't doing this for matthias, they're doing it for Maude.
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>>2795457
Yeah but it'll still be really big. And we'll be responsible for it, which means lots of fame and probably money.
Assuming we can pull it off, of course.
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>>2795449
Just got back from a long trip, wonder what happened in the quest today... Holy shit! I expected we'd beat hrothgar in the last exchange but everything else escalated quickly, whoa!
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>>2795354
Hmm, for the size of the army there are barely any crossbows, and the enemy lancers, while numerous, are vulnerable. With a force that size, and so many leaders, many of them mediocre, there will no doubt be alot of potential for independent action on their part even off a large battlefield. I'm thinking our best option is to locate and keep a watch on the enemy army with scouts, and hound and split them as many ways as we can without committing to battle. An army that large is slow, and the necessary foraging parties (scouting too if they bother with that beyond just marching to Cairn's and then with the vague intention of us showing ourselves there or marching to retake saltspear) will be vulnerable. I'm feeling an extended campaign of drawing the enemy forth while evading direct battle will be good. If the mobile elements steal a march we can isolate them, and the main body will be slow. And forced to rely on local supplies, especially for water. Simply giving sign of our presence somewhere away from major waterways, ans where surrounding wells can be poisoned and local foodstuff having ambushes in wait, could seriously hurt the army. Also with stolen livestock and supply we can make our main body of troops very mobile between horses, carts, or even simple asses and other beasts of burden (side benefit of a readily available food supply). Cause we don't care so much about depleting the countryside. This is all very optimistic though, and would need much more consideration. Ground is the one thing we have to give in abundance though, and we literally have all the supplies. If they were unable to pin us we could conceivably even just harass them to the shores of saltspear and catch a boast.
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>>2795590
That was my read for inital startegy for the enemy having a huge infantry core, a fair bit of horse, but most of it not so sustainable in combat, almost pitiful ranged capability, less than ours when you consider the catapult and dwarven flamers, and a few leaders who are competent, but are likely not terrible cunning or unconventional in their approach.
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>>2795457
What's the possible wound range of our flame sword.
If we Savage assault, two handed it, without taking any potions or giving us after wounds on 20s.
Basically the average range of it, also how much dice is rolled?
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>>2795829
Just had a amazing idea.
If we give each of our Northern boi a bottle of passive mending the +3 wound per turn for combat encounter

We'll make a doomstack of Northern man that don't dead. They will just be a wall of death taking hits but dishing it out harder and faster they don't died. Even if surrounded they will rip and tear while each of there wounds heal. This will suffice to cause a morale drop since they will be seem as demons that can't be killed and reducing whole units in a single turn.

With us leading it, oh man. Is of course can be our secret weapon. Since we should still plan well, and use cunning.
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>>2795829
Can we dual weild? Stach the bonused of two one handed weapons seems better

Flesh renddr 3ad +4wound on hit
Fang 5ad + fire damage
>>
You guys are ignoring the fact that if we take Matthias the war is over, he is the causus bellum and with him on our possession, Maude would have to not only deliver Mirian's parents but surrender too if she ever hopes to see her son on a position of power.

she would have to stand down to make sure her family survives and to preserve some semblance of the power she had before all of this started, and the fairhairs will probably keep him under custody to avoid future wars
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>>2795853
>You won't be able to negotiate a surrender unfortunately. Even killing him won't end the war because the big players aren't doing this for matthias, they're doing it for Maude.
-QM
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>>2795834
That's not at all a bad idea, if we have enough potions. Us + our Northmen will definitely be the core of our army.
>>
We definitely need to move to cut off the snake's head, that'll be the most important. Maybe circle around back with our Mounted Knights while we're on Tempest and our other Cavalry has the enemy's Cav distracted, and try to take down the Pretender and his Coldclaw bodyguards.
>>
do you guys have a discord or something
>>
I'm back

Here's the lewdpost that was promised

>>2794827
Read tis first since it's the lead in.

Pastebin/FNRmy2bi

I'll add your army stats and then put a link to the enemy army stats before I take your suggestions and give you some options.

>>2795354
Also
Enemy Surge: 390/390

Army (1210)

General: Hakon "The Flame Demon" Angrimson
Hero: Tor "The Bear" Torvaldson
Army HP: ( 3830/3830)
-3x Seasoned Crossbows (240/240) AR:2x3 DR: 1x3
-1x Crossbows (60/60) AR: 1 DR: 1
-3x Foot Knights (300/300) AR: 2x3 DR 2x3
-1x Seasoned Foot Knights (120/120) AR: 3 DR: 2
-2x Seasoned Halberdiers (180/180) AR: 2x2 DR: 2x2
-2x Halberdiers (160/160) AR: 1x4 DR: 2x4
-2x Lancers (100/100) AR: 1x2 DR: 1x2
-2x Seasoned Lancers (140/140) AR: 2x2 DR: 2x2
-2x Pikemen (300/300) AR: 2x2 DR: 1x2
-2x Mounted Knights (300/300) AR: 2x2 DR: 3x2
-1x Siege Catapult (50/50) AR: 5 DT: 0
-1x Dwarven Flamedrakes (100/100) AR: 6 DR: 2
-9x Northmen Warbands (1800/1800) AR: 4x9 DR: 3x9

Army AR: 77
Army DR: 60

Army surge: 195/195
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>>2796113
So we literally didn't lose a single man in the Saltspear Siege? That's pretty fuckin neato.
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>>2796074
I do.
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>>2796113
Guys, i came up with a sort of a plan. This guy is furious with us, he wants our head. I say we mount a weak center to our forces, with us right in the midle very visible, se reinforce the flanks and let our kinsman hiden on them.
The enemy will overcommit on the weak center to try and kill us, we let the center fall back and trap the bulk of their forces between our strong flanks and we pincer them.

This plan will put us in great personal risk but it would be a good challange.
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>>2795452
>>2795590
>>2795829
>>2795834
>>2795845
>>2796033
Based on these posts

>Capturing the king is mostly agreed upon. Taking him prisoner can open up negotiations for Miriam's parents to be released, which will allow Ravenroost to turn coats and join your side.

>You can in fact duel wield Forge Fang and Flesh Render which will bring up their weapon AD to 8 which is quite good now that you have the DireBlade passive

>Your damage range without crits in a army battle (dual wielding) is 5+9+2-130+9+32 (with no crits or abilities and getting all 18 successes on an attack rolls

This is not accounting for the +2 that tempest gives you in Battle for both skill and AR

For battle right now you are a +4 so when mounted you have a +6 and then because in battle you dela more wounds against enemy units your Surge fills up FAST, which allows you to savage assault and great Cleave with wild abandon.

>Kiting enemy army by using your smaller size to out-run/maneuver them

>Finding ways to draw the king out to be nabbed and his body guards to be killed in order to vastly demoralize the enemy army

>Mounting up and leading your cavalry to perform daring attacks the enemy only towheel away while using your battlefield domination to your advantage.

>>2796125
>Sorry your army's HP is 3497/3830 I copy pasted earlier text before you battles in Saltspear (that being said you took minimal damage during both the open battle and the siege)

Anyone have any ideas they want to put out there about how to deal with the enemy army?
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>>2796151
How about giving our Northmen potions as >>2795834 mentioned
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>>2796159
It might be a little too late to do this before the encounter but if anything I'd give our northmen bows for harassment. They would be nuts with that, attack foraging parties and hitting and fading.
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>>2796113
Also, awesome lewd as always, thanks man
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>>2796168
Nah, it probably is too late and aside their thing is Smashing. We can probably recruit/make light infantry bow-wielding Northmen later though.
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>>2796159
>yeah
40/2/2=10x9= 90 wealth

yeah they can pop the regen potion right before battle, but be wary because based on your plans the battle may not be one big frag fest it might be more along the line of a running battle where you abuse your enemies overzealous demeanour to whittle him down (provided you suceed your rolls and perform well)
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>>2796151
we have to deprive them of cavalry, we can let some crosbowman near a hill or something, if they attack we will have helbards and our cavalry there to counter their charge

>>2796113
Thanks man
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>>2796176
Oh, I didn't mean a whole new unit, I just meant give our northmen bows in addition to their stuff ( they can carry a fair bit). As archers their draw weight would be crazy, and before battle was joined they could outrange the enemy with heavy arrows which could no doubt pierce substantial armor. Or just be cheeky buggers and harass the enemy like crazy if we dealt with their cav.
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>>2796182
>90 Wealth, damn. We can supply our Northman for a long while.


Hey guys, how about we get our Crossbows on a hill they will stake themselves, and supporting them will be halberds, but have our cavalry and Northenman in hiding to counter their charge. And give our Northman bows if we can, we could give them crossbows from the enemy weapons we took.
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>>2796193
>>2796186
I'm sure for such a large cavalry force we can probably bait a significant portion of their lancers and MK if we have a unit or two of our lancers get caught "Looting", and "flee" back to a prepared position.
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>>2796182
Well there's not a downside to having it for the first attack anyways, so it'd be worth it for an extra song initial assault.
>>2796193
That sounds pretty good. We can be with our best cav on Tempest, trying to circle around to attack the commanders if possible.
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>Current wealth: 3968-90=3878
>all northmen warbands have regen potions to use for 1 use

So any consenus on
>setting up a running battle where you set an ambush site where you use your cav to draw the enemy cav and use both your crossbows and you and your cav to destroy them before you move on.
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>>2796212
Works for me.

I still want to try a colapsable middle with pincer flanks in case they force us into an open battle
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>>2796212
Definitely. Ideally an ambush site where we can focus on a small portion of the army and outnumber them in certain small areas while the rest of the army can't quite get there immediately.
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>>2796217
A sound plan. the classic pincer with controlled collapsing center is how the greek beat the numerically superior persians at marathon But you'll want to kill the cav first, the greeks had the benefit of fighting in a narrow space to prevent cav flanking.
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>>2796212
This works. Once we have a rough cav parity or even superiority, and with our bows and far more mobile body of troops, we can crank the harassment up to 11. Kill foraging parties, poison wells (with a very delayed poison hopefully), have our main body close enough to the enemy they still pursue, attack their rear supply train, etc.
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>>2796227
Yeah, and a running battle with ambushes might be just what we need to kill their cavalry seeing as they will be on the vanguard and thus taking the blunt of the damage
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>>2796227
Si I'm feeling the general consensus is a running harassment, with attempts to lure the enemy cav into an ambush, and from there maybe initiate battle, maybe keep up the harassment, who knows?
>>
Alright

>roll 3d20+6 (4+2 from tactician perk) to begin the running battle. You have 3 actions you can take before you dawdle too long and must engage the enemy in a standard battle.

>Action 1: Draw the enemy cav into an ambush with both your cav and your ranged units on standby. If you succeed you have a chance at killing the enemy cav. Your infantry will not be present to assist in this action.
For this roll 3d20+6

>Action 2: Poison wells and send harrasment attacks on the enemy as they follow you. Doing this will randomly decrease the HP and AR of random enemy units. You may also take some damage due to harrasment attacks but that is expected.
Roll 5d20+6 for this

>Action 3: Pincer movement. After drawing the enemy and harrasing them, you intentionally leave a vulnerable center for the enemy to try and plow through, while keeping your strongest units on the flanks (like the northmen and dwarves) and when the enemy attempts to break your force you encircle them (any enemy unit that isn't touching you at this point no longer contributes AR to the enemy army since they can't make contact to fight).
Roll 5d20+6 for encircling enemy
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Rolled 15, 12, 6 + 6 = 39 (3d20 + 6)

>>2796257
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Rolled 15, 9, 14 + 6 = 44 (3d20 + 6)

>>2796257
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Rolled 20, 15, 1, 8, 17 + 3 = 64 (5d20 + 3)

>>2796257
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Rolled 17, 7, 17, 2, 12 + 6 = 61 (5d20 + 6)

>>2796257
>>
>>2796268
>>2796276
>>2796283
>21,18,12= 2 successes
The ambush goes according to plan
>26,21,6,14,23= 3 successes
The harrasment, delaying actions, and subterfuge works
>23,13,23,8,18= 3 successes
You bring the enemy into your pincer hook line and sinker.

>writing update
First up is ambush which will be an encounter
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>>2796306
We did pretty good
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File: Cavalry Forest ambush.png (98 KB, 4612x2344)
98 KB
98 KB PNG
Enemy force HP: (1000/1000)
AR: 20
DR: 20

12x Lancers
4x Mounted Knights

A set of stakes blocks the path of the cavalry force as they ride down the path. Set up on both sides your troops ready to attack on your command.

>You are mounted on Tempest
AR: 4+2=6
DR: 6+4=10

Your force
2x S. Lancers
2x lancers
2x mounted knights
3x seasoned crossbows
1x crossbows
AR:17
DR: 10
>You can use the cavalry charge maneuver with your troops.

You can choose what to fo by yourself.

choose how many attack die you roll
> 1 to 10

How many surge dice (16/16)
> 1 to 10

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)
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>>2796374
Damn that's all there cav.
1k HP of the army bringing them down to 4,660 if we get them all.

Have our Crossbows shoot into the Lancer mass.
Our Lancers and mounted Knights charge the Lancer Mass.
We charge into the Mounted Knights

10 attack die
Duel sword
Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
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>>2796374
>>2796385
This but bring one unit of MK with us into the 4 enemy MK and use sunder too if we can
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>>2796385
I think this is good. The enemy lancers are more vulnerable to our crossbows, and our own cav with the MK is superior with the crossbow backup to theirs. We don't need to beat the enemy MK (although we likely will), we just need to tie them down to allow the lancers to be defeated. Also I feel or 2x lancers at the bottom should attack from the rear so we get a full surround, and allow no survivors if they break. Also can tempest do his roar, that affects enemy moral right?
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Rolled 2, 9, 14, 20, 13, 6, 1, 8, 7, 4, 2, 4, 16, 15 + 4 = 125 (14d20 + 4)

>>2796385
support

that would be 34 die

rolling 14

someone roll2 10 die sets I guess
>>
Rolled 19, 15, 4, 10, 18, 10, 5, 2, 3, 12 + 4 = 102 (10d20 + 4)

>>2796396
>>
>>2796393
This plus what I said.
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Rolled 11, 9, 10, 6, 5, 18, 16, 16, 13, 18 + 4 = 126 (10d20 + 4)

>>2796396
>>
One thing I don't get about this ambush is if we brought crossbows we clearly could have brought other infantry, why didn't we? Like flamethrower dwarfs, if we were just sticking with ranged stuff?
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>>2796420
dwarves are slow, and after this ambush we are running from the rest of the enemy army that is coming right behind, we probably got only the CB because they are lightly armored and more mobile, also
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Rolled 9, 20, 17, 20, 17, 19, 15, 1, 7, 3, 12, 12, 17, 17 + 2 = 188 (14d20 + 2)

>>2796420
>why?
To give the cavalry a chance to escape and not get totally surrounded and alpha striked into oblivion.

A more palatable explanation is that the crossbows are light infantry and small enough in number they can hitch a ride on the spare horses the cavalry uses.

>rolling for enemy response
You are going after the mounted knights who are +2 for skill and (400/440) wounds DR: 8 and AR: 8

>roll 10d20+4 for army combat
all cav units get +3 to attack due to charge
so that's +24 to AR (this is the reason why having lots of cav is sweet because when you have really big charges they are FELT, imagine for instance NORTHMAN MONSTEROUS CAVALRY CHARGE)
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>>2796427
With the amount of crossbows we brought can they also have some stakes in front of them and not just the chokepoint? Kinda defeats the point if the enemy lancers just burst out through them, not that they'll be very coordinated at the start. Its even easier to block of the woods than open ground with obstacles.
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Rolled 4, 1, 7, 5, 15, 18, 16, 20, 20, 14 + 4 = 124 (10d20 + 4)

>>2796436
>>
Rolled 17, 14, 19, 10, 1, 14, 17, 17, 19, 20 + 3 = 151 (10d20 + 3)

>>2796436
>>
Rolled 11, 20, 17, 12, 20, 19, 12, 15, 7, 17 + 2 = 152 (10d20 + 2)

>>
Rolled 11, 12, 16, 6, 4, 17, 1, 12, 15, 13 + 2 = 109 (10d20 + 2)

>>
Rolled 3, 13, 19, 7, 19, 19, 2, 13, 20, 1 = 116 (10d20)

In personal combat

>You deal 174-8 wounds (to each unit since you fought 4 at once)
>you received 56-10 wounds

>Hakon: 14/60 wounds (Tempest is unharmed though for some reason since I didn't add his HP so no booboos on the cat)

>4x mounted knights HP: (-272/400)
Dear Slayer those guys are fucking dead.

>rolling for enemy army

using this as your roll
>>2796441
>>