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/qst/ - Quests


Icy wind chafes your face as the ship begins its departure. Your family along with many of your kinsmen from your town stand on the dock waving goodbye to send you off on your journey. Your gaze shifts to the open sea where the wider world awaits. Like many of your ancestors you hope to land one day on the shore that leads to the Godsroad and from there to the realm of the gods to receive the final command of your patron god.

But before you can tread the path of the gods you must first tread the wide earth. Kingdoms and realms and domains of strange peoples containing strange creatures lie before you each with a promise of adventure, wealth and danger.

Before you venture forth who are you…..?

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

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

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

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

>Cont
>>
Okay combat is a big focus in this quest so here’s how it goes.

When combat begins initiative is decided by 3d20 whoever has the best of 2 of 3 or more gets the first turn.

Combat is typically just a couple of targets (which can be entire groups of enemies) usually 1 to 3.

>During your turn you can choose to take an offensive or defensive stance.

Defense- If you choose defense you will roll a number of dice equivalent to your enemies attack dice. For each of your dice that beats your opponents you earn bonus dice up to ten that can be used without risk of damage if you switch to offense. The dice you roll to defend are called defense dice (DD), the amount is modified by your equipment or abilities.

Offense- If you choose offense you will decide how many dice you wish to roll up to ten dice total. For each roll that beats your opponent’s defense you will deal damage to them and for each failed roll you make, you will either take damage (if your enemy is taking an offensive stance) or your enemy will gain bonus die up to ten they can use if they attack (if they are taking a defensive stance). The dice you roll to attack are called attack dice (AD), and like DD the amount is modified by equipment and abilities.

>Here are the stats your PC has
Wounds
Skill
Surge
DR

Wounds- Your PC possesses a set amount of HP in the form of wounds (ala Warhammer) that when they drop to zero and below your character will begin to accumulate increasingly lethal injuries. Enemies also possesses wounds.

Skill- When you make combat rolls you add this bonus to increase your chances of success.

Surge- During your turn regardless if you are on offense or defense you can add extra dice to your rolls up to your surge stat value. These extra dice don’t result in additional damage if they fail to beat your opponents roll. The limitation for surge dice is that they have a cooldown when they are used up and will take 3 turns before they can be used again.

DR (damage resistance)- Based on the value of damage resistance you ignore that much damage dealt by an enemy. Your traits and armor.

(1/2)
>>
>Here’s how equipment works

Weapons- Weapons provide bonuses in combat ranging from increasing your rolls to providing more surge to ignoring DR and so on. Their most basic function is to provide bonus damage that will add on provided on of your attack die gets through.

Armor- Armor provides bonuses in combat just like weapons, but the primary function of armor is to increase your DR stat and tank damage that gets to you.

Accessories- Accessories provide bonuses on top of what may be provided by your weapons and armor. You can wear a total of four accessories at one time.

>In addition to your equipment and core stats you have active and passive abilities

Passive abilities- Over time your PC can accumulate useful passive attributes that can greatly increase combat effectiveness.

Active abilities- These activated abilities can be selected at the beginning of your turn, they are more or less special attacks or techniques that have their own utility in battle.

Out of combat

>Passive abilities, equipment, and skill can be applied out of combat and surge can be used in circumstances involving physical activity. Stealth, perception, athletic activity and social interactions can all be affected by your characters attributes and equipment loadout.

(2/2)
>>
>>2720433
Who are you...?

>Vidar Ullerson

Height: 7’ 10”

Description: A young man with a shaved head of otherwise dark hair and green eyes. Although heavily muscled his build is more lean then bulky. His facial hair is closely trimmed with only a mustache and sideburns adorning his face.

A taciturn young man who spends most of his time hunting the terrifying beasts that live in the extreme north, as well as the many more abominable things that stalk the desolate lands. Vidar is patient and not very confrontational, although he is not afraid to defend himself. He has expressed interest in making the pilgrimage to the Godroad to hunt the many great and terrible creatures on the earth and make a name for himself.

Temper: Low
Greed: Low
Ambition: Moderate
Wounds: 30
Skill: +2
Surge: 5
DR: 0
Starting equipment: Heavy mail (1 DR), Longbow (+2 AD, ranged), Longspear (+2 AD, two handed)

>Tor Torvaldson

Height: 8’ 8”

Description: A young man with long auburn hair and green eyes. Although very tall Tor has a medium build and noticeably large arms and shoulders. He has a bushy red beard that he frequently strokes when amused.

Tor is gregarious and friendly despite living in one of the most foreboding places on the earth, he enjoys fighting and raiding and all other types of raucous activity but unless provoked he is rather sedate beyond his boisterous enthusiasm, although if prodded he can become quite wrathful. Tor wishes to make the Pilgrimage south to explore the outside world and see what it has to offer.

Temper: High
Greed: Moderate
Ambition: Low
Starting equipment: Heavy mail (1 DR), Maul (+3 AD, two handed)
Wounds: 50
Skill:+1
Surge: 5
DR: 0

>Hakon Angrimson

Height: 8’ 1”

Description: A menacing young man with short blonde hair and icy blue eyes. Very broadly built with a heavily muscular physique. His facial hair consists of a thick mustache and stubble.

Hakon is a battle hungry young man. More so then many of his peers he enjoys battle and the taking of loot and spoils. Fighting and killing strong opponents is one of his most enjoyable activities. Although he possesses the same rough moral compass as his neighbors and relatives he is much more aggressive and favors the prospect of participating in southron wars and battles as well as involving himself in more than just ordinary raids. His interest in Pilgrimaging south is to test himself and to sample the women and spoils of the world.

Temper: Moderate
Greed: High
Ambition: High
Wounds: 30
Skill: +1
Surge: 10
DR: 0
Starting equipment: Heavy mail (1 DR), Sword and shield (+2 AD, +2 DD)
>>
>>2720456
I say Hakon, more because of his ambition then anything else
>>
>>2720456
>Hakon Angrimson
>>
>>2720456
>Hakon Angrimson
Sword and board is underrepresented in these types of quest.
>>
>>2720456
>Vidar Ullerson
>>
>>2720456
Hakons character sounds fun, but beardless short hairs are fags
>>
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>>2720469
>>2720478
>>2720491
>you are Hakon Angrimson

Settling into the hold of the ship you pull a dingy map that one of your kinsmen gave to you. Ulf as unpleasent and crass as he is, is still a good warrior, one who has ventured far in the world on his own accord and acquired a great deal of knowledge on the world beyond the wastes.

Before you can hope to survive the Godsroad you'll need to venture around some, get some more experience, cut your teeth in wars and battles and hunts for monstrous beasts.

>where do you go to start your journey?

>1. Matril
A stable country with growing borders and a growing need for soldiers. With a southern border frequently attacked by barbarians and the western border being deep wilderness filled with all manner of beasts, picking up mercenary work will be easy to find.

>2. Bronzehelm
A strong nation currently undergoing the succession crisis. One that will erupt in civil war any day now. They have a strong military but with the country split mercenaries will be in high demand. They have a strong knightly tradition and strong field armies.

3. Brightwall
Ugh. Elves. Haughty of all the mortal races and first in everything (in their own minds), but rich and with a need for mercenaries. They fight a war with the tribals whose island home they encroach on from te west and they are eying up their southern neighbor in light of recent vitories in border wars.

4. Tusk
The part of the island of Tusk still controlled by their human natives anyway. They're fighting a losing war with the elves and you can't imagine they have much treasure, but there are other things gracious men can give then just gold.

5. Downland
More bloody elves, but these elves are considerbly more pleasant (and desperate). Living in the shadow of their northern neighbor and losing out on land with their northeastern border wasting away means even the proud elves will pay well to any who can help them.

>other location by the sea?

You can ask questions about any of these areas if you wish.
>>
>>2720575
Bronzehelm sounds like a good spot to start working in, seems like there'd be plenty of chance for glory and riches in a civil war.

Tusk sounds fun because fuck elves.

Though, I think we could fuck up elves even better if we had some money, experience, and perhaps some more fighting men to bring along. Anyone else anti knife ear here?

My vote is for Bronzehelm.
>>
>>2720575
>3. Brightwall
Maybe we can get some magic items
>>
>>2720575
>>2720705
>5. Downland
changing to this and yes i am blind clearly
>>
Rolled 1 (1d2)

>>2720709
>>2720604
Rolling for which area to go to.
1 is Bronzehelm
2 is Downland
>>
>>2720750
Civil wars make for brisk business. A massive northman such as yourself can find work quickly once the scramble for mercenaries begins. If nothing else Ulf has told you that the women of Bronzehelm are fine and there's plenty of loot to collect from the peasents, you can imagine that some young maid or peasant girl would be receptive to you especially if a bag full of gold and a war story is involved.

Tucking the map pack in to your pockets you relax and allow the swaying of the ship to lull into a comfortable restful slumber.

>you arrive at Crabhook a port town on the north eastern side of Bronzehlem.

>Writing further and MS Painting
>>
>>2720875
>5. Downland
damn, I wanted to taste elven women, maybe next time
>>
File: Bronzehelm map.png (56 KB, 2700x1104)
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The spray of the sea burns your nostrils as you approach the harbor. it's a crude thing. A handful of long piers and wharfs for smaller trade vessals, nothing grand such as what Ulf and your elder brothers have told you just oaken constructing poles supporting wooden buildings and walkways along the shoreline. Plenty of people though. men and women in simple woolen clothing, and to your satisfaction there are plenty of women. Such small things really, but then again you doubt there are women outside of your own kinswomen who can approach you in size. The largest probably barely reaches the base of yout chest at best.

Once the ship has docked you haul your belongins ashore and look around. Dingy buildings partially sodden by the sea spray with little clothes over small square cut holes. maybe further in the housing will seem more accomodating.

>You are in the port town of Crabhook

What do you do?

>write-in.

You have all of your weapons, equipment and armor.

You have 5 wealth to spend.
>>
>>2721103
head to the local taver, unwind a little from the trip, drink and get merry.

ask the locals about the situation on the civil war, factions lords and where to find them
>>
>>2721134
This is good
>>
>>2721134
>>2721193

Moving into the towns inner sections you enter a bustling tavern. You have to duck your head to enter, but luckily the locals give you a wide berth on account of your stature. The men and women try their best to avoid being underfoot, many of the burly fishermen reclining within the tavern pale and avoid making eye contact.

Not surprising, being this close to the wastes mean most of these folk are fully aware of the reputation your kinsmen have especially in reagrds to fighting.

Settling down into a squat stool near a high table you stretch your legs and drink in the atmosphere. The wooden floor is scuffed with one big greysplotch that seems to take up the entire surface, no doubt from years of good business. A large hearth provides ample warmth and light for entire room as well as filling the building with a pleasant woodsmoke smell.

The hum of activity and the shouting of patrons is similar to the constant din that the mead hall produces when your kin gather to drink and boast.

When a cute wench walk by you a sharp pinch on her fanny gets her attention.

Turning on her heal the young women makes to screech at you but upon recognizing you she clamps her mouth shut with her hand.

"My dear could you bring me some strong drink? I would also like something to eat."

Standing uneasily the young woman nods, her brown braids flapping slightly. It's not easy to tell due to her conservative dress but you suspect she is one of those buxom barmaids Ulf has cackled about. At the very least she's pretty, a buttom nose surrounded by light freckles and large bright eyes.

"What would you like?" She asks tentatively.

"I don't know, but I think you look good enough to eat." You grin to emphasis the innuendo.

Paling visibly the serving girl skitters away, cursing beneath her breat.

Okay maybe you were laying it on too thick, plus with your teeth the smile probably seemed more of an invitation to actually eat the girl. Oh well plenty more women to seduce at a later time.

Getting up from your table you scan and begin to question any patron with their wits about them regarding the war.

Settling down near a grey beard (and buying him some ale) The old bastard relates the current state of affairs.

"Listen her boyo there be two factions to be lookin fer, the first is the children by old king Harlan's first wife Claudia Fairhair. His eldest chlidren hold the Brasshold and everything east of there." The old man belches and wipes his drooling mouth with his wrist before continuing.

"In Castle Bronzehelm Queen Maude Dread and her brood hold along with everything east O' the capital. Maude is a cunning woman and considering Harlan died of Illness despite being in good health beforehand lots O' folk think she killed him so her spawn could take the throne. She's got her family in Dreadhill and all the battle lords acorss the elf borders fighten fer her and hers. The king's eldest gots the gold tho' since Their mother is a Fairhair."

(cont.)
>>
>>2721339
"The way everything stacking up right now is that maude's brood's got the chivalry and the army on her side, but The eldest's got all the gold for mercenary and they gots a marriage in the works with Matril to back their claim. So's they got mercs and foreign aid and more gold to stick it out."

You scratch your stubble in amusement.

"What's the royal spawn like? Who're the players in this war?"

The old man raises his empty tankard. You give him yours to hasten his info dump.

"Mighty kind of you." The old bastard says as he gulps down the ale. A wet belch and another attempt at cleaning the drool from his mouth is made although he misses with his wrist.

"For the eldest are the king's two sons and two daughters by his first wife. Harlan, Helga, Myrsa and Thomas. The boys are men grown and the girls are of age t be married. Harlan is no warrior but Thomas is trained as a field commander. They take after their father. Tall, golden haired and strong in body. Maude's brood looks like her kin. Dark haired and very pretty. She has two children, Matthias and Elaine. The boy is a knight although not seasoned and the girl is some years older, neither have married from what I've heard. I'd say this war will reallt be between the Queen, her generals, and the first queen's brother Godhart. He's a lord of high standing and while not a fightin' man he's wiley. Yep a real shitstorm this war will be. Now unless you got another ale I'll be done talkin' now." Immediately the old man's head slams into the table, drool trailign acorss the wood as snores rattle his body.

Hmmm. Fortuitous.

>you have situational awareness of th Bronzehelm civil war

>You finish your dinner and drink you fill and be merry

What do you do now?

>write-in
>>
>>2721391
we seek employment, let's see if any caravan is leaving in need of an escort, this way we can move closer to the king's elder son or the queen and still make a coin while doing it

if none are available we set out to noonhand, that seems like the closer town
>>
>>2721391
Try to go to noonhand
>>
>>2721902
>>2722002
You wake up in the room you purchased for the night after drinking your fill. From the look of it you were still clothed, the room wasn't a mess and looking outside the tavern was intact so at least you hadn't gotten into a drunken brawl. While your own kinsmen may enjoy a big fight in the mead hall, you doubt the owners of this tavern would feel the same about an 8 foot giant smashing all the tables and breaking the legs of all their customers.

Gathering your things you move into the towns central marketplace. Caravans you know are a more common sight in the southlands and that merchants are not the most martially capable sort. Guarding a few wagons while you move to one of the main camps for the royal factions will at least yield coin or more intel on the war. Solidifying supply lines is a priority in war, and after all merchants have a reputation for handling information on account of their traveling.

The market is a jumble of stalls, shops, and wagons all hocking merchandise and yelling for the crowds of passerbys to look and buy their wares. Colorfully dressed men and women hold food, tonics, and weapons attempting to attract the attention of the crowds, one you notice is packing up their wagon.

A merchant about to leave is a merchant in need of security. The lack of armed company around the wagon tells you that they don't have any security, which good for you because you intend to take that position.

Walking up the loaded wagons you see that a youngish looking man seems to be ordering the workers to load the crates and supplies aboard the wagons.

"Good day." Your voice rumbles and the youngish man turns to address you. He backs up and frows lightly when he gets a look at you.

"Are you departing today? I notice that you are packing up your wares. I also notice that in these trying times you have no escort. I would like to extend my service as a guard for your caravan my good man if you would have me." Your words come out smoothly, your smile is relaxed and genial. The southron are all about politeness a little courtesy can go a long way with them.

"Ah. Well...you are correct. I was packing it in just now and uh, yes I haven't any guards right now they all jumped off to join the mercenaries ralling behind the Fairhairs at Guildman castle. If you would guard me I would accept it, but It would just be some coin, not a lot of danger on the roads and that won't change until the war's already here."

>The mercenary forces for Fairhair are assembling at Castle Guildman

You nod your ascent. You weren't exactly hoping for a payday by babysitting some merchant, but it will make a little richer as you move south.

"Are you going anywhere toward Guildman castle?" You ask.

"Yes I do business in the region and I'm delivering some ingots to the castle proper."

Exchanging no more dialogue with the merchant you wait by the gates for the caravan to start up. Once out of the town and on the road you make your way.

(1/2)
>>
The dirt road is devoid of waystone or markers several times a split in the road appears with no signs to clarify where each path leads. The merchant doesn't even blink as he steers the caravan down a given path.

Not the most efficient road system but you suppose that a seasoned merchant or traveler would know the paths by heart, that and it's probably made to confound invaders or foreigners.

The caravan has no other workers and the merchant has no companions. Despite your attempts to start a conversation the merchant is tight lipped. Hmpf. Now you can only hope something or someone will come along so you can get your blade wet.

(2/2)

>roll 3d20 for an encounter.
>>
Rolled 14, 2, 8 = 24 (3d20)

>>2722208
>>
>>2722267
What supplies is he carrying by the way?

Maybe we can just kill him and leave him in a ditch when we feel we are close enough to our destination to not get lost
>>
Rolled 5 + 1 (1d20 + 1)

>>2722267
>14
>you are stopped on the road by a handful of knights.

The slayer smiles upon this day, a group of armed men stand on the road, several grooms tending horses by the wayside. Heavy armor, good steel (for the southrons you suppose), and each with a surcoat colored red on black bearing the sign of a hydra ripping apart an armored man.

"My goodman whose men are those? I am unfamiliar with the sigils of the nobles of this land." You voice remains low and flat, these small boned southrons are far from being the most intimidating thing you've ever encountered.

"Those are men sworn to house Dread, since we're on the side for Fairhair their probably here to rob me of my goods. You going to fight them?"

You grin before putting on your helm. Its open faced but a hefty thing with a spike atop it. Combined with your bulk and the sword and shield you are a mountain of steel. Your shield is a menacing slab of steel bearing the red skull of the slayer and the grinning wolf of your clan laying down contently with the skulls of other beasts in its jaws. The sword is a heavy thick almost wedge-like weapon. Its near a greatsword in length to a normally proportioned man but wieldable in one hand by you. It's double edged with an elongated tip for both slashing and stabbing. The crossguard is a simple brass triangle with the tip pointed downward engareved with another red skull.

Weapons drawn you swagger toward the armed men, 6 in total. They do not disperse but bare their steel in response to your challenge.

Do you want to say anything to the band of knights before you go into combat?
>write-in

>roll intiative 1d20+1

I'm rolling for the knights initiative.
>>
Rolled 3 + 1 (1d20 + 1)

>>2722324
Just thank them for politely taking us out of our boredom....with a sword to the face
>>
>>2722367
"Thanks for dropping by. The road can be quite boring you know. At least now I can spill some blood..." Immediately the knights charge as one each man bearing his weapon , the troop dropping into a U formation in order to quickly surround you.

>Knight troop
Wounds:20
Skill: +1
Surge: 5
DR: 2

>>2720445
Refer to this post ofr combat rules

Choose your stance
>Offense (wound enemy for every attack roll they fail)
>Defense (Store bonus AD for your turn for each successful defense roll you make)
>>
>>2722384
They are charging right?
Form a shield wall
Defensive
>>
Rolled 3, 9 + 1 = 13 (2d20 + 1)

>>2722324
>>2722367
Ah I have made a mistake. Forgot about the 3d20 rules I made.

I'll roll for the other 2 initiative rolls the knights need. So roll another

>2d20+1
>>
Rolled 17, 8 + 1 = 26 (2d20 + 1)

>>2722394
If we win this we charge offensively
>>
Rolled 13, 5, 10, 15, 15 + 1 = 59 (5d20 + 1)

>>2722394
>>2722437
>knights win 2 out of 3

>you take a defensive stance

Raising your shield you backpedal to avoid being encircled. The knights continue to their advance, the knights to the sides with halberds and those in the center with maces. Smart your heavy mail is best against sharp weapons, heavy polearms and maces will fare far better.

They attack as one covering one anothers openings by taking different angles, preventing you from stepping into their guard or attacking an exposed joint.

They are careful, attack quickly but in a controlled disciplined manner. Good, they seem to know what they're doing this will be genuinely be fun.

>roll 7d20+1 for defense (5 normal defense and +2 bonus defence due to having a shield)

I'm rolling 5d20+1 for the knights
>>
Rolled 20, 20, 11, 6, 3, 13, 19 + 1 = 93 (7d20 + 1)

>>2722463
>>
>>2722516
>2x 20s
If you get a 20 on defense you get an auto wound as if you were taking an offensive stance If you're using it on offense you deal double the wounds.

>you gain 4 bonus attack dice for your turn
>you only take 1 wound
>you deal 2 wounds to the knights

>Hakon: 29/30
>knights: 18/20

The calculated offensive by the knights is solid. There's never a gap in their timing, each poke or swipe from their weapons is perfectly timed to set up for the next. There is no exploitable weakness and on top of the barrage of attack they close in on you as you backstep.

You catch their weapons on your shield head on. Rather then turning your shield at an angle to parry them you stop their weapon in their tracks completely halting their attacks. Your arms burns from the effort of holding off 6 warriors at once but with a sharp flex of your arm and shoulder muscles you force them back, their guards forced open.

A swift slash from your blade opens a deep cut on one of the knights flanking you, blood spraying from the gap in his armor at the elbow.

The momentum is now turned against the knights. Your time to show this soft greenlanders what kind of strength it takes to survive in the wastes.

>your turn

>You are in offensive stance
>your opponent is in offensive stance

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

How many surge dice do you want to use? (you have 10 total and 10 is the maximum
>0 to 10

>+4 bonus attack dice are added from your successes last during the enemy attack phase.

Just know that your enemy can only roll 10 defence/attack die without using surge or bonus die the same goes for you also.
>>
Rolled 14, 14, 7, 6, 17, 13, 3, 13, 17, 6, 11, 9, 4 + 1 = 135 (13d20 + 1)

>>2722537
10die plus 3 surge
>>
>>2722568
Roll 6 more you have the +4 bonus die and another +2 due to your sword.
>>
Rolled 1, 15, 4, 6, 6, 14 + 1 = 47 (6d20 + 1)

>>2722574
>>
Rolled 2, 16, 18, 7, 12, 12, 19, 11, 16, 3, 19, 8, 20 + 1 = 164 (13d20 + 1)

>>2722586
>>2722568
first knights defence roll
>>
Rolled 16, 16, 2, 12, 19, 8 + 1 = 74 (6d20 + 1)

>>2722586
>>2722568
last part of Knights defence
>>
Rolled 12, 19, 11, 15, 5, 8, 16, 1, 20, 18 + 1 = 126 (10d20 + 1)

>you deal 9-2 wounds of damage against the knights
>you gain 4-1 wounds

>Hakon 27/30 wounds
>Knights 11/20 wounds

Using your shield as a battering ram, you force the knights back, lightning fast swings from your blade carves rents into the steel armor of the kngihts unlucky enough to fall within the ling reach of your sword. Blood splatters on your mail as a long diagonal cut hews the flesh of one of the halberd wielding warriors, his cuirass parted and bits of shrapnel lodged in his wound.

Another stroke of your blade fails to cut one of the knights but the force produces a snapping noise as you catch his hip, the knight's stance weakens and he sags beneath the wieght of his own armor.

The remaining knights save for one receive each gain a crimson stripe, the hissing grating gasp of steel being torn asunder licks your ears, the sighs and howls of pain as these men suffer from your assault. They say nothing they make no jibes, boasts or crys of mercy. Their cold determination to survive and kill you is commendable. You dare to say these warriors have earned a little respect from you.

The minor bleeding wounds on your person are a testament to their resolve even as you press your advantage.

>Knights turn

Which stance do you take?
>Defense
>Offense

The knights are rolling 5+5 (surge) attack die
>>
>>2722633
Regardless of which stance you take roll
>12d20+1
>>
Rolled 16, 5, 3, 16, 12, 2, 7, 1, 7, 5, 13, 6 + 1 = 94 (12d20 + 1)

>>2722633
let's take an offensive stance and try to criple them for good
>>
>>2722633
>>2722696
>17,6,4,17,13,3,8,2,8,6,14,7 You
>13,20,12,16,6,9,17,2,21,19

>you deal 5-2 wounds
>you receive 6-1 wounds

>Hakon: 22/30 wounds
>knights: 8/20 wounds

Your exchanges with the knights become more intense, as the knights drop any pretense of self preservation to try and kill you. Likewise you use your shield more aggressively and loosen your guard to maintain your momentum.

A strong overhead stroke cleaves one of the knights helmets in twain blood and bits of viscera coating your blade as brains and fluids fountain, one of the knights takes the opportunity to gore your side with his halberd in response. A deep stab that sends your life's blood running freely down your side, soaking your leathers.

The burning pain you experience grows when two of the mace bearing knights ram into you slamming there steel clubs into your wounded side.

Clipping one of the offenders with your shield their helmeted head snaps back at a unnatural angle, blood shooting from their visor before they fall backwards. The last mace knight takes your sword right through the visor with the tip bursting from the back of his helmet, a savage kick sends the steel corpse onto the dirt below boneless and lifeless.

The three remaining knights fail to wound you any futher, your blade or your shield rebuffing their attempts to harm you, angling the slab of steel to parry or a counter stroke to divert the course of a lunging halberd.

>your turn

>You are in offensive stance
>your opponent is in offensive stance

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

How many surge dice do you want to use? (you have 7 currently)
>>
Rolled 10, 4, 13, 19, 12, 1, 17, 15, 4, 10, 9, 11, 10, 4, 17 + 1 = 157 (15d20 + 1)

>>2722721
10 dice
2 sword
+3 surge

15 total right?
>>
Rolled 11, 4, 6, 7, 18, 5, 18, 11, 20, 3, 14, 3, 10, 9, 17 + 1 = 157 (15d20 + 1)

>>2722731
correct
>rolling for the knights
>>
Rolled 2, 19, 2, 17, 6 + 1 = 47 (5d20 + 1)

>>2722731
>>2722735
>you deal 5-2 wounds
>you recieve 6-1 wounds

>Hakon: 17/30 wounds
>Knights: 5/20 wounds

These greenlanders aren't as soft as Ulf described, but then again Ulf mainly fought elves so that may have been a factor.

You hack off the arm of one of the knights at the shoulder when you stab at his armpit just as he lifts his halberd at your throat.

He dies to a another slash but before he draws his sword and stabs at you through a gap in your mail left on your wounded side.

The last of the knights make their final stand fannign to attack you from either side, forcing you to choose which to focus on.

A sharp pain shoot up your leg as the edge of a halberd slices your thigh open. When you shield blocks another attempt yo exploit your wounded side stars explode in your skull when a halberd pointed hook slams into the back of your skull.

Choose your stance
>Offense
>Defense

>roll 7d20+1 for your defense the knights have

>rolling for the knights
>>
Rolled 19, 17, 9, 15, 17, 19, 6 + 1 = 103 (7d20 + 1)

>>2722778
defensive
>>
>>2722778
>>2722782
>you take 1-1 wound
>you gain +4 bonus attack die during your turn.

The remaining knights show sign of fatigue, while one is unharmed and the other is mostly intact their attacks have slowed and their footwork has stalled.

Your shield holds off one while you parry with your sword, only a single shallow thrust connects but ineffecively dings against your armor.

>your turn

>both you and your opponent on taking an offensive stance.

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

How many surge dice do you want to use? (you have 4 currently)

You have +4 bonus attack dice plus another 2 from your sword
>for +6 bonus dice
>>
Rolled 18, 2, 13, 17, 8, 17, 12, 3, 17, 1, 19 + 1 = 128 (11d20 + 1)

>>2722923
>>2722923
5 dice
2 sword
4 bonus
>>
Rolled 10, 2, 10, 20, 12, 2, 11, 2, 17, 12, 10 + 1 = 109 (11d20 + 1)

>>2722928
>>
>>2722932
>>2722928
>you deal 6-2 wounds
>you receive 3-1 wounds

>Hakon 15/30 wounds
>Knights 1/20 wounds

The knights circle you slowly, their ragged breathing audible through their helmets. The halberds shake in their hands, the metal plates that compose their armor rattles as they shake either due to exhaustion or nerves.

You break toward the wounded knights in one smooth motion bat his halberd away and lash out with you leg. The knight's knee explodes and folds backwards, while the knight screams in agony a sharp blow from your sword slips between helmet and neck severing his head. The blood sprays across your face and before you can turn to face the last knight you feel him climb onto your back attempting to use a dagger impale your face as he grips your head.

Raising your shield you dust the knight's brain with a sharp slap to his head knocking him over.

Rendered motionless you hear the knight moan in pain on the ground his dented armor covered in dust and blood.

It is in this moment that you notice somethign about the knights voice. it's rather....soft, feminine even.

Flipping the knight over and kicking away all of the nearby weapons you pry the steel helmet off to reveal chin length blonde hair.

Pulling said hair and raising the knight's head reveals a soft featured face with plump lips.

Ah. A woman knight, one of your brothers spoke of them in passing after one of his raids. A rare sight but some of the larger, stronger noblewomen occasionally take up martial service alongside their brothers.

She intact in comparison to her comrades and quite pretty despite the bruises forming on her face.

A cruel smile splits your face, and you feel an itch in your loins, and a burning in your pocket

"Merchant? The war is not active being prosecuted, yes?" You yell over at the man, still cowering behind his wagons.

"No, but skirmishes between the lords are happening, blood is spilled, although the armies do not march....yet."

Lookig at the unconscious woman a though occurs.

"If I were to go to Guildman castle, would they accept a hostage If I were to give one to them? To ransom that is."

The merchant looks thoughful for a moment as he steps out from behind his wagons, before he nods.

"A knight would hold worth as a hostage, enough that the queen or the knight's family would ransom them."

You say nothing else, instead you begin to search for any additional weapons the lady knight might have on her person.

Dragging her over to the wayside you notice the grroms and the horses are gone although the camp is intact. Cowards, leaving their masters to die.

Taking some rope you tie the women in bonds after stripping her of her armor, although you have the courtesy to keep her modesty. She fought well and would have died well save if she had not been knocked out, a smidgen of respect is due at the very least.

Loading up the knights remains and possessions you tend your wounds, taking care to carefully clean and bind up your wounds.

>cont.
>>
>>2722985
we took a beating, let's hope their loot holds something valuable
>>
Progressing down the road the Merchant eys you warily but from the look on his face he is more confident that you can protect him. An example of martial prowess such as fighting six platearmored knights all at once is no small feat especially in the eyes of a commoner.

You do not regard the merchant much though, you take the time to count the loot you've taken from the knights.

They have little in the way of goods which is reasonable since they are aren't a caravan, but they do seem to have plenty of gold on hand.

>you find 20 wealth worth of gold and silver from the knights possessions.

Of course the bigger payday is the woman, whose sleeping form brings another issue to mind.

What do you plan to do with the woman?
>write-in
Have sex with her (lewdbin will be provided)

If you've ever read orc warlord quest this quest will sorta be like that although with less rape. Sex stuff can happen but it won't be constant I just personally want to try out writing some smut but if no one really shows much interest I won't bother
>>
>>2723046
hey, we are here to taste the cunts of the world after all.

we do take her.

the previous anon had some ideas about just murdering this merchant that I find quite acceptable, how much would we profit from it compared to the possible help in ransoming the girl?
>>
>>2723062
The merchant has three wagons filled with textiles, glassware, some commerical goods like candles and iron ingots he wants to sell at Guildman castle, all in all his stock is worth about 40 wealth, he has about 20 wealth on him you could take right now in raw gold and silver.
>>
>>2723080
I'm not fan of commerce so those goods won't do, we just shake him down for his money when we reach there, reasoning he would lose it all for the knights or...you know...us if we felt like it
>>
>>2723094
>>2723062

Settling into a camp off the road you wash your wounds and use a razor to trim your facial hair. With each smooth pass of the blade across your face your growing beard is kept nice and managable and mustache of course is the picture of uniformity.

As you groom yourself the merchant begins to count his gold, carefully clinking each coin together in several stacks.

"Merchant." You call, half focused on your shaving and the other on the now conscious woman tied close by, her face downcast.

"Ah yes. What is it." The merchant says, distracted b his coins.

"What shall be my payment when we reach the castle?" The merchant flinches as though struck, his eyes flit back and forth before he places the coins in his bag. It would appear that the marchant is a miser, that will be his undoing if he is not careful.

"I was still thinking about that, I mean the trip between the coast and Guilman isn't especially far and of course there is the fact i still need to make a profit off of my goods an-" You raise your voice enough to cut the blathering merchant off, just as his lying tongue begins to spin a tale of whay he's not going to pay you much at all (in your mind).

"If those knights had their way you would be headless by the side of the road with everything taken and the buzzards biting your cock off, so if you would please dispense with the mercantile drivel and speak plainly."

The merchant begins to shake somewhat, his eyes blinkign rapidly and wringing his hands (merchants all seem to do that no matter where they are from).

"How much do you want?" The merchant says, in a very slight voice, trying his best to avoid being heard.

"How much money do you expect to make off of your goods?" You ask.

"About double what I have now."

"Then give me all of the gold you have." The merchant blanches like a ghost. His hands suddenly placing the sack of coins in a deathgrip.

'Why the bloody hell should I?" He yells.

"because I'll rip your cock off and force down your own throat if you don't. Fighting six to one against professional warriors is no small feat you gold chewing coward, so it would be your best choice to avoid angering me lest I turn ou into a sheathe for my blade.

Not even bothering to stop shaving you tap the hilt of your sword. Out of the corner of your eye the Merchant grows whiter with fear until he shakes and nods silently, tears forming in his eyes.

Fools, always quick to be parted with their money. If he had just offered a decent sum to start he wouldn't be in this mess.

With a final go over your face is fresh and your razor is tucked away. gathering your things and the bag of gold form the merchant you drag the woman away from the fire.

"Where are you taking me." The lady knight says, her voice a low hiss.

"Guess." You say. She pales but does not scream. She remains composed despite the fate that awaits her.

Settling away from the camp on a hillock you settle down with a pack roll.

>cont.
>>
The lady remains tied up as you begin to settle your things and sit by her.

Reaching out you grab her jaw and examine her. Despite the bruises left on her by the battle she is in good condition.

Her blonde hair clean and shiny, reaching her chin and uniformly cut all around. Her eyes are a bright blue with a round gently featured face. Her pursed plump lips combined with her very fair complexion make for a visually pleasing exterior.

You make her stand, taking note that she quiet tall for a woman (a southron woman anyway), easily six feet without shoes on. While she remaines clothed you take note that she has muscular arms, toned and very pale that bulge slightly as she works against her bonds.

The whole time that you hold her she bares her teeth and struggles, but your grip is exceptionally solid and ultimately her attempts to free herself are useless.

"You are a fine specimen. I have been told that you greenlander nobles breed for postion often at the expense of strength or beauty, but at least someone had sense to breed some comliness into your line." The lady knight does not deign to respond, but rather she clenches her teeth shut and glares.

"Oh come now, this could be worse." You say.

"How, I am about to be violated by a strange man." The knight says a harsh snarl following.

"You could be violated by many strange men, all at once or dead or fed to a dog, or force to be violated by an animal. There are many horrible fates to be experienced."

She grimaces at your words but she remains silent this time, her lips downturned as she blanches.

"I have some questions for you as I intend to ransom you to your family afterwards, also it will make this little experience easier on you."

"Oh really, sharing some pleasantries will make me feel better about you just reaming me from behind as you pump me full fo your mongrel seed?"

Settling back on the ground you release her jaw and snort.

"Yes, first of all speaking of seed I need to know if your in season." At your words she blankly stares.

"Well girl are you in season then? Have you had your bleed and all that."

"What does my bleeding have to do with you getting me pregnant." The irritation in her voice is clear, not comical at all. She's serious.

"When a woman bleeds it means she hasn't gotten pregnant and aftewards for a time she can't. Yes or no, have you bled." You state it matter of factly, mostly wth disdain. Really you would think she would have asked someone about the nature of her fertility, you can guess her age is about 20 winters old enough to be married and with child by now.

You suppose she was more concerned with playing with swords then with cocks and it never came up.

"Yes I finished bleeding several night ago, happy?" She sneers.

You nod in approval. "That means you are unlikely to get with child. My other question is if you're a virgin."

The lady knight smirks, her eyes narrowing as she thinks herself with the upper hand.

>cont.
>>
>>2723241
Hah, the sex ed barbarian strikes again!
>>
"I lost my virtue some time ago, I'll admit it before I was knighted I enjoyed the company of another knight. Sorry to disappoint you northman, you claim no maidenhead tonight."

Your grin flashes, and her's disappears the moment she see's yours.

"Poor luck for you, If you were a virgin I would have refrained from defiling you, I plan to ransom you after all, but since you have no virtue I can plough you regarldess."

The small victory she had won was now gone, and a grimace once more mars her beautiful face.

"What's your name, I'll grant you that you that you were a good fight with your comrades, I'll give their bodies over the castle garrison to be sent to their families, they are owed that much. Women in this part of the world are not given to fighting so I can say you are worthy of some respect considering you were willing to die in battle."

"My name is Nora, and your compliment means little to me, but I suppose this is war, to be honest have already killed plenty of peasants already, the gods have their way of punishing the wicked after all."

You snort. "Men are monsters, war just brings up that fact, the gods could care less anyway."

Resigned to her fate you begin to strip off your clothes.

>cont.

Before I post the pastebin what are the rules for that kind of thing? Am I allowed to put down the web address?
>>
>>2723416
yeah, I believe so.
>>
https:/www.pastebin.com/J4hsAJ2Y

Here's the lewd. Hope you like it. Give some critiques because, I don't normally write this stuff so I don't got much experience.
>>
>>2723442
It's quite good.

very descriptive and fun.

I'll be looking foward for more
>>
>>2723442
The magic thing was weird but I guess it was necessary to not turn it into gore hehe.

I like the battle system, the sandbox feel and the lewds. Hope you come back
>>
Nora remains compliant for the rest of the trip as does the merchant. All things considered the beginning of your journey has gone well. Had a good fight, acquired decent loot, and enjoyed the company of a greenlander woman for the first time. That and being able to sleep outdoors without having to worry about running into some hellborn abomination is pretty nice as well.

The placid countryside is a little boring though, you would think that more soldiers or criminals would be about tearing everything up or looking for a fight at this point.

Biting into a cooked piece of deer you hunted (you ran it down and bashed its skull in with a rock since you have no bow), you get within sight of a walled settlement. You imagine that It's the town of Noonhand which means that the castle is still pretty far away.

"Uh stranger I think I'll part ways with you here." The Merchant Nervously looks to you while atop his wagon.

You grunt in affirmation, taking Nora and the few things you laid on the wagon. Immediately the merchant speeds off going around the town, probably to get away from you.

Suits you, you already have all of his gold. Tugging the rope tethered to Nora you enter the town.

Once through the gate you notice a large sundial along the main road in the center of town. With a name like Noonhand the dial must be the namesake. A little on the nose but it makes sense.

>You are in the town of Noonhand
>The merchant has fled from you
>you have 45 wealth in funds
>you have a captive named Nora (Knight)

what do you do?
>write-in
>>
>>2724094
inspect the garrison, see for witch side they are fighting.

do we have to wait to arrive at the castle to ramson her? are there more knight of her order here that might recognize her?

After that we should probably search for work and or entertainement
>>
>>2724202
>garrison
This town is firmly within the territory controlled by the Fairhair's

>ransom
If you want to collect you'll need to go to the castle. You could hand Nora off to the local magistrate but let's be real he would just collect the cut of the ransom himself.

>Her order
An encounter roll would answer that question

>roll 3d20 for encounter
>>
Rolled 11, 12, 16 = 39 (3d20)

>>2724223
>>
Rolled 2, 5, 17 = 24 (3d20)

>>2724223
>>
>>2724240
>16
>You're in luck another group of Knights is here

Swaggering through town with a bag full of gold and a wealthy captive to ransom you scan the streets of Noonhand. Originally you were intending to look for another caravan to act as hired muscle or a tavern to blow off some steam, but walking along you notice that there is an awful lot of blood on the ground. Scanning further you see the bodies dragged out of the way, piled up in or near the road.

Odd. The town seems relatively intact and at the same time decidedly not burned to the ground. There was some type of battle, and with further scanning no town watch or guards are nearby.

Ducking into a nearby house you see a family cowering in the corner of their home. The mother desperate clasping her children cries out and sobs. A man (you assume her husband) blocks you from getting near the huddle of civilian life (not that you were, peasants are poor sport and there's no fun if your opponent can't fight back).

"I have no interest in harming you, but I have a schedule to keep, why's the town covered in blood and dead bodies? Some kind of battle take place, a riot maybe?"

The man maintains his position but he nods and points outside.

"A company of knights showed up bearing the king's colors. We let em in and they started killing and lootin. They got bored after they hacked off the magistrate's head and then they left, but a couple of em are still here parsing out loot amongst themselves. Now please leave in peace." The moment the man stops talking you exit and tug Nora along searchign for the remaining knights.

"Question Nora, what are knights in this country? Professional soldiers, a class of noble? And exactly how prepared are you to slaughter the common chafe?"

The lady knight spits before she scratches the bonds around her neck.

"Nobles that like to fight and get titles. Peasants are hardly a concern in wartime and with this being a civil war the other sides fair game. Not like the mud covered dogs have anything else to do."

You raise an eyebrow at her speech, you suppose the powerful have no care for the weak anywhere in the world.

"Very well then I know what I'm doing then." You say as you Take Nora into an alley before tying her up and getting your armor together. You cover her and you possessions in a tarp.

"Must I really be left here?" Your prisoner complains.

"Yes I have nowhere else to pout you unless you would like some mud covered dog to fuck you while I deal with your brothers in arms. Even in times like these men will do awfulthings like that." You grunt before setting off to kill some more polished dandies, maybe if your lucky another lady knight will be present.

heading towards the center of town, off to the side another troop of six with their followers huddled around a mound of loot. Stacks of copper coins, silver pieces and little piles of gold coins. Furs, metal tools, kitchenware, ornaments and bottles of wine.

>cont.
>>
Hmm. Similar setup as the last, but now that you're warmed up you can break out some of the more advanced martial techniques you've honed. After all skill is of equal importance to strength.

>Active abilities unlocked!
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)

Looking out on the group of knights they are more.....gilded, seasoned. Their armor is laquered and they have individual markings on their pauldrons. These must be more senior members of their order. Despite the apparent seniorirty they seem too preoccupied with the pile of money, then a possible threat sneaking up on them, like say and 8 foot tall murder machine with unsettling libido and few morals. Which is good for you.

>you auto succeed initiative

Do you say anything to the Knights?
>write-in

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

How many surge dice do you want to use? (10/10)
>0 to 10

>+2 AD due to sword

Hakon
wounds: 30/30
Skill:+1
Surge: 10
DR: 1

Knight troop
Wounds: 25
Skill: +1
Surge: 8
DR: 2
>>
>>2724349
hey that's a good loot, we'll be taking it thank you
>>
>>2724386
that's what we say, before we behead one of them from behind

now tell me, when we attack they always defend with the same amount of die?

I say we start with a savage assault, that way we have more chance to sunder their armor on the first hit, sunder is automatically applied when you do 6 damage or do we have to call for it?
>>
>>2724396
They always defend with the same number of die but the rub is that there base defense is 10 die meaning that they can only retaliate or store die for their turn with the first ten, all the extra attack you throw are basically safe with no threat of extra wounds or enemy dice storing.

Obviously the first ten rolls still hold the threat of damage or the enemy stacking dice but the advantage having so much extra damage with minimal threat is nice.
>>
Rolled 20, 14, 18, 6, 11, 19, 12, 15, 11, 7, 8, 5, 15, 18, 2, 18, 10, 5, 13, 18, 13, 9 + 1 = 268 (22d20 + 1)

>>2724408
savaging them

10 die
10 surge
2 sword
>>
Rolled 8, 5, 2, 18, 19, 2, 10, 19, 9, 6, 11, 4, 3, 3, 1, 3, 3, 3, 16, 1, 19, 11 + 1 = 177 (22d20 + 1)

>>2724416
>>
>>2724416
>>2724424
>24-2 wounds dealt!
>3-1 wounds recieved!

https://www.youtube.com/watch?v=a6BbvCC0VI0

Between the knights and the grooms no one seems to be aware that you are present. Really you would think that you presence would be felt, your footsetps are loud and it's not as if you were trying to sneak up on them? You love loot and spoils dearly but this is just careless.

Fools. But like fools they will be parted from their treasure.

"Hey. That's some good loot, I'll be taking it thank you." Your voice booms and echoes through the silent town.

Just as one of the knights turns to shout at you your sword lashes out. This time your focus is razor sharp, the stinging left in your still healing wounds, the smell of blood on the wind, the harsh metallic scream as your sword tears the gorget guarding the knights neck. Everything is crisp and clear, intense and individually experienced.

Your battle lust spikes as the knights helmeted head spins in the air spraying blood, loose shards of vertebrae colliding with your face. The other five are on you in a second but your attack cannot be easily halted.

Slamming your shield into the still standing corpse of the headless knight you send it flying into one of its still living comrades. Dashing into the guard of another knight you sink the tip of your blade into the unarmored gap between the crotch and thigh, digging and twisting the blade to topple the knight before slamming the edge of your shield into his throat, collapsing his larynx and silencing his cry of pain.

In the span of time it takes for one of the knights you jab you with his greatsword you wheel around , pivoting with your backleg and catching the knight with your shield. Knocking the sword wielding warrior off his feet before an overhead blow sheers him in twain, from skull to crotch, your sword lodges into the earth below from sheer force.

Two of the six knights charge, halberds leveled at your neck and open faced helmet. Shield raised your counter charge cracks their polearms, sweeping away their weapons with your shield your sword trails behind hacking off the arm of the knight closest before the return swipe sheers off the head of the one furthest from your sword hand

At this point blood has been hosed all over your armor and your weapons have been thoroughly painted in gore. Crimson dyed and unstoppable you punch the armless knight before slamming your pommel down onto the warriors metal encased skull, leaving a divet that audibly cracks his skull.

All that remains is the knight you bowled over with the first corpse, who has only just now recovered and stands, a large dent in his breastplate from where the dead body plowed into him.

>You just fucking murdered the shit of out five elite knights in like less then half a minute.

>The last guy is fucking terrified

>you want to take another prisoner?
>>
>>2724557
Are you by any chance a woman? It's never easy to tell you southerners apart, especially by the way you fight.

approach, when the knight tries to attack we hold the weapon arm and disarm. then we decide what to do
>>
>>2724594
"Are you by any chance a woman? It's never easy to tell you southerners apart, especially by the way you fight." The knights shakes audibly, the metal plates clanking against each other.

Despite seeing all of his (or her) comrades torn apart the knight holds their ground.

"I'll offer a deal since I can and will kill you if you don't accept. Lay down your arms and surrender. I will take as a captive and you may be ransomed back to your family once I take you to castle Guildman. How's that sound, If you don't believe me I have another of your order captured, a woman knight named Nora."

The offer hangs in the air for a time. You retain your fighting stance, your sword and shiled at the ready, while your opponent shakes and mumbles under their breath.

Eventually the halberd drops and they fall to their knees, hands raised. Before they can so much as blink you are on them, tearing off the armor and stripping them of any weapons.

Once done you are disappointed to see that the knight is a man rather than a woman. A tall but not especially brawny man with a thin mustace and goatee. Much like Nora you have him tied up with ropes although this time the rope is stolen from the knights supplies. Unlike before the grooms failed to escape as they were to dumbstruck to flee. Seeing as they were not nobles you let the towsfolk lynch them while you were helping yourself to the loot pile.

Dragging Nora back into your company you force her and your new prisoner to help load the horses with spoils.

The locals eye you an the riches stolen from them but one look at the pile of dead knights and your blood covered form and they think better of it.

After eating at a tavern and prepping the horses you march out from the town in high spirits and with heavier pockets.

You'd think to ride one of the horses but to be frank even a warhorse isn't near big enough to carry you without problem. Still on foot you make your way to the castle.

>gained +100 wealth in loot
>Gained knight prisoner: William
>gained title: Knight Slayer
>Level UP!

>+10 wounds
>+2 surge points
>+1 skill

Choose a passive skill
>Punishing blows (dealing more than 10 wounds in one turn decreases enemy skill by 1)
>Second wind (for every three wounds you deal gain one surge point up to max value)
>>
>>2724557
+10 wounds

>Second wind (for every three wounds you deal gain one surge point up to max value)
>>
>>2724738
Oh, the +wounds skill and surge point are just part of the level up. You only need to vote for the passive.
>>
>>2724774
oh, nice

the second wind then
>>
>>2724720
Second wind
>>
>>2724720
>Second wind (for every three wounds you deal gain one surge point up to max value)
>>
>>2724788
>>2724783
>second wind wins

Hakon "Knight Slayer" Angrimson
Wounds: 40/40
Skill: +2
Surge: 12/12
DR: 1

Gear:
>sword and shield (+2 AD and DD)
>Mail Armor (+1 DR)
Wealth: 145
Captives/thralls:
>Knight Nora
>Knight Williams

The path to the castle is straight forward, and the roads are clear. The little villages that dot the countryside are quaint and its people are careful to not bother you or your prisoners. Bronzehelm really is a pleasant country with its green plains and hentle hills, stretches of farmland and forests, a shame that it will burn and suffer horribly, but also good fortune because when the real conflict begins you'll have all the blood and battle you could want. So far you've had fun but skirmishes along the road are paltry in comparison to wading hip deep in a true battle, with thousands of warriors bleeding and dying all around.

While on the road to Guildman do you want to do anything?
>yeah. Write-in
>no. skip to the castle.
>>
>>2724934
ask them who they can be ransomed to
watch out for other fun opportunities.
Tell Nora she could've done worse, stashe here could be the one who raped her like he probably did in that town
>>
>>2724972
"By the way who should I ransom you lot to. I didn't get your family names. You nobles are part of a large clan each, yes?"

Both of your captives ramble on about their "guardians" and housholds for about an hour before they give answer you can give a shit about.

"My father." "My Uncle."

You grunt. Damn greenlanders can be longwinded when they wan to be. Looking at Nora and then William you decide to make a snarky comment. Irritating your captives is probably your only source of entertainment until you reach the castle or find somewhere to spend your loot.

"You know Nora you shouldn't feel so bad about traveling with me, For all you know patch 'stache could have decided to rape you like that town."

Nora's look of dsgust at both you and William is amusing enough, Williams snort of derision is equally humorous.

"Ugh, can't stand a bitch with too much muscle on her, there's nothing to hold onto, plus I already reamed the magistrate's wife while I was there, seconds would be too rich for me."

Both knights mutually glare at each other.

"How good was the magistrate's wife?" You ask.

"Damn good, she didn't care to struggle, to be honest she just went along with it. Young Preety thing with plenty to hold onto, fat fuck of a husband squirmed while I took my with her. She's probably gobbling cock with the rest of the camp whores now for copper coins."

"You knights are awful, aren't supposed to be beacons of justice and honor or some shit like that? The way you lot act I'd take you for a group of raiders."

William spits. Nora snorts. "We're here for the glory and the fighting, nothing more. If the peasants want someone to wipe their asses their out of luck." Nora fires back at you and your tickled pink, you start to tear up from laughter.

"The slayer hack my damn head off, I love this country. I came to the right place after all. I'll need to bring my kinsmen here sometime."

Both of your captives frown at your statement. You don't blame them, a horde of your kin can reduce a castle in little to no time at all really. The kind of havoc you could wreak would be devestating, but for now you're alone. For now.

>Fun opportunities
For you some fun could include
>Pillaging a small hamlet
>Bothering some of the local farmsteads for something you want
>Rob carvans on the road
>Search for that group of knights that raided Noonhand.
>Just be a dick to people traveling
>>
>>2725280
>Search for that group of knights that raided Noonhand.

let's kill some more knighta, that way they'll have to pay well for mercenaries, it's just sound business.

and tasting the magister's wife won't be bad either, that guy got me interested.

>Just be a dick to people traveling
this is implied no matter what we do hehehe
>>
>>2725380
>Search for the knights so you can kill/capture them and showup to castle Guildman weighed down by captives and cash

"William, did your fellows talk about where you were going to meet up after the raid on Noonhand by chance?"

William snarls. "I'm not giving away my comrades even if you gut me. So you can go fuck yourself." You backhand William for the sass but continue onward.

Looks like you'll need to track them. Going from farmstead to farmstead you badger the locals for any knowledge on a formation of knights. After about the tenth farmer who begs you not to salt his land and rape his daughters, you finally get an answer. A troop of knights raided the farm you visited and left tracks. In about an hour you com across a camp.

Its decently sized, about 20 tents large enough to support several men, with about 50 people milling about. You see that 20 actual knights are present and that the rest are grooms or camp followers.

20 knights is a fair challenge, maybe a little more then you can handle at once, but they don't expect one man by himself to attack. The best approach is to attack at night or to piece meal them by waiting for some of them to leave.

Observing the camp a while longer you see some stacks of treasure, very FAT stacks of treasure. The collective wealth of the town od Noonhand combined with dozens od hamlets. Considering the brisk business these knights are doing you ponder on how no one has found them yet, surely the local lords would be up in arms about it. Were the local authorities simply incompetent or was something else going on.

No matter, killing and capturing the knight company more important.

What is your plan for taking down the camp?
>take out their groups as they leave (fight 2 groups of 10 knights seperately)

>attack the camp at night (groups of 5 or 6 but in one encounter)

>Write-in

Just as a piece of advise avoid fighting them all at once there's a boss knight in there and doing it all at once would not go well and I'm enjoying writing so far.
>>
>>2725532
>>take out their groups as they leave (fight 2 groups of 10 knights seperately)

take the first group as they leave, then wait for the night so we can divede the remaining in two groups of 5 if possible
>>
>>2725538
Supporting
>>
>>2725538
Support
>>
Rolled 20, 19, 2 + 1 = 42 (3d20 + 1)

>>2725538
>>2725597
>>2725626

You stow your captives and the loot you've already acquired in a derserted farmstead nearby before you being your plan.

Skirting the camp you lay in wait hoping for the knights to split with one group leaving to go raid.. You dragged fallen tree limbs and logs onto the road to block their path, the road lies in a land cut with sheer sides in order to get through what would have been a roll in the land.

While you stalk the group of ten as they leave camp you are careful to follow them from a safe distance and to wait for them to dismount when they reach the roadblock.

These knights are not much better off then the group Nora was with, but there are more of them now, each equipped in heavy plate and weapons that are capable of harming you if they land.

Sneaking up from the unkempt patches of tall wild grass on the margins of the path you draw you sword and approach the group of knights from behind.

Each of them is still nice and fresh, armor gleaming in the sun, with their horses and supplies loaded up. It's good luck their in fighting shape, it would be disappointing if any were hobbled.

>roll 3d20+2 for Initiative
If you want each of you can roll one

>Rolling for knights intiative
>>
Rolled 16, 14, 8 + 2 = 40 (3d20 + 2)

>>2725670
>>
>>2725679
>The knights attack first

Unsurprisingly you are spotted before you can get too close. Unlike the group William was a apart of these knights are alert. Caught in a narrow entry with only one clear exit with thickets of trees tall grass on the heights above and to the margins could mean an ambush at any time.

The dismounted knights form a five man wide, two man deep battle line, short weapons up front with the pole arms in the back.

>battle begin!

Hakon "Knight Slayer" Angrimson
Wounds: 40/40
Skill: +2
Surge: 12/12
DR: 1

Gear:
sword and shield (+2 AD and DD)
Mail Armor (+1 DR)

vs

Knight squad
Wounds: 40/40
Skill: +1
Surge: 10/10
DR: 2

Choose a stance
>offense
>Defense

Knights roll 10+5d20+1 for their attack
>>
Rolled 15, 14, 3, 19, 14, 5, 12, 15, 20, 2, 1, 15, 1, 8, 19 + 2 = 165 (15d20 + 2)

>>2725735
Offence
>>
Rolled 6, 12, 8, 12, 5, 15, 5, 20, 1, 7, 17, 10, 16, 4, 4 + 1 = 143 (15d20 + 1)

>>2725748
>>
>>2725748
Roll 2 more due to you shield
>>
Rolled 6, 4 + 2 = 12 (2d20 + 2)

>>2725783
>>
>>2725808
>You deal 8-2 wounds
>You recieve 6-1 wounds

Their combined assault stalls almost immediately. Bearing your shield and raising your sword with malicous intent, you trade blows with the squad. The sheer volume of attacks coming at you makes it impossible to come out unscathed, several sharp pangs flare on your torso as the halberds pierce your coat of rings and draw blood, and as heavy mauls bruise and pulp muscle, totally ignoring your metal armor.

All of this however is followed by your own assault. Lightning fast and compact thusts from behind the bulwark of your shield scores you a decisive blow on one of the knights in the front rank. The top of your blade slips into his visor impaling his skull, dropping the knight on the spot. Several other knights in the front ranks find themselves wounded as well, the gaps of their armorexploited leading to bleeding wounds that dyes their armor red.

The exchange is intense but you pull out ahead.

>Your turn

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

How many surge dice do you want to use? (12/12)
>0 to 10

>+2 AD due to sword

Active abilities
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)

Passive
Second wind (for every three wounds you deal gain one surge point up to max value)
>>
Rolled 5, 3, 16, 20, 1, 3, 15, 4, 17, 3, 8, 11, 16, 20, 3, 16, 9, 1, 16, 16, 9, 15, 2, 9 + 2 = 240 (24d20 + 2)

>>2725861
Savage
>>
Rolled 11, 8, 9, 14, 12, 20, 20, 5, 12, 18, 15, 2, 4, 17, 20, 11, 6, 9, 7, 12, 20, 18, 7, 9 + 1 = 287 (24d20 + 1)

>>2725883
>>
Rolled 9, 7, 4, 4, 7, 7, 10, 8, 10, 5 + 1 = 72 (10d10 + 1)

>>2725883
>>2725886
>deal 20-2 wounds
>recieve 8-1 wounds
>regain 6 surge points (6/12)

>Hakon: 28/40 Wounds
>Knights: 16/40 Wounds

The clashing of metal makes your head swim, the warmth of your own blood and that of your enemies coating you shrouds your eyes in a haze of crimson smoke. The battle cry of the knights, their curses, their stoic silence, their sighs of pain and yells of frustration. The earth seems to drop from beneath your feet and you float in the abyss, all time losing meaning.

Your sword arm is heavy like a mountain, laden with down with the very power of death itself. The first swing takes the arm of a sword wielding knight followed by his head as the momentum carries through his flesh and bones. A kick that one knight didn't expect explodes his knee before your shield rattles his brain to mush with a slam to the head. Everytime your body pivots, everytime your shoulder burns hot with exertion, a knight dies by your hand, steel armor providing no comfort as a gap is found, or the wedge-like blade of your sword carves open the solid plate like paper.

Blood pools by your feet, and a howl rises from your sword, from your shield. A deep echoing laugh rattles your skull and the weight of a divine gaze rests on you, searing you with its intent.

>knights turn

Stance
>offense
>Defense

Knights roll 5+5d20+1

Roll 12d20+2
>>
Rolled 6, 11, 12, 15, 5, 4, 4, 11, 12, 10, 12, 7 + 2 = 111 (12d20 + 2)

>>2725931
>>2725931
>>
>>2726058
we keep on the offence
>>
>>2725931
we sundered their armor right?
>>
>>2726058
>>2725931
>you deal 5-2 wounds
>you recieve 2-1 wounds
>1 surge point recovered (7/12)

>>2726068
The savage assault ability was used not the sunder ability so you did double damage with some of the extra dice

> Hakon 27/40
>Knights 13/40

The knights do not recover. There is no second wind, no renewed vigor from being so close to death. Another of the knights falls dead, missing both of his arms after the knights overhead swing provides you with the opening needed to take both of the limbs with one sword-stroke.

Your shield or your blade catches any other attacks, the knights have been weathered to a mere 4, each fighting desperate to avoid being overwhelmed by the raw fury you unleash. Each slash they block rattles them, each shield bash forces them back.

>Your turn

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

How many surge dice do you want to use? (7/12)
>0 to 7

>+2 AD due to sword

Active abilities
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)

Passive
Second wind (for every three wounds you deal gain one surge point up to max value)
>>
Rolled 8, 18, 14, 17, 16, 19, 7, 3, 2, 2, 6, 18, 15, 20, 11, 6, 10, 16, 20 + 2 = 230 (19d20 + 2)

>>2726088
10 die
7 surge
2 sword

use sunder
>>
Rolled 6, 19, 7, 15, 12, 14, 15, 14, 13, 17, 8, 9, 13, 12, 2, 11, 9, 8, 19 + 1 = 224 (19d20 + 1)

>>2726091
>>
>>2726091
>>2726104
>you dealt 14 wounds
>You sundered the enemy (-2 to enemy DR)
>you recieved 4-1 wounds

Knights: -1/40 wounds
Knights defeated

The remaining knights are pushed to the wooden barricade you formed earlier. A careless stab results in your sword hand socking one of the knights so hard the visor crumples sending the knights sprawling like a punch drunk boxer. Another tastes the steel of your shield as the edge dents his chest, and the last two are pummeled into the ground like tent poles using a liberal application of your sword's pommel.

The grooms, trapped with the horses offer little resistance, slaying them is easy They wear no armor and bear puny weapons, you hack them to bits with each wayward wave of your arm. Normally you wouldn't bother but you can't risk anyone warning the camp.

Stripping the dead and the still living knights you gather up the horses and the supplies before returning to your little hideout.

Stowing the new captives and bagging the corpses, you instruct William and Nora to tend the wounded while you dress your own injuries.

Tendrils of heat course through your veins and little clouds of red pass over your eyes. The Slayer is watching you, taking a measure of you. You felt his gaze when you fought the squad of knights, when you tore into them like a starving wolf in a sheep pen.

The gaze of the Slayer is both an ill omen and a sign of good fortune, by killing and shedding blood in battle he is pleased. If you are successful in accomplishing your task the slayer might see fit to shower you with his favor, or send you some curse if he feels unamused. The gods are fickle, and the Slayer is notable even among the gods.

>Your tend your wounds and gain more captives
>The Slayer is watching

>Captives/Thralls
6 Knights (William, Nora)


With half the plan completed now its a matter of waiting. When dusk falls you can assault the camp while the knights rest, and then you can take them unawares to seize the camp. Ordinarily you would try and assault it now sinc eonly about 10 knights remains after all the grooms are hardly any help and the followers will probably run for it the moment the attack begins, but there was something you noticed when you first cased the encampment.

The center of the camp had a pavillion of sorts, a tent far larger than any of the others. The man who walked about in and out of this tent gave off a different air. His footsteps held weight, and his armor was colored laquered a dark grey with a red arm. On his back was a huge axe, easily as tall as himself. The warrior in question was also quite tall, easily 7 feet standing head and shoulder above his troops.

The knights will be a mere barrier to the real challenge, a warrior to match man to man.

"William do you have a commander of note, I saw a man in custom armor in a big tent in the camp."

Hands red from dressing wounds William doesn't turn to speak face to face, but he does talk.

>cont.
>>
"Aye. The knight leading the raid is Stewart "the red handed" Dread. He's one of the queen's cousins and a knight commander of renown. I'll tell you, you may be a brute but he's a hard man, maybe hard enough to kil you. I'd not take that fight if I were you."

You snort. "I'd say something witty but it's hardly necessary. I'll kill him all the same royal blood, knighthood, or no. Once your done eat something and after that I'll bind you up again."

William and Nora both wring their wrists and necks in annoyance.

"Could you be a but more delicate about this time." Nora whines.

"No." You grunt.

>done for the night be back tomorrow
>>
>>2726222
thanks man.

Let's try and kill as many knights as we can while they sleep, facing more knights and then a boss fight might take it's toll in injuries
>>
Under the cover of night you stalk towards the encampment. Using the trees and brush meant to conceal the camp you duck low and make your way to the outer section of the tents.

Despite your large size and metal armor you are experienced when it comes to being stealthy even when fully equipped. The progress you make is agonizingly slow but it's essential that you do not give yourself away.

Peering into the camp only a few sentries are present, a few knights in their armor with their weapons. From the sounds coming from the tents and the lack of foot traffic through the camp, the other knights including the commander must be asleep.

Knowing this you could go about this in more than one way.

What do you do?
>Attack immediately (Combat against weakened knights and then boss fight)

>Kill the sleeping one by one, leaving only the commander alive, then kill the sentries (skip fighting weak knight, but steath check is needed)
>>
>>2727394
>>Kill the sleeping one by one, leaving only the commander alive, then kill the sentries (skip fighting weak knight, but steath check is needed)
>>
>>2727510
we'll probably need all the hp we can save for the boss fight
>>
>>2727510
>>2727515

Passing between the tents you sneak into the first that has an open flap. Drawing a very slim dagger you creep up on the sleeping man within.

>roll 10d20+2 beat 10 to kill each knight silently
>You can use your surge rolls (12/12) to re-roll just in case, but obviously this will mean you'll go into the fight with fewer surge points
>>
Rolled 9, 16, 17, 19, 1, 4, 6, 10, 3, 5 + 2 = 92 (10d20 + 2)

>>2727629
beat 8 with a plus to to make 10
or beat 10 with a plus 2 to make 12?

regardless, we are saving the surge
>>
>>2727652
Just get over ten
>5 successes
>5 failures
>You kill most of the sleeping knights but the sixth had a woman with him and she screamed

The first knights has his throat slit, you use your massive hands to clamp his mouth shut as his precious life's blood leaks and soaks his bedroll. Weakly he pounds at you but soon his eyes shut and he goes limp.

You follow through with several of the other tents but on the sixth just as you are about to slit the man's throat a woman screams in a dark corner of the tent. A heavy set woman with stringy hair runs out of the tent stark naked screaming of a giant in the camp.

The knight awakes and draws a sword by his bed roll. Foregoing any pretension of stealth you draw your sword and shield.

You suppose it wouldn't be as fun if you just killed them all silently, although you would have prefered if you hadn't seen that camp whore naked. Ugh, she was missing all of her teeth.

>You encounter

Piss Drunk Knight troop
Wounds: 21/25
Skill: 1-1
Surge: 0/5
DR: 1 (3 are in armor but 2 are not)

Since you took them by surprise even if they responded you get first turn

>Your turn

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

How many surge dice do you want to use? (12/12)
>0 to 10

>+2 AD due to sword

Active abilities
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)

Passive
Second wind (for every three wounds you deal gain one surge point up to max value)
>>
Rolled 14, 16, 20, 17, 17, 11, 5, 9, 4, 12, 20, 13 + 2 = 160 (12d20 + 2)

>>2727707
sunder
no surge
>>
Rolled 7, 19, 14, 3, 11, 4, 3, 2, 10, 10, 1, 3 = 87 (12d20)

>>2727755
>>
>>2727803
>You deal 12 wounds
>enemy armor sundered by 2
>you recieve 2-1 wounds

>Hakon: 39/40
>knights: 9/25

The armorless knight in frotn of you shows some real balls trying to kill you despite being woken up right in the middle of the night without warning. You still hack him in two pieces, his top half screeching in terror and agony as his innards shoot out and blood pours all across the floor like someone spilled a large tub of the stuff. His flailing and vain attempts to stuff them back in is morbid but amusing in its own way.

Outside you are greeted by another unprepared knight who you cut down half heartedly. Grooms, camp women scurry around panicing, not knowing if more danger lurks around or if they should flee into the darkness around the camp.

The sentries when they find you actually have a chance of putting up a fight. Their greatswords swing in unison and one knicks you lightly on your sword arm but a counter stroke when he overextends leaves him bereft of his skull from the jaw and up.

You exchange blows with the remaining sentries but you can't say you care much, the real challenge has yet to appear. The commander will be the real threat, but you still need to take care of his underlings.

>knights turn

what stance do you take?
>Offense
>Defense

Knights are rolling 5+5d20 for their attack
>>
Rolled 7, 2, 14, 5, 5, 5, 8, 18, 3, 18, 18, 17 + 2 = 122 (12d20 + 2)

>>2727881
>>Offense
plus 2 for the shield right?
>>
Rolled 5, 1, 5, 5, 4, 10, 3, 6, 5, 9 = 53 (10d10)

>>2727913
Yep you roll 2 extra defense rolls since you have bonus defense dice.
>>
Rolled 19, 14, 10 + 3 = 46 (3d20 + 3)

>>2727913
>>2727937
>you deal 7 wounds
>you recieve 0 wounds

>Hakon 39/40
>Knights 2/25

The way the knights try to stick you with their swords is becoming familiar to you. After fighting so many of their comrades the way they fight appears in many ways uniform. The fact that only two remain only makes fighting them easier, they simply can't apply the same pressure to you if they don't have the numbers.

A shield slam, followed by a pommel strike shatters the neck of one of the knights before you open the veins the last, leaving him bleeding and desperately clinging to life.

The Knight offers no more challenge and you don't care to finish him off. You leave the knight to bleed and die of his own accord.

>Knights defeated

Walking toward the center of camp you see the commander exiting his tent his armor freshly donned. It's the same that you saw on him before a finely wrought suit of heavy full plate. he bears no shield or secondary weapon but then again that axe is fit for one of your kinsmen so you doubt he needs a auxillery weapon.

"Ser Stewart I presume?" You amiably ask.

"A shit eating savage I presume?" The knight spits back.

"Oh that stings, how can I possibly recover from your barbed words?" You mockingly shoot back. "Shall I turn and run from your vicious mockery Sir Knight or shall I beg your forgiveness for slaughtering your troops like pigs?"

Stewart snarls beneath his helmet, taking the greataxe from his back and brandishing it.

"Any last words before I send you screaming to the grave you wretch?"

Do you say anything?
>write-in

>roll 3d20+2 for intiative

Hakon "Knight Slayer" Angrimson

Wounds: 39/40
Skill: +2
Surge: 12/12
DR: 1

Gear:
sword and shield (+2 AD and DD)
Mail Armor (+1 DR)

vs

Sir Stewart "The Red Handed" Dread
Wounds: 40/40
Skill: +3
Surge: 10/10
DR: 3

Gear:
Great axe "Splitter" (+4AD)

Active abilities
-Great Cleave (In exchange for all of his surge points Stewart can auto deal wounds of damage equivalent to his max surge value if he deals at least 6 wounds to his opponent on the turn he uses it

>Rolling for Stewart's initiative 3d20+3
>>
Rolled 5, 2, 20 + 3 = 30 (3d20 + 3)

>>2728013
>>
>>2728075
>Stewart goes first

Stance
>Offense
>Defense

Stewart is Rolling 14d20+3 and using his great cleave

>roll 14d20+2
>>
Rolled 14, 15, 2, 12, 7, 4, 7, 10, 16, 3, 13, 8, 11, 20 + 2 = 144 (14d20 + 2)

>>2728103
man this guy is though

offensive
>>
Rolled 14, 16, 13, 2, 5, 6, 11, 2, 12, 20, 20, 11, 2, 4 + 3 = 141 (14d20 + 3)

>>2728141
>>
>>2728165
>>2728141
>deal 4-3 wounds
>receive 19 wounds

Hakon: 20/40
Stewart: 39/40

You offer no more banter and neither does Stewart. Your clash and feel your arm rattle as the axe collides with your shield. Like lightning it shoots up your arm deadening it. You use the oppoortunity to strike at the gaps in his armor, but beyond drawing blood you find little purchase. The armor is a complex system of plates that overlap so perfectly that few weaknesses are present, his pauldrons are even large enough that they obscure his armpits and the armor around his waist and legs prevent a stab to the thighs or groin.

Your clash of arms intensifies as Stewart takes a power stance, and with a great circuler twist of his body he opens your mail and your flesh easily. Burning searing pain wars with a dread cold that steals your strength and grips your brain. Blood loss immediately saps your strength and obscures your vision.

For a greenlander this man is terrifically strong.

>you turn

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

How many surge dice do you want to use? (12/12)
>0 to 10

>+2 AD due to sword

Active abilities
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)

Passive
Second wind (for every three wounds you deal gain one surge point up to max value)
>>
Rolled 1, 12, 19, 17, 6, 16, 9, 8, 13, 3, 14, 6, 11, 11, 13, 15, 11, 6, 14, 6, 18, 19, 16, 1 + 2 = 267 (24d20 + 2)

>>2728213
>>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
can we combo it with sunder or it's just one skill at a time?

if we can do it, we'll need it

10 die
12 surge savage
2 sword
>>
Rolled 8, 11, 14, 1, 18, 18, 12, 8, 5, 15, 3, 10, 16, 4, 16, 16, 4, 3, 8, 16, 14, 17, 12, 3 + 3 = 255 (24d20 + 3)

>>2728225
I'll allow combos
>>
Rolled 12, 12, 2, 19, 6, 9, 2, 9, 8, 18, 6, 19, 2, 9, 7 + 3 = 143 (15d20 + 3)

>>2728242
>>2728225

>deal 19-1 wounds
>Sunder armor by 2
>recieve 0 wounds
>recover 6 surge points (6/12)
>Stewart gains +6 bonus AD

Hakon: 20/40
Stewart: 21/40

The red haze returns although this time it does not grip you as hard. All the same you unleash your fury, channeling your raw anger and pain. Not allowing the knight to hold the advantage you overwhelm him with a storm of blows. Slamming your shield into him to force him back, striking with such force that your sword rends his armor creating opening where none were before. You exalt in Stewart's cries of pain as you coat him in his own blood giving him a nasty diagonal gash that runs from his shoulder to his hip.

Rather then risk additional damage he holds defensively, using the solid steel haft of his axe to ward off your blows, dancing around your strikes by staying to your shield arm in order to escape your sword.

Regardless you purse him and now you both stare each other down, in roughly the same position. Both bleeding and both exhausted by a ferocious initial offensive

>Stewart's turn

Stance
>Offense
>Defense

>stewart rolls
5+6+4d20+3 only the first 5 attacks can be used to wound if he fails as the others are safe since they are bonus attack rolls.
>>
>>2728304
Can I surge on defense to counter his defense bonus?
>>
>>2728314
You can if you want to be able to ddeal damage on his safe rolls, I'll count the surge defense as re-rolls as well. So roll the 15 and also however many surge rolls you want to make
>>
Rolled 20, 13, 14, 17, 16, 16, 3, 18, 18, 4, 12, 16, 19, 2, 18, 12, 1, 1, 4, 7, 20 + 2 = 253 (21d20 + 2)

>>2728347
Offensive
>>
>>2728370
>deal 11-1 wounds
>receieve 4-1 wounds
>recover 3 surge points

Hakon: 17/40
Stewart:11/40 wounds

You retain some of your fury from your opening assault. Keeping Stewart pressured with your shield and angling to strike him through the rents in his armor allows you to keep ahead of him. That giant axe digs into but your constant striking wins out, as your enemy is thrown back bleeding from an increasing number of wounds. Bare bones are visible on Stewart as deep cuts tear apart large sections of his body, leaving your with chunks of the man sticking to you. Despite this sheer brutality Stewart remains on his feet trying his best to kill you.

>Your turn

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

How many surge dice do you want to use? (3/12)
>0 to 3

>+2 AD due to sword

Active abilities
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>>
>>2728483
10 die
3 surge
2 sword
>>
Rolled 9, 6, 5, 11, 2, 20, 17, 11, 11, 4, 16, 9, 11, 10, 7 + 2 = 151 (15d20 + 2)

>>2728729
ups
>>
Rolled 3, 4, 12, 4, 10, 16, 6, 7, 11, 9, 5, 4, 14, 13, 6 + 3 = 127 (15d20 + 3)

>>
>>2728773
>>2728731
>you deal 10-1 wounds
>you recieve 3-1 wounds
> you recover 3 surge points (4/12)

Hakon: 15/40
Stewart: 2/40

The sound of steel on steel, the wet ripping noise of flesh being opened by a razor edge. Despite the flow of battle crashing against, trying to carry you away on a wave of bloodlust you remain lucid, dangerously lucid. The groaning of your bones and muscles does nothing to slow your attacks.

Lashing out with a heavy sword stroke it comes from below just as you knock Stewart of balance and score deep cut on his front leg. The shin lies exposed as both the armored shell and his flesh is parted. Stewart buckles as his leg gives beneath him.

Following up you produce another brutal diagonal slash that creates an x over the knight commander's chest, although this time you damn near flay all the flesh he has left, leaving naught but his fractured ribs and sternum over a barely contained and pulsing layer of innards.

Stance
>Offense
>Defense

Stewart rolls 14d20+3. If you take offense and get the 3 wounds needed to kill him I'll just calculate the wounds that happen before he dies.

Roll 14d20+2
>>
Rolled 8, 7, 12, 7, 14, 2, 7, 17, 17, 15, 15, 6, 20, 5 + 2 = 154 (14d20 + 2)

>>2728840
offencece it is

man, I thought we were done for after the first turn
>>
Rolled 11, 7, 15, 5, 18, 10, 16, 20, 12, 13, 9, 18, 20, 6 + 3 = 183 (14d20 + 3)

>>2728856
>>
>>2728861
he fucked us up good before going down, strong head we claimed today
>>
>>2728856
>>2728861
>you Kill Stewart
> You receive 8-1 wounds

Hakon: 8/40 wounds

Possessed by some terrible fury Stewart rises and forgoes any attempt at defense even as you hack at him he rushes headlong and swings his axe so hard his exposed muscles snap and fray like worn thread.

Deep cuts tear into your arm and chest, blood splatters against Stewart as he transformes into a crimson ragged corpse. Even in this state he fights on lost to the din of battle.

Dropping low you duck beneath a wide axe swing, rising beneath his non-existent guard you impale him on your blade. Dropping the axe the wraps his bloody hands around your neck trying his best to squeeze the life from you.

Lifting him up with your sword placed into him you slam him into the earth with the point of your sword. before he can so much as flunch you plant your boot on him and take his head in one smooth motion. Rolling along the ground Stewart's head is spasming and opening its mouth in attempt to scream in anger.

Dropping to your knees in exhaustion you scan around for any other threat such as the knight you left bleeding. Confirming that you are alone you hobble to a fire and look for a water bucket. Dousing yourself in water to wash away the blood you begin binding your wounds as best you can, especially the massive wound that Stewart layed on you with his axe.

>The eyes of the Slayer are on you
>He is pleased

The roar of the grows goes silent and the sounds of the night are muted. A deep bellowing laugh rumbles he earth. The sounds of battle are all around you and in the haze of the dark you see shadows slaughtering each other.

In the distance you see a high mountain and atop it a massive figure sit atop a shiny steel chair.

YOU DO WELL MORTAL! I SHALL REWARD YOU!

From the figuere atop the mountain he tosses something from his throne.

>Blessing of the Slayer
What do you recieve for amusing the lord of war?

>A suit of armor (Suit of fullplate armor that gives +4 DR that repairs itself)
>A sword and shield (+4 AD and DD, Deal one stack is bleed damage per 6 wounds up to 3 stacks for 3 turns, can stack with Impale)

>You get "Splitter" Stewart's Greataxe as well (+4 AD, can use great cleave ability if wielded)

>cont.
>>
>>2728925
I really wanted the sword and shield, but in this fight I saw how much armor is important

>A suit of armor (Suit of fullplate armor that gives +4 DR that repairs itself)

let's loot his axe too, it's better then our sword and we can probably use it one handed
>>
>>2728987
Support
>>
>>2728925
>A suit of armor
>>
Accepting the gift and stopping yourself from bleeding out you search around for left over treasure. Too your delight Stewart kept all of it in a locked chest within his tent. Examining his corpse has yielded the key.

Opening the large sturdily constructed iron reinforced wooden chest you peer inside and rub your hands together.

>you find +300 wealth in the chest in jewels, gold, silver and other valuables

From behind you, a pair of light footsteps can b heard. Just as you turn you see a very voluptous woman in a sheer gown enter.

"Ah. You must be the man who tore up the camp. Big man at that. I was waiting for Sir William but I admit I don't mind this change in plans." The woman a little shorter than Nora looks you up and down, stretching out her fingers to examine your bandages and exposed muscles.

"Bloody hell, you look awful. let me get you some tea while you heal up. I assume William is dead or he's run off, I can imagine he didn't return to camp with the others on account of you."

Following the woman out of the main tent she pours herself a dark steaming liquid before giving you a cup.

"Rest of the camp whores and the servants ran off. I'm the only one here aside from you of course."

You eye the woman warily and sniff the liquid she presents to you.

"Why didn't you run away? You have a death wish of somekind?" You say dipping the tip of your tongue into the steaming liquid.

"Oh please when the knights tore up Noonhand I didn't care and once I saw an opporunity to be rid of my husband I took it, getting fucked by a man who could please me was just a bonus. When the camp panicked and the scuffle began I just walked out of sight and waited. I heard your fight with the commander and then some faint sounds of a nasty sort like there was a lot of killing going on all around even though the fighting was over."

She takes a dainty sip of her tea before continuing.

"I saw you and thought that you'd be interested in a woman to clean your clothes and warm your bed. By the look of you your a northman right. Your people like that kind of thing, a thrall to do busy work and to suck your cock at night. I can't say I'm good at the latter but I was a good at taking care of my home."

You raise an eyebrow at her offer. most women would think twice before shacking up with a strange foreign man.

"What's in it for you? It's not exactly a lofty position to be a bed thrall."

She smiles coyly, and lifts her gown off.

"I want some gifts and some babies, bastard husband couldn't give me either and you look like you could do both easily especially with all that gold you found in that chest. I'm willing to be a good little thrall and follow you around and warm your bed. You think you'd like that. By the way my name is Alice Loral pleased to meet you."

She extends her hand with her digits close together, a greenlander gesture to kiss her hand. A greeting among the wealthier folk.

>Do you take Alice as a thrall
>yes
>no
>>
>>2729025
Yes

The bastard willian is alive, pissed himself and threw his weapons to the ground when I massacred his partners, he's my prisioner now. And we have some comparisons to do Alice, I hope you are not tired of sucking cock for the day, because this is going to be a long night for you
>>
>>2729025
>yes
but woman if you stab me in the back you will wish you were dead
>>
>>2729025
>yes

can we take the guy's head with us, it's a nice trophy
>>
>>2729053
>>2729140
>>2729155

>you accept Alice as a personal Thrall
>you claim the head of Stewart Dread as a trophy
>New title acquired- "Dread's Bane" (+3 to intimidation rolls against allies and servants of house Dread)

You take Alice's hand before laying a small kiss on the top of her hand. You take notice that her hands are quite soft and hairless with a faint scent of lavender. Quite alright, she really seems to be a vision of a perfumed greenlander woman begging to be taken (as Ulf likes to say, although you doubt any woman he's hefted over his shoulder was begging)

"The bastard willian is alive, pissed himself and threw his weapons to the ground when I massacred his partners, he's my prisioner now. And we have some comparisons to do Alice, I hope you are not tired of sucking cock for the day, because this is going to be a long night for you."

Your new thrall blushes and puts her hand to her mouth, only to lick her lips and grin seductively.

"luckily for you no man touched me while I was here on account of William claiming me. I also would like to see what you have to compare. I may have only had two men but another jump in status is fine by me. I'll admit I'd be less receptive normally but my husband was unpleasant and didn't care much for me and William was just the first option dangled in front of me."

You nod in agreement, you'd be more wary of taking in a woman who actually missed her husband. More than 1 man has learned the hard way that slaying a woman's husband when she actually loved him is a good way to have your scrote and neck slit open the morning after.

"Understandable to me but woman if you stab in the back you will wish you were dead. Just fair warning there will be no harlotry, theft or abuse from you or you'll strung up on a tree by your entrails."

Alice drift toward you and kisses your cheek before kneeling and pulling at your trousers.

"Understood. Now If you would help take these off I would like to show you that I can be quite the stress reliever."

what happens next
>fade to black
>Lewd
>>
>>2729325
Lewd
>>
>>2729325
>Lewd
fair warning QM I believe this is a blue board so you should pastebin your lewds to avoid a ban
>>
>>2729666
This is a blue board and I know to use the pastebin for a lewdpost, but thank you for the forewarning. There is another pastebin link already in thread if you wish to see it.
>>
>>2729417
>>2729666
>lewd it is.
>>
>>2729325
I like her. Practical. Once we conquer this land, having someone who can learn the shit we can't be bothered with will help. Besides, she likes power and wealth. So do we.
>>
Had to do some stuff so I couldn't work on it immediately but here's the lewd.

https://pastebin.com/CdLRNUW5
>>
>>2730475

Nice!

Willian, you may be a spineless coward but you're not a lier.

Let's continue heading to the castle.

With all the money we've got so far we can even think of starting our own mercenary company.

Have Alice clean us and tend to our wounds, we got our shit kicked in on the last fight
>>
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The following days are calm. Your captives help with guiding the horses (although you tie them to each to prevent escape), and Alice helps with cleaning and healing your wounds.

Clad in the suit of armor the Slayer gifted you, just about everything on the road gives a wide berth even some of the soldier types that you encounter the closer you got to Guildman castle.

A massive array of red steel plates, various symbols of the Slayer and your ancestors inlaid with brass. The helmet's skull shaped visor, the tall horn like decorations on either side marked with grinning demons, the spiked pauldrons and a thick metal belt bearing the skull of the Slayer. Combined with your sheer size the fearsome visage and abundant protection that the armor provides is excellent. Showing up to the castle armed like this will inspire equal parts respect and fear.

On the final approach you catch a glimpse of the castle. A grey hulking thing built into a high craggy hill. The only clear path to the thick curtain wall is a ascending approach that narrows toward the wall. The keep is a massive square structure with five thick towers taking up the corners and the center with the center being the tallest. From what you can tel a sizable town lives within the walls as many smoke plumes and roofs rise from behind the outer shell of the fortress.

Taking the path leading to the gate you approach to see a group of soldiers appear at the open gates. About two dozen men at arms in heavy mail with halberds, shields, and crossbows.

"Who goes there? What's your business here stranger?"

What say?
>Write-in
>>
>>2732584
I bring prisioners I'd like to ransom, and money I'd like to spend. Now step aside.
>>
>>2732686
Make sure our trophy head is visible
>>
>>2732584
I heard you lost...
**starts counting loudly**

32 knights and a very skilled officer near Noonhand

I'm here to offer my mercenary services
>>
>>2732686
>>2732730
"I bring Prisoners I'd like to ransom, and money I'd like to spend. Now step aside."

The group of soldiers grumble at you but when you produce the head of Stewart you give you an odd morbid look.

"This is the head of Stewart Dread who until I slew him in single combat was rampaging through the lands loyal to your liege and master, if you doubt my words, this is his axe."

Hefting the enourmous weapon you hold it above your head while holding the head by its dry and dead hair. The soldiers before you look to one another, some shrugging others squinting hard until a man in plate armor exits the gate andlooks the decapitated head in the eye.

"Well fuck me with a spear, that's him alright. And the axe is the genuine thing as well. Hey even ol Will is here!" The soldiers soon peer at William who you now notice has hid behind the other prisoners.

Immediately the soldier jeer and toss stones at him.

"Thieving whoreson! Beardless cur! Limp weasal!" If the storm of insults are any indication William has made more then a few enemies here in the past.

"Go on ahead, lord Godhart will want to be seeing this, He's been wanting Stewart's head on a plate for years now."

The soldiers part and continue to jeer at William as you pass through the gate. Once within the fortress you see stone paved streets and brick multi story houses. Glass windows and many freshly painted storefronts line the roadway as crowds bustle through the streets.

By all means the castle town is a booming and surprisingly clean settlement. In comparison to what you've seen so far Guildman is much more prosperous looking. The peasants wear finer clothing that possess color, and they walk with a straighter, haughtier posture then those you've encountered before.

"People in the castles are better off and they love to make you remember that. Always walking about with a big pole in their asses." Alice whispers to you as she walks alongside

"Of course with someone like you they'll probably stand clear, you're right terrifying in that suit of yours."

What do you do in Guildman town?
>write-in
>Go buy stuff ( what?)
>Go to the keep and talk to Godhart
>>
>>2733032
sorry didn't see your post before I posted.
>>
>>2733091
well, we can't have they thinking you are a beggar can we?

stop by a nice dress shop and buy Alice something to wear here and another change of clothes suitable for travel


is magic a thing? can we find healing potions and stuff like that?
>>
>>2733091
Can we find something we would be able to mount? Or some form of transport?
>>
>>2733110
>>2733125

>magic
It is a thing and you're in the right place for it. Magicians and sorcerers are rare and highly valuable retainers and as such they won't waste their time in any place that won't provide wealthy clientele and noble/royal patronage. There are several shops manned by small cliques of magic users and the lord of the castle has a notable figure on retainer.

Potions, poisons, equipment, and if you have the coin, weapons and armor are available for purchase.

>Mounts/transportation
You're too big and heavy (especially in your armor) to ride even a large horse but a chariot or a monstrous mount would do. There is a menagerie present to buy a monster mount if you want to make the investment

>You have 445 wealth

Entering into a tailors establishment you treat Alice to some shopping. Most of her clothes were lost during the sack of Noonhand and she didn't have much in the way of travel clothes or formal wear to begin with.

In additio to her needs you also require some travel clothing and extra attire. Jumping social strata to gain the respect and patronage of the nobility will require approaching them as a peer rather then an underling. Decent formal attire will help facilitate that.

Searching through the selection of fabrics you find some strong leather and strong linen. At Alice's advice you allow her to pick your fancier clothing.

Her pick is acceptable, a dark doublet and long pants with high riding boots and tough black gloves. The wardrobe of a wealthy but martially inclined man in high society.

Alice's first choice is a dark green dress that reveals her shoulders and a significant view of her vast tracts of land.

>gain formal attire for schmoozing with nobles and extra clothes for travel and day to day life.

>Alice affection goes up

>Lose 10 wealth

What do you do in Guildman town?
>write-in
>Go buy stuff ( what?)
>Go to the keep and talk to Godhart
>>
>>2733213
>>Go to the keep and talk to Godhart

let's talk with the guy first and go shopping later, we will probably leave his presence wealthier
>>
>>2733213
Meeting
>>
>>2733228
>>2733257

While it's still daylight you bring your prisoners to the main keep and to your benefit word has already been sent of your arrival. The gates open and you are ushered into the keep without problem. Your valuables and the horses you took with you are taken into custody and you drag your prisoners in with you as a footman guides you to the lord's chamber.

On the way you notice the rish tapestries, paintings and other pieces of valuable art that line the hallways. You also take note of the many armed guards. Dozens of crossbowmen, men at arms and knights of some description stalk the halls at regular intervals. You aren't sure if this is a sign that the Fairhair's have are wary of enemy agents or if they simply have an abundance of security.

Reaching a large set of doors the foot man stand aside and allows you to enter a chamber with a high ceiling and polished marble floors. Sitting on a high backed chair is a man of middling age with long greying blonde hair and thick facial hair.

"Welcome. I am lord Godhart Fairhair. I have been expecting you since my retainers reported that someone finally brought me the head of Stewart Dread. May I look upon it?"

You shrug and produce the head, you might as well let him confirm the kill. Steeping down from his throne Godhart walks over and examines the now dried head. The eyes are gone and the skin's pallid from drying out but it's intact.

"Yes this is him, I also noticed you have Splitter with you. Good work, I have heard reports that he galavanting about killing the peasants and raiding. The local lords are wetting themselves these days with the war ahead. The western lands have been mostly peaceful and the levies haven't been gathered in years. Pathetic really that my own vassals can barely put together a force to drive away a force smaller then 100 men." Godhart returns to his throne before speaking again.

"Well sir....."

"Hakon I am not a knight." You state.

"Hakon, yes. Well though you are not a knight you have rendered a great service to the realm and to me personally so you shall be rewarded appropriately. The outstanding bounty for Stewart Dread was 500 sovereigns (+200 wealth) and I'll take each knight off of your hands for.....hmmm, 50 sovereigns each (+20 per captive)?

You nod. A fair price, enough that it nearly doubles you current wealth.

"For the time being for services rendered you are welcome in my home. If you wish to speak to me you may contact my steward and arrange time to speak, please enjoy the hospitality of Guildman while you are here." The lord inclines his head slightly to you.

You got anything you want to ask lord Godhart?
>Write-in

> Current Wealth: 755
>>
Gonna be gone for a while, I'm going out.

ask questions and talk while I'm gone.
>>
>>2733390
Ok,

I don't think I get this civil war thing. the fairhairs are going to fight against who?
whose knights were the guys we fought?
is this the side of the queen or the kings's son?
>>
>>2733390
Offer our mercenary services. We are only availible for single contracts, not longer campaings. I'd like to keep our options open
>>
>>2733412
The fairhair's are the family of the King's first wife and they back her children who are the king's eldest.

The knights you killed were for house Dread. The current Queen (Maude Dread) is a member of house Dread and her house is backing the claim for her children who are the king's younger children by Maude.

Godhart is backing Harlan II, the firstborn son of the king and the first wife.

Maude and her house are backing Maude's only son Matthias

Stewart was Maude's cousin and one of their best commanders/warriors
>>
>>2733475
hmmm

good kill then

I'll back this anon>>2733416

tell him we can repay their raids in the other guys territory or help then capture a garrison
>>
>>2733412
>>2733531

>offer your services as a mercenary

"I have an offer actually. if I might make a request of you lord Godhart?"

Godhart nods in approval stroking his beard in interest.

"I came to these lands in search of employment, hearing rumors of war, since I have almost certainly made enemies of house Dread and on account of already being in your presence might I ask for a short term contract?"

At your request Godhart grins and temples his fingers. Looking at it he looks positively evil, like he's already slipped the poison in the prince's wine in some fairytale.

"I would be very happy to grant you a contract, in fact you would be perfect. You are a Northman, yes?"

"Yes."

Godhart motions for one of his attendants to draw near.

"I have an assignment that a man such as yourself would be perfect for. I want you take as many men as you can gather and raise as much hell as you possibly can in the territory held by house Dread. Loot every Hamlet, kill every patrol, rape every milkmaid, burn every stead, and pillage until you can't carry off anything else. In response to the raids and punitive actions of my enemeis I would likemfor you to return it ten-fold. You may keep everything you take, enjoy my protection and patronage while within territories I control, and if you sufficiently agitate and gore my enemies I shall reward you handsomely with titles and gold."

The adjutant near Godhart immediately writes up the verbal decree and hands the lord a seal and wax.

"What say you?" Godhart asks.

>write-in
>>
>>2734066
Aceept the contract.

Any target in especific he wants taken out?
>>
>>2734066
>>2734066
wait....you are going to pay me to pillage, destroy and rape to my heart's content?

I should have traveled south sooner, sign me up

where can I recruit men?

point me on the direction you want me to ruin
>>
File: Bronzehelm civil war map.png (63 KB, 2700x1104)
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63 KB PNG
>>2734102
>>2734173

"Wait....you are going to pay me to pillage, destroy and rape to my heart's content? I should have traveled south sooner, sign me up. Where can I recruit men, you have plenty of mercenaries in this area correct? Also feel free to point me in the direction you want me to ruin."

Godhart produces a divided map split between the territory controlled by is faction and house Dread.

"If you are able to gather enough men to accomplish such a task I would like for you to sack and burn Saltspear, Holden's Cairn and most importantly I want you to kill as many of the men that come from Caste Fulkmar as possible as well as raze the castle to the ground if at all possible. I need to secure the approaches from the north and south In order to surround both Dreadhill and Castle Bronzhelm. With they areas pillaged into ruin and the local garrisons mauled it will make encircling my enemies much easier. As an added bonus If you can bring me the head of Lord Andrew Fulkmar I will reward you handsomely and by handsomely I mean with 1000 sovereigns (double Stewart's worth)."

Wow. Considering that Godhart was happy that brutally decapitated Stewart for half as much Fulkmar must have fucked up big time.

"Why the double bounty? He betray you?" Godhart's face twists into an impressive snarl.

"The lying, cheating dog had the nerve to declare for Dread after I uplifted his house and helped settle their debts, little ingrate thinks he can betray me to my enemies after getting fat off of my generosity. If you would be so kind to salt his land, and plow his wife in front of him I would be most grateful.

Godhart snaps his fingers again and the adjutant produces several sheafs of parchment for you.

"These are offical documents giving you the right to buy contracts of mercenary companies within the territory held by my house. If you need men there ar eplenty to be found in town, shitting up the taverns and milling about my garrison looking for contracts. Buy up as many as you would like."

Godhart remains stoic on his seat and has nothing else to say for the moment.

Any other questions?
>Write-in
>No
>>
>>2734414
No, it's good

Let's see what companies are availible
>>
>>2734451
With nothing else to discuss you take your leave. Looking at the your prisoner being shuffled out you take a moment to lock eyes with William and Nora. Even if they are ransomed chances are they will be met with a gruesome fate, especially William as he is not well liked in this area apparently. Neither of the two bother to speak to you, Nora especially glares at you wth malice.

Of no consequence to you they should be grateful that you didn't just kill them.

Exiting the castle with Alice you once more enter the streets of the castle town. You find proper hotel to lodge both of you and your possessions.

"The bed will need to be upsized," You say.

"I think it's large to hold you dear." Alice counters.

"I'm not saying it needs to be bigger for me to sleep on. It'll need to be sturdier for what I'll do to you while we're here." Your lover grins mischievously and wraps her arms around your waist.

You pass the time having some vigorous sex before you strap your armor back on and hit the streets again this time to assemble a private army. You'll need hired muscle to project the force needed to raid the countryside and hard men to make a proper siege possible.

The possibility for new equipment and a mount are also likely. New weapons and something extra would serve you well also it will be hard to travel quickly if you can't ride something fast. Even if you can eat up the miles in armor at a reasonable pace your raiding force must be highly mobile.

What do you look for?
>Mounts
>Magic equipment
>Regular equipment
>Soldiers
>Write-in
>>
>>2734665
>>Mounts

let's see a dire beast able to hold us

>Magic equipment
healing mostly

>Soldiers
is there a list of what is available?
>>
>>2734717
>You go to the menagerie to look for something to serve as a mount

Taking directions from the hotel you find the large stone building near the center of town. The gates are very large and reinforced wih iron, if you didn't know better you would think this place is some kind of internal stronghold within the town itself.

Entering in through a side door for patrons, you see a series of hallways with mounted signs marking enclosure's for various creatures.

The moment you enter a skinny man in a robe pops out from a room and greets you enthusiastically with a two handed handshake.

"Well salutations and greetings kind sir how may I help you today. Do you require a tour of our facility? Would you like to buy one of our creatures today? What are you looking for? Something big? Something rare?"

You are bombarded by questions as the excitable man begins to to pull you toward enclosure's in an attempt to seel one of the creature's within.

>Monstrous mounts

Devil Lizard- A muscular, armor plated bipedal reptile. With dark grey hide and red highlights it looks fierce. In addtion to its large toe claws and fangs, it has large arms with curved sharp claws that can grab things, as well as nasty forward facing horns and a tail with sharp scales that can both bludgeon and cut. (Think of a roided up Utah Raptor with armored skin, horns, big claws on both hands and feet, and a weaponized tail)

Wounds: 40/40
Skill: +1
Surge: 10/10
DR: 2

Gear:
Natural weapons ( +4AD)
Scaly armor (+2DD, +2DR)

Passive abilities:
Feral instinct- In battle taking wounds increases skill by +1 for every 10 wounds lost

Active abilities
Leaping Death- On opening turn regardless of initiative, Devil lizard gets to make an attack
Living Weapon- Adds +5AD during Death Lizard's turn (cooldown= 2 turns)

Cost: 200 Wealth

Thunder-Lion- A massive cat creature with huge fangs, thick hide, armored fur and a rippling physique to make even the largest prey quiver in fear. Despite it bulk it is very fast and has a keen sense for fighting. (Imagine a saber cat with a longer tail, a minor mane and a good deal bigger)

Wounds: 50/50
Skill: +2
Surge: 5/5
DR:4

Gear:
Natural weapons (+4AD)
Thick hide (+4 DR)
Armored fur (+4DD)

Passive abilities:
Massive strength- 20s rolled by this creature deal 3 wounds rather than 2)

Active abilities:
Thundering roar- Enemy must make roll to avoid being stunned and losing offensive turn (cooldown= 3 turns)

Cost: 200 wealth

Cont.
>>
Doom Eagle- A massive bird with white and black feathers. The creature is strong enough to lift full gorwn bulls miles back to their nests.

Wounds: 35/35
Skill:+3
Surge: 5/5
DR: 2

Gear:
Natural weapons (+2AD)

Passive abilities:
Flight- This creature can fly (+4DD) and transport things through the air.

Active abilities:
Boulder drop- This creature drops a thousand pound rock on someone or something from hundreds of feet above (one time use in battle, x4 wound damage)
Dive bomb- re-roll all to wound rolls during creature's turn (cooldown=3 turns)

Cost: 200 Wealth
>>
>do you have any questons about the mounts?
>write-in

>Do you want to buy any?
>yes (what)
>no
>>
>>2734933
Ask if they are tamed and obedien.
Buy the kitty


Let's go over to the healing shop before we blow all our money
>>
>>2734933
Buy the Thunder Lion
>>
>>2735437

"Are any of these creature's trained?" You eye the big lion beast with interest as it paces in its enclosure taking note of the many piles of bones within, some of which are human.

The skinny man representing the menegarie laughs nervously before he puts his head in his hands in frusration.

"Oh gods no. These fucking things are so damn aggressive we can't get anyone to take them. The original proces were 3 times what they are now but we couldn't find a buyer for any of them. None of the knights have the stones to tame them and no one wanted to invest in building an enclosure strong enough to contain them as a showpiece in a personal menegarie. We brought in an expert but his only advice was that you'd have to beat down the animal in a fight to get it to cooperate. Show it whose boss to gain its respect."

Hmmm. You actually know that to be true. These examples of megafauna are more intelligent then they appear and they have an odd lust for battle that can be exploited provided you can earn their respect. Your clan has some monstrous creatures in service and that was how they were more or less "recruited".

>You'll have to beat the beast in a fight to be able to ride it and gain it as a companion

>You can still buy it and keep it for free in the menegarie until you're ready to take it on if you're not up to it right now.

Confirm Thunder-Lion purchase?
>Yes
>No
>>
>>2735497
Buy and leave it there, we need anoyher level up before we can take him on.

Proceed to the magical shop
>>
>>2735538
> Wealth: 755-200= 555

You sign and oay for the lion beast, although you refrain from taking it on immediately. Despite being in captivity the creature has racked up an impressive kill count of other creatures that have been fed to it, some being monsters themselves. It may not have much experience as a warbeast it can still kill you if you're not careful.

Leaving the menegarie with the skinny attendant kissing the ground you walk on, you instead go to the foremost business dealing with magical items. Its a guady red building with barred windows and heavy security in the form of hollow animated suits of armor. You are allowed entry once you flash your fat coin purse. Money talks in the civilized world and for magicians it speaks quite loudly, they need to buy speical materials in order to do their research and its most convenient to buy such things with money after all.

Within is a open room withmore animated armors and various men and women in colored robes. They ignore you until a pimply chinless youngster approaches.

"Welcome to the house of magical relics how may I help you today." The youth drones. The staff could do with better help, at least put someone working sales who doesn't look like his mother and father were already related.

"I am interested in seeing your stock of magical items and equipment, I have no specific purchases in mind at this time."

The youth turns and motions you follow him.

"Here at the house of magic relics we have everything you would need or desire at competitive prices. Please ask me any questions regarding a possible purchase and I will try to the best of my ability to answer your questions." The youth sniffs before leaning agains a wall picking his nose while you browse.

>potions

Potion of mending- Heals +20 wounds in battle. Cost= 20 wealth

Potion of armored flesh- adds +2 DR for the rest of a combat encounter. Cost= 40 wealth

Potion of savagery- adds +4AD for the rest of a combat encounter. Cost= 40 wealth

Potion of regeneration- regens wound +3 per turn for a combat encounter. Cost= 40 wealth

>Armor

Armor of Mending- DR: +3, Armor heals +3 wounds per turn. Cost: 300 wealth

>Weapons

Blade of Ignition- +3AD/+4AD, Deals +3 wounds that ignore armor as long as one AD wounds. If it deals at least 6 wounds it sets target on fire for 2 wounds of fire damage that ignore armor for 3 turns (does not stack). Can be used as a one handed weapon or two handed weapon, with increasing AD when two handed. Cost= 300

>Accessories

Ring of wraithform- Use ring to automatically avoid all damage during a turn of combat. One use per combat encounter. Cost= 300 wealth
>>
>>2735590
One pot of savagery
One pot of regen
3 pots of mending


Lets see the soldiers we can recruit.
I' m afraid of spending all money here and have nothing to spend on them
>>
>>2735635
>Wealth: 555-140= 415

>gains
3x Potion of mending
1x potion of regen
1x potion of savagery

Leaving with the flasks of magically liquid you head for your next goal, hiring a small army.

Taking the advice of lord Godhart you enter the garrison and take a seat at an empty desk station. Serving up your writs and commands to various soldiers and servants, you order them to start corraling the miscreant mercenaries so you can look at who to hire.

In little time at all a motley, mismatched queue of soldiers forms in front of the oken desk you now sit at.

"Alright you at the front of the line who are you and what kind of men are part of your company?"

>purchase troops

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

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

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

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

Cost: 100 wealth

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

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

Passive abilities:
None

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

Cost: 100 wealth

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

Wounds: 50/50
Skill: +2
Surge: 5/5
DR: 1

Passive abilities:
Charge bonus- When this unit first enters combat in melee they have an additional bonus of +5 AD
Cavalry initiative- Unit always gains first attack against non-cavalry units in melee.

Active abilities:
none

Cost: 100 wealth

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

Wounds: 100/100
Skill: +1
Surge: 10/10
DR: 2

Passive abilties:
Experienced- Unit has +1 AD and DD

Active abilities:
Switch weapons- When in battle foot knights can switch between using their sword/shield and their warhammers. Sword and shield yield +2DD and warhammers yield +3AD (Cooldown= 1 turn)

Cost: 200 wealth

Select units to hire?
>Yes (how many and what kind)
>No
>>
>>2735993
Can we buy multiple of each unit?
>>
>>2736138
What are you thinking?

Crosbow
Double helbardier
Lancer
For 400?

Or do we go with
Crosbow
Knights
Lancers
For the same 400?
>>
>>2736207
Crossbow Knight Lancer seems cool
>>
>>2736217
Then its settled.

1 crosbow
1knights
1lancer

When we pick up some loot in town we can try to add more guys to our warband
>>
>>2736138
Just for clarification you can double up on units.

>>2736217
>>2736231

>You purchase the services of
1x Crossbowmen (50)
1x Foot Knights (50)
1x Lancers (25)

Your current forces: 125 men

Wealth: 415-400= 15

The price to recruit some of these bastards is steep, but in the end you have over a hundred men with a significant mounted element. Combined with the horses you have you can lend them to speed up the effective travel speed of your army.

As an added bonus the mercenaries have no commanders so you need not deal with some preestablished leader who will bitch and breath down your neck.

With the contracts and maps and payments settled you return to the hotel to gather your possessions and Alice before departing.

"I'm coming along then? Will be a bit dangerous for me to be there and a rowdy band of killers even if your paying them may have wandering eyes and hands." Alice does not pout or complain, she stares you down with genuine concern.

"I'm well aware but leaving you in Guildman will be difficult since most of my money has went into purchasing the assets I need to raid. Plus I want you nearby, a traveling companion is not worth much if she's not present." despite her misgivings Alice agrees and joins you with a growing camp the city where your troops are gathering their support laborers and supplies.

Pulling out a copy of the Bronzehelm map, you examine it and begin to contemplate your first course of action.

On the map point out a general area or a specific location you wish to move to, and what you want to do.

Strategic actions
>Raid local populations (acquire wealth, rile up local military forces)
>Attack supply line (acquire wealth, weaken a nearby settlement, rile up local military forces)
>Hunt military forces (weaken regional military strength)
>Raid settlement (big wealth boost, greatly increase military build- up, gain favor and funds from Godhart)

>Warning attacking settlements is dangerous and will result in significant increase in enemy military presence.

On the map provided each star represents a level of enemy movement and buildup.

1 star means that encounter will be light, mostly made up of 1 or 2 enemy units that you can reasonably take on with a unit or two of your own to back you up.

2 stars means a much higher military presence where encounters could be 3-5 units

3 stars means a general stat of mobilization where you may encounters could be 5-10 units
>>
File: Bronzehelm civil war map.png (93 KB, 2700x1104)
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>>2736331
Here's the map
>>
>>2736335
Let's go to castle fulkmar an weake. Their military a bit.

Be a fick to everything on the way there and end the lancers scouting for us so we don't get ambushed.

Whoever puts a finger on Alice loses his head, they can find their own bedwarmers
>>
>>2736451
I mean, not the castle, but the region, I want to weaken their military and drop some of those stars
>>
Rolled 3 + 2 (1d3 + 2)

>>2736451
>>2736507
>region around Fulkmar castle
>Hunt military forces

Godhart was adamant that Fulkmar suffer for switching sides and luckily Fulkmar was also adjacent from your current postion. Leaving Guildman castle it isn't long before you march into territory held by house Dread. Being on hostile ground you decide that some recon is needed. You send out your lancers to act as outriders with orders to return immediately if they see a patrol by itself.

Not long after you cross the border one of the riders returns with news.

"There's an enemy force marching down the road. Iand some of the others circled round to see if they had any backup and nothing came up. My guess is that they're marching to do the same as us on the opposite side of the border."

"Good. Could you see how many there were?"

>rolling 1d3+2 for enemy strength

"Well then we prepare for battle. Alright men! Get ready for a fight because we have enemy troops up ahead! Take positions!

>cont.
>>
>>2736586
Lets ambus them
>>
File: Roadside battlemap.png (13 KB, 2700x1104)
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Alright you're about to participate in a battle, a proper one with units of soldiers rather than you and a cluster of enemies.

In this battle you and your troops will take positions on the field and prepare to fight to the death. While fighting it out you will order your troops to move or attack and you will also act as a sort of hero unit.

here are some bits of information on hwo this will go.

>You can engage more then one target at once in melee and you need only make one set of rolls while I make one for each enemy. For obvious reasons fighting more then one enemy at once presents a greater danger. The same goes for your units. This doesn't apply to ranged units or ranged combat.

>before combat begins you will place down where you want your units to start out (within reason).

>at the end of each turn you can give orders to your troops in addtion to your own actions.

>I will post enemy status and composition at rhe beginning and update their status as time goes on.

Where do you place your 3 units?
>Write-in or draw-in

What orders do you give to your units?
>Write-in

What do you do?
>choose weapon (Sword & Shield, Axe)
>choose target(s)
How many attack dice do you want to roll?
>1 to 10

How many surge dice do you want to use? (12/12)
>0 to 10

Active abilities
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
>Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>Great Cleave- (Deal as many wounds as you have surge points if you hit with at least 6 wounds when you use this ability) (Requires Greataxe)

>>2735993
refer to this for unit and enemy stats

You are attacking a column of troops consisting of 3 units of halberdiers and 2 units of crossbowman.
>>
>>2736686
Us and lancer on one side, knights and crosbowmen on the other,

We engage one unit of crosbowman while the lancers engage the other before they deploy stakes knigts wait providing cover to the crosbowmen that will engage the enemies crosbowmen that the lancers are attacking so we can try to eliminate it in one swoop.

Can we use the axe one handed with the shield? If not go with sword and shield.

We use savage attack on the first turn
>>
>>2736790
Support
>>
>>2736790
>>2736976
Okay unit order have been made time for some rolling

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

Using savage assault means using all 12 surge dice

You cannot one hand the great axe so sword and shield +2AD +2DD

I'll roll for your units as well as enemies, Use your turn to issue orders and use unit abilities when you wish

>you, your lancers and your crossbows attack the two enemy crossbow formations

>Your knights hold off the closest enemy halberdiers.

>your lancers roll 20d20+2 vs 20d20+0

>Your crossbows roll 15d20+0vs15d20+0

>your knights roll 21d20+1 vs 21d20+1

Decide what you want to do for your atack roll I'll start with the non PC rolls
>>
Rolled 3, 17, 2, 3, 14, 6, 1, 4, 11, 1, 19, 18, 3, 4, 19 + 0 = 125 (15d20 + 0)

>>2737089
Friendly crossbows
>>
Rolled 18, 11, 17, 20, 7, 12, 18, 10, 16, 10, 20, 16, 11, 15, 2 + 0 = 203 (15d20 + 0)

>>2737097
Enemy crossbows
>>
Rolled 6, 19, 1, 8, 16, 15, 16, 15, 15, 20, 7, 4, 10, 3, 15, 8, 20, 7, 12, 19 + 2 = 238 (20d20 + 2)

Your lancers
>>
Rolled 10, 20, 9, 4, 6, 9, 20, 8, 13, 13, 4, 12, 5, 13, 10, 17, 19, 13, 6, 15 + 0 = 226 (20d20 + 0)

enemy crossbows vs lancers
>>
Rolled 10, 5, 16, 8, 11, 6, 14, 19, 13, 4, 15, 14, 8, 9, 5, 18, 14, 10, 12, 19, 5, 2, 11, 11 + 2 = 261 (24d20 + 2)

>>2737089
savage

10 die
12 surge
2 sword
>>
Rolled 19, 9, 8, 16, 3, 9, 15, 7, 6, 12, 7, 12, 12, 2, 14, 14, 5, 5, 14, 9, 6 + 1 = 205 (21d20 + 1)

Knights
>>
Rolled 3, 17, 8, 1, 20, 1, 9, 20, 4, 10, 17, 15, 3, 3, 5, 11, 10, 14, 14, 15, 13 + 1 = 214 (21d20 + 1)

Enemy halberdiers
>>
Rolled 4, 3, 19, 10, 18, 17, 18, 20, 16, 3, 11, 18, 20, 8, 17, 6, 4, 11, 13, 13, 1, 5, 18, 12 + 0 = 285 (24d20 + 0)

>>2737126
crossbows
>>
>>2737097
>>2737110
Your crossbows
>deal 4-1 wounds
>receive 9-1 wounds
F crossbows: 52/60
E crossbows: 57/60

Your lancers
>deal 14-1 wounds
>receive 6-1 wounds
Lancers: 45/50
Crossbows: 44/60

Knights
>deal 9-2 wounds
>receive 5-2 wounds
Knights: 97/100
Halberdiers: 73/80

Hakon
>deal 20-1 wounds
>receive 8-4 wounds
Hakon: 36/40
Crossbows: 41/60

>writing update

Also know this, in the chaos of battle, morale plays a key factor, an armed force made up of even very disciplined warriors will retreat or break formation to escape death if they are sufficiently pressured, its rare for units to fight to the last.

At half of their wound values units will roll to retain their morale, you can use your intimidation trait to roll against them to make them route which will allow you to kill them with far greater speed.
>>
>>2737257
Also
>hakon recovers 6/12 Surge points.
>>
>>2737263
we make a offensive defense for us and the lancers, are the the enemy crosbows attacking the lancers or are they gonna range attack our crosbows?
>>
Lining up on opposite end of the road your forces lie in wait until you the back of the column is closest. The crossbows will be a problem if they have the opportunity to attack from behind the halberds ans so they will be targeted first before they can get into formation or put up stakes to ward off your lancers.

You're on foot since no horse can bear you, but you are planning on getting stuck in and tearing on of the crossbows apart by hand while your troops deal with the other unit of corssbows and the Halberdiers.

If you are able you can reduce the bows in mere moment and send them fleeing, and from there you can help the foot knights with the Halberds. If you can take out both crossbows and then one or teo of the halberds the remaining units are like to quit the field.

A ballsy plan considering you are outnumbered and you plan on charging an entire block of soldiers by yourself.

The tramping of feet and the sounds of voices causes your ears to perk up. The enemy is fast approaching. Hiding behind enbankments and tall grass your army is readily concealed as the enemy force that outnumbers you 2 to 1 passes by unaware of your existence.

Just as the tail of the column is about to pass by you blow a large trumpet. Hundreds of throats scream murder as your army breaks cover in cahrges down the enemy army.

Sprinting in your crimson armor you wave your sword maliciously at the rapidly closing enemy force.

You see your lancers impale the side of the bowmen, as they exchange fire with your own ranged unit. The shower of quarrel's less then impressive from either side but you don't have to dwell on it.

Slamming into the enemy formation you start to hack and cleave your way into the center. Blood flows past your feet at dozens of men fall before your blade. Their sudden screams of agony and surprise are coupled with shouts of disbelief. A red demon is attacking them.

Although you cannot see it you hear the knights clash with the halberds somewhere beyond the pool of men seething around you. You have no time to try and listen closely, as all around shortswords and quarrel's threaten to open you up. Despite your best efforts and the bulk of your armor you still feel blood trickle from fresh wounds.

Hacking the head off of another crossbowmen you can only wait for the battle to progress from here.

>Offensive stance you
>defensive for lancers

>>2737293
>Enemy crossbows are attacking both lancers and friendly crossbows

>To speed this up since each turn is going to involve lots of rolling at this point I'm going to do this

Whenever actions involving just NPCs are made during battle instead of going through all of their rolls both will roll 3d20 for how the exchange goes and the winning side will roll a dice to see how many wounds they deal.

>Knights vs Halberdiers (stand ground activated +4 AD)

>Corssbows vs Crossbows

>Lancers vs crossbows

>You vs crossbows

>The other halberds are turning around to fight but haven't got there.

>cont.
>>
Rolled 15, 16, 18, 4, 4, 14 = 71 (6d20)

Knights vs Halberds
6d20 first 3 are knights last 3 are halberds both have a +1 so there's no difference in their rolls
>>
Rolled 7 + 4 (1d10 + 4)

>>2737362
Knights win the exchange with all three so they get a bonus to wound dealt
>>
Rolled 1, 20, 2, 12, 18, 15 = 68 (6d20)

F crossbows vs E Crossbows
>>
Rolled 10 (1d10)

>>2737446
Eenemy crossbows wound
>>
Rolled 3, 19, 13, 11, 10, 16 + 2 = 74 (6d20 + 2)

Lancers vs crossbows
lancers have a +2
>>
Rolled 7 (1d10)

>>2737453
Crossbows win the exchange
>>
Rolled 6, 19, 13, 15, 17, 8, 7, 6, 13, 11, 5, 5, 6, 7, 11 + 0 = 149 (15d20 + 0)

Enemy Halberds take 11-2 wounds
Halberds: 64/80

Your crossbow take 10-1
Crossbows: 42/60

Lancers take 7-1
Lancers: 39/50

Roll 17d20+2 for your defense
>>
Rolled 9, 9, 15, 8, 12, 9, 11, 10, 16, 8, 8, 17, 11, 15, 3, 20, 1 + 2 = 184 (17d20 + 2)

>>2737472
>>
>>2737472
>>2737474
You deal 8-1 wounds
You recieve 4 -4 wounds

Crossbows 2: 34/60

You make solid progress cutting the unit of corssbowman down to size. You are even successful with dodging the bolts and stabs coming at you by letting them hit the plates of your armor.

From your close position your see the other crossbow unit is fighting fiercely against your troops who have lost their momentum. Several of the lancers have been pulled from their horses and the exchange of bolts has left the front ranks of your crossbowmen pockmarked with gaps.

You cannot see how the knights are holding only that they and the halberdiers are still clashing from the sounds of their shouts and fighting carrying over on the breeze.

Luckily your current target is reaching the breaking point. even now as you open one of the men to reveal his spurting innards his comrades wail in fear that you are some immortal demon come to kill them all for their sins.

If all else fails you will go out on a mountain of bodies.

Give orders to your units
>What?

Move to engage a second target?
>Who?

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

How many surge dice do you want to use? (6/12)
>0 to 6

Active abilities
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)

>next turn the other Halberdier units will attack
>>
Rolled 8, 20, 2, 12, 18, 16, 17, 2, 1, 11, 6, 10, 13, 11, 7, 18, 19, 1, 12, 10 + 2 = 216 (20d20 + 2)

>>2737551
we got 2+ surge because of the damage too right?

drop the sword and shield
get the axe to use great cleave

use grat cleave on these fuckers while spending all our surge, this ends now

10 die
8 surge
2 sword
>>
Rolled 17 + 2 (1d20 + 2)

>>2737613
ups +1
its not sword its axe
>>
Rolled 13, 5, 3, 19, 13, 18, 17, 12, 18, 10, 11, 8, 3, 5, 19, 10, 13, 2, 4, 19, 14, 8 = 244 (22d20)

>>2737613
>>
>>2737617
roll again cause axe is +4 AD
>>
Rolled 15 + 2 (1d20 + 2)

>>2737640
rolling one more
>>
Rolled 1, 12, 18 = 31 (3d20)

>>2737647
>>2737617
>>2737613
>you deal 17-1 wounds
>You receive 4-4 wounds
>recover 5 surge

Crossbows 2: 18/60

>rolling for morale 3d20
>roll 3d20+3 for intimidation
>>
Rolled 14, 7, 10 + 3 = 34 (3d20 + 3)

>>2737669
>>
Rolled 6, 17, 4, 8, 1, 2 = 38 (6d20)

>>2737676
>>2737669
>crossbowmen have 1 failure
>You beat two of their rolls
>They route

You'll need to be more proactive, and help your troops. If the halberdiers are able to surround your knights it will be dire. With a circular smash that forces all of your closest opponents away you draw Splitter and start swinging. Like a madman your swings evoke your fallen enemy, like Stewart your inhuman strength allows you to scythe through mail and tear men open with ease.

While you end up killing most of them the survivors flee in terror right past their comrades fighting the knights and lancers on either side. Their frantic screams and panic ripple through the enemy lines.

A demon straight from hell has appeared, completely invincible and hungering for blood. Brandishing Splitter you have a choice to make.

>Attack the other crossbowman

>Attack the halberdiers

>enemy force morale affected. -1 to morale rolls due to unit nearby routing.

Gonna roll for your soldier's performance

>Your crossbows vs the enemy
>>
Rolled 5 (1d10)

>>2737704
Your crossbows win
>>
Rolled 1, 8, 7, 1, 10, 18 + 2 = 47 (6d20 + 2)

Lancer vs crossbows
>>
Rolled 1 (1d10)

>>2737716
Draw but the lancers have a higherbonus so that breaks the tie
>>
Rolled 12, 1, 20, 20, 16, 6 = 75 (6d20)

>>2737710
>>2737722
Crossbows 44-5= 39/60

Knights vs halberdiers
>>
Rolled 5 (1d10)

>>2737725
halbers take it
>>
>>2737704
>>Attack the halberdiers
avoid that the knights be surrounder

let's keep on great cleaving, I just noticed it combos greatly with our passive surge regen ability
>>
Rolled 13, 11, 4, 4, 9, 1, 12, 17, 20, 9, 7, 12, 12, 5, 17, 16, 6, 1, 4 + 1 = 181 (19d20 + 1)

>>2737728
Knights: 94/100

I'm gonna assume you'll want to use max damage so roll 19d20+2 on the knights that are currently engaged with your knights
>>
roll this and we'll finish the battle tomorrow and wrap up the thread
>>
Rolled 3, 6, 2, 16, 5, 15, 2, 20, 4, 8, 16, 2, 13, 20, 8, 10, 4, 9, 14 + 2 = 179 (19d20 + 2)

>>2737739
>>
>>2737746
k man, see you tomorrow. Thanks.
>>
>deal 12-2 wounds
>receive 7-4

Hakon: 33/40
Halberdiers: 54/80
>>
>>2737806
Give orders to your units
>What?

>You are sandwhiched between two units of halberdiers and cannot switch targets

The Halberdiers will attack you since you made an attack move.

Other then that I'll start rolling for exchanges between your units and the enemy.
>>
Rolled 7, 20, 19, 11, 13, 2 + 2 = 74 (6d20 + 2)

Lancer vs crossbows
>>
Rolled 1 + 4 (1d10 + 4)

>>2739176
Lancers win the exchange and I'll give them a bonus for the 29
>>
Rolled 8, 18, 10, 12, 11, 19 = 78 (6d20)

>>2739178
enemy crossbows = 35/60
rolling for your crossbows vs the enemy
>>
Rolled 9 (1d10)

>>2739185
Enemy crossbows win
rolling damage
>>
Rolled 6, 5, 18, 5, 8, 8 = 50 (6d20)

>>2739187
Your crossbows: 34/60
Be careful if they take more damage they may run

Knights vs 2 halberds
>>
Rolled 5 + 2 (1d10 + 2)

>>2739206
Knights are putting in work. They hold against both Halberds. Putting in a bonus to help push things along.
>>
>>2739208
Halberd 1= 59/80
Halberd 3= 75/80
>>
Rolled 14, 1, 19, 14, 4, 14, 2, 11, 14, 16, 20, 2, 8, 10, 18 + 1 = 168 (15d20 + 1)

Also

Choose stance
>Offense
>Defense

roll by both halberd groups each wound results in 2 wounds because there are two units attacking
>>
Rolled 9, 5, 6, 15, 13, 5, 6, 13, 7, 15, 9, 16, 7, 6, 13 + 2 = 147 (15d20 + 2)

>>2739235
Offence baby
>>
>>2739307
Let our crosbows change targets, put them attacking the most hurt helbardier unit, this way the enemy crosbows wont hurt them because they will have to focus on the lancers and the helbardiers cant hurt them because they are not melee
>>
>>2739307
Both groups deal 8 wounds to and both take a -4 penalty
>You receive 8 wounds
>You deal 5-2 wounds to both groups
>You regain a surge point (5/12)
Halberds 1: 56/60
Halberds 2: 77/80

Hakon: 25/40

Charging into the assend of the halberds attack your knights you sends men flying. With great swings you hack those unlucky enough to be within reach into bloody chunks in mere seconds. Your display of martial cruelty is enough that from behind the other groups of halberd originally headed for your cavalry instead tries to take you out. Caught in a sea of halberds and steel you hunker down and continue to swing and cleave and kill those around you.

A dangerous gambit to hold down one unit while asssault another but now you can see that your knights are holding firm and strong. Shields arrayed into a wall of steel they attack with pinpoint precision to kill their armored foes despite fighting flanked.

Unlike the crossbowmen the soldiers closing around you have heavy weapons meant to fight armored opponents. Dozens of curved hooks, axe heads and spear tips threaten your with death, as the halberds refuse to allow you any room to breathe, trying their damnedest to keep you from cleaving them with Splitter.

>Your turm

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

How many surge dice do you want to use? (5/12)
>0 to 5

Active abilities
>Sunder- deal at least 6 wounds of damage to sunder enemy armor by 2 (cooldown= 3 turns)
>Impale-Take a -2 to rolls but if you score 5 wounds of damage the target takes 1 wound bleed damage per round for 3 turns (can stack up to 3)
Savage Assault- Expend all surge, double damage done by surge rolls (must have max surge available)
>Great Cleave (if you deal at least 6 wounds you deal a number of wounds equal to your
current surge points)
>>
Rolled 7, 11, 19, 18, 7, 19, 8, 4, 12, 4, 11, 20, 8, 8, 7, 10, 13, 12, 14 + 2 = 214 (19d20 + 2)

>>2739374
Sunder

10 die
5 surge
4 axe
>>
Rolled 14, 18, 11, 10, 7, 1, 18, 2, 1, 11, 14, 1, 17, 14, 14, 7, 20, 1, 1 + 1 = 183 (19d20 + 1)

>>2739501
both halberd units
>>
Rolled 20, 10, 11, 3, 12, 11 = 67 (6d20)

>>2739501
>>2739527
You deal 11 wounds
>You sunder the armor of both units (its raining men and their armor is dented to shit)
>You Receive 4-4 wounds from both units
>You recover 3 surge points (3/12)

Hakon: 25/40
Halberds 1: 45/80
Halberds 2: 66/80

Your crossbows vs Halberds 1
>rolling +1 for the halberds
>>
Rolled 5 (1d10)

>>2739549
I'm giving it to your crossbows because of the 20 (I know that's probably not fair but hey why not)
>>
Rolled 14, 18, 11 - 1 = 42 (3d20 - 1)

>>2739554
Halberds 1 down to half health rolling for morale
>roll 3d20+3 for intimidation
>>
Rolled 18, 12, 15 + 3 = 48 (3d20 + 3)

>>2739560
>>
Rolled 2, 4, 4, 17, 5, 17 + 2 = 51 (6d20 + 2)

>>2739571
Successful intimidation
>Halberds 1 flee the batle field
>Enemy forces demoralized by sight of allied fleeing they take a -2 morale penalty

Rolling for Lancers vs enemy crossbows
>>
Rolled 10 (1d10)

>>2739581
enemy Crossbows win
>>
Rolled 18, 13, 5, 9, 7, 16 = 68 (6d20)

>>2739585
Lancers: 31/50

Rolling knights vs halberds 3
>>
Rolled 2 + 2 (1d10 + 2)

>>2739591
Knights win
>>
>>2739597
Halberds 3: 73/80
>>
I'm gonna ask do you anons want to end the battle because even if your troops slugging it out may fuck up and lose (especially the lancers and the crossbows) Hajon's probably gonna fuck everyone up an since he has several health potions to drink to keep him alive and two of the enemy units ran off he's fully capable of soloing the rest of the enemy army at this point while the knights tank it out.

You wanna end it here?
>>
>>2739608
I guess its pretty clear we have an edge here.

You can roll for how much of them we kill right here and after another roll for our lancers persuing the fleeing enemies since I was going to order them to do that


Next time we can focus on Hakon's fight and maybe roll the units on the background if you think it would be better
>>
>>2739608
What's gain if we say yes
>>
Rolled 83, 62 = 145 (2d100)

>>2739716
>>2739712
The gain is just that the battle ends now and you win. I mean as far as it goes you are putting all of the units you touch through the blender.

I'll roll for howmany of the enemy force die in the battle and how many get run down
>>
Rolled 52 (1d100)

>>2739750
>>
>>2739750
>>2739753
Out of a force nearly 250 strong 197 are killed with the rest being wounded or fleeing in terror.

Your forces are wounded and will need to return to friendly territory to replenish.

>writing update
>>
>>2739765
Wading through the tide of enemy soldiers you continue to use splitter like a scythe, slashing in wide arcs, felling men with each swing while maijng your way to your soldiers.

Joinging them in the melee you clear a gap for your soldiers fill in until the unit of Halberdiers is pressured into routing. Throwing downs their arms they break off and run around the second unit of halberds. To your left you finally hear the crossbows break and be run down by the lancers.

Bolts start to pelt the remaining enemy soldiers as you charge head first into the second group while your knights deal with the third. Its filthy business but despite their numbers you bleed them and bleed them until they too flee in terror.

By the time you clean off a knot of entrails that has wrapped around one of your arms the last unit is forced into retreat by your soldiers.

All around men cry in pain and beg for mercy. Blood pools and limbs twitch as the dead and dying are given a quick death.

Your troops are mangled save for the knights who take minimal casualties. To your dissappointment the lancers have taken significant losses. Considering they were going up against what amounted to light infantry in melee that's rather sad.

Stripping the dead of their possessions and robbing the supply train that followed them you take your fill of loot and plunder.

>Gain +100 wealth

As your army reforms into marching formation you take stock of your losses.

>Knights: 94/100
>Crossbows: 34/60
>Lancers: 31/50

Not bad since you were outnumbered but you swell with pride knowing that your contribution in battle is more then that of a hundred fighting men.

Leading your column of troops back to camp with the spoils, you are congratulated by your underlings. Heaps of praise on your combat prowess are made and looks of well deserved fear are etched into the faces of your soldiers.

They are probably scared that if you wanted to refund their services you could kill them and take your money back by force, the lancers and crossbowmen especially try to cozy up to you due to their poor showing in battle.

Settling back into your camp you remain in your tent having your wounds checked by Alice before turning in for the evening. More to do on the morrow.

In your sleep dreams of war and bloodshed are had and mountains of gold and women are piled in your sleeping throughts.

Today was a good day.

>thread end

I probably won't continue this quest by the way. It was pretty fun but the time between anons voting was pretty long and participation dropped off after a while. I guess this thread either just didn't attract enough attention or the anons who were interested weren't awake or able to vote or discuss.
>>
>>2739969

Well, I liked it, thanks for running and if you decide to run again I'll probably follow.

cya
>>
>>2739969
Shame it was good one
>>
>>2739969
It's a good quest with good writing. I think you should roll the mechanics side on your own because it's confusing to a new reader. Anyways I hope you continue this.




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