Fantasy Royal Rumble

Hmmm a group size of 3? I am practically an army compared to the Warband, Idk how much damage does tho...
Hopefully they don't steam roll me...
@Lop is it possible to replenish forces of my levy? Is it possible to upgrade to a warband? Or to keep my group size while upgrading?
 
battles commence


Fuck i only have 3 numbers to do any good! :p
And its a Warband!
Luckily i have lots of mooks
Fuck

The Malenbois and Lofael forces clash at the edge of town. Wow! I've never witnessed combat before, this is brutal! The Lofael are using the crossbows to great effect, but the Malenbois infantry are some rough looking men! The two sides are mobbing back and forth with no ground taken or given. Just lots of stabs, shield walls and feigned retreats. Oh wow! That guy just got shot in the eye. That was....something...

Roll 1d10 for next series of clashes.

Heh, Warband vs Warband eh?
Prepare for Combat!

Edit:
First one is d6 so its wrong.
Second one is d10 so its right.
But results are the same...

My second combat ever! This one is brutal too. I think they're probably all going to be brutal. The Esowayne just executed an amazingly cinematic charge but the goblin things are everywhere. The hills are crawling with them.

They've stopped the Esowayne's charge and reduced their group size to 1.

Roll 1d10 for next series of clashes.

I have no idea what any of the means but it sounds awesome.

Let's move northeast to 2322 and get on the Amber Road.

Your Meredian warriors have reached hex 2322! It looks like a highway of some sort, well traveled and paved.

"By the Two, what has happened,"- Lady Lansi

Which direction would you like to go in?
Lop threw 1 10-faced dice. Reason: Malanbois warband Total: 1
1 1
Lop threw 1 10-faced dice. Reason: Goblinkin Warband Total: 8
8 8
 
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The Malenbois and Lofael forces clash at the edge of town. Wow! I've never witnessed combat before, this is brutal! The Lofael are using the crossbows to great effect, but the Malenbois infantry are some rough looking men! The two sides are mobbing back and forth with no ground taken or given. Just lots of stabs, shield walls and feigned retreats. Oh wow! That guy just got shot in the eye. That was....something...

Roll 1d10 for next series of clashes.
Uh. Ok :p
Ok am i and everyone else cursed to a roll of 2?
Ghostdevil threw 1 10-faced dice. Reason: Clash 2 Total: 2
2 2
 
One battle finishes, another continues
Uh. Ok :p
Ok am i and everyone else cursed to a roll of 2?

The Malenbois and Lofael continue to grind against each other. This is....hard to watch. You can hear them cry out everytime a blade manages to penetrate the shield wall. And this day is getting hotter! How do these guys do this?! I'm almost positive someone's had to have collapsed from heat or exhaustion. Once again, little ground given or taken, just two shieldwalls pushing at each other.

Roll 1d10 for the effectiveness of your soldiers over the next series of clashes!

Let's see if dice favor me.
Edit:
Yep.They do for now.

Those Esowayne are not messing around! They may be surrounded, but they have better armor and weapons. The valley before the cave is filling with goblin bodies.

Ah, but the goblin's numbers are too great. The Esowayne fight bravely to the man, the prince's guard taking scores of goblins for every member that falls.

The Esowayne have been defeated, but the Goblinkin's group size has been reduced to 1.

Roll 1d10 for new unit and then 1d6 for the specific type. You will be starting in hex 2318, unless you indicate you would like to be thrown on the map randomly.
Lop threw 1 10-faced dice. Reason: Malanbois warband Total: 6
6 6
 
Roll 1d10 for new unit and then 1d6 for the specific type. You will be starting in hex 2318, unless you indicate you would like to be thrown on the map randomly.
Oh boy, I will remember them.
Here we go again.
Please start them at the same place.
Edit:
Elite unit this time eh?
Maragas threw 1 10-faced dice. Reason: Unit Type Total: 4
4 4
Maragas threw 1 6-faced dice. Reason: Unit Itself Total: 3
3 3
 
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FUCK, 1 group size down :(
I swear to god if i get a two again iama be pissed, the chances of it being that way a fourth time in a row is near impossible.
Ok I guess i just have shitty luck Thats fucking great
Ghostdevil threw 1 10-faced dice. Reason: Test Dice Not for anything Total: 4
4 4
 
More units summoned, more movements
God damn it give me an 8 or higher!!!
Ok seriously am i glitched? Why do i keep getting a 2?

Ah the Malenbois manage to gain some ground, fighting the Lofael off a bridge. Many died on the bridge, their bodies plummeting into the water below. It's a temporary gain, but meaningful.

Group size has been reduced to 2

Roll 1d10 to continue combat.

Oh boy, I will remember them.
Here we go again.
Please start them at the same place.
Edit:
Elite unit this time eh?

Mol warriors it would seem.



They must roll 4 and above to be effective in combat. They have a group size of 1. They have a special detachment, the Pale Magician, who may be rolled for separately from the main force.

Which direction would you like to go?

Let's head east to what I'm pretty sure is 2141. The one on the highway with the river in it.

Your warriors have gone to hex 2141, a bountiful region fed by the river and supplied by the highway. The few farmsteads that are encountered seem wealthy.

Ah, but there is a roaming warband present.



Diedric Mercenaries. They are a warband, and are preparing to engage your force and overcome them.

Roll 2d10 for the main force, and lion riders. You can chose for the lion riders to be the only component that engages in battle, thus saving your main force from a bad roll. But if you lose them, you will not be able to roll for them afterwards.
Lop threw 1 10-faced dice. Reason: Malanbois warband Total: 5
5 5
 
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Roll 1d10 to continue combat.
Jesus
Ok
Please 8 or higher! Levy is such dick right now, tanking hits hardly matters if you can't hit anything.
OMFG, why do i keep getting repeating numbers? Am i stuck on four now?
And ofcourse they hit, Levy GGnoRe Can't hit anything.
Edit: Wait Their a warband 6 or higher! Woot still in this
Ghostdevil threw 1 10-faced dice. Reason: Conflict again Total: 4
4 4
 
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They must roll 4 and above to be effective in combat. They have a group size of 1. They have a special detachment, the Pale Magician, who may be rolled for separately from the main force.

Which direction would you like to go?
South to the 2319 Caves to finish off the Goblins before they recover.
 
Battles, summonings and more
Jesus
Ok
Please 8 or higher! Levy is such dick right now, tanking hits hardly matters if you can't hit anything.
OMFG, why do i keep getting repeating numbers? Am i stuck on four now?
And ofcourse they hit, Levy GGnoRe Can't hit anything.
Edit: Wait Their a warband 6 or higher! Woot still in this

The Malenbois hold the bridge against the Lofael forces, at least initially. The Lofael brings their crossbows back to the forefront of the battle, and the hail of bolts forces the Malenbois back into the city limits. The Lofael forces rush across the bridge to route them, but the Malenois rally their battlines and meet them with a shieldwall. The battle continues.

Roll 1d10 for continued battle. If neither side gains ground, the Malenbois may sue for peace.

South to the 2319 Caves to finish off the Goblins before they recover.

The Mol warriors pass the corpses of Esowayne riders. The Pale Magician leads them. The goblinkin pour out of the cave, though their numbers are greatly reduced. The Mol warriors form battle lines.



Roll 2d10 for the main force, and the Pale Magician. You can chose for the Magician to be the only component that engages in battle, thus saving your main force from a bad roll. But if you lose them, you will not be able to roll for them afterwards.


A warband! Let's see what we've got...



The Riders of Ragule! I'm assuming they're from a region called Ragule. They need to roll 6 and above to be effective in combat. Their group size is 2.

And the hex you're on is.....

819!

Which direction would you like to go in?
Lop threw 1 10-faced dice. Reason: Malanbois warband Total: 3
3 3
Lop threw 1 10-faced dice. Reason: Goblinkin Warband Total: 7
7 7
Lop threw 1 10-faced dice. Reason: Diedric Mercenaries Total: 5
5 5
 
Roll 2d10 for the main force, and the Pale Magician. You can chose for the Magician to be the only component that engages in battle, thus saving your main force from a bad roll. But if you lose them, you will not be able to roll for them afterwards.
Let's do this!
Edit:
It seems Pale Magician and his army is absurdly powerful.
Maragas threw 2 10-faced dice. Reason: Combat Eff Total: 17
9 9 8 8
 
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Diedric Mercenaries. They are a warband, and are preparing to engage your force and overcome them.

Roll 2d10 for the main force, and lion riders. You can chose for the lion riders to be the only component that engages in battle, thus saving your main force from a bad roll. But if you lose them, you will not be able to roll for them afterwards.
I HAVE NO IDEA WHAT IS HAPPENING BUT THESE MONSTERS MUST DIE.

Seriously though. Having both regular units and Lion Riders attack. You've got to fully commit to destroy scum!
Vesvius threw 2 10-faced dice. Reason: COMBAT Total: 11
3 3 8 8
 
Battles, lulls and a victory
Come on for goodness' sake!
8 fucking A
*Throws hands up* I can't get over fucking 4

The battle enters a lull, both sides dragging their wounded back a safe distance. The sun is starting to set, and the Melenbois send out an envoy. The envoy offers 20 gold if the Lofael agree to leave. If you wish to refuse, simply:

Roll 1d10 for continued battle.


The Ragule riders enter hex 820. To them, it is a green region intersected by a river. The riders allow their steeds to drink as they plan their next move.

"What madness is this. I remember only distant dreams."- Aworth

Which direction would you like to go in?

Let's do this!
Edit:
It seems Pale Magician and his army is absurdly powerful.

The goblinkin converge on the Mol warrior lines. The Mol are clearly skilled, keeping their shields up and striking out with their-

Oh Wow! The Pale magician just unleash....magic? I guess? The goblinkin bodies twist up into strange shapes, hardening to wood. It's...gruesome...

The Mol warriors break their lines and mop up the rest. They walk around the field, killing the wounded and bending down to inspect any loot they find.

You've encountered a hero <amateur> among the goblinkin, who has sworn to your cause



Baldric can now be assigned to units for an extra 1d10 dice to break ties and other bonuses.

I HAVE NO IDEA WHAT IS HAPPENING BUT THESE MONSTERS MUST DIE.

Seriously though. Having both regular units and Lion Riders attack. You've got to fully commit to destroy scum!

The battle lines clash! The Diedric mercenaries are clearly skilled, and outnumber the warriors by 2 to 1. However, the lion riders save the warriors from a route, slamming into the Diedric lines and causing panic and confusion. The mercenaries rally however, preparing to charge the warrior lines again.

Diedric group size has been reduced to one.

Roll 2d10 for the main force, and lion riders. You can chose for the lion riders to be the only component that engages in battle, thus saving your main force from a bad roll. But if you lose them, you will not be able to roll for them afterwards
Lop threw 1 10-faced dice. Reason: Malanbois warband Total: 3
3 3
 
The battle enters a lull, both sides dragging their wounded back a safe distance. The sun is starting to set, and the Melenbois send out an envoy. The envoy offers 20 gold if the Lofael agree to leave. If you wish to refuse, simply:

Roll 1d10 for continued battle.
These fuckers are giving only 20 gold for them attacking us for just coming near!?
FUCK THAT TO THE DEATH MOTHER FUCKERS.
Damn it
Ghostdevil threw 1 10-faced dice. Reason: FUCK YA Total: 6
6 6
 
Baldric can now be assigned to units for an extra 1d10 dice to break ties and other bonuses.
If I can assign him after a failed roll on an unit then he should just follow us.
If not then I assign him to the Pale Magician.

If Cave can be searched then search.
If not march towards the Castle, 2419.
 
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