Fantasy Royal Rumble

I have this funny feeling the next few updates are just going to be in a stupid ass stalemate.
Because i am tanky and they are impossible to hit.
 
A fortified position is claimed, battles continue


These fuckers are giving only 20 gold for them attacking us for just coming near!?
FUCK THAT TO THE DEATH MOTHER FUCKERS.
Damn it

The Lofael give their answer with a hail of crossbolts, driving the envoy back across the bridge. The Lofael infantry ready their halberds and surge over the stone and back into the city of Malenbois. The defenders draw their battle lines, meeting both halberd and crossbolt. The sun starts to dip below the horizon, and a house by the bridge catches fire, sending black plumes into the purple sky. Neither side gives or gains ground.

Your Levy is now battle-tested. Their success threshold has been lowered to 7

Roll 1d10 to continue battle

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.

You have assigned Baldric to your unit. You may now roll 3d10 during battle if you wish to use both the Pale Magician and your Hero.

You have explored the Cave of Colbas, securing a Base. If your units hold a base, you may build defenses, as well as store heroes and gear. You may also spawn there.

Please choose a direction to go, or, if you wish, spend any gold you have on defenses.
Lop threw 1 10-faced dice. Reason: Diedric Mercenaries Total: 3
3 3
Lop threw 1 10-faced dice. Reason: Malanbois warband Total: 1
1 1
 
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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
Keep smashing them!
Vesvius threw 2 10-faced dice. Reason: KEEP SMASHING Total: 7
2 2 5 5
 
The Lofael give their answer with a hail of crossbolts, driving the envoy back across the bridge. The Lofael infantry ready their halberds and surge over the stone and back into the city of Malenbois. The defenders draw their battle lines, meeting both halberd and crossbolt. The sun starts to dip below the horizon, and a house by the bridge catches fire, sending black plumes into the purple sky. Neither side gives or gains ground.

If you're allowing more players, I would love to start at 2820
Mask threw 1 6-faced dice. Total: 3
3 3
Mask threw 1 10-faced dice. Total: 6
6 6
 
Man @Lop This is the longest battle ever. We are literally entrenched. Wish i could replenish my forces...
 
Blood has been spilled, but the game is taking shape

The Dietric mercenaries, clearly not wishing to perish for no profit, quickly fall back. This is a mistake, as the lion riders are upon them, hunting them down to the last man and striking them down where they stand. It is a quick and brutal affair.

The Meredian Knights have collected 20 gold from the corpses. Which direction would you like to head in?

If you're allowing more players, I would love to start at 2820

An Elite unit! Let's see who we pulled from stasis...



Ah. The Durane. They have a success threshold of 4, and a group size of 1. They also have a special detachment, Mammoth Riders, which can be rolled for separately from the main force.

And you are in fact in 2820. It's actually a fair distance from everyone. Which direction would you like to go in?

Thank christ, 7 now... I CAN'T FUCKING MAKE IT...
Come on PLEASE 7!!
ofcourse not

As night begins to take hold, the Malenbois retreat further into the city, sending out an envoy. The envoys offer their surrender and 20 gold. If you wish to refuse and continue the battle (for a chance at greater loot) you may refuse by rolling 1d10.

I don't think I have any gold to spend so go to 2419.

Your Mol warriors leave the cave, streaming out into the valley and to the lands beyond the hills. They quickly spy a castle rising in the distance, and hear battle horns.



Orckin warriors appear on the horizon, forming a battleline. They are a warband.

Roll 1d10 through 3d10, depending on which unit components you wish to use.
 
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Whelp.Gotta go.I am jumping out for now.see you guys 7-8 hours later.
Roll 1d10 through 3d10, depending on which unit components you wish to use
Rolls for all my units.
Come on Dice God's!
Edit: Thanks God's! Superb Rolls. Warband ded.
Loot the bodies like before and search the Castle and occupy it.
7-8 hour rest is yours boys!
Maragas threw 3 10-faced dice. Reason: Combat Eff Total: 23
6 6 8 8 9 9
 
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Ah. The Durane. They have a success threshold of 4, and a group size of 1. They also have a special detachment, Mammoth Riders, which can be rolled for separately from the main force.

And you are in fact in 2820. It's actually a fair distance from everyone. Which direction would you like to go in?

Lets head to the north where the river splits. That land will likely be bountiful and would be amazing defensively if we could build fortifications along the river. If we cannot claim it now for the Durane, we will at least scour it of our foes.
 
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As night begins to take hold, the Malenbois retreat further into the city, sending out an envoy. The envoys offer their surrender and 20 gold. If you wish to refuse and continue the battle (for a chance at greater loot) you may refuse by rolling 1d10.
Wait they surrender?
What would i get from their surrender? Can you tell me Lop? I need to know the terms of their surrender.
Also... that is useful to know i can make them surrender through sheer perseverance
 
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The Dietric mercenaries, clearly not wishing to perish for no profit, quickly fall back. This is a mistake, as the lion riders are upon them, hunting them down to the last man and striking them down where they stand. It is a quick and brutal affair.

The Meredian Knights have collected 20 gold from the corpses. Which direction would you like to head in?
Victory, thy name is Mr. RoarRoar! Let's keep following the highway. Moving to 2521.
 
Lots of movement
Whelp.Gotta go.I am jumping out for now.see you guys 7-8 hours later.

Rolls for all my units.
Come on Dice God's!
Edit: Thanks God's! Superb Rolls. Warband ded.
Loot the bodies like before and search the Castle and occupy it.
7-8 hour rest is yours boys!

The Mol warriors, bolstered by the Pal Magician and the goblinkin hero, meet the Orckin warriors head on. It does not matter that the Mol are less numerous, for they make their skills known through their tight manuevors and feints. The Orckin continue to throw themselves at the Mol, but it's clear they'll have to draw back and reform their lines.

Orckin warband's group number has been reduced to 1

<Battle will resume when player returns>

Lets head to the north where the river splits. That land will likely be bountiful and would be amazing defensively if we could build fortifications along the river. If we cannot claim it now for the Durane, we will at least scour it of our foes.

Lets head to the north where the river splits. That land will likely be bountiful and would be amazing defensively if we could build fortifications along the river. If we cannot claim it now for the Durane, we will at least scour it of our foes.

The Durane warriors head to 2720, which to them is a lush land full of terraced farms and small cottages. They gaze around with narrowed eyes as they pass.

"Curious. I remember little from before this," - Iron Lord Vra

Which direction would you like to head in?

Wait they surrender?
What would i get from their surrender? Can you tell me Lop? I need to know the terms of their surrender.
Also... that is useful to know i can make them surrender through sheer perseverance

The town is a base, which lets you:

If your units hold a base, you may build defenses, as well as store heroes and gear. You may also spawn there.

20 gold is enough to build some defenses. You can hide out in a base, and start generating more gold if you stay there long enough. Enemies will attack, as well as other players, and the gold you generate in a base is less then you would in the field, but, that's what you can do with bases

Victory, thy name is Mr. RoarRoar! Let's keep following the highway. Moving to 2521.

The Meredian knights head east along the highway. It's easy going, and the view is pleasant enough in these parts. You are now in hex 2521, which direction would you like to go in?
 
The town is a base, which lets you:

If your units hold a base, you may build defenses, as well as store heroes and gear. You may also spawn there.

20 gold is enough to build some defenses. You can hide out in a base, and start generating more gold if you stay there long enough. Enemies will attack, as well as other players, and the gold you generate in a base is less then you would in the field, but, that's what you can do with bases
Then i ACCEPT their surrender
 
Going to break for dinner. Let me know what your guys' next move is, and we'll resume this evening. Again, you can jump in and out at anytime
 
The Durane warriors head to 2720, which to them is a lush land full of terraced farms and small cottages. They gaze around with narrowed eyes as they pass.

"Curious. I remember little from before this," - Iron Lord Vra

Which direction would you like to head in?

Lets head to 2619. Send some men to talk with the local peasants. They will hopefully know more about this strange land including any valuable targets nearby to pillage. If they injure or kill our men, we should focus on stomping them out instead for their insolence.
 
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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?

Follow the river to 1921.
 
So this looks interesting! Does anyone mind if I hop in? I shall forge an empire out of this chaos, and take the whole thing way too seriously!
 
Enemies everywhere
Then i ACCEPT their surrender

The Lofael march through the city of Malenbois, calling the people out of their homes and outlining the nature of the occupation. You have also gained 20 gold (please keep track of your gold). If your units hold a base, you may build defenses, as well as store heroes and gear. You may also spawn there.

Available construction projects

Wall: 20 gold
Fortified Keep: 20 gold
Defensive Tower: 20 gold

Please indicate a direction, or construction project, or simply indicate if you're staying in the city (units will replenish)

Lets head to 2619. Send some men to talk with the local peasants. They will hopefully know more about this strange land including any valuable targets nearby to pillage. If they injure or kill our men, we should focus on stomping them out instead for their insolence.

The Durane travel to hex 2619, a bountiful land with several villages built around irrigated farmlands. Though the villages are peaceful, they've been taken over by an occupying force.



Warriors of Tutland are riding out to engage you. They are a warband. Roll 2d10 to use both your Durane warriors and Mammoth riders, or you may chose to just use your mammoth riders if you wish to save your main force from a bad roll. However, losing your Mammoth riders means you will lose their roll in later battles.

A little mor east please! Let's head to 2621 and enter town.

The Meredian knights approach the city of Belltower. The highway leading up to the tow is lined with corpses hung on wooden platforms. Bells rings out in Belltower, and a force of soldiers marches forth to engage the Meredian.



Belltower warband approaches, roll 2d10 to engage, or indicate if you are just using your main force or lion riders.

Okay! So feeding yetis takes awhile! Anyhow...Going to move south to 1919, the march to the mountains continues!

The Vaelnorsons continue south, their yeti lumbering in their ranks. The plains of these lands stretch out before them, meshing with the horizon beyond. An approaching force throws up dust clouds in the distance.



A warband of Kanjasa Centigars approaches. Roll 2d10 to use both the main force and your yeti, or indicate if you are just using one of them. Using just your yeti can save your main force from a bad roll, but if you lose your yeti, you will not be able to use them in later battles.

Follow the river to 1921.

Your Ragule riders crest a ridge, coming across Chalktown. It is in fact a city, resting on the banks of the mighty Chalk river. Several horns ring out throughout the river valley, and warriors gather from the city to meet the Ragule.



Chalktown warriors are a warband. Roll 1d10 to engage them.

So this looks interesting! Does anyone mind if I hop in? I shall forge an empire out of this chaos, and take the whole thing way too seriously!

Roll 1d10, and then 1d6 to jump in
 
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