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
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.
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
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.
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?
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?
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.
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.
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!
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.
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
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?
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
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
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
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
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?
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
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
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 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 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
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.
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.
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.
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.
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.