Overlord: Genesis

Wow. Crazy rolls.

Almost failed martial and got a pretty low roll on intrigue.

Everything else went very well indeed.

Two huge crits. One on our natural resources could have a enormous impact and one for the wizard's place could be anything but all of it good.

Most excellent.
 
Random thought on how a Martial Advisor shapeshifter would work when shapeshifters are kind of big on keeping their shapeshifting secret which would tend them towards Intrigue: "Cover is maintained when all witnesses are slain."

They of course would not be some canine, feline, or vulpine shifter, of course, for all of those animals are too sensible to utilize such insanely aggressive measures. No, we'd be looking at a werewolverine here.
 
First time hearing this. I need to check it out.
Wolverines are 35-lb murder-blenders that can and will steal kills from wolf packs and grizzly bears. They're from the same family as the Honey Badger, and are every bit as vicious and tough. There's a big reason why they picked that name for the eternally angry little mutant with the ability to inflict damage on a massive scale. So, take the principles of a werewolf; then apply it to that. Of course were-wolverines are a lot rarer because surviving an attack is much less likely to happen.
 
Wolverines are 35-lb murder-blenders that can and will steal kills from wolf packs and grizzly bears. They're from the same family as the Honey Badger, and are every bit as vicious and tough. There's a big reason why they picked that name for the eternally angry little mutant with the ability to inflict damage on a massive scale. So, take the principles of a werewolf; then apply it to that. Of course were-wolverines are a lot rarer because surviving an attack is much less likely to happen.
There is only one Wereratel at a time in the world. It is a universal law.
 
Oh btw, guess who forgot to add the +15 from the Minion stacks to certain actions! So your martial, stewardship, intrigue (this instance anyway), and occult results were even further boosted!
 
Wolverines are 35-lb murder-blenders that can and will steal kills from wolf packs and grizzly bears. They're from the same family as the Honey Badger, and are every bit as vicious and tough. There's a big reason why they picked that name for the eternally angry little mutant with the ability to inflict damage on a massive scale. So, take the principles of a werewolf; then apply it to that. Of course were-wolverines are a lot rarer because surviving an attack is much less likely to happen.

It's nice to see you understand the power of the angriest furball.

Edit: I wonder if they would approve of the merciless straightforwardness of our main weapon being a hatchet.
 
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Mustering Up
[][Personal]Swelling the ranks: With the current surplus of Lifeforce, you can easily see about creating as many Minions as possible. Many hands make for light work and all that...
DC: 1
Reward: Increases Minion count to maximum. (Will expand to determine how much of which kind of Minion once more Minion types are unlocked)
Auto-succeed

Before anything, you elected to create as many Minions as possible. Giving you fifteen total bodies, including Gnarl, Giblet, Quaver and Gash. Any attempts to create more leaves you with a blinding headache and a sensation not unlike being under your mother's disapproving gaze.

Result: 3 stacks of minions. +15 to certain tasks.

[][Martial]Wolfpack Tactics: The forests of Spree are full of predators as well as prey. Take your Minions out to do some hunting and get them used to working en-masse.
DC: 30/70
Cost: 1d4 Minions lost and replaced, cost in Lifeforce
Rewards: Better control of the Minions, Gold, ???
1d100 + 17 + 10 (Gnarl) + 15 (Minions) = 51
Minions lost = 1
Spent 1 Lifeforce to bring forces back to full strength

The hunting expedition had been very close to being a failure; it was only the mass of your Minions that allowed you to keep yourself and them from being successfully ambushed by a small pack of wolves. And even then one of the Minions had been torn to bits when two of the wolves had latched on from either side and pulled. Killing them had left you with a handful of wolf skins of moderate quality, some more lifeforce (one of which you used to bring forth a new Minion to replace the one lost) and a few trinkets and odds and ends that the wolves had swallowed at one point or another and not yet passed. There was a woman's hand with a couple of rings on it, a small shredded pouch that had had jerky mixed in with gold coins for some reason, and the last had somehow managed to swallow an entire lock box!

The Minions had gleefully feasted on the meat; fashioning crude weapons and armor from the bones. A few of them even started sharpening broken pieces of bone and jamming them into the wood of their clubs. You'd been more interested in perusing the contents of the lock box; while Quaver had removed the rings from the hand. You didn't want to know what he did with it, but he was looking satisfied shortly after; patting his stomach with a smile. All told you'd managed to accrue five hundred gold worth of rings, gold and gems. The lockbox had had a few scraps of paper in it along with the gold, but whatever had been written on it was been marred by stomach acid, leaving behind a pulpy mess.

Results: Gained 500 gold, 4 wolf pelts, 4 Lifeforce
Lost 1 Minion, spent 1 gained Lifeforce to replenish Minion stack.
The Wolves around Spree seem to be especially cunning. There may be something more at work here than simply nature...
New Learning and Martial options.

[][Stewardship] Prospecting - After learning more about what treasures are literally waiting in the ground to be found, specifically searching the cliffs and caverns around Castle Gromgard may yield up areas that you can mine for ore or raw gems and crystals.
DC: 65
Rewards: Mining locations, new Stewardship actions, ???
1d100 + 20 + 10 (Gnarl) + 15 (Minions) = 143 CRIT + 33 = 176

With the Rock Troll mating season thankfully past, you and your Minions head out to scour the area around the castle. With the Minions it becomes much easier than doing it by yourself. The small tide of brown bodies scurries and clambers over rocks, pulling one another after them when needed (and occasionally using each other as landing pads for a jump). Gnarl and Giblet were the two that seemed to be the most able to suss out what was worth you taking a look at versus what was merely a seam of granite or a stain on the rockface.

But you end up finding quite a few seams of material. Not only are there a couple of seams of Iron ore that Giblet gets especially excited over, but your Minions even manage to find a seam of copper as well! Something that, if you recall correctly, means the possibility of both silver and gems in small amounts. The granite seams are useful too, but you were well aware that Castle Gromgard had been constructed out of local stone. There's even a clay bed on the back of a river where the sediments have collected in an oxbow turn near the base of the mountain.

The Minions had also found a few caves that they were certain were occupied with beasties that were of the big and hungry variety. You'd need to set some time apart to do an in-depth investigation of just what you've been sharing your mountain with...

Results: Found iron, copper and granite seams. Also found clay bed. Able to source these materials locally. Harvesting each resource requires a team of five minions to be assigned per unit of material extracted per turn. New projects open.

However, the biggest surprise is a cave that Gnarl leads you to. "Mouldy quite literally stumbled across this cave sire; it was hidden behind quite a bit of hanging moss. I had him and a few others go in. It leads to an area with some... interesting properties." That statement certainly has your brow going up, but Gnarl is hardly one to throw you in the path of danger, so you follow him. You eventually find a gorse-strewn ravine almost halfway round the mountain that the keep sits on. You would have walked past the cave mouth thanks to the overgrowth of vines had it not been for Gnarl. Moving closer, you can feel air being sucked in... before blowing out again. Almost like it was breathing. Parting the vines you find a cave mouth, one that appears to have been well overgrown for quite some time. Which means that there's probably no big predators nesting in here at least.

Making sure your light was secure; you begin venturing into the depths. At first you find nothing except for more stone, but the fact that the passage is both wide enough to accommodate you and the others as well as well-ventilated due to the light rushing wind. It tends to make the shadows bobble somewhat as the flames of your torch are set swaying...

You see veins of strange crystal begin to pepper the walls as you continue; and the temperature seems to be rising. You're not sure how far you've come now, but the tunnel is beginning to branch. You can hear strange echoing gurgles and grinds in the distance. Many of the branches are simple crevices far too small for you to go through, but there are a few that are still large enough for a person to get through.

You're not sure how long you've been walking now, time seems to stand still down here in the dark, with brief moments of excitement when one of you lost your balance for a moment on the slick rock.

You end up in a cavern with four paths in front of you. The rightmost path is dark and you can barely make out an occasional sound echoing out from it. The inner right path seems to continue downwards and you see the crystal veins becoming much more prolific. The inner left path seems to be curving upwards somewhat, and you can smell musty earth and vegetation being brought through on the breeze, along with the faintest scent of water. The leftmost path veers sharply away, but you can see the faintest flickers of some kind of light around the far bend in the tunnel. Gnarl doesn't stop though, gesturing you down the leftmost path. "Not sure exactly what the other paths lead to my lord, but this one didn't have any movement or scent of living creatures on it, which is why Mouldy and his troop elected to explore it further."

As your team advances further, you notice that the temperature is rising as you go. If your memory is any sort of good, you're probably well under the mountains by now... You're beginning to feel a strange sense of vertigo, as if each step was taking you across a dozen leagues rather than a few feet, your body and even your mind seeming to stretch before snapping back into place.

Finally though, you round the corner... and find yourself perched over a massive chasm. In the distance you see a hanging stalactite, large as a mountain, dipping into an unfathomable abyss. Shards of stone, some as big as houses, whirl through the air in defiance of all natural laws. You can feel a tingle of magic permeating your very bones; and the Minions seem to be energized simply by being in this place.


New area unlocked: ???
New projects unlocked for Occult, Stewardship, Learning
Welcome to the Netherworld Young Master. Let's see what you make of it.
[][Diplomacy] Two Heads are Better: You're at the end of your rope. See if you can find someone in town that may be able to give you some pointers on how to handle things.
DC: ???
Reward: Potential Advisor Candidate
1d100+ 17 + 17 (Selene) + 5 (Quaver) = 69 (Seriously?!)

You're looking over the books when you hear the knock on your door. Setting aside the ledger, you open the door and find Selene there, Quaver leaning jauntily on his club at her side, while on her other side is a rather... compact blond woman; who's nearly two heads shorter than you. Taller than a dwarf or a Halfling, but much shorter than the average human or elf. Selene ushers her in, her sharp glare having you step aside automatically.

"Lord Gromgard, allow me to introduce Alora Highstep." The young woman grimaces, but doesn't dispute the name. "She was a member of the adventuring guild in good standing... until she came to Spree. I think that she may be what you're looking for in terms of a martial advisor." You raise a brow, but gesture for her to take a seat, which Quaver eagerly pulls up for her. She sits and looks at Selene questioningly, and after the elven woman nods, takes a deep breath.

"Well m'lord, to make a very long and complicated story short; I was set up as a thief after coming to Spree. I had my license with the Guild revoked and I can't get anyone to so much as talk to me without them checking their coin purse. I'm on my last few coppers, and I need the work. I'm an experienced combatant in small-unit tactics as well as with single combat; favoring the blade." She pats her hip where a blade that can't seem to decide if it's a dagger or a shortsword is belted.

"I've also got a score to settle with Sienna Halfheart." You can't help the scowl at the mention of the local "heroine". She was in good with the Baron and Baroness, and considered the Hero of Spree. She was also as nasty as a viper with a bad tooth and twice as venomous. She seemed to hold you in the same low disregard as the Baron and Baroness did for some reason, though you don't know why. She's also one of the few people that even your "uncle" Reggie walks carefully around.

After a moment of consideration, you look over to Selene, who gives a small nod, then to Quaver. The garrulous Minion was a shockingly good judge of character. He began to nod so fast that his ears began to flap, before handing you a small scroll. You smothered a chuckle, and opened it. It was from Uncle Reggie, confirming that she had been a member in good standing with the Adventurer's Guild before certain parties had set her up. Looking back to Alora, you smile. "Well, you seem to have some good recommendations. We'll see how well we can work together for now. The fact that Quaver seems to like you so much is a good mark; it means you shouldn't have too much trouble interacting with the Minions as a whole."

Gained Martial Advisor: Alora Highstep, costs 100 Gold per Turn in upkeep.
+16 to Martial Rolls
Unlocked new Martial options

[][Intrigue]X Marks the Spot: Use that map you pulled off the female bandit's corpse and investigate one of the markings. Go to...
-[]One of the small X spots
1d100 + 18 + 5 (Gnarl) + 15 (Minions) = 56

Checking the map again, you peer at the cave that matches the location. No signs of firepits or smoke. Or other hints of human habitation. So what made this place something worth noting? You were about to head in to investigate, when several small arms grabbed you and yanked you down into the underbrush. You were about to ask what the hells they thought they were doing, when Gnarl clapped a hand over your mouth. If nothing else knowing what he'd eaten last was one hell of an incentive to keep your mouth shut. Which is when you heard it.

"GRoohoo!"

Branches swaying and underbrush trembling, a creature with the head and beak of a massive Great Horned Owl seamlessly grafted onto the body of a Brown Bear shuffled out of the brush opposite your own position. It scanned the area for a moment, before plodding inside.

Well then. That explained why this place was marked. Owlbears are dangerous, but not deadly to a decently armed group with a plan. And if it was a female with eggs... then you were looking at a potential windfall. The hatchlings could be raised up into guardbeasts if trained from birth; and were known to be used in the Republic by especially powerful Senators.

Found a Greater Owlbear Nest
New Martial option unlocked

[][Learning] Reading is Fun-damental!: You've got scrolls from the wizard's tower already; but you need to set aside some time to really go over them. The should have some useful information in them. Right?
DC: 40
Reward: Information, new options unlocked
1d100 + 15 + 8 (Gnarl) = 96

Going through the scrolls again, you finally parse out exactly what you grabbed.

First was the map, with notations about constructing some kind of "Leyline Transition System" using the trunks of magic running through the land to assist with transporting people and items to different places. It was still mostly theory though and seemed to require some kind of serious magic focus.

The two bits of partial material seems to be for the construction of specialized smelters to produce magical metals of different types, with Arcanium being the strongest and lightest of the options. Something to look into now that you have access to basic ores; though there are some pretty exotic reagents involved in the creation of the crucible for Durium and Arcanium especially. There are three other scrolls that you decide to take a look at.

The Theory of Divided Unity - seems to be a work on the Mother Goddess and her aspects; as well as how they are tied to the Priestesses. There's an odd seal on the outside that had some sort of blade or razor taken to it in order to obscure and deface it.

On Blackened Wings - apparently a theoretical work on how the universe is ordered, and what part demons, devils and general evil has in keeping that order in motion. You have a feeling that the Church of the Mother Goddess would prefer to see it as kindling.

A Radiant Trove - This scroll is focused on the types of magical bounty that can be found in the earth. It covers not only useful ores and stones, but also rare magical plants.

Building Tall and Wide - This appears to be a primer on how to properly construct, repair and even expand a castle or keep! A very useful find!

After a bit of thought, you opt to read "The Theory of Divided Unity". Opening it up, you're surprised to find that the words on the scroll are not only printed in large, elegant text, but there's a lot of illustrations to help the reader. It's almost like a primer for young children. Weird.

Going through the manuscript is enlightening though, to say the least. It seems that the Mother Goddess at one time was unable to properly tend to the world, her attention being pulled from one area to the next by the cries of her worshippers. This was before the church apparently. While the manuscript admits that the other gods in various pantheons tried to assist, apparently they simply weren't up to the task either. The illustrations of a fish-headed rain god flooding out a village and looking sheepish is somewhat entertaining at least.

Eventually the Mother Goddess hit upon a plan. She would sub-divide, empowering a number of "aspects" in order to allow each one to tend to a certain type of task. She came to choose four aspects, each one taking on a certain element.

The Stone Mother, aspect of Earth. The most robust of the aspects, she took the form of a motherly dwarf woman. Her appointed duties were to be the support for the other three, to strengthen and enhance what they wrought, and to tend to those that lived within the earth. The Aspect, in order to properly go about her duties, spread herself out, disassembling into a great mass of crystal shards that glowed with warm amber light. These shards scattered themselves throughout the world, in order to allow her to spread her power over a vast area and lend strength through them.

You glanced at the gauntlet sitting on the table beside you, the gem socketed in the backplate sparkling innocently back at you. Hmmm... You shook your head, a thought for another time, and continued to read.

Then came the Greensinger, aspect of Nature. While the Earth Mother was a good example of the status quo, the Greensinger was growth and nature in all its glory. She took the form of an elven woman, clothed in the splendor of nature. Forests and fields flourished in her wake. Air freshened and the animal population boomed. Like her "sister" she spread her influence far and wide, infusing certain holy trees. Like phoenixes, they were apparently immortal; guarded by the creatures of the forest as they were, even if someone got close enough to destroy the tree, a seed would be born from its heartwood, and sprout into a new tree within minutes.

Third was the Streamrider, aspect of Water. This one was a bit more... aheh, fluid, in her appearance; taking on the looks of any being she chose. Her aspect and duties were apparently to watch over the tides and rivers, to keep the merfolk and other sea-dwelling entities happy and healthy as best she could. Her essence had been imbued into a number of pearls, colored all the colors of the rainbow, and each one the size of a child's heart. They rested in places of pure water, hidden springs and grottos that were fiercely defended.

Finally was the aspect of Fire, the Heatweaver. She was as fickle in shape as her liquid sister, though seemed to prefer the form of a human woman. Her task was to be the cleansing flame, the warmer of the hearth and soother of chills. To that end she had imbued her fire into shards of obsidian that blazed with heat that did not burn, that purged illness and fever when the sick were exposed to them.

Naturally with a more concrete presence through these Aspects, a real church sprang up around worshipping the Mother Goddess, divided amongst themselves as to which aspect they favored. Each separate arm of the Church followed the way of their chosen Aspect, supposedly emulating them in what they did for the world in how the temples interacted with the community. Given what you'd seen of Amelie and Ferna's activities in town, it did seem to make sense. Speaking of... it seemed that the priestesses were imbued with a small portion of the power of the aspect they followed as well. With the Arch Priestess being the one who communed directly with the source of their holy power. Sort of like what you'd read about shaman communing with nature as a whole, red in tooth and claw as it truly was (at least according to your father).

Unlocked new Stewardship and Learning actions.

[][Rubble Rousing] Go back to the Wizard's tower and sift through the wreckage. There may be more to salvage there; and you could possibly get it before the local "heroine" shows up. With the pack of Minions at your back it'll be significantly easier to sort through.
DC: 60
Reward: ???, Lifeforce
1d100 + 14 + 9 (Gnarl) + 15 (Minions) = 137 CRIT + 49 = 196

Calling your forces together, you make your way through the forest, and finally reach the tower. Looks like some of the other locals have been combing over the place as well, but it's probably only helped you in the long run, as most of what they've taken seems to be quarried stone, hard to get hold in large quantities around here thanks to the troll population.

Rolling your shoulders, you look around to the Minions. "Okay boys, let's get to work." The Minions give a ragged cheer before swarming over the place.

The digging and excavation begins, and you're soon shown exactly what a difference having more... minion-power? makes in your efforts. Quaver is lithe and slippery enough to investigate small but stable tunnels, Giblet is easily breaking apart pieces to make it easier to shift them, while Gash and the rest of the Minions power aside bits of rubble; with Gnarl supervising of course.

The first thing you find isn't that impressive. One of the crystal lights that Sigmar used to brighten his tower. It's surprisingly intact though, and could sell at Market for a decent sum. Digging deeper, with the Minions hauling stone away and tossing it out to make a sort of impromptu ramp, you think you're starting to get closer to the core of the tower. Maybe about halfway down towards the basement...

The next find is brought to you by Quaver, who lets out a cackle of glee as he pulls out several scrolls. It seems he managed to worm his way to a pocket of the library that was still intact.

The biggest find (quite literally) however, is near what you believe was probably Sigmar's bedroom, if the crushed canopy bed is any indication. An absolutely huge steel safe, easily big enough to fit a small troll inside, is jutting from part of the wall. It looks like it might have been hidden behind some sort of false wall that crumbled in such a way as to deflect most of the debris away from it. Otherwise it surely would have been crushed.

There are some runes on the door, but their glow is fitful and weak. They likely won't last much longer. Combined with the other stone safe that you think came from the area of Sigmar's laboratory, you've come away with a massive amount of loot. Though you'll need to either wait for the wards to give out or figure out how to break them without destroying the contents of either secure storage.

Gained: Stone Warded Safe
Steel Warded Safe (with failing ward runes)
Light Crystal (Can be sold or used as a light source without risk of flame.)
Scrolls on the classification of magical creatures.
Gain +3 Lifeforce from rats killed during the dig.

Unlocked new Stewardship, Learning, and Occult actions.

---
Expenditures: 100 Gold
Gained: 500 Gold
+6 Lifeforce
4 Wolf Pelts
Stone Warded Safe
Steel Warded Safe (with failing ward runes)
Light Crystal (Can be sold or used as a light source without risk of flame.)
Scrolls on the classification of magical creatures.
 
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Well damn we just got a whole lot of new toys to play with and to figure out what they do/are. One things for sure we found the Netherworld which is huge since that's where the tower is located in the third game I believe. I'm sure we can grow in power with that now at our disposal, though we'll want to keep the fact we struck iron cooper and other resources hidden from the Baron since no doubt he'd steal it from us.

We'll also want to start working towards extracting that Iron and cooper since that'd be good resources to sell, not in Spree though it'd be too obvious perhaps to some traveling merchants who won't ask questions.
 
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The second game was when the Netherworld came into play. At the moment there is no Netherworld tower, merely a giant stalactite of rock in a place where the laws of physics are more akin to suggestions.
 
Well, poked our nose into the Netherworld. That's pretty interesting.

Perhaps we should look into building up it's famous tower ourselves?
 
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