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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1454132920653.jpg (57.46 KB,550x400,11:8,nightisdarkandfullblack_fu….jpg)

493ee3 No.22763 [View All]

"The Stark's were right" the maester says, looking out the ruined watchtower, the snow falling hard, as it has for the last year or so. He turns away from the dreary sky to the warmth of the fire and takes a seat next to the knight, his armor dented in most places, and rusted in all others. "Dead right, the poor bastards," retorts the knight, as he wipes some blackish ooze off his sword "Winterfell was the first to fall when this Night without End began." the maester looks forlornly at the flames, watching the embers dance as they slowly fade. "Hey old man, you hear that?" the knight says, a sudden fear taking his voice "I cannot say that I do, my hearing has departed me somewhat in my old age." "That's the thing, there isn't any noise, not even the wind…" A creaking, quiet as a dormouse, then silence again. "It's the dead of night boy, maybe the storm just died down, regardless, I'm going to sleep, and you should too, we have a long way ahead of us till we reach the sands of Dorne." "Verily, never thought I'd be so happy to see those sun-baked again." another creak, louder this time; the knight grabs his sword, chipped and slightly misshapen from constant use. "Something's here" The knight whispers, quickly kicking out the fire. "By the seven! Do you think it's one of them ?" says the maester as he fiddles with his chain link nervously; its Valaryian steel link glimmering softly in the darkness, his voice barely audible, but the hint of terror in it unmistakable. "Hard to tell, to quiet to be a wright, but not quiet enough to be a ice spi-" The words, trapped forever on the tip of the knight's tongue as his head rolls lazily off his shoulders, a being with flesh pale as snow walks out from the shadows, his blade, that of pure ice, now slick with the late knight's blood. "S-STAY BACK! BEAST FROM THE NORTH" The maester hands start to glow in imitation of the flame, however, the heat in his hands is very real… "BY THE LIGHT OF R'HLLOR, I CLEANSE THEE FROM THIS WORLD!" he screams, flames suddenly shooting from his hands. The White walker staggers, then an unearthly scream rises from it's frozen throat, it crumples under the barrage, but the maester refuses to let up, he continues to char the creature, to ensure it's death. Content that the heap on the floor is dead, the maester quickly runs to his fallen comrade, uttering a quick prayer, he blesses the man's corpse before administering the last kiss to the corpse, hoping that R'hllor's light will drive the taint of the Other from his body. Regretfully, he picks up his small rucksack and heads out into the now resurgent storm, a solemn pray uttered from his still quivering lips "The night is dark and full of terrors…but the fire burns them all away. Lord of Light, please bring back the dawn." He quickly disappears in the snowdrifts, and all is calm once again.

277 postsand97 image repliesomitted. Click reply to view. ____________________________
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493ee3 No.29497

Dice rollRolled 62, 22, 47, 67 = 198 (4d100)

Hero Name: Vlen

Nation Name: New Dusk

Fluff: Before the Winter, before the chaos, The New Dusk was just another mercenary company, trying to get by. But when the land started being taken from the hands of men, the company began to grow more and more fragmented. One night at camp, the men heard noises to the north of them. Scared and starved, the newer soldiers asked the commanders to move back to civilization. The commanders refused. The soldiers demanded, but still the commanders refused. Finally, a fight broke out, and chaos spread through the camp.

Vlen, a veteran without any command at the time, took charge of a group of men who would loyally follow him and were not involved in the chaos. They fled south to the relative safety of his home in Sunkenwood. There, he managed to rally the city to follow him into the dark and treacherous times which were undoubtedly soon to come.

Resources: Steel armor x15 (Used to upgrade troops to L2) 4 Units of Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 1 Units of Iron, 3 Units of Steel, 2 Units of Cloth

Supplies:

Population: 43 Refugees of Sunkenwood

5 Farmers, 1 Blacksmith, 4 tailors

Total Military: 17 Mercenary recruits (L0) 9 Mercenary Regulars (L1), 15 Hillmen (L3)

[Adolescent Red Dragon] - A small dragon, hardly the size of a cat, but with time and food, it will grow into a mighty beast.

HP 15/15

Feed Meter: 9/20 (uses 1 supply)

How to Train your dragon: 8/10

High Valerian 1/3 (Basic)

Bonus: [Dogs of War] – A hardened company of veterans, you are used to fighting your fellow man. +5 to combat against humans

[Steel wool] - Your tailor, Billard Mayes, can weave wool and clothe as strong as steel (He can make L2 armor from just cloth)

Starting Location: Sunkenwood

Building: Sunkywood Shantytown - Houses 80 people, Generates +1 pop every 4 turns(1)

Spiked Palisade - +10 to town defense rolls

Whitecastle - Has room for 5 industries, which lowers their cost to 3/3, or can be used as a defensive building, indicate your next turn

Construction:

Frozen Arable land: 1/18

Harren's Hall Smithy: 3/6

Food: 2

Hero Stats

Health: 10/25

Inventory: Ancient Book

Relic:

Magic Ability: None

Well done, the “Whitecastle” building can house more industry, once we have need for it.

1. Billard, weave some of that Steel wool for our regulars, they may need them if we are attacked.

2. Harren, finish building the Smithy. We will need more weapons if anything attacks us.

3. Kraig and Alen, the other thing we need for more weapons is iron, you had success finding some before, so go find some again.

4. I am nearly finished training Rickard, perhaps he will be an extremely useful soldier in our troop. (+10)

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493ee3 No.30453

updoots

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493ee3 No.30454

>>30453

This pls

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493ee3 No.30507

File: f2e59b69fd69be0⋯.gif (Spoiler Image,40.28 KB,269x317,269:317,[flays internally].gif)

>>30453

>Scruffy is, and will be too busy to update all year.

Just flay my shit up, fam.

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493ee3 No.30514

>>29403

1/2. The constuction of the keep is going well enough at first, only for triumph to be ripped cruelly from your hands as a new cross-beam nears completion. With it's fall, several men are killed, but it also knocked down a wall you were going to knock down anyway, so it saved you some time in a way.

The Keep: 7/15

Lose: 3 Pop

3. The bodies burn, ash fills the air, as does a solemn, drawn out moan. It turns the air cold, even as a fire as big as a tower burns not even 10 feet from you. "……leas…. me…. om these…..chai…." you here softly as a small pile of ash blows by your face. The fire eventually dies down, and your men begin to clean up for the next shipment of bodies. You're surveying the pile when you see it. A glint, A shimmerin g flint, in the fuel long spent. You meander over to the shiny thing, maybe jewels, perhaps a ring. Possibly a crown, fit for a lord. No wait, its just a sword. My my my , this is no mere sword. its Valyrian steel! You quickly pick up the longsword, its almost weightless in your hand. As you raise the sword to the rising sun, a piercing call fills the deepest reaches of your mind "NORTH" it screams "RELEASE ME!". By the gods, you have to make sure you don't inhale anymore corpse smoke, its not doing wonders for your health apparently.

Gain Item: Valyrian Steel sword - + 15 to single combat and hero combat actions, talks to you apparently.

4. Your men go out to gather more bodies, but a recent food shortage ensures that the only bodies they bring back are some on the very men you sent out.

Gain 2 bodies

Lose 2 Goldcloak recruits

>>29405

1. Construction on the fish traps continues, the men eager to eat something besides stale bread and bark from the nearby trees

Gain Buildings: Fish traps - produces 1 unit of raw fish a day, cook 2 raw units of fish to make 1 unit of food.

2. Your men head into the hills, where they report that the land is deathly quiet, no lights dot the horizon at night, not even fires. Its as if the land itself is dead, frozen in time almost. They note that the best escape route should the castle be attacked it the western [pass through the hills, which can be accessed by a pass out from the castle. Things can also come in here, however.

Gain Building: Dreadfort Escape tunnel

3. The castle seems to have been abandoned in a hurry, its almost as if the Boltons hopped over the battlements, so much has been left behind. The armory is apparently full, but locked, a stash of timber and iron wait in the courtyard, and the larder is apparently also full, as the men's noses indicate, but its trapped behind quite a bit of rubble.

Gain Resources: +3 Wood

+2 Iron

4. Yes, you do love it when a plan comes together, you mutter to yourself as you strike the pipe you've taken to carrying as of late. Your men are fixing some crenelations on the battlements when you hear it. The sound of collapsing stone, of falling rubble, and of the screams of the dying. Fortunetly for you, it wasn't your men who were dying. Well, mostly not your men. It appears a wildling raiding party were headed for the open gate of the keep, and the falling stone crushed them all flat, or mostly flat with their organs being pushed out of their eye sockets. Take your pick.

Dreadfort: 7/18

Lose: 1 Cultist

>>29407

1/2. Your men return to the vinegar baths, but the same ol spirit isn't there, its like the light has gone out of 100 various men bathing each other and some mutual groping. Still, they play casual grab-ass and get each other nice and clean.

Vinegar: 6/7

What's more, several men fall ill, and a few die, to this plague.

Lose 1 Pop

3/4. Your men, despite being hacking, coughing, sneezing and sobbing wrecks, managed to not only sow a new crop, but it'll apparently be a bumper crop as well, weeeeewieeeee mi boyo!

>New potato crop sown, Bumper crops, double next potato harvest

>>29409

1/.4 This land is cold, frozen, almost barren. The only thing you hear for miles is the croak of a solitary raven, which seems to have been following your party for miles. Eventually you head far enough south, to a place you've heard tale of, called the Bay of Ice, and then into the mountains that lie there. As you go deeper into the mountains, you find the remains of campfires, spearheads and arrow shafts. People have been here, and recently.

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493ee3 No.30515

>>29419

1.You train with frost, struggling to remember any high valyrian that you used to use to impress noble ladies and the odd, intelligent taven wench. Frost responds to your training with a odd curiosity. You remember some Valyrian, but most of it is broken gibberish.

High Valyrian: 2/3

How to Train your dragon: 3/10

2. You set about to treating your wound, only to discover that you are indeed, not a very good surgeon. Your stitches are loose, and to be frank, quite ugly. What's more, they open up and you can't staunch the blood. As you work to keep your good red stuff inside of you, a blackness sets in all around you. You wake up in a bed next to Ash, with Termi sowing you up "Damn idiot, you could've killed yourself!" She says as she lovingly smacks you on the head.

3. You meander around the castle, careful not to open up your wounds. You find tale of a small battle that took place, evident by the blood smears on the wall. What's more, you find small shards of black glass in the lord's room, and on the ledge overlooking the courtyard, a small pile of ice, so cold that even Frost's fire cannot melt it.

4. You end the day with some quality time with your pup, who's the size of a small dog already. You practice in the courtyard with ash, giving basic commands like "Sick", "Fetch" "Maul". And Ice responds like any good trained dog does.

How to Train your dog: 4/10

Later that night, you find a note from ash

"Dear Geoffrey, I've come to realize that my one true pursuit in life is to fellitiate every khalasar in Essos, and as such, I've departed to there at once. I wish you good luck in your travels."

>>29424

1/4. A clash of fire and ice, a song, if you will, rings out loud amongst what you'd call the most violent snow storm you've seen ever. You and the Walker Duel, your swords ringing loudly with each embrace. It seems you are evenly matched, both parrying and riposting with the skill of a lord's fencer. As you battle, the sound of crunching snow rapidly approaches you. Warriors, men of Essos come to your aid, the fire of Lightbringer rallying them to your side. But as soon as they arrive, a horde of wights follows suit from all around. A broad swipe from lightbringer, sending out a cascasding swathe of flame, puts a quick end to about 15 of them, but that is as much as a single drop of mead in a ocean of nightshade. For this, you pay with a quick slash to your side by the Walker

Health: 29/30

Infuriated by your wound, which burns as though on fire, you double back on the walker, slashing and pounding its icy greatsword with the fury of the dying breath of man. Its defenses falters, and you manage to slash it good across the leg.

Walker Health: 35/40

Its stares back at you, as if waiting for you to make a move. Around you, the echoes of the dead and the dying fill the air like a morbid opera.

>>29446

1. The Motte is finished, its wooden walls standing defiantly at the incoming storm.

Gain Building [Motte] - +10 to defensive actions in Horn Hill

2. Your men go out and bring back enough iron to make a hundred swords, maybe more.

Gain resources: +6 Iron

4. You ride out, looking for men and women to join your cause. What you find isn't disappointing, but you would've hoped for better.

Gain: 4 Peasents

2 Sellsword Trainees (L0)

>>29497

1. Billard sets about to making the wool that is just bloody amazing, its protective powers. He ends up making 12 Woolen shirts. That's nice

Lose 2 units of Cloth

Gain 12 Steel Wool Shirts (L2 Armor)

2. Harren is asleep on the job, little work is done

Smithy: 4/6

3. Kraig and Allen depart at midday, they return at nightful with a fair load of iron

Gain Resoruces: +3 units of Iron

4. The dragon is eager to train today, but also very hungry you note, it responds well to your training, but you can tell you're gonna need to feed it to have it grow any bigger

Gain Bonus: [Trained Dragon] - Rikkard listens to your every word, you are bonded now, perhaps for life. You'll need to master High Valyrian to make the most use of this, but he can be used for rudimentary combat now.

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493ee3 No.30516

Dice rollRolled 87, 37, 51, 75 = 250 (4d100)

>>30514

Hero Name: Robert

Nation Name: Those who witnessed the Last Dawn, Order of the Last Dawn

Fluff: The militant order for people in the North who believe that this winter will never end and that we will never see the sun again.Though an unpopular opinion it is the question everyone must now ask and if in answer they decide they will struggle and challenge the power in the utmost North unto, nay, beyond death's door this is the place they come. The Order is in dire straights decimated by pyrrhic victories but surviving by the heroism of sainted warriors. Most favored in these dark times is the WITNESSED hero Gregory the Sanguine who having fought down a devil or terrible strength uttered his last words in the embrace of his brother "My flesh belongs to no devils it is devoted to the Order" His address to his brothers was a passionate and thoughtful and before his skeleton is entombed in his armor within the crypt as is tradition the flesh, blood and heart of an honorable valorous warrior was blessed to be ritually consumed by his brothers in arms to pass on his strength and preserve supplies. The Order is now led by Robert Son of Theodore 23 years under his belt, First Knight of the Order a die-hard for tradition he would give his life for his men if it meant adding his name to the list of WITNESSED worthies but not before rejuvenating the Order with fresh blood, he is not the first necromancer to claim leadership in the Order but is youngest to bear these responsibilities and though he has not raised his brothers for their strength he asks for their advice on grave matters, sometimes, they answer.

Resources: A stock of cattle, some wood ( 2 cows [+2 supply every three turns], 2 crates of wood), 3 Wood, 2 Iron

Supplies: 3 entire deer and some fresh pickles and rye, 2 supplies of mik (6 days supplies), 1 unit Raw Fish

Population: 14 Cultist

Military: 5 Militia Cultist (L1)

Bonus: [Death has come, and we embrace it] - You and your men have seen the truth, the sun is not coming back, darkness reigns. As such, your men are willingly acceptful of death, for they died once the sun had set for the final time.

Magic Ability: Necromancy 1

Buildings:

Fish traps - produces 1 unit of raw fish a day, cook 2 raw units of fish to make 1 unit of food.

Dreadfort Escape Tunnel

Repairing the Dreadfort 7/18

12 Raise the dead wildlings and my cultist to serve me even in death.

3 Set a guard to watch the Tunnel

4 Continue searching the Dreadfort, we may yet find a key to the armory

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493ee3 No.30537

Dice rollRolled 54, 22, 22, 90 = 188 (4d100)

>>30515

Hero Name: William "The Phoenix of Ashmark"

Fluff: I don't want to set the world on fire.

Health: 29/30

Equipment:

+ [Lightbringer] +20 to combat rolls, allows you to gain followers of R'hllor, can kill white walkers.

+ [Ashen Armor] -8 to damage rolls against you

+ [Shards of Ember]

+ 6 Gold Coins

Resources: 1 unit iron 1 unit wood, 10 iron armor suits (used to upgrade troops to level 1)

Supplies:

+ A whole crate of salted meats and bread (2 days supplies)

Army Supplies: 18 Days

Army Morale: High - +10 to combat rolls until shaken.

Party:

>Bard

Health: 10/10

Equipment:

Dagger (+1 To combat)

Furs

>Markus

Health: 10/10

Equipment:

Halberd (+3 To combat)

Leather Thong (+1 to seduction)

>Gertrude

Health: 10/10

Equipment:

Rusty Longsword (+1 to combat)

Furs

>Hodor

Health: 15/15

Equipment:

Giant Fist (+2 to combat)

Ragged tunic

Giant Dong (+10 to seduction)

Magic: Pyromancy L5

Location: The Wall

>Bonus:

+ [Lord of Cinder] - Pyromancy L5, , + 5 to fire magic rolls and personal combat.

1-4. The Creature before him was old. Older than any man no doubt. It had fought time and time again. It had killed countless men and no doubt it was an experienced and seasoned Veteran. However unfortunately for the Walker William was no mere man. He was the Phoenix, Azor Ahai and he had mastered the deeper understanding of fire unlike any man before him.

Fire was dangerous and bright, however his Undead opponent had the edge in experience, no doubt it would be able to find a way to counter direct Fire attacks with its own despicable magic. None the less William would employ his powerful Fire to harass his enemy. Use it to blind him, distract him. Disguise his own movement and once his enemy was preoccupied trying to predict the next flame and see through the wall of fire William used to disguise his own plans the Lord of Cinder would strike and the Lightbringer would demand its Toll.

+ [Lord of Cinder] - Pyromancy L5, , + 5 to fire magic rolls and personal combat.

+ [Lightbringer] +20 to combat rolls, allows you to gain followers of R'hllor, can kill white walkers.

+ [Ashen Armor] -8 to damage rolls against you

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493ee3 No.30538

Dice rollRolled 48, 77, 92, 92 + 40 = 349 (4d100)

>>30537

1/2.Walker Rolls

3. Essosian Army Roll

4. Wight Army roll

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493ee3 No.30541

Dice rollRolled 44, 45, 25, 34 = 148 (4d100)

>>30515

Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

>Relic:

>Supplies: 4 days

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Contacts: Lord of Dusktown's Guardsmen (Friends with many of the hired blades of the Overlord)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

>Bonus: [Too Well-Groomed] - You are charming to the same sex, for some off reason. +10 to rolls involving men

Ice: Direwolf Pup

>Health: 5/5

Feed meter: 4/10

>How to Train your Dog: 2/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 5/15

>How to Train your dragon: 2/10

>High Valyrian 1/3 (Basic)

I'm going to pretend that I never met that odd, odd man.

1. Since I should stay at a low level of activity while I'm waiting for my wounds to heal, I will go and gather up the black glass. It's attractive, and it looks like it would make good arrowheads. [Collect dragonglass.]

2. My schedule around here seems to be a good one, so there's no reason to change it up. Frost's training comes next. We should continue working on my Valyrian, and perhaps exercise his fire-breathing organ a bit. [Train Frost]

3/4. After Frost comes Ice. Since he knows basic commands, the two of us can go out into the woods and hunt. I won't need to do any strenuous activity, just walk quietly and command. Hopefully, we can come back with a brace of rabbits to feed myself, Termi, Ice, and Frost.

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493ee3 No.30542

>>30541

>Mfw I fail to post my updated sheet

>Mfw I have four mediocre rolls

>Mfw I have no face

Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

>Relic:

>Supplies: 5 days

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Contacts: Lord of Dusktown's Guardsmen (Friends with many of the hired blades of the Overlord)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

>Bonus: [Too Well-Groomed] - You are charming to the same sex, for some off reason. +10 to rolls involving men

Ice: Direwolf Pup

>Health: 5/5

Feed meter: 4/10

>How to Train your Dog: 4/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 5/15

>How to Train your dragon: 3/10

>High Valyrian 2/3 (Basic)

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493ee3 No.30547

Dice rollRolled 32, 21, 66, 31 = 150 (4d100)

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

Fluff: "Called us crazy did they? That it was a stupid idea. Well poppycock on them, we were fucking right!"

Bryce Gardner seemed an eccentric, if not downright mad noble of the Reach, after he took the words of the Starks and Rumors of the north to heart.

Always complaining and warning about the ice demons beyond the wall and that winter really WAS coming, he spend a vast sum of his fortune stocking up his estate with glasses and glass making foundries, boilers and furnaces in excess, candles and lighting.

He was especially interested in Alchemists and any wizards for their ability to create fire, warmth, and light.

He funded and built massive "Glass Gardens", structures built entirely of glass which "would keep plants warm in the coldest winter, fed on molten snow and lampight in dim day or eternal night."

All over his lands these indoor gardens and farms popped up, as he ordered more glass foundries, chimneys in every house, pine tree's planted and "snow melting" boilers were built, to such a point it nearly came that his 'madness' almost cost him his life.

And then winter came. And it never left.

Bryce Gardner spent a full week writing letters and laughing and gloating over his prediction being right.

Now he owns one of the most fertile, if not THE most fertile and well stocked places north of Dorne where food still grows and people aren't cold or hungry. They are in fact, well fed, well stocked, and warm.

Resources: A stock of cattle (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive)

>Working furnaces!

>Lumber Mill:

>2 Unfertilized Greenhouse

>1 Potato Crop (+5 food every two days if replanted)

Wagon Workshop

Addons: Wheel spanner: +5 to wagon construction/repair rolls

1 Wagon (Needs 1-2 cows/horses/buls to pull it)

Supplies:

{Unfertilized Greenhouses}

21 bags of Golden Wheat [0/5 turns]*2

{Fertilized Greenhouses}

0 Potatos [1/2 Turns] *(2 BUMPER HARVEST!)

{Animals}

1 Milk [+2 (2 cows) in 2/3 Turns]

+4 Days worth Fresh Fish (Frozen):

+8 Units of Wood [+3 in 1/2 Turns]

+1 Wagon Bed

Population: 69 Farmers

Military: 24 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

Bonus: [Crazy prepared] – You always expect the unexpected, and have trick up your manure encrusted sleeves. You can reroll any critfail in the range of 2-5

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Raising the Dead(Resurrection, not necromancy) L1

Wheel spanner: +5 to wagon construction/repair rolls to wagon construction/repair rolls

1-2. Finish up surviving this plague! 6/7

3-4. BULLS

I NEED BULLS

Both to pull our wagons and to breed calves! Go find some, some that are hardy enough to survive the cold and eat grass.

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493ee3 No.30549

Dice rollRolled 66, 16, 68, 24 = 174 (4d100)

>>30514

Hero Name: Orys Rivers

Nation Name: The Sea Siren

Fluff: The Son Lysene Whore and an Unknown Father Orys grew up in the Rose streets of King’s Landing. A young man of 16 Orys has grown up too quickly, his eyes deep violet and hair a fine silver, very different to his mother’s crystal blue and chocolate brown. It made some question who his father could be, Not wanting his name besmirched the King personally came to see his mother killed at the age of 6, but when he saw the boy Aerys was reminded of ages past of another Orys Rivers dubbed Baratheon. He took the boy into his home, when Rhaella found out she stayed silent but news of his mother's death soon followed. Two years later with the birth of Viserys, Orys was cast out of the Keep and with a few years of education under his belt set out aboard a Braavosi ship to sail the Narrow Sea… Now 8 years later he has returned Captain of a near deserted Merchant Vessel to be of service to the only Father he ever knew.

Resources:

1 Cows (+1 supply every three turns, +4 if you butcher it) - (2/3)

2 bodies

Supplies: 1 units

Population:

92 Peasant Camp followers

Item:

Valyrian Steel sword - + 15 to single combat and hero combat actions, talks to you apparently.

Military:

23 Gold Cloak Recruits (L0)

25 Gold Cloaks (L1)

5 Targaryen Footmen (L2)

Bonus: [Well-Traveled] - You've seen the world and all of its wonders, and as such, you are well versed in the arts of persuasion and explanation. +5 to all persuasion, barter, and informing rolls.

+Gain Disdain: [The Poor] - You killed some poor people, and they are not pleased with you. -5 to all actions dealing with the poor until you fix this.

+Helping the poor 1/3

+The Keep: 7/15

Actions:

1/2. Continue building the Outer walls of the keep, As the walls were coming along nicely have work begin on revamping the underground levels into “housing” to stave of the cold winter. If any resources are come across while revamping the lower levels bring them up top and out of the way.[Continue reconstructing outer shell of the Pit into Fortifications] [+Underground Housing Levels]

3. With so few bodies to burn i turn the men attention to once again gathering food, if any corpses were found they were instructed to inform the Gold cloaks for gathering.

4. Continue Gathering Bodies within the city, hopefully the citizens still appreciate that

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493ee3 No.30558

Dice rollRolled 40, 10, 10, 61 = 121 (4d100)

>>30515

Hero Name: Vlen

Nation Name: New Dusk

Fluff: Before the Winter, before the chaos, The New Dusk was just another mercenary company, trying to get by. But when the land started being taken from the hands of men, the company began to grow more and more fragmented. One night at camp, the men heard noises to the north of them. Scared and starved, the newer soldiers asked the commanders to move back to civilization. The commanders refused. The soldiers demanded, but still the commanders refused. Finally, a fight broke out, and chaos spread through the camp.

Vlen, a veteran without any command at the time, took charge of a group of men who would loyally follow him and were not involved in the chaos. They fled south to the relative safety of his home in Sunkenwood. There, he managed to rally the city to follow him into the dark and treacherous times which were undoubtedly soon to come.

Resources: Steel armor x15 (Used to upgrade troops to L2) 4 Units of Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron, 3 Units of Steel, 0 Units of Cloth, 12 Steel Wool Shirts

Supplies:

Population: 43 Refugees of Sunkenwood

5 Farmers, 1 Blacksmith, 4 tailors

Total Military: 17 Mercenary recruits (L0) 9 Mercenary Regulars (L1), 15 Hillmen (L3)

[Adolescent Red Dragon] Rikkard - A small dragon, hardly the size of a cat, but with time and food, it will grow into a mighty beast.

HP 15/15

Feed Meter: 9/20 (uses 1 supply)

High Valerian 1/3 (Basic)

Bonus: [Dogs of War] – A hardened company of veterans, you are used to fighting your fellow man. +5 to combat against humans

[Steel wool] - Your tailor, Billard Mayes, can weave wool and clothe as strong as steel (He can make L2 armor from just cloth)

[Trained Dragon] - Rikkard listens to your every word, you are bonded now, perhaps for life. You'll need to master High Valyrian to make the most use of this, but he can be used for rudimentary combat now.

Starting Location: Sunkenwood

Building: Sunkywood Shantytown - Houses 80 people, Generates +1 pop every 4 turns(2)

Spiked Palisade - +10 to town defense rolls

Whitecastle - Has room for 5 industries, which lowers their cost to 3/3 (1 taken)

Construction:

Frozen Arable land: 1/18

Harren's Hall Smithy: 4/6

Food: 1

Hero Stats

Health: 10/25

Inventory: Ancient Book

Relic:

Magic Ability: None

1. All Regulars, put on the new steel wool clothing the Billard has created for you.

2. Geoff, our stores of food are running low, take your hunting party out to find something.

3. Perhaps Rikkard will have better luck defrosting the Arable land than we seemed to have earlier.

4. Now that Rikkard seems to follow instructions, I can settle down to read this strange book we found. (+10)

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493ee3 No.30576

Dice rollRolled 62, 57, 10, 58 = 187 (4d100)

>>30515

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resource resource creators:

A stock of cattle: 2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive )

Resources:

Wood: 6 (+3 1/2)

Iron ore: 4 (+2 3/3)

Iron: 4

>Supplies: 9 days’ worth

[milk +1 CC:3/3]

[farms +3 CC:1/2]

>Population: 54 peasants

14 farmers (10 currently working on farms)

40 various artisans (1 bowyer, 1 apprentice blacksmith))

>Military:

70 Militamen (L0) 8 Ranger recruits (L0) 2 Sellsword Trainees (L0)

10 Swordsmen (L1) 62 Men at Arms (L1)

9 Guardsmen (L2)

5 Mounted Knights (L3)

Specialist: 5 Merchants (once per turn able to buy 1 of one supply per merchant for 30 gold pieces each)

Bonus: [Stannis the Mannis] – Your grim attitude and stern demeanor for some reason endears people to you, and you find it easy to both locate and recruit people to your cause. +5 to recruitment rolls.

Hero Stats

Health: 25/25

Inventory: Valyrian Steel sword (+10 to single combat)

300 Torches (+2 to combat with walkers and wights)

Magic Ability: Necromancy L1

Buildings:

Fire-line (+5 to retreat/defense rolls)

L2 Castle (House Tarly) fully repaired and siege ready.

[Motte] - +10 to defensive actions in Horn Hill

Lumbermill (Provides 3 units of wood every two turns)

Castle farms: provides 3 food every 2 days

Manned Iron mine (+ 2 iron ore every 3 days

Bowery: 1 unit of wood= 50 bows

1. spend 2 units of wood to make 100 L1 bows

2. More recruit rangers are trained up in anticipation of the bows to be completed soon.

3. Continue repairs on the blacksmith.(appropriate resources deducted from sheet for building cost already)

Blacksmith: 7/12

4. The lord is sent on another recruiting patrol with his knights.

+10 hero personal attention

[Stannis the Mannis] +5

Lord Randyll is getting increasingly stressed, so much work to complete before he can march on the crazy gardener. The deadline for setting out grows closer but he is less sure than ever that he will be able to meet the deadline but what must be done must be done.

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493ee3 No.30798

File: c82a2e7b8fb0caf⋯.jpg (277.71 KB,1914x1074,319:179,1435345774789.jpg)

>>30516

1/2. You cast your dark magic, and several forms rise, heads crushed and misshapen, limbs gone, but still they rise. These risen are not very intelligent, and it takes all of your concentration to order them to do things.

Gain Servants: 5 Risen Dead

3. You instruct 2 of your militia to watch the tunnel entrance, and they do

4. You search all though the dreadfort, but to no avail do you find a key, until that is, you check a pile of human skins sown into a rug. There is a large key, with a knife for a handle.

Gain: Large Key-Dagger

>>30537

1/4. You don't leave the walker waiting, as you rush in with flaming sword, which the walker raises it Icy spear in defense to. But this attack was merely a ruse, as you unleash a blast of fire at the creatures face. It reels back to avoid the gush of orange heat, almost falling on its backside. You follow this up with another blast, smacking the creature in the chest, eliciting a low moan of pain, like rocks grinding in a mountain pass, from the creatures mouth. He responds in kind with a blast of ice, freezing your leg in place with his magic. You struggle to block the rain of blows that follows, before truly embodying the bird from which you claim namesake and sending out a wild blast of fire from your core to a few feet from your very being. This sends the walker back, shielding its azure blue eyes from the column of fire you have become. It watches the wall of fire you have created, spear raised for when you reveal your form, only you don't come. A quizzical look comes across the walkers face as it waits for William, only to have you fly forward out of the wall of flame and bury your sword into its shoulder. It howls in pain and throws you off of it, the hole you cleaved in its shoulder smoldering slightly.

Walker Health: 30/40

Your Health: 26/30

Around you, the sound of battle still rings true, it appears to be a stalemate, such as the fight you find yourself in.

>>30541

1. You spend the early morning carefully picking up the dragonglass shards, and by god are they sharp, as you almost cut yourself several times on them. As noon approaches, you find yourself with a nice smattering of glass shards.

2. You instruct Frost to breath fire, "dracarys" you whisper to him, which is greated with a little puff of fire that singes Ice's curious tail. After putting out the little furball, you once more resume training Frost, all the while learning more and more of the Valyrian you once knew.

How to Train your dragon: 5/10

Gain Skill: [Basic High Valyrian] - You can speak the more basic phrases and wood of the ancient dragon-lords, but to progress further you'll need a book.

3/4. You and frost set out to explore the woods around Rosby, which it appears are quite silent, as your hunt is uneventful aside from a singed cape you find, along with a handful of bandages and some blood.

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493ee3 No.30800

File: ead1e3c5819002f⋯.jpg (102.52 KB,900x511,900:511,burning_castle_by_seb_m.jpg)

>>30547

1/2. You finally seem to have gotten rid of the plague, huzzah!

Remove Malus: Plague

3/4. Your men search out into the nearby woods in search of a bull, and they find a bull.

Gain Resource: 1 [Bull]

What is really intriguing is the magic pony that the men have seen long ago, its seems to have been spotted again.

>>30549

1/2. The Keep continues, the extra entrances are sealed using rubble from the structure, but the fact that the roof lies wide open still raises a major concern among your more tactically mined soldiers. Some cots are moved into the lower levels, where they got, you don't know.

The Keep: 10/15

3. Your men find a stash of food in a manor on the far side of town, apparently the nobles living their partook in a touch of the nightshade rather then live in this world any longer, on the plus side, they had a large family!

Gain 3 Supplies

Gain 40 Bodies

4. Your men go out to get more bodies, and they return with a few, they seem oddly fresh though….. Still warm even.

+5 Bodies

>>30558

1. Your men train with their new equipment, and start to look like regular fighting men!

Lose 4 Regulars

Lose 4 Wool Shirts

Gain Military: 4 Sellsword Veterans (L2)

2. The hunting party does not return…..

Lose 5 pop, 1 Mercenary Regular

3. Rikkard seems to have disappeared as well, most ominous…..

4. You sit down in your meager study to read this book, and you recognize the characters! It Valyrian! With this you can learn even more, and perhaps enough to Train Rikkard properly. Speaking of which, where has the damned dragon gone too now?

>>30576

1. The wood is sent to the Bowery, and the bows order is started

Lose 2 wood

Gain 100 bows

2. The peasants are drilled, and the one's among them capable are inducted "willingly" into the new military.

Lose 4 pop

Gain 6 Ranger Recruits

3. It seems that you've been sabotaged, as the resources you've sent to the smithy are not there, they never were, and it seems like some are missing as well…..

Lose all invested resources

Smithy: 6/12

4. The lord rides out once again, looking for honest folk to join him at his new keep at Horn Hill. He manages to find a smattering of peasants fleeing from Honeyholt. It seems the keep was just sacked by the walkers.

Gain: 30 Peasants

>The walkers are close by, you may want to lay low

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493ee3 No.30805

Dice rollRolled 93, 80, 39, 73 = 285 (4d100)

>>30798

Hero Name: Robert

Nation Name: Those who witnessed the Last Dawn, Order of the Last Dawn

Fluff: The militant order for people in the North who believe that this winter will never end and that we will never see the sun again.Though an unpopular opinion it is the question everyone must now ask and if in answer they decide they will struggle and challenge the power in the utmost North unto, nay, beyond death's door this is the place they come. The Order is in dire straights decimated by pyrrhic victories but surviving by the heroism of sainted warriors. Most favored in these dark times is the WITNESSED hero Gregory the Sanguine who having fought down a devil or terrible strength uttered his last words in the embrace of his brother "My flesh belongs to no devils it is devoted to the Order" His address to his brothers was a passionate and thoughtful and before his skeleton is entombed in his armor within the crypt as is tradition the flesh, blood and heart of an honorable valorous warrior was blessed to be ritually consumed by his brothers in arms to pass on his strength and preserve supplies. The Order is now led by Robert Son of Theodore 23 years under his belt, First Knight of the Order a die-hard for tradition he would give his life for his men if it meant adding his name to the list of WITNESSED worthies but not before rejuvenating the Order with fresh blood, he is not the first necromancer to claim leadership in the Order but is youngest to bear these responsibilities and though he has not raised his brothers for their strength he asks for their advice on grave matters, sometimes, they answer.

Inventory: Large Key-Dagger

Resources: A stock of cattle, some wood ( 2 cows [+2 supply every three turns. tick - 1/3], 2 crates of wood), 3 Wood, 2 Iron

Supplies: 2 entire deer and some fresh pickles and rye, 2 supplies of mik (5 days supplies), 2 unit Raw Fish

Population: 14 Cultist

Military: 5 Militia Cultist (L1)

Servants: 5 Risen Dead

Bonus: [Death has come, and we embrace it] - You and your men have seen the truth, the sun is not coming back, darkness reigns. As such, your men are willingly acceptful of death, for they died once the sun had set for the final time.

Magic Ability: Necromancy 1

Buildings:

Fish traps - produces 1 unit of raw fish a day, cook 2 raw units of fish to make 1 unit of food.

Dreadfort Escape Tunnel

Repairing the Dreadfort 7/18

12 Open the armory with the Large Key-Dagger

3 Put the Risen Dead to work carrying out the rubble blocking the larder that the men remove

4 Continue repairing the Dreadfort 7/18

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493ee3 No.30827

Dice rollRolled 30, 3, 36, 78 = 147 (4d100)

>>30798

Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle , Dragonglass shards

>Relic:

>Supplies: 3 days

>Magic: Skinchanging (L1)

>Languages: [Basic High Valyrian]

>Starting Location: Maidenpool (Dusttown)

>Contacts: Lord of Dusktown's Guardsmen (Friends with many of the hired blades of the Overlord)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

>Bonus: [Too Well-Groomed] - You are charming to the same sex, for some off reason. +10 to rolls involving men

Ice: Direwolf Pup

>Health: 5/5

Feed meter: 4/10

>How to Train your Dog: 2/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 5/15

>How to Train your dragon: 5/10

1/2/3/4. This is the first really interesting thing that's happened in days. I'm not dumb enough to go into the woods alone, though. I'm going to run back to Rosby, grab Termi and Frost, and then we can all head out and track the blood spoor and footprints leading away from the site. Realistically, it's probably some wounded soldier from the war, but it could be anything. [Grab Termi and Frost, track down bloody bandage guy]

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493ee3 No.30834

Dice rollRolled 25, 25, 46, 8 = 104 (4d100)

>>30798

Hero Name: William "The Phoenix of Ashmark"

Fluff: I don't want to set the world on fire.

Health: 26/30

Equipment:

+ [Lightbringer] +20 to combat rolls, allows you to gain followers of R'hllor, can kill white walkers.

+ [Ashen Armor] -8 to damage rolls against you

+ [Shards of Ember]

+ 6 Gold Coins

Resources: 1 unit iron 1 unit wood, 10 iron armor suits (used to upgrade troops to level 1)

Supplies:

+ A whole crate of salted meats and bread (2 days supplies)

Army Supplies: 18 Days

Army Morale: High - +10 to combat rolls until shaken.

Party:

>Bard

Health: 10/10

Equipment:

Dagger (+1 To combat)

Furs

>Markus

Health: 10/10

Equipment:

Halberd (+3 To combat)

Leather Thong (+1 to seduction)

>Gertrude

Health: 10/10

Equipment:

Rusty Longsword (+1 to combat)

Furs

>Hodor

Health: 15/15

Equipment:

Giant Fist (+2 to combat)

Ragged tunic

Giant Dong (+10 to seduction)

Magic: Pyromancy L5

Location: The Wall

>Bonus:

+ [Lord of Cinder] - Pyromancy L5, , + 5 to fire magic rolls and personal combat.

1-4. Once more William readied for the charge. Another exchange would follow. A Song of Ice and Fire. Not a figment of imagination, not a long told legend, but an inevitable truth, brought forth by a man who had experienced as William did now.

But the young Commander was no longer a man, not a Legend, not a Bird made of Fire. He was so much more. His heart had become the Drums of War, beating relentlessly they directed the Chaos that surrounded them and allowed William to see the Battle for the carefully orchestrated Dance that it truly was.

As a thousand Pieces on a Chess Board, a Forest come to Life, a Melting Pot of Stories and Emotions all moving at once. The Lord of Light and the Lord of Darkness, their Servants in Life and Death ensnared in a defiant push to keep themselves from plunging into Oblivion.

The Eye alone could not comprehend, it could not grasp the sheer complexity of the situation. Every Man who fought, every Man who died, every Undead who had perished so long ago had followed his own Path. Every Soul had a story, Every move had been calculated, every action predicted. Predetermined.

Nothing was sacred in the Maelstrom that engulfed them. There were no Victors to this War. Only those who had perished and those who were yet to. For all things earthly had to fear Time more than anything. It wiped away all things Living and Dead like an unstoppable Tide.

They fought for Gods who would Outlast them a hundred Generations over. And in Death, what could they await in return? The Servants of the Lord of Light, the undead Wights who threw themselves at William's brave soldiers, unfearing, unliving. What would await them when they shed what little life they had left?

It was the same Darkness they so feared in Life. And somehow William believed that it was the same Darkness the Walkers feared. They had no intention of dying. They did not wish to be locked into the same Oblivion their magic had saved them from. And as they did, so William and his men acted on behalf of the One who gave them power. Who had promised them a few more minutes of the tastes and colors they so desperately sought to cling to.

Everyone feared the same Thing. Everyone fought for their right to Exist. Noone would be Victorious. They would all tumble down into Oblivion and above them the Gods would continue their pityful games, never shifting, locked in a pointless struggle. Blind to the one true Master of this World.

Time.

And there it was again. Time. Time to send a Walker into the Darkness it feared so much. And if it didn't? It would learn to fear soon enough.

(Cut him real mean with the sword and burninate him too)

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493ee3 No.30835

Dice rollRolled 62, 82 + 40 = 184 (2d100)

>>30834

Walker roll

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493ee3 No.30836

>>30800

Hero Name: Orys Rivers

Nation Name: The Sea Siren

Fluff: The Son Lysene Whore and an Unknown Father Orys grew up in the Rose streets of King’s Landing. A young man of 16 Orys has grown up too quickly, his eyes deep violet and hair a fine silver, very different to his mother’s crystal blue and chocolate brown. It made some question who his father could be, Not wanting his name besmirched the King personally came to see his mother killed at the age of 6, but when he saw the boy Aerys was reminded of ages past of another Orys Rivers dubbed Baratheon. He took the boy into his home, when Rhaella found out she stayed silent but news of his mother's death soon followed. Two years later with the birth of Viserys, Orys was cast out of the Keep and with a few years of education under his belt set out aboard a Braavosi ship to sail the Narrow Sea… Now 8 years later he has returned Captain of a near deserted Merchant Vessel to be of service to the only Father he ever knew.

Resources:

1 Cows (+1 supply every three turns, +4 if you butcher it) - (0/3)

47 bodies

Supplies: 4 units

Population:

92 Peasant Camp followers

Item:

Valyrian Steel sword - + 15 to single combat and hero combat actions, talks to you apparently.

Military:

23 Gold Cloak Recruits (L0)

25 Gold Cloaks (L1)

5 Targaryen Footmen (L2)

Bonus: [Well-Traveled] - You've seen the world and all of its wonders, and as such, you are well versed in the arts of persuasion and explanation. +5 to all persuasion, barter, and informing rolls.

+Gain Disdain: [The Poor] - You killed some poor people, and they are not pleased with you. -5 to all actions dealing with the poor until you fix this.

+Helping the poor 1/3

+The Keep: 10/15

Actions:

1. Creating a roof for such an enormous structure was incredibly dangerous, an overhang however was possible. It negated the effectiveness of arrows and would provide some shelter from the snow. In the meantime continue shoring up those holes and expanding the barracks below deck. [Keep working on the keep]

2. Begin training with the blade along side a few recruits, hopefully yesterday's rest would stave off any more hallucinations. (+Sword and Unit training)

3. Stoke the flame and burn the bodies of the noble family (40), have some of the more trained unit secure the manor, it would make a good secondary storehouse (+Secure the abandoned manor, burn bodies)

4. Send the cloaks out to work with the peasants, offer our apology and (1 unit) food. We are desperate to keep the streets clean and it has just occurred to our leader that you all could be a great asset in that (-5) (+appease the poor, attempt to have them bring the dead to us to save us time on patrols)

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493ee3 No.30837

Dice rollRolled 4, 60, 58, 48 = 170 (4d100)

>>30836

and the dice

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493ee3 No.30869

Dice rollRolled 96, 36, 41, 76 = 249 (4d100)

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

Fluff: "Called us crazy did they? That it was a stupid idea. Well poppycock on them, we were fucking right!"

Bryce Gardner seemed an eccentric, if not downright mad noble of the Reach, after he took the words of the Starks and Rumors of the north to heart.

Always complaining and warning about the ice demons beyond the wall and that winter really WAS coming, he spend a vast sum of his fortune stocking up his estate with glasses and glass making foundries, boilers and furnaces in excess, candles and lighting.

He was especially interested in Alchemists and any wizards for their ability to create fire, warmth, and light.

He funded and built massive "Glass Gardens", structures built entirely of glass which "would keep plants warm in the coldest winter, fed on molten snow and lampight in dim day or eternal night."

All over his lands these indoor gardens and farms popped up, as he ordered more glass foundries, chimneys in every house, pine tree's planted and "snow melting" boilers were built, to such a point it nearly came that his 'madness' almost cost him his life.

And then winter came. And it never left.

Bryce Gardner spent a full week writing letters and laughing and gloating over his prediction being right.

Now he owns one of the most fertile, if not THE most fertile and well stocked places north of Dorne where food still grows and people aren't cold or hungry. They are in fact, well fed, well stocked, and warm.

Resources: A stock of cattle (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive)

>Working furnaces!

>Fish House

>Lumber Mill:

>3 Unfertilized Greenhouse

>0 Potato Crop (+5 food every two days if replanted)

Wagon Workshop

Addons: Wheel spanner: +5 to wagon construction/repair rolls

1 Wagon (Needs 1-2 cows/horses/buls to pull it)

Supplies:

{Unfertilized Greenhouses}

21 bags of Golden Wheat [0/5 turns]*2

{Fertilized Greenhouses}

10 Potatos [0/2 Turns] *(2 BUMPER HARVEST!)

{Animals}

2 Cows

1 Bull

Supplies

+2 Milk [+2 (2 cows) in 3/3 Turns]

+4 Days worth Fresh Fish (Frozen):

+11 Units of Wood [+3 in 2/2 Turns]

+1 Wagon Bed

Population: 69 Farmers

Military: 24 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

Bonus: [Crazy prepared] – You always expect the unexpected, and have trick up your manure encrusted sleeves. You can reroll any critfail in the range of 2-5

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Raising the Dead(Resurrection, not necromancy) L1

Wheel spanner: +5 to wagon construction/repair rolls to wagon construction/repair rolls

1. Breed the bull with the cows to make calves.

This should also improve their milk output! So long as we keep them bred.

2. Replant our 3 greenhouses each.

Last time it was 2 crops of wheat and one of potatos. This time we'll rotate and make it 2 of potatos and one of wheat.

3. Start melting more sand in our glass furnaces. We're out of glass. We have lumber now for extra fuel to melt it.

4. Build a Water Wheel by the river. It will really help us to have a moving wheel we can use to grind grain into flour, or to a bellow to power our furnaces.

Yes the river is frozen solid. But moving water doesn't freeze, we'll just have to have some ice picks and hot water when we want to get it going, but it should keep going so long as the wheel turns.

Good thing we have lumber.

"Remember anyone who hurts the unicorn dies."

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493ee3 No.30879

Dice rollRolled 85, 49, 45, 91 = 270 (4d100)

>>30576

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resource resource creators:

A stock of cattle: 2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive )

Resources:

Wood: 9 (+3 2/2)

Iron ore: 4 (+2 1/3)

Iron: 4

Bows: 100

>Supplies: 11 days’ worth

[milk +1 CC:1/3]

[farms +3 CC:2/2]

>Population: 80 peasants

14 farmers (10 currently working on farms)

40 various artisans (1 bowyer, 1 apprentice blacksmith))

>Military:

70 Militamen (L0) 14 Ranger recruits (L0) 2 Sellsword Trainees (L0)

10 Swordsmen (L1) 62 Men at Arms (L1)

9 Guardsmen (L2)

5 Mounted Knights (L3)

Specialist: 5 Merchants (once per turn able to buy 1 of one supply per merchant for 30 gold pieces each)

Bonus: [Stannis the Mannis] – Your grim attitude and stern demeanor for some reason endears people to you, and you find it easy to both locate and recruit people to your cause. +5 to recruitment rolls.

Hero Stats

Health: 25/25

Inventory: Valyrian Steel sword (+10 to single combat)

300 Torches (+2 to combat with walkers and wights)

Magic Ability: Necromancy L1

Buildings:

Fire-line (+5 to retreat/defense rolls)

L2 Castle (House Tarly) fully repaired and siege ready.

[Motte] - +10 to defensive actions in Horn Hill

Lumbermill (Provides 3 units of wood every two turns)

Castle farms: provides 3 food every 2 days

Manned Iron mine (+ 2 iron ore every 3 days

Bowery: 1 unit of wood= 50 bows

Smithy: 6/12

With the sighting of the walkers nearby the castle goes into hush mode. Construction ceases leaving only quiet training and guard duty to be done.

1.2. More ranger recruits are trained. We must be ready for the worst case scenario

+10 hero personal attention

3. An investigation is made into the smithy incident. Figure out who sabotaged us and why.

4. Have some of our rangers readied. If walkers are sighted approaching the walls we can hopefully lead them away with the rangers who can then double back and return to us after showing the walkers a new direction to walk in. Preferably towards highgarden.

+5 ranger recruits

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493ee3 No.30908

Just waiting on gnupa and onr

Gnupa if you get the chance you should join us on #nation.

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493ee3 No.30920

Dice rollRolled 24, 11, 67, 21 = 123 (4d100)

Hero Name: Goatenhiemer Gnupa

Resources: A stock of cattle, some wood ( 2 cows, 2 crates of wood)

Supplies: A whole crate of salted meats and bread (5 days supplies)

Population: 63 refugees

Military: 19 Wildlings (L0)

10 Wildling Spearmen (L1)

Bonus: [True Northerners] - You aren't like those kneelers in the south, you're hard, and you know how to survive. +5 to food gathering, shelter building, hiding from enemies, and combat

1/2. set up camp at this used campground and see if any people return

3/4. send men out for food

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493ee3 No.30938

Dice rollRolled 39, 89, 38, 61 = 227 (4d100)

Hero Name: Vlen

Nation Name: New Dusk

Fluff: Before the Winter, before the chaos, The New Dusk was just another mercenary company, trying to get by. But when the land started being taken from the hands of men, the company began to grow more and more fragmented. One night at camp, the men heard noises to the north of them. Scared and starved, the newer soldiers asked the commanders to move back to civilization. The commanders refused. The soldiers demanded, but still the commanders refused. Finally, a fight broke out, and chaos spread through the camp.

Vlen, a veteran without any command at the time, took charge of a group of men who would loyally follow him and were not involved in the chaos. They fled south to the relative safety of his home in Sunkenwood. There, he managed to rally the city to follow him into the dark and treacherous times which were undoubtedly soon to come.

Resources: Steel armor x15 (Used to upgrade troops to L2) 4 Units of Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron, 3 Units of Steel, 0 Units of Cloth, 8 Steel Wool Shirts

Supplies:

Population: 38 Refugees of Sunkenwood

5 Farmers, 1 Blacksmith, 4 tailors

Total Military: 17 Mercenary recruits (L0) 8 Mercenary Regulars (L1), 15 Hillmen (L3), 4 Sellsword Veterans (L2)

[Adolescent Red Dragon] Rikkard - A small dragon, hardly the size of a cat, but with time and food, it will grow into a mighty beast.

HP 15/15

Feed Meter: 9/20 (uses 1 supply)

High Valerian 1/3 (Basic)

Bonus: [Dogs of War] – A hardened company of veterans, you are used to fighting your fellow man. +5 to combat against humans

[Steel wool] - Your tailor, Billard Mayes, can weave wool and clothe as strong as steel (He can make L2 armor from just cloth)

[Trained Dragon] - Rikkard listens to your every word, you are bonded now, perhaps for life. You'll need to master High Valyrian to make the most use of this, but he can be used for rudimentary combat now.

Starting Location: Sunkenwood

Building: Sunkywood Shantytown - Houses 80 people, Generates +1 pop every 4 turns(3)

Spiked Palisade - +10 to town defense rolls

Whitecastle - Has room for 5 industries, which lowers their cost to 3/3 (1 taken)

Construction:

Frozen Arable land: 1/18

Harren's Hall Smithy: 4/6

Food: 0

Hero Stats

Health: 10/25

Inventory: Ancient Book

Relic:

Magic Ability: None

1.,2. Hillmen, you know the region far better than my regulars, probably. Gather some people and lead them hunting. We need food.

3. Harren. Finish the smithy. I am not in a mood for messing about right now.

4. Goddamnit, Rikkard’s run away again. I need to find that dragon, before anything too bad happens. (+10)

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493ee3 No.31152

File: fc80b297854a386⋯.jpg (68.71 KB,610x345,122:69,fable3_art_inline_12573400….jpg)

>>30805

1/2. You open the door to the armory, the large dagger key fitting right into the socket for it. What you find inside is much nicer then what you expected, however. A full suit of plate, along with several other mail suits and a nice selection of mauls and longswords. There is another door further in the back, this one seems to be made of a black wood, a kind that only grows on the summer isles. It seems that Lord Bolton had expensive taste.

Gain: +1 Suit of Plate (L3)

+ 4 Mail Suits (L2)

+ 3 Longswords (L1)

+3 Mauls (L1)

3. The Dead are put to work clearing the rubble, working harder and faster and longer then any mere man could've. Unfortunately, you do not pay much attention to them, and one of them work themselves to dust.

>The way to the larder is clear

>Lose 1 Risen Dead

4. The repairs continue, the dead putting much towards the work effort.

Repairing the Dreadfort 11/18

>>30827

1/2/3/4. Your Wannabe spear-wife is not very confident in going out, especially when a storm is on the horizon. Still, you insist on seeking the man out. Your motley crew sets out into the woods, Frost flying high overhead, his white scales blending seamlessly into the overhead clouds. Ahead of you, Ice skulks in the brush, Termi lagging only a few paces behind him, you meanwhile seem to be the most obvious person in your gathering of slinks, the twigs crunching underfoot a testament to your less then stellar sneaking skills compared to your compatriots. Ice tracks the trail of blood to a cave about a half a league from Rosby, and the overhead storm grows ever closer, as snow falls softly all around you.

>>30834

The Battle beyond the Wall continues, as the storm seems to move directly on top of you, as the Walker dissappears in a snowdrift as sting sleet meets your eyes. You can barely see, you can't hear, and all you feel is the deathly grip of winter clawing at your bones. Lightbringer itself seems to sputter slightly, so intense is the blizzard. You struggle on, intent on finding the walker before it finds you, to kill it, before it kills you. You couldn't have seen it, not in this weather, and when you finally do, its almost too late. A spear of solid ice comes hurtling at you, its the size of a great sword at least. You try to bring of Light-bringer to deflect it, along with casting a plume of flame from your hand in a effort to melt it, but that is too little, too late. To your credit, you manage to split the spear with light-bringer, its radiance slicing the pole down its length. One of these splinters impales itself in the ground beside you, while the other slams into your rib, your armor stopping it from passing all the way through, but you can still already feel the blood pooling inside of you.

Your Health: 18/30

Walker Health: 24/40

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493ee3 No.31153

File: 704396e1c6e4eb2⋯.jpg (648.58 KB,2000x1000,2:1,ebewyenqyy336i02ftfi.jpg)

>>30836

1. When you first completed the overhang, it was a marvel of engineering. Such a heavy fabric interspaced and supported with wooden beams, all hanging precariously from the few struts holding it up. It truly is inspiring. You sleep easy that night, the roof keeping out the majority of the cold. Your men, morale bolstered by having a roof over their mouth, offer to work in shifts in the night to continue construction. You wake with a start, to what sounds like a giant moaning above. You run the stairs from your quarters in the basement to see what the hell is causing that noise. A voice in the back of your mind stops you as you reach the doorway "Wait, you'll be crushed like the rest of them if you go out there!" "What?" you say as you look out to see what the voice is talking about. It starts with a snap up in the blackness, followed by a symphony of moans, groans, shatters and creaks. Then the loudest noise you've ever heard in your life, as if someone dropped Aegon the Worthy from the highest tower of the Red Keep and listened for the splat. To your horror, you see the roof you had spent all day erecting fall, slowly at first, then gaining speed. You see it hit the ground, kicking up a pile of dust so large that it takes several minutes for it to dissipate so that you can see the aftermath, but it doesn't take you that long to hear it. The screams of the dying.

Lose 5 Pop

Lose 3 Gold Cloak Recruits

Lose 1 Gold Cloak

2. You take some men and train them in the ways for martial combat using some swords that you find in the Dragonpit armory, As you train them the voice permeates your mind once more "This is a start, but you'll need more men to handle the trials of the North."

Gain 6 Gold Cloak Recruits

Lose 6 pop

3. Your have the camp followers prepare the fire and a unit of Gold Cloaks head out to take the manor, which has seemingly not been touched since you took the bodies out of it yesterday. The men report it as being secure, and it may be worth it to search it.

Gain Building: Abandoned Manor

Lose 40 bodies

4. Your men go out and help the peasants do what peasants do in a siege, which amounts to putting out fires, suppressing rat infestations while also acquiring a meal, and patching the holes that the enemy siege engines are putting in their roofs. The unit of wood you donated helps fix about 60 homes, and the commonfolk are grateful, they will need some sort of payment if they are to bring you bodies.

Lose 1 unit of wood

Lose Disdain: [The Poor]

>>30869

1. The cows are pregnant, they'll give birth in a few weeks ( 4 Turns)

2. The Greenhouses are replanted, but a local blight kills half of the planted wheat crops.

(Reduce next wheat harvest by half)

3. With sand gleamed from the banks of the nearby frozen river, you shovel the frozen sand into your red hot furnaces, and after several hours of smelting, you have a nice silica paste to blow. After several rigorous hours of blowing that red hot glass, you have several panes to use in the construction of a new greenhouse.

Gain: 2 Units of glass

Lose 2 Units of wood

4. You melt the ice, which turns out to be a constant affair, as the top of the river really wants to remain solid it seems. After that you begin building the wheel, which is quite the large, and you manage to get half of it done before the sun sets.

Water Wheel: 3/6

Lose: 4 Wood

>>30879

1/2. The rangers you already have set to work seeing if any more of their skillset lie in the population. They manage to find several more men that fit the bill

Gain 7 Ranger recruits

Lose 7 Pop

3. You have a team look into the sabotage incident, they have a lead but not enough evidence to make a arrest. It appears that the culprit does not know they are being investigated.

Sabotage investigation: 1/2

4. Your rangers practice in the woods around the castle, and they are gone for the better part of a fortnight before they return. To your surprise they all return, and not only that, but they managed to find a cache of supplies near

Blackmont.

Lose 8 Ranger Recruits

Gain 8 Ranger Regulars (L1)

Lose 8 Bows

Gain 2 Supplies, 1 unit Iron

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493ee3 No.31154

File: a2ac1510175a9eb⋯.png (944.89 KB,1028x761,1028:761,spoons_original.png)

>>30920

1/2. You set up camp, and wait. No one returns and a errant Eagle steals some of your food.

Lose 1 supply

3/4. You send out several men for food, and they return in a hours time with a fat stag for the party

Gain 2 Days Supplies

>>30938

1/2. The hillmen set out at dawn with their clubs and spears, and return at dusk, their backs laden with sacks of meat and pelts from the stag they found and promptly beat to death. A favored Hillmen tactic is to lead a stag under a tree in which one of their compatriots are perched in, then the Hillmen in the tree falls upon the stag, dashing its brain in with their club.

3. Harren work is delayed by a heavy snowstorm, he gets some work done, but not much.

Smithy 5/6

4. You find Rikkard in a small cave several leagues from camp, he's nesting upon a small stash of gold that was in the cave, but anytime you try to touch it, he blows smoke at you. There's some burnt clothing in the cave as well, and it smells of burnt flesh.

Feed Meter: 14/20 (uses 1 supply)

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493ee3 No.31155

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

Fluff: "Called us crazy did they? That it was a stupid idea. Well poppycock on them, we were fucking right!"

Bryce Gardner seemed an eccentric, if not downright mad noble of the Reach, after he took the words of the Starks and Rumors of the north to heart.

Always complaining and warning about the ice demons beyond the wall and that winter really WAS coming, he spend a vast sum of his fortune stocking up his estate with glasses and glass making foundries, boilers and furnaces in excess, candles and lighting.

He was especially interested in Alchemists and any wizards for their ability to create fire, warmth, and light.

He funded and built massive "Glass Gardens", structures built entirely of glass which "would keep plants warm in the coldest winter, fed on molten snow and lampight in dim day or eternal night."

All over his lands these indoor gardens and farms popped up, as he ordered more glass foundries, chimneys in every house, pine tree's planted and "snow melting" boilers were built, to such a point it nearly came that his 'madness' almost cost him his life.

And then winter came. And it never left.

Bryce Gardner spent a full week writing letters and laughing and gloating over his prediction being right.

Now he owns one of the most fertile, if not THE most fertile and well stocked places north of Dorne where food still grows and people aren't cold or hungry. They are in fact, well fed, well stocked, and warm.

Resources: A stock of cattle (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive)

>Working furnaces!

>Fish House

>Lumber Mill:

>3 Unfertilized Greenhouse

-Potato Crop (+5 food every two days if replanted)-

-Wheat Crop (+5 food every two days if replanted)-

Wagon Workshop

Addons: Wheel spanner: +5 to wagon construction/repair rolls

1 Wagon (Needs 1-2 cows/horses/buls to pull it)

Supplies:

{Unfertilized Greenhouses}

21 bags of Golden Wheat [1/5 turns]*2 (/2 Blight)

{Fertilized Greenhouses}

10 Potatos [1/2 Turns]

{Animals}

2 Cows (Pregnant 4 turns)

1 Bull

Supplies

+2 Units of glass

+1 Milk [+2 (2 cows) in 1/3 Turns]

+4 Days worth Fresh Fish (Frozen):

+5 Units of Wood [+3 in 1/2 Turns]

+1 Wagon Bed

Population: 69 Farmers

Military: 24 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

Bonus: [Crazy prepared] – You always expect the unexpected, and have trick up your manure encrusted sleeves. You can reroll any critfail in the range of 2-5

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Raising the Dead(Resurrection, not necromancy) L1

Wheel spanner: +5 to wagon construction/repair rolls to wagon construction/repair rolls

Water Wheel: 3/6

Stats

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493ee3 No.31156

Dice rollRolled 69, 82, 75, 96 = 322 (4d100)

>>31155

1-2. Finish up that Water Wheel!

Water Wheel: 3/6

3. These white walkers don't like fire. We should start tapping our pine tree's for tree resin that we can burn on arrows and spear tips.

4. I also want some to build an archery workshop to make bows and arrows.

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493ee3 No.31157

File: 78e00a8e04fd510⋯.jpg (119.23 KB,978x390,163:65,billboard_wooden-hot-tubs.jpg)

>>31156

>Rolled 69

"…FINE.

Go ahead. Once the water wheel is set up connect it to a bellow and furnace and make your stupid hot bath.

Crazy peasants. And they say I'm crazy."

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493ee3 No.31162

Dice rollRolled 26, 57, 33, 46 = 162 (4d100)

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resource resource creators:

A stock of cattle: 2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive )

Resources:

Wood: 9 (+3 1/2)

Iron ore: 4 (+2 2/3)

Iron: 5

Bows: 92

>Supplies: 12 days’ worth

[milk +1 CC:2/3]

[farms +3 CC:1/2]

>Population: 73 peasants

14 farmers (10 currently working on farms)

40 various artisans (1 bowyer, 1 apprentice blacksmith))

>Military:

70 Militamen (L0) 13 Ranger recruits (L0) 2 Sellsword Trainees (L0)

10 Swordsmen (L1) 62 Men at Arms (L1) 8 Ranger Regulars (L1)

9 Guardsmen (L2)

5 Mounted Knights (L3)

Specialist: 5 Merchants (once per turn able to buy 1 of one supply per merchant for 30 gold pieces each)

Bonus: [Stannis the Mannis] – Your grim attitude and stern demeanor for some reason endears people to you, and you find it easy to both locate and recruit people to your cause. +5 to recruitment rolls.

Hero Stats

Health: 25/25

Inventory: Valyrian Steel sword (+10 to single combat)

300 Torches (+2 to combat with walkers and wights)

Magic Ability: Necromancy L1

Buildings:

Fire-line (+5 to retreat/defense rolls)

L2 Castle (House Tarly) fully repaired and siege ready.

[Motte] - +10 to defensive actions in Horn Hill

Lumbermill (Provides 3 units of wood every two turns)

Castle farms: provides 3 food every 2 days

Manned Iron mine (+ 2 iron ore every 3 days

Bowery: 1 unit of wood= 50 bows

Smithy: 6/12

1/2. Continue work on the smithy 6/12 Our need for forged weapons is greater than ever.

3. Continue working on the investigation. The man or woman responsible will hang. Sabotage investigation: 1/2

4. We have our bowery now but we need a practice range to better train our people. (build archery range)

+ 40 various artisans

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493ee3 No.31168

Dice rollRolled 84, 30, 89, 9 = 212 (4d100)

>>31152

Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle , Dragonglass shards

>Relic:

>Supplies: 3 days

>Magic: Skinchanging (L1)

>Languages: [Basic High Valyrian]

>Starting Location: Maidenpool (Dusttown)

>Contacts: Lord of Dusktown's Guardsmen (Friends with many of the hired blades of the Overlord)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

>Bonus: [Too Well-Groomed] - You are charming to the same sex, for some off reason. +10 to rolls involving men

Ice: Direwolf Pup

>Health: 5/5

Feed meter: 4/10

>How to Train your Dog: 2/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 5/15

>How to Train your dragon: 5/10

1/2/3/4. If a storm is gathering, then the only way to go is forward. We've come too far to turn back, and this cave will provide shelter. Since caves are dark, I'll see if I can get Frost to light a bundle of twigs for us with a command of "Dracarys.". With a makeshift torch, we can proceed further into the cave, with caution. This time, I'll take care to be more silent. Each of us must be on alert, so that nobody can get the drop on our group. [Enter and explore the cave, with caution.]

Thanks for the update, Scruffy. These always make my day.

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493ee3 No.31182

Dice rollRolled 4, 95, 22, 1 = 122 (4d100)

>>31153

Hero Name: Orys Rivers

Nation Name: The Sea Siren

Fluff: The Son Lysene Whore and an Unknown Father Orys grew up in the Rose streets of King’s Landing. A young man of 16 Orys has grown up too quickly, his eyes deep violet and hair a fine silver, very different to his mother’s crystal blue and chocolate brown. It made some question who his father could be, Not wanting his name besmirched the King personally came to see his mother killed at the age of 6, but when he saw the boy Aerys was reminded of ages past of another Orys Rivers dubbed Baratheon. He took the boy into his home, when Rhaella found out she stayed silent but news of his mother's death soon followed. Two years later with the birth of Viserys, Orys was cast out of the Keep and with a few years of education under his belt set out aboard a Braavosi ship to sail the Narrow Sea… Now 8 years later he has returned Captain of a near deserted Merchant Vessel to be of service to the only Father he ever knew.

Resources:

1 Cows (+1 supply every three turns, +4 if you butcher it) - (1/3)

16 bodies

Buildings:

The Dragon Pit

Abandoned Manor

Supplies: 3 units of Food

Population:

81 Peasant Camp followers

Item:

Valyrian Steel sword - + 15 to single combat and hero combat actions, talks to you apparently.

Military:

26 Gold Cloak Recruits (L0)

24 Gold Cloaks (L1)

5 Targaryen Footmen (L2)

Bonus: [Well-Traveled] - You've seen the world and all of its wonders, and as such, you are well versed in the arts of persuasion and explanation. +5 to all persuasion, barter, and informing rolls.

+The Keep: 10/15

Actions:

1. Collect the Awning refuse and clean the courtyard, while we're at it see if we can find and more resources in the pit or the catacombs underneath. [Resource gathering]

2. Have the men head to the manor and look for resources and supplies, gather even the silver and gold maybe a few peasants could be persuaded with coin, doubtful but we needed more bodies off the streets. [Resource and Supply gathering]

3. Have the men gather bodies, continue to proposition the poor to help the process, try and find those few who sought no reward. [Bodies and recruit / set up a bodies/turn kinda thing]

4. With the temporary break from work on the keep, due to clean up, you decide to go to father. After a quick and ice cold bath. Wrapped in my best washed silks I leave the sword behind in the tent, with the odd whispers it spoke to me I didn’t need it sending father into a rage [Seek out the King]

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493ee3 No.31188

Dice rollRolled 23, 15, 46, 39 = 123 (4d100)

>>31152

Hero Name: Robert

Nation Name: Those who witnessed the Last Dawn, Order of the Last Dawn

Fluff: The militant order for people in the North who believe that this winter will never end and that we will never see the sun again.Though an unpopular opinion it is the question everyone must now ask and if in answer they decide they will struggle and challenge the power in the utmost North unto, nay, beyond death's door this is the place they come. The Order is in dire straights decimated by pyrrhic victories but surviving by the heroism of sainted warriors. Most favored in these dark times is the WITNESSED hero Gregory the Sanguine who having fought down a devil or terrible strength uttered his last words in the embrace of his brother "My flesh belongs to no devils it is devoted to the Order" His address to his brothers was a passionate and thoughtful and before his skeleton is entombed in his armor within the crypt as is tradition the flesh, blood and heart of an honorable valorous warrior was blessed to be ritually consumed by his brothers in arms to pass on his strength and preserve supplies. The Order is now led by Robert Son of Theodore 23 years under his belt, First Knight of the Order a die-hard for tradition he would give his life for his men if it meant adding his name to the list of WITNESSED worthies but not before rejuvenating the Order with fresh blood, he is not the first necromancer to claim leadership in the Order but is youngest to bear these responsibilities and though he has not raised his brothers for their strength he asks for their advice on grave matters, sometimes, they answer.

Inventory: Large Key-Dagger

Resources: A stock of cattle, some wood ( 2 cows [+2 supply every three turns. tick - 2/3], 2 crates of wood), 3 Wood, 2 Iron

+1 Suit of Plate (L3)

+ 4 Mail Suits (L2)

+ 3 Longswords (L1)

+3 Mauls (L1)

Supplies: 1 entire deer and some fresh pickles and rye, 2 supplies of mik (4 days supplies), 3 unit Raw Fish

Population: 14 Cultist

Military: 5 Militia Cultist (L1)

Servants: 4 Risen Dead

Bonus: [Death has come, and we embrace it] - You and your men have seen the truth, the sun is not coming back, darkness reigns. As such, your men are willingly acceptful of death, for they died once the sun had set for the final time.

Magic Ability: Necromancy 1

Buildings:

Fish traps - produces 1 unit of raw fish a day, cook 2 raw units of fish to make 1 unit of food.

Dreadfort Escape Tunnel

Repairing the Dreadfort 11/18

1 Repairing the Dreadfort 11/18. More then half way done, quite an achievement for our Order to restore a place of strength so large and with the dead to do the labor.

2 Check the door made of black wood and open it.

3 I have the Suit of Plate in mind for the distinguished member Quin Snow, I believe she is ready to accept responsibilities of command and delegation of tasks and the position of First Sword.

4 Train Necromancy, the effort needed for Risen Dead has shown me that I will need more practice and a stronger will.

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493ee3 No.31419

Dice rollRolled 46, 96, 75, 65 = 282 (4d100)

>>31152

Hero Name: William "The Phoenix of Ashmark"

Fluff: I don't want to set the world on fire.

Health: 26/30

Equipment:

+ [Lightbringer] +20 to combat rolls, allows you to gain followers of R'hllor, can kill white walkers.

+ [Ashen Armor] -8 to damage rolls against you

+ [Shards of Ember]

+ 6 Gold Coins

Resources: 1 unit iron 1 unit wood, 10 iron armor suits (used to upgrade troops to level 1)

Supplies:

+ A whole crate of salted meats and bread (2 days supplies)

Army Supplies: 18 Days

Army Morale: High - +10 to combat rolls until shaken.

Party:

>Bard

Health: 10/10

Equipment:

Dagger (+1 To combat)

Furs

>Markus

Health: 10/10

Equipment:

Halberd (+3 To combat)

Leather Thong (+1 to seduction)

>Gertrude

Health: 10/10

Equipment:

Rusty Longsword (+1 to combat)

Furs

>Hodor

Health: 15/15

Equipment:

Giant Fist (+2 to combat)

Ragged tunic

Giant Dong (+10 to seduction)

Magic: Pyromancy L5

Location: The Wall

>Bonus:

+ [Lord of Cinder] - Pyromancy L5, , + 5 to fire magic rolls and personal combat.

1-4. Throwing its weapon was a fool's move. Surely it had another one to back it up, but now was not the time to sit idly by! A wave of heat should clear the area surrounding William, a short lay on of his hand should cauterize the wound. He had to adjust the surroundings, keep his own surroundings warm and fight on his own terms. Only then would he be able to cut the head of the serpent that was the undead hordes.

+ [Lightbringer] +20 to combat rolls, allows you to gain followers of R'hllor, can kill white walkers.

+ [Ashen Armor] -8 to damage rolls against you

+ Pyromancy L5

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493ee3 No.31421

Dice rollRolled 58, 37 + 40 = 135 (2d100)

>>31419

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493ee3 No.31422

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493ee3 No.31493

File: 0212f8983ff23a8⋯.png (710.22 KB,799x598,799:598,1471154923963.png)

>>31157

>>31156

1/2. Your men spend the better part of the day finishing the water wheel, the fires burning bright as they struggle to keep the river's surface from re-freezing. They finally manage it, however, in the final hour before dusk, and the wheel is complete. Having the wheel is nice, and its got all the support systems it needs, but it does appear that you've forgotten to build a mill house. Oh bother. The men do however pick up on your idea of a heated bath, and take to the idea like a dothraki to a sheep. They relax in it and boil potatoes for stew at the same time!

Gain Building: Water Wheel

>>31162

1/2. The work on the Smithy continues as planned, the walls are raised, the anvil brought in and smooted, and the bellows are starting to come together quite nicely.

Smithy:8/12

3. The investigation is complete Lord Randyll, and it appears to be none other then the Nan Clan, a group of old women from White Harbor notorious for their penchant for violence and baking!

4. The ground in the castle courtyard is cleared and a range is beginning to take shape, with a bit more work it should be functional.

Archery Range: 2/5

>>31168

1/2/3/4. You gather a bundle of sticks with the help of Ice and Termi, having Frost light them up before entering the cave. This place hasn't been disturbed in centuries, the fresh cracks along the walls and trickle of water on the rock telling you the entrance must have just opened up. As you descend deeper into the earth, you note that along the passage strange markings unlike anything you've seen mar the granite. Runes, from who and why you do not know, but Termi does. "These are markings from the first men, but I cannot read what they say, the script is far too old and dated for me to translate anything. I'd reckon these markings are before the Age of Heroes." The Cave widens as you head deeper into its bowels, opening to a large room, with a very large stone container in the center of it. Its a Burial room, you think. but for who?

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493ee3 No.31494

File: a20acfb21514fe0⋯.jpg (75.92 KB,577x470,577:470,Marc-Simonetti-Iron-Throne….jpg)

>>31182

1. Your meddling with the Dragonpit has apparently raised the Ire of your father, as he has sent armed guards to have you and your loot cast out of it, so as to no longer defile it with your filth.

>You've been evicted from the Pit!

2. You and your men head to the manor, now your only base of operations inside the city. Along the way you manage to find a chest, sealed tight with a lock that is reportedly made from Valyrian Steel. This will be a tough one to crack, but the chest is by far the fanciest chest you've ever seen. What's more, your men manage to convince several lower classmen to join your little group, better a job then starving in the city!

Gain 10 Pop

Gain Locked Majestic Chest

3. Your attempts at convincing anyone to help you fall on deaf ears, no one will talk to you or your men, and people are unwilling to even give you bodies. in the distance, you note that flames rise once again from the Dragon Pit, but not those of WildFyre.

4. As you proceed to the Red Keep to met with father, you notice the alleyways are oddly empty, it is as if the whole of the city has been abandoned, and you walk through its now deserted streets. You are escorted into the keep under armed guard, soldiers you do not recognize, in full black plate with the Targaryen Dragon Emblazoned on the chest plate. You are taken to the throne room, where a fire burns hot in the center of the room. Your father sits upon his Iron Throne, his head lulling deep in thought. "My son," He beckons "Come to me, so that I may gaze upon your face." You approach the Throne, kneeling before it, "Rise, and come to your 'father' …." The hint of disgust slightly present in his voice. You head up the steps to your father, who remains sitting in his throne. As you near him, he raises a hand, to stop you before you reach him fully. "Give me your hand Orys, i wish to see it." You obliged and give your father your hand, his numerous scabs and cuts now absent you note. What you do not expect is the flaming hot sensation of a white hot piece of Iron that he presses into your flesh, your arm screaming as the flesh is seared and burnt from the metal. You pull back as he presses it further into your skin, cackling maniacally. You tumble down the jagged steps of the throne, its many protrusions and edges ripping at your flesh, your father screams at you as he proceeds down the throne, holding the red-hot metal in his bare hand. "I KNEW YOU WERE NOT A TRUE DRAGON, YOU ARE WEAK, AND A SHAME TO THE VALRYIAN BLOODLINE. GET OUT OF MY CITY, OUT OF MY KINGDOM, FOR IF I FIND YOU AGAIN, I SHALL MELT YOUR BONES AND FEAST UPON YOUR HEART!"

You run, almost limping from the chamber, through the citadel and down the steps of the keep. You must leave, you know this. Behind you the steps of guards fast approaching only spurring you on. You reach the manor just as the last of your strength leaves you. You awake later outside of the city, from on of the many hills that dot the country side around it. You see that not as many men as you originally had are with you now. "We lost many men leaving the city milord, those black demons came at us from all sides, like shadows in the night! Nothing wearing that much armor should possess that much speed, that much agility! They were not of the Seven! We managed to save the majority of our resources and supplies, but we lost a few men in the process."

Lose Pop: -10

Lose Military: -4 Gold Cloak Recruits

-2 Gold Cloaks

Gain Bonus: [Branded] - Your flesh is scarred and torn, the mark on your arm a testament of your father's wrath. The sigil that was burned is easily recognizable to Loyalist, but to Rebels as well. One hates it, while the others will respect it

As you put on what clothes and armor you still posses, the sword whispers to you "I'd hate to say so, but I told ya so. I hear North is nice this time of year."

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493ee3 No.31495

File: e260eaa0385c054⋯.jpg (25.89 KB,500x332,125:83,White_Walker_Jon_S_3325482….jpg)

>>31188

1. The work stalls as odd noises on the horizons keep the men from concentrating, and the dead stare idlely, not responding to any order given with much more then their ever vacant stares.

2. The door does not have any locks on it, nor do it have any visible openings. When on of your men goes up to examine it, he falls dead as soon as he touches the black wood.

Lose 1 Pop

3. (Action refunded, only L2 troops trained can equip and be upgraded to L3)

4. You practice your dark art by raising little rat corpses you find around the castle, they only manage to sustain their forms for mere minutes before disintegrating, but it helps you none the less.

Magic: Necromancy II 1/5

>>31421

>>31419

The Battle rages ever onwards, as you and Other, both wounded and slowed, trade blow for blow for what seems like an hour, ignorant of the battle beyond you. As you fight, you note the creature, its facial expressions appear human, which makes you feel very uncomfortable. This creature appears to have been human once, but twisted and marred by dark magics. Its skin sagging but taunt on its skin, it looking much like the corpses left to freeze out in the cold of the North. You have little time to ponder this further as the Walker doubles its effort to kill you, raining blow after blow upon you. When the tide of battle shifts, you barely notice it. The wounded walker overextends its swing of its icy spear, you parry and roll through its attack, swinging behind you as the full length of your blade meets its frozen flesh. The Creature disintegrates, and the storm around you instantly clears, the battle that raged during your fight still deadlocked, infact, it appears to not have moved at all since you started fighting.

>Congrats, you're the first PC to kill a walker

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493ee3 No.31503

Dice rollRolled 25, 85, 58, 70, 41 = 279 (5d100)

>>31495

Hero Name: Robert

Nation Name: Those who witnessed the Last Dawn, Order of the Last Dawn

Fluff: The militant order for people in the North who believe that this winter will never end and that we will never see the sun again.Though an unpopular opinion it is the question everyone must now ask and if in answer they decide they will struggle and challenge the power in the utmost North unto, nay, beyond death's door this is the place they come. The Order is in dire straights decimated by pyrrhic victories but surviving by the heroism of sainted warriors. Most favored in these dark times is the WITNESSED hero Gregory the Sanguine who having fought down a devil or terrible strength uttered his last words in the embrace of his brother "My flesh belongs to no devils it is devoted to the Order" His address to his brothers was a passionate and thoughtful and before his skeleton is entombed in his armor within the crypt as is tradition the flesh, blood and heart of an honorable valorous warrior was blessed to be ritually consumed by his brothers in arms to pass on his strength and preserve supplies. The Order is now led by Robert Son of Theodore 23 years under his belt, First Knight of the Order a die-hard for tradition he would give his life for his men if it meant adding his name to the list of WITNESSED worthies but not before rejuvenating the Order with fresh blood, he is not the first necromancer to claim leadership in the Order but is youngest to bear these responsibilities and though he has not raised his brothers for their strength he asks for their advice on grave matters, sometimes, they answer.

Inventory: Large Key-Dagger

Resources: A stock of cattle, some wood ( 2 cows [+2 supply every three turns. tick - 3/3], 2 crates of wood), 3 Wood, 2 Iron

+1 Suit of Plate (L3)

+ 4 Mail Suits (L2)

+ 3 Longswords (L1)

+3 Mauls (L1)

Supplies: 1 entire deer and some fresh pickles and rye, 3 supplies of mik (5 days supplies), 4 unit Raw Fish

Population: 13 Cultist

Military: 5 Militia Cultist (L1)

Servants: 4 Risen Dead

Bonus: [Death has come, and we embrace it] - You and your men have seen the truth, the sun is not coming back, darkness reigns. As such, your men are willingly acceptful of death, for they died once the sun had set for the final time.

Magic Ability: Necromancy 1

Buildings:

Fish traps - produces 1 unit of raw fish a day, cook 2 raw units of fish to make 1 unit of food.

Dreadfort Escape Tunnel

Repairing the Dreadfort 11/18

Necromancy II 1/5

"Strange…Perhaps a look is needed. Ill head north.

1 Raise 4 Militia Cultists with the 4 Mail Suits (L2)

2 Continue Repairing the Dreadfort 11/18

3 Raise 6 Cultists with the 3 Longswords and 3 Mauls

4 Raise the man and have him try to touch the black wood again.

5 Refunded Action - Prepare the raw fish for rationing, I will be travelling north with two warriors to check on whatever is going on in the North.

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493ee3 No.31508

Dice rollRolled 2, 61, 60, 46 = 169 (4d100)

>>31493

Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle , Dragonglass shards

>Relic:

>Supplies: 3 days

>Magic: Skinchanging (L1)

>Languages: [Basic High Valyrian]

>Starting Location: Maidenpool (Dusttown)

>Contacts: Lord of Dusktown's Guardsmen (Friends with many of the hired blades of the Overlord)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

>Bonus: [Too Well-Groomed] - You are charming to the same sex, for some off reason. +10 to rolls involving men

Ice: Direwolf Pup

>Health: 5/5

Feed meter: 4/10

>How to Train your Dog: 2/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 5/15

>How to Train your dragon: 5/10

1/2/3/4. This room will provide good shelter from the storm. Our breath, bodies, and flame will heat it up. While we rest here, and wait out the storm, we can look around the room. It would be foolish to simply pull off the coffin's lid, without first finding out whether it's trapped, or perhaps even who's inside it. The walls, floor, ceiling, and coffin itself will provide me with more clues as to what's going on here. If things look safe, we can remove the lid, but be ready for a fight just in case. [Check the room for traps or clues about the tomb's occupant; open casket if it looks safe; be ready for a fight]

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493ee3 No.31511

Dice rollRolled 26, 66, 25, 52 = 169 (4d100)

>>31493

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resource resource creators:

A stock of cattle: 2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive )

Resources:

Wood: 9 (+3 1/2)

Iron ore: 4 (+2 2/3)

Iron: 5

Bows: 92

>Supplies: 12 days’ worth

[milk +1 CC:2/3]

[farms +3 CC:1/2]

>Population: 73 peasants

14 farmers (10 currently working on farms)

40 various artisans (1 bowyer, 1 apprentice blacksmith))

>Military:

70 Militamen (L0) 13 Ranger recruits (L0) 2 Sellsword Trainees (L0)

10 Swordsmen (L1) 62 Men at Arms (L1) 8 Ranger Regulars (L1)

9 Guardsmen (L2)

5 Mounted Knights (L3)

Specialist: 5 Merchants (once per turn able to buy 1 of one supply per merchant for 30 gold pieces each)

Bonus: [Stannis the Mannis] – Your grim attitude and stern demeanor for some reason endears people to you, and you find it easy to both locate and recruit people to your cause. +5 to recruitment rolls.

Hero Stats

Health: 25/25

Inventory: Valyrian Steel sword (+10 to single combat)

300 Torches (+2 to combat with walkers and wights)

Magic Ability: Necromancy L1

Buildings:

Fire-line (+5 to retreat/defense rolls)

L2 Castle (House Tarly) fully repaired and siege ready.

[Motte] - +10 to defensive actions in Horn Hill

Lumbermill (Provides 3 units of wood every two turns)

Castle farms: provides 3 food every 2 days

Manned Iron mine (+ 2 iron ore every 3 days

Bowery: 1 unit of wood= 50 bows

1/2. Continue work on the smithy 8/12 Our need for forged weapons is greater than ever.

3.4. We have our bowery now but we need a practice range to better train our people. (Archery Range: 2/5

+ 40 various artisans

Archery Range: 2/5

Has me spend 2 actions on an investigation. For bad joke…….Are you fucking serious screwfie?

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493ee3 No.31515

>>31156

3. You have the men start tapping the trees, fashioning stylish buckets to catch the slow-running resin the drips from the Spruce trees you have tapped

Gain "Building" - [Tree-Tappers] - + 1 unit of resin every 2 turns

4. The work on the workshop begins in earnest, with the framework and the walls being built in the same day, with a craftsmen being located among your men as well.

Bowery: 2/6

-1 Pop

+1 Bowyer

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493ee3 No.31626

File: 3059337ea461a2e⋯.png (377.32 KB,566x745,566:745,FeelNavalOfficer.png)

RIP thread. You were a fair builder, simple and entertaining, yet unforgiving. You will be missed.

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493ee3 No.31628

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

Fluff: "Called us crazy did they? That it was a stupid idea. Well poppycock on them, we were fucking right!"

Bryce Gardner seemed an eccentric, if not downright mad noble of the Reach, after he took the words of the Starks and Rumors of the north to heart.

Always complaining and warning about the ice demons beyond the wall and that winter really WAS coming, he spend a vast sum of his fortune stocking up his estate with glasses and glass making foundries, boilers and furnaces in excess, candles and lighting.

He was especially interested in Alchemists and any wizards for their ability to create fire, warmth, and light.

He funded and built massive "Glass Gardens", structures built entirely of glass which "would keep plants warm in the coldest winter, fed on molten snow and lampight in dim day or eternal night."

All over his lands these indoor gardens and farms popped up, as he ordered more glass foundries, chimneys in every house, pine tree's planted and "snow melting" boilers were built, to such a point it nearly came that his 'madness' almost cost him his life.

And then winter came. And it never left.

Bryce Gardner spent a full week writing letters and laughing and gloating over his prediction being right.

Now he owns one of the most fertile, if not THE most fertile and well stocked places north of Dorne where food still grows and people aren't cold or hungry. They are in fact, well fed, well stocked, and warm.

Resources: A stock of cattle (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive)

>Working furnaces!

>Fish House

>Lumber Mill:

>3 Unfertilized Greenhouse

-Potato Crop (+5 food every two days if replanted)-

-Wheat Crop (+5 food every two days if replanted)-

Wagon Workshop

Water Wheel

Tree Tappers

Addons: Wheel spanner: +5 to wagon construction/repair rolls

1 Wagon (Needs 1-2 cows/horses/buls to pull it)

Supplies:

{Unfertilized Greenhouses}

21 bags of Golden Wheat [2/5 turns]*2 (/2 Blight)

{Fertilized Greenhouses}

10 Potatos [1/2 Turns]

{Animals}

2 Cows (Pregnant 4 turns)

1 Bull

Supplies

+2 Units of glass

+1 Milk [+2 (2 cows) in 2/3 Turns]

+4 Days worth Fresh Fish (Frozen):

+8 Units of Wood [+3 in 1/2 Turns]

+1 Wagon Bed

+1 Resin [+1 in 1/2 Turns]

Population: 68 Farmers, 1 Bowyer

Military: 24 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

Bonus: [Crazy prepared] – You always expect the unexpected, and have trick up your manure encrusted sleeves. You can reroll any critfail in the range of 2-5

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Raising the Dead(Resurrection, not necromancy) L1

Wheel spanner: +5 to wagon construction/repair rolls to wagon construction/repair rolls

Bowery: 2/6

Stat post

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