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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 [Last50 Posts]

"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.

____________________________
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493ee3 No.22764

File: 1454132956822-0.jpg (398.48 KB,1920x1049,1920:1049,a-compilation-of-the-best-….jpg)

File: 1454132956822-1.png (900.5 KB,1638x3872,819:1936,westeros-complete.png)

>>22763

HELLO AND WELCOME TO WESTEROS: LIFE BELOW ZERO

My name is Scruffy and I'll be your host for the duration of this game

So here's the skinny, At the height of Robert's Rebellion, in the aftermath of the Battle of Bells, the long night came upon the world. Snow never-ending covered all in it's cold embrace, and the world froze over. As if to make matters worse, along with the winter came the demons of the north, the Others, and hell followed with them. The seven kingdom's soon found themselves fractured and torn asunder by both the onslaught of the denizens of the north, and their fellow man, as the desperate forgot their oaths of loyalty and brotherhood and mankind fought itself for food and shelter from the brutal cold and its merciless gods. Now, several years after the fall of the realm, the remnants of mankind lie in scattered bands, picking over the remains of civilization and struggling desperately to survive, but still, many hold onto the hope that the Others can be driven back, and order restored. A boon to man, however foreboding it's cause may be, is the resurgence of magic into the world,and as a few have found out, be it to their benefit or…. otherwise, Dragons. This is where you come in, the player. You are the leader of a band of stragglers trying to survive in the frozen remains of this world, for what purpose only you know. But know this, the days of man is numbered unless something is done to end this Night Without End.

This is a hybrid HB/NB, as in you are the Hero in charge of a Nation. No OP heroes who can one-shot dragons, at least, not at the start, you gotta work for that shit.

STAT SHEETS

Hero Name:

Nation Name:

Fluff: (Try to tie both together)

Resources: (Everything you can't eat, drink, or lactate)

Supplies: (Food and water, you need this to survive, without it, people will die)

Population: (pretty self-explanatory)

Military: (Everyone that can swing a stick with some skill, based on fluff initially)

Bonus: (Based on fluff)

Starting Location: (Be specific pls, or I'll maroon you on Skagos :3)

Other things will be added at my discretion, but right now this is all you'll need

Dice are 4d100; first turn roll 4d100 for resources, supplies, population (and military), and magic ability of your leader

Roll chart is as follows

1-5: You're fucked

6-10: You're kinda fucked

11-19: You fucked up, but not that bad

20-29: You did what you needed to do, but in the worst way possible

30-39: You did what you needed to do, but in a very mediocre way

40-59: Average, plain, boring, safe average

60-79: Damn Good, like eggs on steak

80-95: Damn son, cool down, you're on fire

96-99: Something, somewhere got shrek't, and you got a magical pony

100: "Hey, who left this dragon's egg here?"

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493ee3 No.22765

File: 1454133386397.jpg (60.84 KB,580x560,29:28,W7lErH9.jpg)

>>22764

>>22763

Hero mechanics: You have one hero, the leader of your little clade, once a turn, you can devote a hero to an action for a +10 bonus to that action.

YOUR HERO CAN DIE, BE WARNED

Now, I'm going to be reasonable and not kill them after one nat1, but it can happen. Should that happen, more to the point, a player will roll a 2d100 to see how the torch gets passed on to a new leader, and if that leader has any magical abilities.

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493ee3 No.22767

Dice rollRolled 48, 7, 66, 76 = 197 (4d100)

Hero Name: THE WORLD

Nation Name: The Undying Order

Fluff: The Undying Order is a knightly society of Revenants, formed together by a leader-class Revenant now dubbed the title of "THE WORLD". Situated in the Haunted Forests, just northeastern of the Wall, the Undying Order has a shrouded past and unknown motives. Revenants are already a myth in Westeros, to see them in an organized society is an event beyond mortal comprehension.

Revenants are animated suits of armor made from an unholy union magic and "essence". This essence is a phenomena beyond the natural world, a strange resource that the Revenants acquire after killing any biological, carbon-based lifeform. The process of creating a Revenant is a secret that the Revenants themselves hold closely. They collect the corpses of enemies they have slain and seem to extract two important components from the corpse– any armor they may be wearing, and their essence. Using the armor as a shell, they seem to perform some sort of…ritual, or process, to recall the essence to life and shackle them as an immortal Revenant.

They lack any true physical existence beyond their shell. There is nothing but void underneath the armor itself, as it seems to sustain itself together as if a human was wearing the armor. Revenants are, for all intents and purposes, immortal as long as their shell remains in one piece. The armor pieces are bound together upon being implanted with essence, but if one were to significantly shatter or damage the armor to the point where it is literally just pieces, then they would indefinitely incapacitate a Revenant. It would still be alive, albiet unable to do much however, as the essence remains bound to the matter of the armor itself. Destroying the matter that makes up the armor is the only way to truly kill and erase a Revenant from existence.

Revenants are indeed intelligent and sapient, capable of accepting and perceiving information. They may have thoughts, personalities, ambitions and dreams. Revenants are usually named after biblical figures and terms, and Revenants that are considered "leaders" are exclusively named after Tarot cards (chain of command based on the number of the tarot card– with THE WORLD being the supreme master of the order and THE FOOL being the lowest leader)Revenants seem to retain a personality very similar to the essence it houses. However, they lack any memories of their past life– they are a completely new mind upon becoming a Revenant. The ultimate goal of the Undying Order and of THE WORLD is mostly kept secret.

Along with THE WORLD, comes the 20 Heroes of the Undying, whom each have a key role in the order.

0 - THE FOOL: The tutorial boss of the Undying Order, reckless and constantly defeated.

I - THE MAGICIAN: A manipulative, robed Revenant that holds many secrets of the forgotten magic.

II - THE HIGH PRIESTESS: A mysterious and illusive feminine-like Revenant that acts as the Spymaster for the Order

III - THE EMPRESS: Unknown…

IV - THE EMPEROR: A white-gold, royal Revenant that acts as a second-in command for THE WORLD

V - THE HIEROPHANT: A templar Revenant that preaches faith and the words of THE WORLD to those that come across the Order

VI - THE LOVERS: A Revenant made up of two individual souls, thinking together in union.

VII - THE CHARIOT: A bulky, heroic Revenant that inspires the Order in combat. Works with STRENGTH

VIII - STRENGTH: A bulky, heroic Revenant that inspires the Order in combat. Works with THE CHARIOT

IX - THE HERMIT: A reserved, greedy Revenant that watches over the resources of The Order

X - WHEEL OF FORTUNE: You cannot grasp the true form of this Revenant

XI - JUSTICE: A paladin-like Revenant that enforces the will of THE WORLD upon everyone– even if it means submission.

XII - THE HANGED MAN: The only Revenant since their introduction to truly die. Sacrificed itself bring THE WORLD into power.

XIII - DEATH: A robed Revenant that has a decomposing skeleton within its shell. In charge of soul harvesting for the creation of new Revenants.

XIV - TEMPERANCE: A slow, tactful Revenant that acts as a master strategist.

XV - THE DEVIL: A brutal, violent Revenant that seeks to break the wall and eradicate humanity. Leads the Revenant armies.

XVI - THE TOWER: Unknown. Said to be the designation for the Revenants home base itself.

XVII - THE STAR: An unarmed Revenant that pummels its enemies with unbreakable determination.

XVIII - THE MOON: An illusive Revenant that only emerges at night. Coats its shell in blood.

XIX - THE SUN: Another templar-like Revenant that seems to fool around more than it does work.

XX - JUDGEMENT: The ultimate judge– In charge of monitoring each and every of the 21 leaders (even THE WORLD) and bringing them to JUSTICE when corruption is found.

XXI - THE WORLD: Our beloved hero.

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493ee3 No.22768

Dice rollRolled 58, 52, 29, 73 = 212 (4d100)

>>22765

rolling then making character later.

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493ee3 No.22775

Dice rollRolled 24, 15, 42, 37 = 118 (4d100)

Hero Name: Franz, the Last Crusader

Nation Name: Kingdom of the One True Faith

Fluff: Franz earned his title by being the last surviving member of his order, The Order of the One True Faith, he was posted in his homeland, near Winterfell when the long night came and have since taken up residence there. He normally does his bloody work with his trusty greatsword, named Flesh Biter. He has been trying to rebuild his Order ever since the other Crusaders were killed while battling the daemons from the north.

Resources: (Everything you can't eat, drink, or lactate)

Supplies: (Food and water, you need this to survive, without it, people will die)

Population: (pretty self-explanatory)

Military: (Everyone that can swing a stick with some skill, based on fluff initially)

Bonus: (Based on fluff)

Starting Location: Winterfell

Other things will be added at my discretion, but right now this is all you'll need

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493ee3 No.22778

Dice rollRolled 88, 96, 68, 13 = 265 (4d100)

>>22763

rolling so I know how to write the fluff

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493ee3 No.22779

Dice rollRolled 20, 89, 30, 78 = 217 (4d100)

>>22764

Rolling first

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493ee3 No.22780

Dice rollRolled 54, 76, 38, 74 = 242 (4d100)

>>22764

rolling first too

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493ee3 No.22782

Dice rollRolled 58, 66, 68, 96 = 288 (4d100)

Hero Name: Vlen

Nation Name: New Dusk

Fluff: Before the Winter, before the chaos, The New Dusk was just another small mercenary company, trying to get by. But as the land continued to be taken from the hands of men, the company began to grow more and more fragmented. One night at camp, the men heard noises in the night, drawing nearer. 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 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: (Everything you can't eat, drink, or lactate)

Supplies: (Food and water, you need this to survive, without it, people will die)

Population: (pretty self-explanatory)

Military: (Everyone that can swing a stick with some skill, based on fluff initially)

Bonus: (Based on fluff)

Starting Location: Sunkenwood

Other things will be added at my discretion, but right now this is all you'll need

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493ee3 No.22784

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: Randyll was a low noble named after his family's liege lord Randyll Tarly. He came of age in time to fight in the battle of the bells. He did well. Command came easily to him. But in the ensuing darkness of winter his old position has gone and something dark awoke within him. He has recently learned how to smother the dark magic inherent in his blood. He has regained his motivation determined no longer to just survive but to instead drive out the white walker menace. However even with his success has come a reputation Randyll is no longer the man of easy smiles comradery. He is a grim and merciless person now. The people who follow him do so with respect and love but mixed with fear. Knowing that to cross him would be their death. His campaign to gain followers was not always as nice as finding seperated people and getting them to join. Many times he would hunt bandits and rogue knights down and kill them for their crimes. No trial only execution. He has spent the last year collecting people, soldiers, and supplies determined to take back Horn Hill from the abominations inhabiting it and now he is on the verge of doing so.

Resources: (Everything you can't eat, drink, or lactate)

Supplies: (Food and water, you need this to survive, without it, people will die)

Population: (pretty self-explanatory)

Military: (Everyone that can swing a stick with some skill, based on fluff initially)

Bonus: (Based on fluff)

Starting Location: Close to the ruins of Horn Hill in the Reach.

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493ee3 No.22785

File: 1454176504020-0.png (149.27 KB,569x571,569:571,SantagarCoA.png)

File: 1454176504062-1.gif (1.26 MB,500x281,500:281,gotblackwater.gif)

>>22780

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: (Everything you can't eat, drink, or lactate)

Supplies: (Food and water, you need this to survive, without it, people will die)

Population: (pretty self-explanatory)

Military: (Everyone that can swing a stick with some skill, based on fluff initially)

Bonus: (Based on fluff)

Starting Location: Old Oak

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493ee3 No.22798

File: 1454192274899-0.jpg (326.08 KB,2560x1600,8:5,latest-2.jpg)

File: 1454192274999-1.jpg (280.3 KB,800x582,400:291,army_by_chevsy-d5amj4k.jpg)

Hero Name: Lord Vel Dross

Nation Name: The Knight's of Dross

Fluff: In the Land of Dorne reside The Knights of Dross, a clan/order of Knights descended from their first Knight, Lord San Dross. When they first rose the order was small, but over the generations they grew in strength and size, becoming a mighty clan of astonishing military prowess and equipment…until the unending winter came and with it the Others. The order was forced to fight both man and monster, steadfastly remaining in Dorne despite losing both weapons and soldiers enmass. Despite this it still stands, training man and woman alike to fight so it can persist in Dorne. The order has surpisingly high stockpiles of food and drink, which have lasted longer due to the constant attrition it has endured over the years. The current leader is Lord Vel Dross, a proud direct descendent of San Dross who has managed to remain unslain in these dark times. Through their skill and his will te Knight's of Dross remain unbroken in Dorne, as seen by the strength of their small yet mighty army.

"Let the Others come, and let them face the might of the descendants of Dross!"

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493ee3 No.22808

Update when?

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493ee3 No.22819

File: 1454215806618.gif (980.21 KB,500x238,250:119,HelloDarknessMyOldFriendJo….gif)

>Mfw I've been waiting for a GoT builder for so long

>Mfw it's a hybrid

>Mfw I can never get behind nation builders

>I've got nothing against them in particular, I just don't find them as enjoyable as HBs

Enjoy, guys. Scruffy's a good GM. He'll be good to you.

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493ee3 No.22820

File: 1454220902358.jpg (26.1 KB,577x387,577:387,1448335672718.jpg)

>>22819

You could always play a solo hero dara-san

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493ee3 No.22821

File: 1454221855676.png (4.03 MB,1772x2136,443:534,jester.png)

Dice rollRolled 25, 92, 54, 77 = 248 (4d100)

>>22764

Hero Name: Liver the Jester King

Nation Name: The Fool's Kingdom

Fluff: The lords and ladies are dead, killed by the long winter, but the peasantry needed a leader, so poor Liver had to get put on a pedestal by the common folk, they didn't want one of their own to have to deal with all the shit flung at lords after all, especially when everything goes south. Unfortunately for Liver he was also the only one who knew anything about politics by virtue of having overheard stuff while performing for the courts. Thus it was obvious! Put the Fool in charge! Liver doesn't know how to rule a country! Liver does however know how to run a carnival act, well might as well delegate and run the land as one big festival, it's all he knows after all.

Resources: (Everything you can't eat, drink, or lactate)

Supplies: (Food and water, you need this to survive, without it, people will die)

Population: (pretty self-explanatory)

Military: (Everyone that can swing a stick with some skill, based on fluff initially)

Bonus: (Based on fluff)

Starting Location: Casterly Rock

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493ee3 No.22822

Dice rollRolled 50, 57, 14, 76 = 197 (4d100)

>>22764

Starting with stat rollington

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493ee3 No.22824

File: 1454268887678.jpg (37.01 KB,752x375,752:375,1439089604760.jpg)

The following rules detail combat, be it pvp or pve

Troops are measured in quality, from a Level 0 to a level 3 scale (L0-L3). L0 are base troops, and receive no bonus to combat. From L1 - L3, the bonus starts at +5, and goes to +15.

Dice are rolled for each troop type, 1 action per troop type.

Example

1. 10 Heavy Knights (L3) + 15 - The heavy knights charge at the enemy ranks, trying to break their shield wall and open them up for the following massed infantry charge.

2. 35 Light Retainers (L1) + 5 - The light retainers, using the holes made by the knights, slam into the salients in the enemy line and fight using their lighter armor and faster weapons to their advantage.

In troop versus troop combat, the losses are firstly decided by the enemy rolls, he rolls a 45, you roll a 40, I take the difference (5) divide it in half, and then take two factors into account: The difference in quality (L3's crush L0's) and numbers (a horde of L0's stands a chance against a few L3's) those two apply modifiers to the losses. LO's get nothing, L1's get a +1, L2's get a +2, etc. to their amount of troops not lost (I.E. didn't die).

I'll handle all this junk above, when fighting, just remember to post along the guidelines of the example above, namely stating your troop quantity and quality. The rest lies in the hands of RNGesus.

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493ee3 No.22825

>>22824

Hero's are L4, and cannot take part in combat if they have dedicated themselves to another action that turn. As such they receive a +20 combat,and share the same rules as above but differ in that they have a health pool. The calculations for losses are instead applied to their health pool. Should this Health pool drop to 0, the hero is dead and you must follow the actions in the second post as to the passing of the mantle.

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493ee3 No.22826

File: 1454270671821.jpg (144.11 KB,752x1063,752:1063,1399392853169.jpg)

>>22822

>Hero Name: William "The Phoenix of Ashmark"

>Nation Name:

>Fluff:

The realm of the First Men has fallen, its great castles crumbling, its cities seeping through their fingers as meaningless grey dust. There are those who fear death for they believe that it is the end of all things, a never ending hell forced to haunt those left behind. They could not be more wrong.

The Phoenix has seen the truth. For all that does not kill you makes you stronger. But it is only in Death itself that one may find immortality and rise from the ashes anew. Changed. More than human. With burning dedication in his heart it is that the man known as "Phoenix" seeks to lead the people of the realm into a last battle against the forces of Darkness, to call forth a clash that will bring Night itself to its very knees.

As rather informal leader of a bunch of jolly rag tag adventurers he is constantly concerned and kind hearted, largely keeping his grand ambition to himself as he and his people scour the ruins of the old civilization, searching artifacts and information, hoping to one day banish the night and return day to the Kingdom in which the Sun never rises.

Although his skills with fire and sword are great, he has a lot to learn before he's ready to save anyone. But I believe William can save the world.

>Resources: (Everything you can't eat, drink, or lactate)

>Supplies: (Food and water, you need this to survive, without it, people will die)

>Population: (pretty self-explanatory)

>Military: (Everyone that can swing a stick with some skill, based on fluff initially)

>Bonus: (Based on fluff)

>Starting Location: Ashmark

(had no fitting picture)

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493ee3 No.22829

Dice rollRolled 89, 42, 94, 30 = 255 (4d100)

>>22775

Rolling 4d100

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493ee3 No.22830

>>22829

What are you Rollin 4 m9?

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493ee3 No.22831

>>22830

Me. Mislinked. Just the four Nation stats.

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493ee3 No.22832

File: 1454278231074-0.jpg (58.86 KB,640x419,640:419,Raymond-Burr-Estate-greenh….jpg)

File: 1454278231116-1.jpg (20.15 KB,440x336,55:42,Tudor in snow.jpg)

>>22829

>Rolled 89, 42, 94, 30

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: (Everything you can't eat, drink, or lactate)

Supplies: (Food and water, you need this to survive, without it, people will die)

Population: (pretty self-explanatory)

Military: (Everyone that can swing a stick with some skill, based on fluff initially)

Bonus: (Based on fluff)

Starting Location: (Be specific pls, or I'll maroon you on Skagos :3)

Other things will be added at my discretion, but right now this is all you'll need

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493ee3 No.22837

>>22775

Scruffy, change my kingdoms name to "The Crusader Kingdom"

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493ee3 No.22838

>>22832

>>22764

Starting location: Near high-garden, on the river that runs from Goldengrove to Highgarden

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493ee3 No.22839

File: 1454287457224.jpg (957.49 KB,1920x1080,16:9,t_endlesslegends_brokenlor….jpg)

[[[[[[[[[[[[[[[[[[[[[[[REVISED APP, ROLLS STILL APPLY (48, 7, 66, 76]]]]]]]]]]]]]]]]]

Hero Name: THE WORLD

Nation Name: The Undying Order

Fluff: The Undying Order is a knightly society of Revenants, formed together by a leader-class Revenant now dubbed the title of "THE WORLD". Situated in the Haunted Forests, just northeastern of the Wall, the Undying Order has a shrouded past and unknown motives. Revenants are already a myth in Westeros, to see them in an organized society is an event beyond mortal comprehension.

Revenants are animated suits of armor made from an unholy union magic and "essence". This essence is a phenomena beyond the natural world, a strange resource that the Revenants acquire after killing any biological, carbon-based lifeform. The process of creating a Revenant is a secret that the Revenants themselves hold closely. They collect the corpses of enemies they have slain and seem to extract two important components from the corpse– any armor they may be wearing, and their essence. Using the armor as a shell, they seem to perform some sort of…ritual, or process, to recall the essence to life and shackle them as an immortal Revenant.

They lack any true physical existence beyond their shell. There is nothing but void underneath the armor itself, as it seems to sustain itself together as if a human was wearing the armor. Revenants are, for all intents and purposes, immortal as long as their shell remains in one piece. The armor pieces are bound together upon being implanted with essence, but if one were to significantly shatter or damage the armor to the point where it is literally just pieces, then they would indefinitely incapacitate a Revenant. It would still be alive, albiet unable to do much however, as the essence remains bound to the matter of the armor itself. Destroying the matter that makes up the armor is the only way to truly kill and erase a Revenant from existence.

Revenants are indeed intelligent and sapient, capable of accepting and perceiving information. They may have thoughts, personalities, ambitions and dreams. Revenants are usually named after biblical figures and terms, and Revenants that are considered "leaders" are exclusively named after Tarot cards (chain of command based on the number of the tarot card– with THE WORLD being the supreme master of the order and THE FOOL being the lowest leader)Revenants seem to retain a personality very similar to the essence it houses. However, they lack any memories of their past life– they are a completely new mind upon becoming a Revenant. The ultimate goal of the Undying Order and of THE WORLD is mostly kept secret.

>Resources:

>Supplies:

>Population:

>Military:

>Bonus:

>Starting Location: Haunted Forest

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493ee3 No.22840

>>22767

Revenants, ghost of departed souls not laid to proper rest rising up to take their vengeance on the living. Though they are strong and do not have the same failings as mortal men, they are bound by a separate set of issues befitting their circumstance. Men, ignorant and fearful of their horrid forms, fear them and will attack them on sight, aside from a small following of wildmen who think the ethereal being gods. Another issue they face is the threat of the Others, who’s mastery over the dead shall not be challenged by a collection of empty suits. Should a revenant find themselves weak, an Other may very well be willing to exert some means of control over them.

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

Supplies: 1 days’ worth (A cheese wheel and some sausage)

Population: 40 Cultist

Military: 20 Revenants (L1) 5 Armed cultist (L0)

Bonus: [Anima] – As being or armor, you require no food or water to survive, and excluding any human cultist.

Starting Location: The Haunted forest

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

>>22775

The holy of the One True Faith, dedicated to the defense and proliferation of the Faith of the Seven. Though the north is no friend to the seven, you found your way here, and with what little there remains in the north, you seek to rid this world of the Others, and to bring back the dawn.

Resources: 1 unit Iron, 1 Unit wood

Supplies: 1 day worth (A cheese wheel and some sausage)

Population: 45 various peasantry

Military: 10 Peasants (L0), 5 Crusaders (L1)

Bonus: [Righteous Zeal] – Your order seeks to restore order to this world, and to cleanse the taint from Westeros. As such, you remember the old one’s ways of fighting the Others, and have even learned some that they did not know. +5 to combat against wright and Others.

Starting Location: Winterfell

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Skin Changing L1

>>22782

The men of The New Dusk are warriors, and more importantly, survivors. The death of the summer was easier on them, but only because they knew how to survive. After the fracturing, Vlen and his men, all 25 of them, travelled to the burnt out remains of Sunkenwood in the Vale, after searching for supplies, they stumbled across some survivors. After a quick discussion, Vlen convinced the civilians to join up with his band, their mutual survival better off in numbers.

Resources: Steel armor x15 (Used to upgrade troops to L2) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive)

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

Population: 60 Refugees of Sunkenwood

Military: 15 Mercenary recruits (L0) 10 Mercenary Regulars (L1)

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

Starting Location: Sunkenwood

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

>>22784

The Knights of Summer, Led by the dark knight Randyll Beryl, who holds sway over the dead and some of the living as of this current hour. His ability has lead quite a few souls to follow him, out of respect or fear. To Randyll, it matters not, for he cares of ending this winter and the beings who brought it with them, and if it happens to be through the very magic they used to cause this whole mess; well, he always was a fan of Irony.

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

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 60 various refuges

Military: 15 Armed Peasantry (L0) 10 Swordsmen (L1)

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

Starting Location: Close to the ruins of Horn Hill in the Reach.

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Necromancy L1

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493ee3 No.22841

File: 1454287630637.jpg (142.08 KB,1520x610,152:61,Game_of_Thrones_Concept_Ar….jpg)

>>22785

The fire burns, it cleanses. The fire shall be our salvation. Praise R'hllor, lord of light, for he shall save us all from this long night, we just have to spark the fire.

Resources: Steel armor x15 (Used to upgrade troops to L2) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive)

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 45 Children of Flame cultist

Military: 10 Fanatics (L0) 5 Alchemist (L1)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L1

>>22798

The Knights of Dross, a militant Order based in Dorne, where they have dwelt for hundreds of years, Only the recent invasion of the dead and the fury of the dragons was enough to force them from their home, where they took the last remaining sea worthy ship and sailed to the nearby Arbor, an island off of the western coast of Westeros, where they rebuild and aim to retake their old lands from the dead. The losses they took were great in their exodus, and now they number 15 men, and 15 only.

Resources: 1 unit Iron, 1 Unit wood

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 20

Military: 5 Drossian Knight’s (L2) 10 Men-at-Arms (L1)

Bonus: [Stalwar] – Unbowed, unbroken, like Dorne from whence you hail, you shall not fall before the likes of man, undead, Other, or Dragon! +5 to all combat.

Starting Location: The Arbor

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

>>22821

Once the Pauper, now the Prince, those who laughed at you, who mocked you, now bow before you. You’d call it one sick joke, if you already didn’t know how cruel life was. Oh well, if the world truly is ending, why not go out with a laugh, ha ha hahhahahhhaha…… What’s more, the large bastards in Casterly Rock died without empting their larders, so food is plentiful

Resources: 1 unit Iron, 1 Unit wood

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 60 Peasants

Military: 15 Clowns (L0) *HONK* 10 Angry Minstrels (L2)

Bonus: [One big joke] – You always seems to find the best in the dullest moments, and attempts at success are often the guise for horrible failures. Nat 1’s are hundred’s, and vice versa. Also, you can roll to end hostilities with other human party’s via humor, standard dice ratings apply.

Starting Location: Casterly Rock

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Cream pie summoning L3

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493ee3 No.22842

File: 1454287819956.jpg (127.99 KB,1024x739,1024:739,62cf8297534367539a6d734413….jpg)

>>22826

The Phoenix, risen from the ashes of the old world and cast into the new in glorious fire. You can make the very flames of creation bend to your will, and you aim to end this darkness that threatens to swallow the world whole. Will the flame melt the ice that holds the world in its cold grip, or will the endless blizzards snuff the fire out forever?

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 (5 days supplies)

Population: 15

Military: 5 Amateur adventurers (L1)

Bonus: [R’hllor’s Chosen] – The fire god sends his blessing upon you, are you truly Azhor Ahai, or just a spark? On special occasions, certain things will happen if you roll a certain number, 42.

Starting Location: Ashmark

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Pyromancy L1

>>22832

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

Supplies: 3 days’ worth (A barrel of dried fish)

Population: 80 Farmers

Military: 25 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

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493ee3 No.22843

map soon friendos

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493ee3 No.22844

File: 1454289046964.jpeg (163.22 KB,944x635,944:635,image.jpeg)

Dice rollRolled 5, 71, 8, 5 = 89 (4d100)

Hero Name: Franz, the Last Crusader

Nation Name: Kingdom of the One True Faith

Fluff: Franz earned his title by being the last surviving member of his order, The Order of the One True Faith, he was posted in his homeland, near Winterfell when the long night came and have since taken up residence there. He normally does his bloody work with his trusty greatsword, named Flesh Biter. He has been trying to rebuild his Order ever since the other Crusaders were killed while battling the daemons from the north

ur way here, and with what little there remains in the north, you seek to rid this world of the Others, and to bring back the dawn.

Resources: 1 unit Iron, 1 Unit wood

Supplies: 1 day worth (A cheese wheel and some sausage)

Population: 45 various peasantry

Military: 10 Peasants (L0), 5 Crusaders (L1)

Bonus: [Righteous Zeal] – Your order seeks to restore order to this world, and to cleanse the taint from Westeros. As such, you remember the old one’s ways of fighting the Others, and have even learned some that they did not know. +5 to combat against wright and Others.

Starting Location: Winterfell

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Skin Changing

1-3. "Friends and countrymen! I know that these are hard times for all of you, but to survive we must stand together as one against the horde from the north! Our first step in our rebuilding is the gathering of supplies. I know that outside of these walls safety does not exist, but I implore you all to seek supplies, for if we do not we will surely die." Gather supplies

4. "If we are to fight the northern menace we must become stronger! We must train!" Train the crusaders

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493ee3 No.22846

File: 1454293443881.jpg (5.55 MB,2200x3872,25:44,Got Map.jpg)

NOW YOU MAY COMMENCE POSTING

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493ee3 No.22847

File: 1454294604932.jpg (34.17 KB,659x599,659:599,HandsomeAnon.jpg)

>>22820

Scruffy-Sama, I…

I'll get right to work on a character.

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493ee3 No.22848

Dice rollRolled 50, 67 + 10 = 127 (2d100)

>>22846

Hero Name: Lord Vel Dross

Nation Name: The Knight's of Dross

Fluff: In the Land of Dorne reside The Knights of Dross, a clan/order of Knights descended from their first Knight, Lord San Dross. When they first rose the order was small, but over the generations they grew in strength and size, becoming a mighty clan of astonishing military prowess and equipment…until the unending winter came and with it the Others. The order was forced to fight both man and monster, steadfastly remaining in Dorne despite losing both weapons and soldiers enmass. Despite this it still stands, training man and woman alike to fight so it can persist in Dorne. The order has surpisingly high stockpiles of food and drink, which have lasted longer due to the constant attrition it has endured over the years. The current leader is Lord Vel Dross, a proud direct descendent of San Dross who has managed to remain unslain in these dark times. Through their skill and his will te Knight's of Dross remain unbroken in Dorne, as seen by the strength of their small yet mighty army.

"Let the Others come, and let them face the might of the descendants of Dross!"

Resources: 1 unit Iron, 1 Unit wood

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 20

Military: 5 Drossian Knight’s (L2) 10 Men-at-Arms (L1)

Bonus: [Stalwart] – Unbowed, unbroken, like Dorne from whence you hail, you shall not fall before the likes of man, undead, Other, or Dragon! +5 to all combat.

Starting Location: The Arbor

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

1. "We need to survive on this island, and most importantly we need resources. Send the men off to gather!"

2. "It seems magic has returned to the land, we have all seen it with our own eyes. But now let us test all the men and women to see who has magic and who does not. I shall assist in this matter." +10

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493ee3 No.22849

Dice rollRolled 98, 85 = 183 (2d100)

>>22848

3. Meanwhile the men at arms and knights begin forming better defenses around the new village.

4. The order the raised their flag to raise morale to show the Knights of Dross still stand strong

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493ee3 No.22850

File: 1454296254315.jpg (115.35 KB,1063x752,1063:752,GoldenKnight.jpg)

Dice rollRolled 49, 6, 77, 95 = 227 (4d100)

Hero Name: THE WORLD

Nation Name: The Undying Order

Fluff: GHOST KNIGHTS

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

Supplies: 1 days’ worth (A cheese wheel and some sausage)

Population: 40 Cultist

Military: 20 Revenants (L1) 5 Armed cultist (L0)

Bonus: [Anima] – As being or armor, you require no food or water to survive, and excluding any human cultist.

Starting Location: The Haunted forest

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

1. Hmph..

I awaken once more. My ethereal mind, made up from the collective essence of a thousand men, who have given up themselves up, bounded together by the unholy rituals of the Other. These men, they have died– and in waking, I am reborn. I am THE WORLD– the manifestation of mercy to those who have fallen. My dear children– give yourselves up to me. Serve under my golden fist, and in return, I give you immortality upon this earth. The cold embrace of death is but a prerequestite for the warm, tender and loving arms of a new life. Soon, they may die. But until then…they may keep themselves on this earth for longer.

[Send the Cultists to hunt and gather supplies for themselves]

2-3 - The Night Without End is upon us now…and now shattered man will see its end. The last stragglers upon this frozen landscape will fall soon enough, and in waking, the Undying will welcome them with open arms. Until then….we must collect subjects for conversion. Bring them to me, my brothers, help our resident…"auxiliaries" find new meat to welcome.

[Send a seperate squad of cultists w/ some revenants to "recruit" new cultists from any unnaffiliated wildings. Dead or alive, doesn't matter]

4. DEATH has called to me. This old, decrepit black Revenant that oversees the conversion process has mentioned that we lack resources to construct new shells for potential conversion subjects. This is a matter we must attend to immediatly.

[Order the rest of the cultist population (with revenants overseeing it) to begin striking the earth for wood/metal resources]

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493ee3 No.22851

>>22846

Hero Name: Geoffrey Sterling

Fluff: Geoffry Sterling was the heir to a landed knight on the border between the Westerlands and the Reach, loyal to the Lannisters. Set to inherit his father's lands (which laid atop a silver mine), he was undone by a combination of his father's pride and his own lasciviousness. When he was found in the bed of a milkmaid, he was stripped of his heritage and thrown out into the world. Ser Sterling was an upright nobleman, and abhorred the idea of his son mingling with the peasantry. Of course, his son had been in the beds of many a milkmaid, waitress, farmer's daughter, and even a nun's or two. His thirst for women was unquenchable, and he was drawn to their scent. In the past, he had simply been careful enough to not be caught. In any event, his past caution was for naught, as he was unceremoniously thrown out of the house, with nothing but his skill with armour and mace, as well as his devilishly good looks, to his name. He headed North (as good a direction as any, he supposed), in search of fame and fortune. And girls. Lots of buxom girls.

Bonus: (Based on fluff)

Starting Location: Maidenpool

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493ee3 No.22852

>>22851

Note on solo heroes

They are forces to be reckoned with, at L5, they have a +25 modifier to combat, but they cannot have a party in excess of 6, and are still bound by the supplies rule, in that they need food to survive. They are represented on the map by triangles

Also dara, gonna need you to roll a 3d100 for me for stat generation

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493ee3 No.22853

Dice rollRolled 34, 15, 31 = 80 (3d100)

>>22852

Sorry, mang. I'm on it.

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493ee3 No.22855

File: 1454299652224.png (532.61 KB,900x1126,450:563,tumblr_m9uso2oFJA1rb2vh2o1….png)

>>22851

>>22853

A whorer by any other name, Geoffrey has worn both his welcome and his loins into the home of many a man in the Seven Kingdoms, the coming of the Others was a blessing to him really, as it saw many of the parties that wanted his head dead, and he was free to do as he pleased. Thinking that the Walkers were more concentrated on sacking the south-lands, he headed to the sisters for reasons only he knew. A fair maiden, perhaps?

>Hero Stats

Health: 30/30

Equipment: Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

Supplies: A day's worth ( A single Piece of Bread)

Magic Skinchanging (L1)

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493ee3 No.22856

File: 1454300334496.jpg (5.57 MB,2200x3872,25:44,Got Map.jpg)

Updooted map

also

>maidenpool being in the sisters :| Good job Scruff

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493ee3 No.22857

Dice rollRolled 65, 91, 61, 92 = 309 (4d100)

>>22846

Hero Name: Geoffrey Sterling

Fluff: See first post in thread

Health: 30/30

Equipment: Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

Supplies: A day's worth ( A single Piece of Bread)

Magic: Skinchanging (L1)

Starting Location: Maidenpool

1. Even on an empty stomach, life can be good. Unfortunately, a man can only spend so much time living a bohemian life before he needs some food in his stomach. Someone somewhere needs something done, and they might be able to pay me in food. Some cured meat, salted fish, stew, or just more bread. The thought is tantalizing.

2. Inns are some of the best places in the world. Noblemen seldom go there, and men and women of loose morals congregate there. While I sit somewhere comfortable with a fine lass on my knee, I can listen for local news, and see if there's any big jobs out there that a man of my expertise could do.

3. Whitewalkers, wolves, and wildlings are the mixed blessings of the year. With some of the obstacles of my life removed, I can move about more freely. The nobles and merchants of this town are as good as any as far as allies might go. I don't need any to come with me. They're no use to me frozen and away from their resources. Favors are what I need, and a smile and some well-chosen words are how I'll get them.

4. Better than allies with silver are allies with steel. Even one good man, or better, shieldmaiden, at my side would be much desirable. I only need one loyal person at my side if I'm to brave the coming winter.

>>22856

It's all cool, man. I was wondering when you'd notice.

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493ee3 No.22858

Dice rollRolled 56, 27, 63, 40 = 186 (4d100)

Hero Name: Vlen

Nation Name: New Dusk

Fluff: Before the Winter, before the chaos, The New Dusk was just another small mercenary company, trying to get by. But as the land continued to be taken from the hands of men, the company began to grow more and more fragmented. One night at camp, the men heard noises in the night, drawing nearer. 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 to the relative safety of his home in Sunkenwood. There, he managed to rally the city, what remained at least, 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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive)

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

Population: 60 Refugees of Sunkenwood

Military: 15 Mercenary recruits (L0) 10 Mercenary Regulars (L1)

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

Starting Location: Sunkenwood

Food: 5 Days(+1per3 days)

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

1., 2. These may be Rough times, but I to the north of here lies another town. Perhaps there, we will find more men, more equipment, and more food. Do not worry, I shall go, along with a handful of my men. Geoff, Rick, grab five recruits, you’re coming with me.

3. Tim, check out those refugees. See if any of them are fit to be trained further and brought into the company.

4. Meanwhile, the rest of you get to work organizing everyone to gather enough materials to fix up this place. If we want to restore this town, we will need all of the resources you can gather.

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493ee3 No.22868

Dice rollRolled 58, 22, 34, 12 = 126 (4d100)

>>22841

Hero Name: Liver the Jester King

Nation Name: The Fool's Kingdom

Fluff: The lords and ladies are dead, killed by the long winter, but the peasantry needed a leader, so poor Liver had to get put on a pedestal by the common folk, they didn't want one of their own to have to deal with all the shit flung at lords after all, especially when everything goes south. Unfortunately for Liver he was also the only one who knew anything about politics by virtue of having overheard stuff while performing for the courts. Thus it was obvious! Put the Fool in charge! Liver doesn't know how to rule a country! Liver does however know how to run a carnival act, well might as well delegate and run the land as one big festival, it's all he knows after all.

Resources: 1 unit Iron, 1 Unit wood

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 60 Peasants

Military: 15 Clowns (L0) *HONK* 10 Angry Minstrels (L2)

Bonus: [One big joke] – You always seems to find the best in the dullest moments, and attempts at success are often the guise for horrible failures. Nat 1’s are hundred’s, and vice versa. Also, you can roll to end hostilities with other human party’s via humor, standard dice ratings apply.

Starting Location: Casterly Rock

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Cream pie summoning L3

1. 2. well I guess it's not like we really need food, though we should probably get some more just to make sure, ummm, let's get someone on that.

3. We're gonna need wood, both for warmth and cooking, so get some people on that too.

4. Liver doesn't really understand what to do, but he does know that happy people make better decisions, let's go around making sure people are happy, happy, happy!

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493ee3 No.22874

Dice rollRolled 97, 44, 13, 23 = 177 (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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 units of wood)

Supplies: 3 days’ worth (A barrel of dried fish)

Population: 80 Farmers

Military: 25 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

1. Well what are you waiting for? START THE GLASS PRODUCTION. WHERE ARE MY GARDENS?

>Start smelting glass panes for the gardens

2. Make sure the Furnaces are ready too. We need to keep the plants warm after all.

3. Catalog the seed bags, we need to know what we're going to prepare.

4. Dig some holes into the frozen river nearby, we need to start gathering fresh water and fish.

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493ee3 No.22877

Dice rollRolled 23, 100, 91, 30 = 244 (4d100)

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

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

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 60 various refuges

Military: 15 Armed Peasantry (L0) 10 Swordsmen (L1)

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

Starting Location: Close to the ruins of Horn Hill in the Reach.

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Necromancy L1

1.scout horn Hill see what we will be up against.

2.3. Do our last recruitment drive before our attempts to claim horn Hill back.

Stannis the Mannis] +5

+10 hero personal attention.

4. Have the peasants gather more wood. We will need alot of torches if there are white walkers in the castle. And even more to fortify and repair after the reclamation.

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493ee3 No.22884

File: 1454381847412-0.jpg (112.37 KB,500x316,125:79,burn.jpg)

File: 1454381847525-1.jpg (208.35 KB,640x1440,4:9,its not a cult.jpg)

Dice rollRolled 18, 100, 88, 52 = 258 (4d100)

>>22841

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: Steel armor x15 (Used to upgrade troops to L2) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive)

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 45 Children of Flame cultist

Military: 10 Fanatics (L0) 5 Alchemist (L1)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L1

1 ) The cultists take to the surrounding ruins, searching for unburned timbers and tools that will help in the reconstruction of Old Oak.

2 ) As the other members of the cult search for wood, Daeron begins work with his strange ability to change his appearance. [Train Glamoring L1]

3 ) Men seek out farm animals and stores of grain, to last the long night.

4 ) As the sun sets, half burned wood and grasses are piled at the base of the massive oak tree. Daeron himself stands before the crowd, a long branch of the tree behind him aflame in his hands. The staff crackles and pops as he speaks on the glory of R'hllor. At the peak of his sermon, he casts the flaming branch into a mass of dried grass, cooking oil, and small branches. [Recruit more cultists or level up the current ones, unsure how you want to handle it]

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493ee3 No.22911

Dice rollRolled 79, 31, 95, 36 = 241 (4d100)

>>22842

>Hero Name: William "The Phoenix of Ashmark"

>Nation Name:

>Fluff:

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

>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 (5 days supplies)

>Population: 15

>Military: 5 Amateur Adventurers (L1)

>Bonus:

+ [R’hllor’s Chosen] – The fire god sends his blessing upon you, are you truly Azhor Ahai, or just a spark? On special occasions, certain things will happen if you roll a certain number, 42.

>Starting Location: Ashmark

1-2. Fire. What is it good for? Absolutely anything. As the rest of the Adventurers were still gathering their things William would practice command of the flame. To make it heed his commands would be no easy task, but he had managed to get this far.

>Assign William

3. They had to prepare for a long journey and the adventurers would gather what little supplies they had left in Ashemark, their journey would be dangerous and unpredicatble.

4. Information was essential. The adventurers would search the remains of Ashemark for the locations of possible artifacts.

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493ee3 No.23100

File: 1454884904924-0.jpg (408.58 KB,1600x1200,4:3,kakofonia-white-walker-pri….jpg)

File: 1454884904934-1.jpg (101.82 KB,1047x826,1047:826,maxresdefault.jpg)

>>22844

1/3. Your people need little motivation, for the food has already run out by the time they started looking, but, as if the god's themselves are kind for once, your people manage to stumble upon a a few elk that recently perished. The cold has preserved them, so the meat is still good. Rejoice, for you live to eat another day. One scouting party hasn't returned though.

Gain 3 Supplies, lose 1 due to feeding your people.

>Supplies: 3 days worth (5 elk carcasses)

4. As your men set about to train a ways from the camp, a shrill cry is heard. As you see the shambling forms approaching, you discover what happened to your missing scouting party

FIGHT

Lose population: -5

Conflict: 10 fresh Wights (L0)

>>22848

1. Your men find a smuggler's cache of onions, food for a day

Supplies: +1 from roll, -1 for upkeep. New total: 7 days worth

2. You find that several of your people have some magical talent, but only two have enough to be of any use.

New Category:

>Mages: Marcus - L0 Glamoring

Illyo - L0 Agrokinesis (Nature manipulation)

3. Your men begin to preform reinforcements on the local area (Finishing this will cost 1 wood and 1 iron)

New Catergory:

>Construction: Basic Defenses 4/6

And a magical pony now strolls in the hills around your camp.

4. The Flag of Dross waves high atop your growing encampment, letting all know of your might.

New Catergory:

>Buildings: Flagpole (denotes claimed land)

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493ee3 No.23101

>>22850

1. The cultist leave for the day and return as the sun sets, a elk carcass in tow. Gain: 1 Day's worth supplies, lose 1 to upkeep. New total: 1 days supplies

2-3. (The walking dead are controlled by the white walkers fam, can't recruit them) A small group of wildlings hiding in a nearby cave notices your men, and how they seem to walk unafraid of the beast that dwell in the forest, intrigued, they offer to join your band.

Gain Pop: + 7 Cultist

4. The mining and clear cutting goes well, the noise might eventually be a problem though.

Gain resources: +2 Wood, +1 Iron

>>22857

1. You wander the burnt out streets, the ashes mixing with the snow to make a grey slurry. Eventually you stumble across a man outside of a inn, surprisingly in operation despite the walker activity around here. They offer you 2 days supplies if you can go and clear out some wights that they locked in the basement, as it keeps the mead from being brought up.

2. While resting and considering the task you've been given, you keep and idle ear on the conversation in the inn. It's mostly gossip and tales of horror at the hands of the walkers and their wights, but you pick up on an interesting bead. Apparently the mad king and his royal host are holding King's landing still, despite the onslaught of the Others. The red walls of the city glow yellow now as the wildfire that lines most of the outside of the city lights the lands. The reach fairs better too, being able to field vast quantities of men that are holding the walkers at bay from it's fields and castles. This has lead to the the Landing drawing huge masses of wights, as it has the largest congregation of people left in Westeros, and the reach supplying the city well enough that not everyone is starving, just most. The supply lines, however, are raided constantly, and the Tyrells are looking for guards all the time. Payment is in armor, food, and whatever else you can ask for.

3. Much of Maidenpool is empty, and everyone that is here now carries a sword at the least. That being said, a local hedgeknight has set himself up as the "New lord of Dusttown" as that's what maidenpool is now called, for only dust remains. He offers you some better gear from his armory is you can manage to bring him a direwolf pup.

4. You walk around the empty streets of maidenpool, seeking a friend. A friend for the end of the world. As you're about the call it a night and head back to the inn. You hear a scuffle. A women being attacked by two men, Westerners by the looks of them. Just as you are about to aid the women, a pale one with jet black hair. See procures a knife from one of her assaulters belts and slits his throat. His mate is quick to throw her into the wall hard enough that she crumples like a sack of bricks, but you are quick behind him to crush his skull with your mace. As you check on the women, she rises up, with the knife quickly at your throat. After a few tense seconds, she thanks you for saving her life, and offers to journey with you for a while. She explains that she is a wilding, born north of the wall. Her name is Termi.

-1 supplies for upkeep. New total: 0

New category:

Party:

>Termi:

Health: 10/10

Equipment: Dagger (+1 To combat)

Furs

>>22858

1/2. You begin your ride to Coldwater, knowing nothing of the state of the castle. The trip is quiet, and you make good progress before taking shelter for the night. Another day and you'll be there, and the night is quiet. Thank the seven.

3. Tim reports that several of the peasants show skill with a training sword, but without more training are mere fodder now

Military: +2 Mercenary recruits

Pop: -2 refugees

4. You set the peasents to gathering supplies before you leave. A raven reports that the results were average at best

Gain Resources: 1 unit wood

-1 unit supplies for upkeep. New total: 4 days supplies

>>22868

1/2. The cellars of the rock have quite a bit of food, you manage to have some clowns get some without being noticed by the wights that patrol the lower halls.

-1 days supplies for upkeep. Gain 1 days supplies. New total: 7 days supplies

3. Your men manage to find a few beams, but its hardly enough to much but reinforce some holes in the roof.

Gain Resources: 1/2 unit wood

4. The jokes fall flat, people are actually worse now. You pie yourself in the face in disgrace.

>>22874

1. The farmers start melting the sand for the glass, it goes well to say the least. Nearby in the hills reports of a magical pony prancing on rainbows circulate among the men.

Gain resources: 2 Units Glass

2. The furnaces sputter averagely, the plants live another day.

3. It's bad, very bad. Some bastard lost the seed bags!

4. The ice is too hard, the tools don't make a dent.

Upkeep: -1 days supplies, new total, 2 days worth

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493ee3 No.23102

last updoots later tonight

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493ee3 No.23105

File: 1454910449127-0.jpg (5.57 MB,2200x3872,25:44,Got Map.jpg)

File: 1454910449144-1.jpg (157.18 KB,1366x768,683:384,HorseCorpses.jpg)

>>22877

1. You send out a small party to horn hill, the news they bring back is grim to say the least. Art in the snow, of a morbid variety. Bodies, arranged in gruesome patterns. What can it mean?

2/3. You send out ravens and riders in all directions, and are met with a roaring response. Several elements of the shattered royal army find their way to you. 150 men in all, all angry and looking to kill some living dead.

Gain Military

100 Militamen (L0) 35 Men at Arms (L1) 10 Guardsmen (L2) 5 Mounted Knights (L3)

4. The woods around here are eerie, the men refuse to go to far into them. As a result, you only gain some paltry lumber.

Gain Resources: 1/2 unit wood

Upkeep: Supplies -1, new total: 6 Days supplies

>>22884

1. You send out search parties, some come back with nothing, some don't come back at all.

Lose Pop: - 2 Cultist

2. Amazing, simply amazing. Here you were trying to work on your spell craft, when suddenly, you couldn't see your arms, or anything at all really. It was when you moved forward that you noticed the difference. You were now a small child. Intriguing this, you pulled at your new face, only to see it slide off in your hands, another, and a third. A man has no true face, a man is nothing.

Gain Magic: Glamouring L2

Glamouring L3 3/10 (rolls must be above 60 to gain progress)

3. Your men manage to find a single cow, decently feed it seems, and a few bushels of wheat.

Gain Supplies: 2 days worth, new total: 8 Days worth.

Gain Resources: 1 Cow, new total: 2

4. Several wandering peasants are swain by your words, and join you in R'hollr's holy light.

Gain Pop: + 5 Cultist

(Upgrading is done via a normal roll and the proper upgrade material, like your steel armor)

>>22911

Before you can speak to your followers, giving the orders of the day based on your dreams of fire, The campfire swells to an impossible size, bathing all of your band in its warm glow. For what feels like an eternity, you are washed over in this holy light, before a voice rings out all around you. "My child, this is not the destiny I have laid out for you. You belong in the north, and I will take you there. 5 disciples will be your only companions, and I will give you a token of my might." You soon find yourself in a remarkably colder place, with the 15 other people in your band missing, and only your adventuring friends remaining.

NEW STAT SHEET for JEW

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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 (5 days supplies)

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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 L1

Location: Lan River

1/2. You attempts at harnessing the flame are well rewarded

Magic: Pyromancy L2 2/10

3/4. The men are too wary from whatever the hell just happened, plus you don't know where you are.

Upkeep: -1 days supplies, new total: 4 days worth

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493ee3 No.23107

Dice rollRolled 80, 50, 2, 85 = 217 (4d100)

>>23105

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

Resources: A stock of cattle, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive ), 2.5 units of wood)

Supplies: 6 days’ worth (5 entire deer and a barrel fresh pickles and a bushel of rye) [milk +1 CC:2/3]

Population: 60 various refuges

Military: 15 Armed Peasantry (L0) 10 Swordsmen (L1)

>100 Militamen (L0) 35 Men at Arms (L1) 10 Guardsmen (L2) 5 Mounted Knights (L3)

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

Starting Location: Close to the ruins of Horn Hill in the Reach.

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Necromancy L1

1. fashion 300 torches out of our wood stocks.

2.Use what other wood stocks we have to build a prepared fire wall line semi close to the castle. We will need a fallback point in case the battle goes poorly.

3. Train our militiamen and armed peasantry into better fighters.

+10 hero personal attention.

4.Send the men to cut down more lumber we need alot.

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493ee3 No.23108

Dice rollRolled 80, 33, 87, 100 = 300 (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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 1 unit Wood.

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 58 Refugees of Sunkenwood

Total Military: 17 Mercenary recruits (L0) 10 Mercenary Regulars (L1)

At Sunkenwood: 8 Mercenary Regulars, 12 Mercenary recruits

With Vlen: 2 Mercenary Regulars, 5 Mercenary recruits

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

Starting Location: Sunkenwood

Food: 4 Days(+1per3 days)(1)

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

Send the raven back with orders.

1. Lucas, Pete, gather some people and get more wood for rebuilding the town.

2. Marc, you and Cott train those recruits.

3. Everyone else, get to work rebuilding Snakewood.

4. I shall continue to travel northward with my party.

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493ee3 No.23109

Dice rollRolled 62, 96, 44, 66 = 268 (4d100)

>>23101

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 units of wood, 2 Units Glass.

>Working furnaces!

Supplies: 2 days’ worth (A barrel of dried fish)

Population: 80 Farmers

Military: 25 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

1-2. Well then open up the emergency reserve seed bags I hid somewhere, check the vault. I'm always prepared!

3. Easy solution, use some wood and build an a fishouse on one bank of the river. We can use one of the furnaces to heat some iron pipes to melt the ice and get to the water below. We'll have fresh water and fish soon enough!

4. Well, you heard them. MAGICAL PRANCING PONY! Send some guys to see about the rumor, anything can be true in the days of endless night!

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493ee3 No.23149

Dice rollRolled 41, 42, 26, 96 = 205 (4d100)

>Scruffy updates

Yis.

>>23101

Hero Name: Geoffrey Sterling

Fluff: See first post in thread

Health: 30/30

Equipment: Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

Supplies: Nothing

Magic: Skinchanging (L1)

Starting Location: Maidenpool (Dusttown)

Party:

>Termi:

Health: 10/10

Equipment: Dagger (+1 To combat)

Furs

1/2. The wights in the basement are an interesting conundrum. If the innkeeper didn't give a damn about his establishment, we could have it down in minutes with some fire. Of course, it won't be that easy. Once in there, we won't be able to use fire, lest the inn come down on us. The wights are mindless, and will probably follow us out if sufficiently provoked. Then, we can set them alight in the streets, where the fire won't be too much of a problem. Failing that, the two of us could go in there and try to incapacitate them, either but cutting off or bashing in their heads, and move them to somewhere where they can be burned.

3/4. Sometime, hopefully soon, I'll get inside this girl's furs, but for now, I need to focus on the other task at hand: the direwolf pup. Such a task won't be easy. The beasts are smart, dangerously so, and fierce. Termi might be able to rig a trap of some sort for one of them. We could even use the men we killed as bait. Hopefully, we'll get a pup that we can take and run, but if we get a full-grown wolf (far more likely), we can kill it while it's trapped, and use its furs, meat, and bones for supplies while we continue our search for a pup. Hopefully, we'll be able to get all this done quickly, and be able to head South, to King's Landing or the Reach. Doubtless, there will be other refugees. Maybe we could even stay up North. With Termi's skill at survival and my… whatever it is that I can do, we could lie low for the whole winter, and watch the Walkers go South, ignoring us. But we'll cross that bridge when we come to it, and focus on our immediate situation.

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493ee3 No.23197

Dice rollRolled 77, 95, 57, 76 = 305 (4d100)

>>23105

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: Steel armor x15 (Used to upgrade troops to L2) 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 8 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 43 Children of Flame cultist

Military: 15 Fanatics (L0) 5 Alchemist (L1)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

1 ) Daeron continues his magic for the day, shifting form to move among the commonfolk and hear how they truly think. +10 Hero

2 ) Give my Fanatics Steel Armor, the night is dark and full of terrors after all

3 ) Continue our search for stone and wood

4 ) Search my following for a Maester or inventor of some sort. An educated man is worth his weight in silver in these trying times

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493ee3 No.23463

Dice rollRolled 94, 83, 46, 55 = 278 (4d100)

>>23105

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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 (4 days supplies)

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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 L1

Location: Lan River

+ Magic: Pyromancy L2 2/10

1. North. It was what the voice in the flame had demanded of him and they would oblige. The supplies they had were sparse and they would need to find more on the way, the path was dangerous and uncertain, however William was sure that they would find their way. So North the band travelled in search of a prophecy to end the long night.

2. As they travelled onwards it was William who experimented with the new powers the flame had blessed him with. Of course there were plenty of things to do, however he needed to be ready for whenever it was that the walkers or perhaps even worse attacked.

+ Pyromancy L2 2/10

+ Assign William

3. But they had not lost their humanity. As William was the shining beacon of light, destined to end the long night it was his utmost duty to inspire those around him. And as they moved North they would seek out those in need to help them with whatever it was that they needed help with. Fighting of the undead, finding those lost or retrieving objects from dangerous places they were ready for it all.

4. Food was a very real issue in the abandoned ruins of the old world. The further North they went the harder food would be to come by. They would seek out old supply storages but eventually they would have to resort to hunting if nothing else could be found.

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493ee3 No.23467

Dice rollRolled 40, 15, 88, 49 = 192 (4d100)

>>23101

Hero Name: Liver the Jester King

Nation Name: The Fool's Kingdom

Fluff: The lords and ladies are dead, killed by the long winter, but the peasantry needed a leader, so poor Liver had to get put on a pedestal by the common folk, they didn't want one of their own to have to deal with all the shit flung at lords after all, especially when everything goes south. Unfortunately for Liver he was also the only one who knew anything about politics by virtue of having overheard stuff while performing for the courts. Thus it was obvious! Put the Fool in charge! Liver doesn't know how to rule a country! Liver does however know how to run a carnival act, well might as well delegate and run the land as one big festival, it's all he knows after all.

Resources: 1 unit Iron, 1 1/2 Unit wood

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 60 Peasants

Military: 15 Clowns (L0) *HONK* 10 Angry Minstrels (L2)

Bonus: [One big joke] – You always seems to find the best in the dullest moments, and attempts at success are often the guise for horrible failures. Nat 1’s are hundred’s, and vice versa. Also, you can roll to end hostilities with other human party’s via humor, standard dice ratings apply.

Starting Location: Casterly Rock

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Cream pie summoning L3

second verse mostly same as the first

1. Let's try to get more food than we're using this time

2. Let's train the clowns to be better at stealth, get more food past the wights, also eventually be able to take them out in ambushes

3. Let's collect some more wood, we need to be able to build up defenses if necessary.

4. Well, maybe the wounds were too fresh, let's try cheering people up again

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493ee3 No.24008

File: 1456368740277.jpg (Spoiler Image,10.93 KB,216x233,216:233,StopDropAndWHY.jpg)

How to Scruffy: A Guide by Dara

1. Come up with good idea for builder

2. Fluff out the world, even if it's already there for you

3. Decide on success/failure ranges

4. Write character sheet templates

5. Make builder to critical acclaim

6. Give balanced bonuses and stats

7. Give one good update

8. Fuck off into space

Scruffy, if you're out there, I want to let you know that I've been using your formula for all the games I've run, or at least I hope I have. First part could be shit.

Pls come back.

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493ee3 No.24010

>>24008

no worries friendo, updoots soon. I'm on baz right now, and WILL finish them tomorrow.

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493ee3 No.24022

File: 1456380236103.jpg (60.84 KB,580x560,29:28,W7lErH9.jpg)

>>23107

1. After a long and boring process, you know have a pile of sticks that can be set on fire. According to the tales you’ve heard recently, this will help against those undead bastards.

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

>Lose: 1 Units of wood

2. More time with the wood, it isn’t enough that the men whittle their personal stash in their tents, now they have to play with the commander’s wood as well. It isn’t much to look at, but it will buy you enough time to get most of your men across the line before everyone is a corpse.

>Gain Building: Fire-line (+5 to retreat/defense rolls)

>Lose: 1.5 Units of wood

3. The men are too nervous to take any of the vigorous beatings to heart, even with your personal attention.

4. A nearby clade is felled for your army, the fresh wood is now stacked neatly outside of your camp. It will dry in time by the battle is done, regardless of whether you’re there to use it or not.

>Gain Resources: + 2 Units of wood

>Lose 1 unit of food for upkeep

>>23108

1. Your men run across several refugees, and with them, a small stash of lumber, just in good enough condition to be used and not rot away when you touch it.

>Gain Pop: 4 Refugees

>Gain Resources: +1 Unit of wood

2. The men are wary, something is unsettling to them. As such, only 1 managed to progress enough to be deemed worthy of passing past recruit. Unfortunately, you don’t have any equipment to equip him with.

3. The refugees get back to work, they are eager to get a place to sleep that actually has a roof without holes in it, and it shows in their results.

>Gain Construction: Sunkenwood Shantytown – 3/10 (cost 4 units wood, 2 units iron at completion)

4. The sun is surprisingly absent from the sky as you and your men travel the last few leagues to Coldwater Burn. On the edges of the horizons, you see its sept and other buildings standing stark against the white around you. Just before you enter the city proper, you trip over an oddly shaped rock. After dusting the snow from off your face and removing and oddly shaped stick from your mouth, you examine the rock you tripped over. For some reason, you are compelled to pick it up and keep it close to you. Huh, the damn thing is warm to the touch.

>Gain Relic: Ovular Rock (Warm)

>Lose 1 unit of food for upkeep

>>23109

1/2. By some type of godly luck, you found a bag of feed. Now all you need to do is build the actual greenhouses, or fix the ones you have partially built.

>Gain Resources: 3 bags of Golden Wheat

3. The fish-house begins, although modestly, as the sparkles from the pony seems to be affecting the men, they love working in the non-working greenhouses, but not so much the construction or fish-houses.

>Gain Construction: Basic Fish-house 1/6

4. Aye, it be true, a magical prancing pony roams the hills around your camp. Oddly enough, it seems to be openly hostile towards wights, is it is covered in the congealed black blood of the things.

>Lose 1 unit of food for upkeep

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493ee3 No.24025

File: 1456380525436-0.jpg (5.57 MB,2200x3872,25:44,Got Map.jpg)

File: 1456380525452-1.jpg (105.35 KB,600x600,1:1,red_dragon_egg_by_errantdr….jpg)

>>23149

1/2. You and several bar patrons, thirsty for a drink, join you in your plan of luring the wights into the streets, where you managed to burn 5 of the bastards, unfortunately, about four remain, and they aren’t as slow and rotted as the others were. It seems that you weren’t the first person hired to clean out the place. A particularly mean looking arsehole with a few bolts in his neck in chainmail is giving you the stink eye. I mean, you think he is, it’s kind of hard to tell when they’re milky white and one is hanging out of its socket.

>FIGHT

You and 3 surly drunks (L0) vs 3 Fresh Wights (L1) and 1 Armored Wight (L3)

3/4. Termi tell you that her tribe was very good at “taming” dire wolfs, taming being a euphemism for giving it enough meant and bones so that it didn’t chew on you. She tells you that she’ll be back soon, and right as you are about to raise and objection, she disappears, a few roof tiles falling to the ashen streets nearby as the only marking of her departure.

>Lose 1 unit of food for upkeep

>>23463

1. Your group marches onwards into the dark night, your light illuminating the darkness around you. You stroll through the elegant northern wilderness for another hour or so before you see it, or rather, them. Embers, from the sky; they fall so elegantly, drifting softly on the breeze, except they aren’t normal embers, as when they hit the cold snow, they still burn faintly. You follow them all the way to a shack, a blacksmith’s shack. What does the lord of light have in store here?

2. You toy with your newfound powers as you follows the ember rain, the spark obeys your will. Fire, in essence an uncontrollable beast, now bends to your whims. It fills you this sense of raw power, and you explore it more, casting it around your head in an orange halo, running it across your skin, tracing your veins. Amazing, this power.

>+ Pyromancy L2 5/10

3. You find very little in the terms of things being alive, but plenty of ruins and things to explore. You mark them down on your map for later exploration.

4. Food would be an issue, but for now, it is not. In a stroke of luck, you manage to blast a nest of hares, but not hot enough to char them, but rather cook them. How convenient.

>Gain Supplies: +1 Days’ worth

>Lose 1 unit of food for upkeep

>>23197

1. Hopes and reality are two different things, and that is life’s greatest joke, besides the fact that the crate of food you pulled up from the Rock’s cellars ended being pickled pig’s anuses. These royals had funny taste.

>Gain Supplies: +1 Days’ worth

2. The training seems to be going well, so well that one clown gets a little bit uppity and decides to go off on her own to relieve some wights of their armor and equipment, her frantic honks speak of how well that plan went off. On the plus side, the bright colors of her tunics makes it easier to see when she’s about.

>Lose Military: -1 Clown

3. The castle’s stores of wood are mercifully unguarded by the undead, and you managed to snag a good haul.

>Gain Resources: +1.5 Units of Wood

4. The people are much more receptive this time around, and the laughter of the peasants, all uncouth and provincial, fills the halls. Even better, a few clowns found the stores of the royal jester, and with your pie summoning abilities, much joy is to be had.

>Lose 1 unit of food for upkeep

(Anni, you can assign your jester to one action every turn for a +10 bonus, in case you didn’t know)

>>23467

1. The people want one thing more than anything else, a place to sleep that has a roof and at least 4 walls. They also want to be able to protect themselves, and if they can’t, they want to be able to have some nice walls to sleep within.

2. In a stroke of luck, the fanatics take to the new equipment and weapons like a fish to water. Unfortunately, the armor was made for trained soldiers, and what you’ve got is some veeeeery well equipped militia.

Lose Military: -15 Fanatics (L0_)

Gain Military: + Alchemist (L1.5) (+1.5 to rolls

5. A nearby refugee group is passing by, and in their position is a young master, of only 30 years. Fresh out of the Citadel at the start of this winter, he is intrigued by your magic and your men’s fanaticism towards you. After a nice backrub and a bottle of wine, he offers to join your band

Gain Professional: Novice Maester (+ 1 to research rolls)

>Lose 1 unit of food for upkeep

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493ee3 No.24026

y'all that are still living can post now, and since I'm apparently still banned, tell the bros in chat and on steam to post too

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493ee3 No.24041

Dice rollRolled 79, 96, 92, 79 = 346 (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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 2 unit Wood.

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 62 Refugees of Sunkenwood

Total Military: 17 Mercenary recruits (L0) 10 Mercenary Regulars (L1)

At Sunkenwood: 8 Mercenary Regulars, 12 Mercenary recruits

With Vlen: 2 Mercenary Regulars, 5 Mercenary recruits

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

Starting Location: Sunkenwood

Construction: Sunkenwood Shantytown – 3/10 (cost 4 units wood, 2 units iron at completion)

Food: 3 Days(+1per3 days)(2)

Hero Stats

Health: 25/25

Inventory:

Relic: Ovular Rock (Warm)

Magic Ability: None

The raven has returned, telling of our progress. I send it back, with new orders:

1. Lucas and Pete, take your team and keep gathering wood for the reconstruction project. It will undoubtably be needed.

2. Seems as though the reconstruction will take more resources than initially thought. Kraig, you and Alen grab a few folk and go try to find some iron to make sure things are sturdy.

3. It seems as though the building is going well. Keep working on it.

4. I have arrived at the outskirts of Coldwater. My party and I will search the city for survivors and resources.

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493ee3 No.24052

Dice rollRolled 40, 47, 12, 45 = 144 (4d100)

>>24025

Thank you, based Scruffy.

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 30/30

>Equipment: Rusty Mace (+2 to combat) Brittle

>Hauberk (-1 to damage taken)

>Supplies: Nothing

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

1/2/3/4. Life is good. There's nothing like a good fight to get the blood flowing. The match-up is perfect: 3 drunks for 3 wights, and 1 wight in armour for me. If the fires are still burning, I can use a torch as a weapon. If not, I will GLADLY just bash its brains out. I've never seen much of anything survive having the contents of its skull all over my mace. Once my wight is down for the count, I can help the others with theirs. (+25 to combat from L5, +2 to combat from Rusty Mace)

This is how combat works, right?

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493ee3 No.24053

>>24025

I think you might have combined annirira's and my update together

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493ee3 No.24055

File: 1456435570123.png (17.3 KB,274x242,137:121,Le _482f0157c9772bb0fc6b55….png)

Dice rollRolled 33, 38 = 71 (2d100)

>>24052

sorta, it'd be

1. Geoffrey (L5) +25 fluff fluff smut fluff

2. 3 Drunks (L0) +0 smut smut fluff smut

and any additional modifiers are thrown in as well, like tansen's torches and such. It is to my discretion if it'll actually work, but so long as you don't phone in an asspull, like using static defenses to attack a target a hex over, it'll fly.

Here's your enemy's turn for instance

1. 3 Fresh Wights (L1) +5 - The wights shamble about in a cold mockery of the drunks assisting you, arms outstretched and mouths agape as they warble towards your group.

2. Armored Wight (L3) +15 - The armored wight, on the other hand, hangs back, taunting you by eating its axe on its wooden shield, as if it's begging you to make the first move

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493ee3 No.24056

File: 1456435706308.gif (1.13 MB,255x191,255:191,1456341191957.gif)

>>24053

misslinked my good chum, let me fix that for you

>>23197

1. The people want one thing more than anything else, a place to sleep that has a roof and at least 4 walls. They also want to be able to protect themselves, and if they can’t, they want to be able to have some nice walls to sleep within.

2. In a stroke of luck, the fanatics take to the new equipment and weapons like a fish to water. Unfortunately, the armor was made for trained soldiers, and what you’ve got is some veeeeery well equipped militia.

Lose Military: -15 Fanatics (L0_)

Gain Military: + Alchemist (L1.5) (+1.5 to rolls

5. A nearby refugee group is passing by, and in their position is a young master, of only 30 years. Fresh out of the Citadel at the start of this winter, he is intrigued by your magic and your men’s fanaticism towards you. After a nice backrub and a bottle of wine, he offers to join your band

Gain Professional: Novice Maester (+ 1 to research rolls)

>Lose 1 unit of food for upkeep

>>23467

1. Hopes and reality are two different things, and that is life’s greatest joke, besides the fact that the crate of food you pulled up from the Rock’s cellars ended being pickled pig’s anuses. These royals had funny taste.

>Gain Supplies: +1 Days’ worth

2. The training seems to be going well, so well that one clown gets a little bit uppity and decides to go off on her own to relieve some wights of their armor and equipment, her frantic honks speak of how well that plan went off. On the plus side, the bright colors of her tunics makes it easier to see when she’s about.

>Lose Military: -1 Clown

3. The castle’s stores of wood are mercifully unguarded by the undead, and you managed to snag a good haul.

>Gain Resources: +1.5 Units of Wood

4. The people are much more receptive this time around, and the laughter of the peasants, all uncouth and provincial, fills the halls. Even better, a few clowns found the stores of the royal jester, and with your pie summoning abilities, much joy is to be had.

>Lose 1 unit of food for upkeep

(Anni, you can assign your jester to one action every turn for a +10 bonus, in case you didn’t know)

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493ee3 No.24060

>>24055

I see. So, do you want me to fix my roll, like, partition the actions?

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493ee3 No.24061

>>24060

if you want to reroll, sure, if not, I'll just take the first two rolls

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493ee3 No.24106

File: 1456454190124.jpg (1.62 MB,3221x4099,3221:4099,LamellarBascinet.jpg)

Dice rollRolled 63, 11 = 74 (2d100)

>>24061

Right, why not, eh?

1. Geoffrey (+25 (L5) +2 (Rusty Mace)) With mace (and fire, if possible) in hand, I will charge the armoured wight, feinting high and striking at the legs, hopefully catching it off guard and off balance. If I can get it to the ground, I can attempt to finish it off with an uncomfortable hunk of metal to the face. If not, I can keep fighting. Of all the people in my household, I probably miss Stephen, the master-at-arms, the most. He taught me how to strike, parry, and most importantly, move around correctly. I digress, however. Flame awaits these husks.

2. 3 Drunks (+0 L0) The drunks, meanwhile, are instructed to keep themselves from dying while still keeping the three newly risen wights in line, primarily with waving torches, but also with long sticks and other such weapons of reach that might be lying around. Once I finish with the "champion", as it were, I can help the drunks deal with the wights.

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493ee3 No.24107

Dice rollRolled 73, 72, 17, 63 = 225 (4d100)

>>24022

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive) [3/3], 2 units of wood, 2 Units Glass.

>Working furnaces!

Supplies: 1 days’ worth (A barrel of dried fish), 1 supply of milk, 3 bags of Golden Wheat

Population: 80 Farmers

Military: 25 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

Whoever hurts that horse dies.

1-2. Also get back to work on those greenhouses we have the Wheat now to just get the damn things ready.

We have the furnaces and the glass, what's left before we can start planting?

3-4. And keep working on the Fish houses! 1/6

Also we have milk now! That means half rations but the upshot is we're adding milk to your diet. Warm milk. Enjoy the porrige boys.

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493ee3 No.24108

Dice rollRolled 98, 24, 21, 13 = 156 (4d100)

>>24056

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye) 2 supplies of milk

Population: 43 Children of Flame cultist, 1 Novice Maester

Military: 5 Alchemist (L1) 15 Alchemist (L1.5)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

1 ) Daeron continues his magic for the day +10 Hero

2&3) Begin repairing the burned out shell of Old Oak

4 ) Have the Maester and Daeron work on a new weapon, something that would allow wildfyre to be sprayed from atop castle walls down onto invaders

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493ee3 No.24109

Dice rollRolled 80, 94, 1, 93 = 268 (4d100)

>>24056

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye) 2 supplies of milk

Population: 43 Children of Flame cultist, 1 Novice Maester

Military: 5 Alchemist (L1) 15 Alchemist (L1.5)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

1 ) Daeron continues his magic for the day +10 Hero

2&3) Begin repairing the burned out shell of Old Oak

4 ) Have the Maester and Daeron work on a new weapon, something that would allow wildfyre to be sprayed from atop castle walls down onto invaders or wights

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493ee3 No.24210

Dice rollRolled 48, 95, 91, 90 = 324 (4d100)

>>24056

Hero Name: Liver the Jester King

Nation Name: The Fool's Kingdom

Fluff: The lords and ladies are dead, killed by the long winter, but the peasantry needed a leader, so poor Liver had to get put on a pedestal by the common folk, they didn't want one of their own to have to deal with all the shit flung at lords after all, especially when everything goes south. Unfortunately for Liver he was also the only one who knew anything about politics by virtue of having overheard stuff while performing for the courts. Thus it was obvious! Put the Fool in charge! Liver doesn't know how to rule a country! Liver does however know how to run a carnival act, well might as well delegate and run the land as one big festival, it's all he knows after all.

Resources: 1 unit Iron, 3 Unit wood

Supplies: 7 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye)

Population: 60 Peasants

Military: 14 Clowns (L0) *HONK* 10 Angry Minstrels (L2)

Bonus: [One big joke] – You always seems to find the best in the dullest moments, and attempts at success are often the guise for horrible failures. Nat 1’s are hundred’s, and vice versa. Also, you can roll to end hostilities with other human party’s via humor, standard dice ratings apply.

Starting Location: Casterly Rock

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Cream pie summoning L3

{Sorry had meant to add the +10 to the 4th action}

1. Right let's not do something stupid like that again okay? Let's just train the clowns in STEALTH, I know it's hard but it's possible [+10 from Liver]

2. Begin building defenses around the castle for people who might try to attack us for our supplies

3. Train up some of the peasantry to be able to defend the walls of Casterly rock if necessary, I'm sure there are crossbows or something around here

4. Send a few peasants and minstrels to find an iron mine and get that set up.

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493ee3 No.24257

Dice rollRolled 65, 46, 100, 5 = 216 (4d100)

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

Resources: A stock of cattle, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive ), 2.0 units of wood)

Supplies: 6 days’ worth (5 entire deer and a barrel fresh pickles and a bushel of rye) [milk +1 CC:3/3]

Population: 60 various refuges

Military: 15 Armed Peasantry (L0) 10 Swordsmen (L1)

>100 Militamen (L0) 35 Men at Arms (L1) 10 Guardsmen (L2) 5 Mounted Knights (L3)

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

Starting Location: Close to the ruins of Horn Hill in the Reach.

Hero Stats

Health: 25/25

Inventory: None

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

Magic Ability: Necromancy L1

Buildings:

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

1.2.3.4. It is time my brothers we take horn hill today!

Every man will have a torch some will have 2. Keep at least one lit you will need it to fight the monsters we fight today.

With fire and steel we shall retake the castle for mankind and the knights of summer.

+10 hero personal attention.

+2 to combat with walkers and wights

and hopefully not necessary but if it is.

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

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493ee3 No.24298

Dice rollRolled 84, 4, 35, 86 = 209 (4d100)

>>24025

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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 (4 days supplies)

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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 L1

Location: Lan River

+ Magic: Pyromancy L2 5/10

1. A blacksmith this far north, left behind in the abdandoned wastes of the old world? Truly a remarkable man, William would be happy to have a chat with him and learn more about his motives and actions. Certainly there was much to learn and he could even possess valuable information about the surrounding areas.

2. As his powers would continue to grow William would have to stay in control and learn the reaches and limitations that came with it. If he wanted to protect his companions from the everlasting winter he would have to be at his very best at all times, always vigilant, never faltering.

+ Pyromancy L2 5/10

3. Marked for explorations that would of course have to wait. None the less William would continue his search to find those in need and aid them, as this was one of the few things people were still able to contribute to this world that had seen the dead walking the earth. No matter how disturbing the current turn of events may have been one could not be allowed to loose faith in the will of the people to prosper even under the most harsh conditions.

4. Once more the question of food remained, having run into hares William's little party had gotten lucky, however people needed to eat just about every day, even though they had gone for more time without food. He did not intend to put a strain on his people, but he didn't want to make any false promises either, the easiest solution to the issue would finding something edible as soon as possible.

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493ee3 No.24508

File: 1457018953733.jpg (101.77 KB,1600x1200,4:3,6617.jpg)

>>24106

1. The Wight charges, and with a subtle bob and weave, you bring the mace into in its leg. The husk falls after losing its leg, and with a quick swing of the hard mace into the wight’s soft skull, it lies still on the ground.

>Killed L3 wight

2. While this is going on, apparently the drunks suffer from a rare form of alcohol-induced narcolepsy. They passed out as soon as you finished talking to them. The wights are now coming towards you.

>Upkeep: -1 supplies

>>24107

1/2. The greenhouses go up without a hitch, two new buildings, bright and shiny and able to grow things in this cold winter.

>Gain Buildings: 2 Greenhouses (Unfertilized)

>Lose resources: 2 units wood, 2 units iron

3/4. The fish house goes nicely, it has a roof now, and a pier. The river moves fast enough that only a few chunks of ice are floating in it.

>Fish house 4/6

>Upkeep: -1 supplies

>>24108

1. The glamoring goes well, and your training progresses very well. Your glamoring is getting to the point that you can resemble inanimate objects.

>Glamoring L3 3/10

2/3. Your progress is slowed by a heavy snow drift. Repairs will have to wait until a more suitable time.

4 . The experiment goes wrong, the weapon malfunctions, and now a peon is a temporary candle

Lose: -1 Cultist

>Upkeep: -1 supplies

>>24210

1. The training goes well, with reduced squeaking shoes and navy blue noses instead of bright red, the clowns are now very sneaky *HONK* *HONK*

+2 Stealth clowns (+5 bonus to sneaking, - 5 to combat)

2. The building goes well, the food is almost safe, and the holes in the ceilings and walls are almost patched up.

4/5 Standard Defenses (Will cost 1 unit iron, I unit wood)

3. The peasantry find a stock of crossbows, and train with them on some wights in the courtyard. Now the men are mildly competent with them and able to defend the castle.

+ 5 present crossbowmen (LO)

4. Casterly Rock, being a big place (for you), and the previous inhabitants looking only for gold, has plenty of Iron in it and the hills around it. It only takes a few hours of scanning to find a suitable spot, and a few hours more to get the mine almost ready to be reopened.

Iron Mine: 4/5

>Upkeep: -1 supplies

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493ee3 No.24509

File: 1457018996143.jpg (174.24 KB,612x1161,68:129,large_Flying_dragon.jpg)

>>24257

1/2/3/4. Horn Hill, it stands as it did before the winter, almost untouched by anything but the frost of the season. A thousand blue eyes stare out at you from the battlements. It starts as a small sound, you take it for the whipping of wind across the hills, but then you hear it. The flapping of wings; A word on the wind, ~dracarys~ Then you hear the roar, and the sky lights up was the plume of red fire strikes the castle. Green and with horns as large as its face, it circles the castle, raining fire down upon the wights that are filling the castle. After a few hours of letting the fire burn out and dispatching the flaming wights that managed to stumble towards your battle line, your men enter the castle unopposed, an you being the first man to enter the castle and the throne room, you find the Valaryian Steel sword waiting there for you, glimmering softly.

Gain Equipment: Valyrian Steel sword (+10 to single combat)

Your men report that the upper levels of Horn Hill are clear, but the dungeons of the castle appear to have been untouched by the dragon’s fire.

>Upkeep: -1 supplies

>>24298

1. You party arrives at the blacksmith’s shack, upon knocking like proper people, a surly man answers to door, “Yeah, what do you want?” After mansplaining your request for information about the local area, he tells you that you are in the far north, only a few days from the wall. He treats you and your men to a meal, as he had just managed to kill a large stag and was feeling generous

>Use no supplies this round

2. After dinner, you try to show off your powers to the blacksmith in an attempt to fire up his furnace, but something bad happens and you lose control. Fire spurts continually from your hands, engulfing the blacksmith and his home. Your party makes it out, and you’re left to think about what just happened.

3. After burning a man alive and destroying the same man’s home, you spend the night consoling your party members and trying not to set anything on fire.

4. After going on a long walk, the screams of the blacksmith fresh in your mind, you stumble upon a stag wondering the woods. You creep up to it slowly before setting its head on fire. After several minutes of running around trying to extinguish itself, you drag the mostly hairless and partially cooked stag back to the “Bonfire” where your men are camped. The fresh meat does a lot to raise their spirits.

Gain: +3 Supplies

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493ee3 No.24527

>>24041

1. Lucas and Pete depart after you give the order, and they return several hours later with a few casks of pickled meats. It's not much, but it'll keep your party fed for a few days

Gain: +3 supplies

2. Your men and their assistants go through the ruins of the town, collecting whatever metal they find. all in all, its a very good haul.

Gain Resources: +3 Units of Iron

3. The work continues, and the cruel biting winds spurns your people on more so then your words of encouragement ever could.

>Sunkenwood shantytown 5/10

4. The Castle is empty, even of corpses. You see an ample amount of wood, no doubt gathered from the nearby snakewoods. The Castle seems to be undamaged as well, and a sense of dread comes upon you. Your men find the armory almost empty, but a few suits of useful armor and swords still remain.

+ 4 Suits of Iron Armor (Used to upgrade troops to L1)

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493ee3 No.24528

> - 1 supplies for upkeep

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493ee3 No.24576

Dice rollRolled 4 + 27 (1d100)

>>24508

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 30/30

>Equipment: Rusty Mace (+2 to combat) Brittle

>Hauberk (-1 to damage taken)

>Supplies: Nothing (-1?)

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

1. Geoffrey (+25 (L5) +2 (Rusty Mace)) Well, I guess you just can't get good help nowadays. A three versus one fight isn't fair, but the wights might be able to manage. The best option for me would be to force them to fight me one by one. Perhaps an alleyway could work? I don't want to get cornered, so I'll keep an eye out for other options. As they come towards me, I'll dispatch them with sharp blows to the head, or disabling blows to the legs. Afterwards, we burn everything. Maybe even the drunks. Come to think of it, I might just take everything the drunks own once the fight's over, assuming they're still knocked out.

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493ee3 No.24578

File: 1457059193534.jpg (89.62 KB,600x960,5:8,TheEvenAdvisorySystem.jpg)

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493ee3 No.24591

Dice rollRolled 43, 47, 21, 58 = 169 (4d100)

>>24508

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 6 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye) 2 supplies of milk

Population: 42 Children of Flame cultist, 1 Novice Maester

Military: 5 Alchemist (L1) 15 Alchemist (L1.5)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

1 ) Daeron continues his magic for the day +10 Hero 6/10 Glamoring L3

2&3) Begin rebuilding Old Oak

4 ) Keep working on the Wildfyre thrower

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493ee3 No.24598

Dice rollRolled 69, 45, 95, 64 = 273 (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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 2 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 3 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 62 Refugees of Sunkenwood

Total Military: 17 Mercenary recruits (L0) 10 Mercenary Regulars (L1)

At Sunkenwood: 8 Mercenary Regulars, 12 Mercenary recruits

With Vlen: 2 Mercenary Regulars, 5 Mercenary recruits

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

Starting Location: Sunkenwood

Construction: Sunkenwood Shantytown – 5/10 (cost 4 units wood, 2 units iron at completion)

Food: 7 Days(+1per3 days)(0)

Hero Stats

Health: 25/25

Inventory:

Relic: Ovular Rock (Warm)

Magic Ability: None

The raven has returned, telling of the men’s progress. I send it back, with a new set of orders:

1. Lucas and Pete, the supplies were nice, but we do truly need more wood for the town construction. Take your team out to find some.

2. Well done, Kraig and Alen. Continue to scour for more metals.

3. Continue to build the town. Progress seems to be going smoothly.

4. I will be heading back now.

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493ee3 No.24662

Dice rollRolled 13, 54, 70, 87 = 224 (4d100)

>>24509

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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 (4 days supplies)

+ Stag Meat (3 days supplies)

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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 L1

Location: Lan River

+ Magic: Pyromancy L2 5/10

1-2. Truly a horrendous turn of events, William would have to make sure it would never happen again. He had been a guest in the mans home, to kill him even if accidentally went against anything that was right and proper. Control was of utmost importance, for anybody could burn down a village, but to protect and rebuild was a far more ardous task.

+ Pyromancy L2 5/10

+ ASSign William

3-4. How far North would they have to go? William was uncertain. The flames had spoken to him to head North and continue to do so. Would he have to go beyond the wall into the icy wastes? They were hardly more lethal than the abandoned wastelands of the old world. But what lay beyond that? Far North where the ice never thawed? He would find out.

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493ee3 No.24708

Dice rollRolled 16, 77, 98, 38 = 229 (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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive) [3/3], 2 Units Glass.

>Working furnaces!

>2 Greenhouses (Unfertilized)

Supplies:1 supply of milk, 3 bags of Golden Wheat

Population: 80 Farmers

Military: 25 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

1-2. Fertilize the Greenhouses with the wheat!

3-4. We're down to our last supplies of milk and wheat and I'd rather not eat our seedbanks.

GET THAT FISHOUSE UP. NOW! 4/6

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493ee3 No.24709

>>24708

edit. Milk is at 1/3

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493ee3 No.24753

Dice rollRolled 29, 96, 26 = 151 (3d100)

>>24576

wight rolls

3 Fresh Wights (L0) - They stumble towards you, mouths agape in either hunger or anguish.

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493ee3 No.24754

File: 1457254665634.png (736.65 KB,621x404,621:404,1449734235292.png)

someone be so kind as to ~pester~ *ask annie to post and I will updoot all of jew

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493ee3 No.24761

Dice rollRolled 57, 70, 92, 94 = 313 (4d100)

>>24509

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

Resources: A stock of cattle, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive ), 2.0 units of wood)

Supplies: 5 days’ worth (4 entire deer and a barrel fresh pickles and a bushel of rye) [milk +1 CC:1/3]

Population: 60 various refuges

Military: 15 Armed Peasantry (L0) 10 Swordsmen (L1)

>100 Militamen (L0) 35 Men at Arms (L1) 10 Guardsmen (L2) 5 Mounted Knights (L3)

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

Starting Location: Close to the ruins of Horn Hill in the Reach.

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)

1.2.3.4. That dragon was a stroke of luck gentlemen. Now it is time to clear out the lower levels. open the doors and make enough noise to draw the walkers to us. Use the halls and doorways to our advantage so the numbers can swamp us.

+2 to combat with walkers and wights

and hopefully not necessary but if it is.

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

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493ee3 No.24768

>>24753

Do I respond to this somehow, or do you fluff what happens in the next updoot?

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493ee3 No.24777

>>24768

I'll fluff dara-san, don't worry you pretty Bron head

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493ee3 No.24944

File: 1457600383174.png (392.9 KB,630x416,315:208,KMmPLTM.png)

>>24576

1. The first two wights fall easily enough to your mace, but the third, in an almost human fashion, ducks under your third swing and firmly plants its teeth into your right shoulder, and you feel the blood slick down your back is warm in the cold.

>Health: 8/10

>Still fighting 1 LO Fresh Wight

>>24591

1. Daeron’s training goes well enough, but not well enough to make any gains beyond average. Still, at least he learned something.

>Glamoring L2 7/10

2/3. The repairs start in earnest, and progress slowly, as heavy snow impedes much progress. It’ll be a slow road, but your people will enjoy having a roof over their heads again for the first time since this winter started.

Old Oak Shantytown: 1/10

4. Surprisingly, your men have a working design, and aside from some minor burns, it all goes smoothly. You should have a production model at the end of the week at this pace.

>Wildfyre Thrower 2/8

>Upkeep: - 1 supplies

>>24598

1. Lucas and Pete head out to fetch more wood, hand in hand. They return hours later, all sweaty and their hair a mess, and several thick, swollen logs in tow. They thank you for their private time and give you a small sack of gold in addition to the wood. It is only after they leave that you note the wood smells faintly like an outhouse and one of the trunks has a figure carved into it. A heart, and “Lucas and Pete 5ever” inside of it.

>Gain resources: 2 units of wood, 5 pieces of gold

2. Kraig and Alen leave and are also gone for several hours. They each bring back a sackful of rocks and some choice metal bits. All in all, it’s enough to make up another stack of Iron

>Gain resources: 1 unit iron

3. The people are spurred on by another round of biting winds, and the town nears completeion. It has a communal bunkhouse, for it is dangerous to rest alone in times such as this. A storage area for food, and a guard-house to ensure that you’ll be able to spot and hopefully resist any intrusions on your new domain.

>Sunkenwood Shantytown – 9/10 (cost 4 units wood, 2 units iron at completion)

4. The march back goes by uneventfully, the rock in your pocket glowing softly and keeping your thigh unusually warm.

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493ee3 No.24945

>>24662

1/2. The training goes well, and you learn to better control the flame. Those memories will haunt you, but they served a purpose, the flame does not bow to you, you bow to it, you must learn to master yourself, for it is the only way you can master the flame.

>> Pyromancy L2 7/10

3/4. Your force continues to march north, headless of the biting winds seemingly telling you to turn back. The embers lead further north, until you finally arrive at it, the massive, imposing megalithic structure. The Wall. At the top of it, a fire burns at the edge of the ledge facing you.

>>24708

1/2. Your men begin seeding the green houses with the wheat seeds, and it goes well. The soil is soft and supple, and gives easily to the men’s hoes and shovels. The seeds fall into the small holes they’ve dug, and with the fresh water from the frozen river on them, it is all coming along quite nicely.

>Gain: 2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

3/4. The fish house is finished as well, complete with an iron screw to drill holes in the frozen ice, and an ice box to store the fish that you catch.

>Gain: 1 Fish house (must roll for food, but guaranteed food for every roll [1-9 = 1 day, 10-19 = 2 day, etc.])

>>24761

1/2/3/4. Your men enter the castle, still warm from the dragon fire. They kick aside piles of ash and slag as they walk by, the castle filled with only the remains of its previous occupants. The same cannot be said of its basement, as the yells and bellows of your men are soon bear witness to. The din of battle soon fills the air as the wights in the castle’s cellars make their counter-attack.

>Fighting 40 Wights

20 L0 Fresh Wights

10 L1 Aged Wights

5 L2 Painted Wights

5 L3 Armored Wights

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493ee3 No.24946

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493ee3 No.24947

Dice rollRolled 69, 16, 94, 88 = 267 (4d101)

>>24945

>>24761

Wight Rolls

1. 20 L0 Fresh Wights - The Freshest of the Wights rush out of the cellar first, as if they are trying to take as much of the will and strength out of your men while the more experienced wights wait back.

2. 10 L1 Aged Wights - These wights seem to pick at the men already engaged, odd in that they seem to do so in a manner unbefitting mindless corpses.

3. 5 L2 Painted Wights - These wights exhibit even greater intelligence then the last, as they hang back and engage your troops at range.

4. 5 L3 Armored Wights - The largest and oldest of the wights draw your soldiers to themselves, attempting to use their armor and heavy shields to keep your men busy trying to kill them

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493ee3 No.24953

Dice rollRolled 39, 35, 66, 25 = 165 (4d100)

>>24944

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 5 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye) 4 supplies of milk

Population: 42 Children of Flame cultist, 1 Novice Maester

Military: 5 Alchemist (L1) 15 Alchemist (L1.5)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

1 ) Daeron continues his magic for the day +10 Hero 7/10 Glamoring L3

2&3) Continue work on the Old Oak Shantytown 1/10

4 ) Keep working on the Wildfyre thrower 2/8

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493ee3 No.24964

Dice rollRolled 50 + 27 (1d100)

>>24944

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 28/30

>Equipment: Rusty Mace (+2 to combat) Brittle

>Hauberk (-1 to damage taken)

>Supplies: Nothing (-2?)

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

1. Geoffrey (+25 (L5) +2 (Rusty Mace)) Agh! That shit hurts! I haven't been bitten that hard since I visited Sunspear! It's time to put this thing out of my misery. If it's smart enough to duck, bob, and weave, it may be prudent to bait it. A feint would be effective. It ducks my mace only to meet my fist. It wouldn't do much but take the sad sack of shit off balance. After that, I can finish it off. And guess what? The only point where the plan could go wrong is the mace swing. If it doesn't duck, it gets hit. If it ducks, it gets hit. I'm not getting nearly enough for this. I should convince this guy, one way or another, to give me more for my trouble.

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493ee3 No.24965

Dice rollRolled 75, 11, 48, 51 = 185 (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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 4 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 62 Refugees of Sunkenwood

Total Military: 17 Mercenary recruits (L0) 10 Mercenary Regulars (L1)

At Sunkenwood: 8 Mercenary Regulars, 12 Mercenary recruits

With Vlen: 2 Mercenary Regulars, 5 Mercenary recruits

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

Starting Location: Sunkenwood

Construction: Sunkenwood Shantytown – 5/10 (cost 4 units wood, 2 units iron at completion)

Food: 6 Days(+1per3 days)(1)

Hero Stats

Health: 25/25

Inventory:

Relic: Ovular Rock (Warm)

Magic Ability: None

Coldwater Burn appears almost completely empty, but intact. It appears things have been going well since I left. We don’t really need any more resources right now.

1. Tim, see if any of these refugees are useful. More men are always useful.

2. Geoff, Rick, grab some of the recruits and go hunting. We need to be prepared.

3. Finish building the town. We have the materials, and it will be useful.

4. I need to study this strange stone I found on the way to Coldwater.

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493ee3 No.24967

>>24964

as this fight is taking a matter of minutes, you still have the same amount as when it began, sorry for not mentioning it earlier

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493ee3 No.24968

Dice rollRolled 50, 68, 56, 94, 5, 93, 41 = 407 (7d100)

>>24947

100 Militamen (L0) the militiamen will mostly stay back and keep their torches ready to ward off any potential break throughs. They are also in charge of taking any wounded back and keeping the portal clear so the Wights can't use the corpses as ladders/barricades. They will burn bodies as quickly as possible.

15 Armed Peasantry (L0) ^^^^^

10 Swordsmen (L1)! ⬇⬇⬇⬇

35 Men at Arms (L1) the men at arms, swordsmen and guardsmen are the core fighters here. Target extremities and fight defensively.

10 Guardsmen (L2) ^^^^

5 Mounted Knights (L3) obviously not mounted atm they are the reserve force to be used in emergencies if a break goes badly enough.

Randyll with valerian sword

The absolute last resort. He is mostly in charge of command obviously will enter the fray only if deemed absolutely necessary.

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493ee3 No.24980

Dice rollRolled 67 + 25 (1d100)

>>24968

secret roll :3

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493ee3 No.24992

Dice rollRolled 76, 67, 13, 42 = 198 (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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

Supplies:

2 bags of Golden Wheat [+10 in 1/5 turns]

0 Milk [+1 in 2/3 Turns]

Population: 80 Farmers

Military: 25 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

1-2. Fishing Rolls.

3-4. Now that we have a steady supply of food, we can begin harvesting the LUMBER I so carefully planted. We need building supplies for my next project.

Set up a Lumber Mill!

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493ee3 No.24998

Dice rollRolled 79 (1d100)

>>24964

wight roll

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493ee3 No.25001

File: 1457773251873-0.jpg (61.93 KB,640x640,1:1,game-of-thrones-memes-5.jpg)

File: 1457773251885-1.jpg (25.89 KB,500x332,125:83,White_Walker_Jon_S_3325482….jpg)

>>24953

1. The training is not going well today, maybe your heart just isn't in it.

>8/10 Glamoring L3

2/3. The work, however goes good, and the (soon to be) townspeople are setting up shop very nicely.

4. The man in charge of the thrower research was found drunk in his tent, no progress was made while he was in the process of getting shitfaced.

>-1 supplies

>>24964

1. The wight lunges at you, you duck past the attack, but not before catching a claw to the arm, but a quick answer from your mace ends the things life.

>Health: 7.5/10

>Supplies: Same as at the beginning of the fight

>>24965

1. Tim once again puts the peasants through the ringer, and enough of the chumps could hold a stick steady enough to be able to be maybe one day be called warriors, until then, they're recruits.

>Lose Pop: -5 Refugees

>Gain Military: +5 Mercenary recruits (L0)

2. The hunting goes less then well, as several recruits do not return.

>Lose military: -3 Mercenary recruits (L0)

3. The town construction is slowed by the disappearance of the recruits, as people mourn their lost.

> Construction: Sunkenwood Shantytown – 6/10 (cost 4 units wood, 2 units iron at completion)

4. The stone is warm in your hands, but it appears to be getting colder. You are almost compelled to warm it, but do not know how.

Ovular Rock (Luke-Warm)

>>24968

Battlerolls

The wights rush your position, your men are not caught off guard though, as they weather the storm very well. The men caught out of the line are cut down, but enough made it to your shield wall to prevent your force from being surrounded. After several tense minutes of pushing and giving, a scream goes up from the back of the wights line. A unearthly howl that makes the men cringe with fear and fall to the ground momentarily, the wights seem to stand still as well, as if in a trance. Then you see it, and the ice that follows it. The white walker strides toward you, its face frozen in a smug grin. You swing at it with your sword, the contact of the Valyrian steel and the ice sword making a ringing sound that disorients the men near you. You fight for what feels like ages but in reality takes only a few minutes. As the white walker gets lucky and slashes you deep across the leg, your knights arrive to your aid and the walker is driven off. In the midst of your fighting, you did not notice the battles end, but the dead (and dead undead) tell the tale of the great battle that happened here.

>Losses:

-15 L0 Militiamen

-3 L1 Men at Arms

-1 L2 Guardsmen

But the castle is finally yours, and what a castle it is. Walls 30 feet high with several towers and a (mostly) intact gatehouse. The fire burned all the doors, so you'll need to replace those.

>Gain Building: L2 Castle (House Tarly)

>>24992

1-2. Your men have a very successful fishing trip, and return with Several days worth of food

Gain Supplies: + 6 Days worth Fresh Fish: (Spoils in 3 turns, can be preserved/frozen to prevent this, if frozen, must be thawed)

3/4. The frame for a lumber mill goes up, but you don't have any of the resources to build the blasted thing!

Gain Construction: Lumber Mill 1/10

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493ee3 No.25021

Dice rollRolled 37, 50, 49, 79 = 215 (4d100)

>>25001

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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 (3 days supplies)

+ Stag Meat (3 days supplies)

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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 L1

Location: Lan River

+ Magic: Pyromancy L2 7/10

1-2. Continuous practice of the lore of fire will teach a man a lot about himself. Control is the key to victory.

3-4. Approach the wall!

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493ee3 No.25058

Dice rollRolled 95, 18, 15, 75 = 203 (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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 4 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 57 Refugees of Sunkenwood

Total Military: 19 Mercenary recruits (L0) 10 Mercenary Regulars (L1)

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

Starting Location: Sunkenwood

Construction: Sunkenwood Shantytown – 6/10 (cost 4 units wood, 2 units iron at completion)

Food: 5 Days(+1per3 days)(2)

Hero Stats

Health: 25/25

Inventory:

Relic: Ovular Rock (Luke-Warm)

Magic Ability: None

Well done Tim. The rest of you could do better.

1. Lucas, Pete. Grab some of our people and gather more wood.

2. Geoff, Rick, refresh your hunting party and continue to hunt. We need to be prepared.

3. Keep on building the town. Everything is in place.

4. Now, I need to make a fire for this stone. It is growing colder, and that seems problematic.

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493ee3 No.25070

Dice rollRolled 26, 38, 51, 18 = 133 (4d100)

>>25001

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

2.0 units of wood

>Supplies: 4 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:2/3]

>Population: 60 various refuges

>Military:

100 Militamen (L0) 10 Swordsmen (L1) 32 Men at Arms (L1) 9 Guardsmen (L2) 5 Mounted Knights (L3)

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

Starting Location: Close to the ruins of Horn Hill in the Reach.

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)

1.2.3.4

The time has come to Appraise all of what we have in the castle. I want the larders checked for leftover supplies. The armory searched and all weapons accounted for. I want a catalog of all the inner castle and the castle town(the blacksmith, stables, Dog kennels, Living quarters, training area, etc) I want to know what condition they are in and what will be needed to bring them up to full conditions most will have been damaged by either the initial wight taking of the castle or the dragons fire but the foundations at least will be there for us to build on. Get to it gentlemen and do not leave your weapons lying around there could still be wights hiding somewhere be ready.

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493ee3 No.25313

Dice rollRolled 47, 1, 6, 73 = 127 (4d100)

>>25001

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 5 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye) 3 supplies of milk

Population: 42 Children of Flame cultist, 1 Novice Maester

Military: 5 Alchemist (L1) 15 Alchemist (L1.5)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

1 ) Daeron continues his magic for the day +10 Hero 8/10 Glamoring L3

2&3) Continue work on the Old Oak Shantytown ?/10

4 ) Keep working on the Wildfyre thrower. Make sure to restrict the access to alcohol 2/8

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493ee3 No.25314

Gonna post soon

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493ee3 No.25315

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

Supplies:

2 bags of Golden Wheat [+10 in 1/5 turns]

1 Milk [+1 in 3/3 Turns]

+6 Days worth Fresh Fish:

Population: 80 Farmers

Military: 25 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

Lumber Mill 1/10

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493ee3 No.25316

Dice rollRolled 90, 54, 80, 83 = 307 (4d100)

>>25315

1. Obviously we'll want to FREEZE the fish. Like, let's just free four of them and the other two we'll eat.

2-3. We need more Wood. Go and chop some trees!

4. And keep building the lumber mill 1/10

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493ee3 No.25535

Dice rollRolled 100, 3 = 103 (2d100)

>>25001

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 27.5/30

>Equipment: Rusty Mace (+2 to combat) Brittle

>Hauberk (-1 to damage taken)

>Supplies: Nothing

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

1. That's finally done. It took longer than I expected, and I fought sloppily. I need more practice. In any event, there's supplies waiting for me. In fact, due to the complicated nature of the battle, I should push for more from the innkeeper. I've got nothing, and hopefully Termi's coming back soon, so I'll need more supplies when she does.

2. If the drunks are still unconscious, I'll root through their pockets and take their shit. Payment for failure in battle, you see. If not, I can just leave. I don't need another fight. Well, I do, but I need to tend to my wounds first, which is what I'll do if they aren't still out for the count.

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493ee3 No.25536

File: 1458476209995.gif (656.78 KB,280x244,70:61,BidenUnsure.gif)

>>25535

>100 to get more payment

>3 to root through unconscious drunks' pockets or tend to my wounds

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493ee3 No.25860

File: 1458831732376.jpg (5.04 MB,2200x3872,25:44,Got Map.jpg)

>>25021

1/2. The breathing exercises go well, the flame is calm today, almost subservient.

+ Magic: Pyromancy L2 9/10

3/4. You and your party approach the wall, it towers over you, and a small fire burns on the top of the wall right over your heads. A hand waves from the top.

>>25058

1. Your men leave and get some wood, and come back with a few very choice cords of wood.

Gain Resources: 3 units of wood

2. Geoff and Rick leave to secure more supplies, but only Rick comes back. Geoff apparently was chasing off some nearby wolves and Rick never saw him after he went through the shurbbery.

3. The people refuse to work today, they'll not lift a finger. A rare reay of sunshine is shining through the clouds of winter, and the people are enjoying it.

4. You construct a large fire in your quarters, light it, and then place the large rock in the fire with a gentle grace. It glows softly in the flames. In your mind, you hear a faint whisper …."My chains will only be undone in bonds of blood"…

Relic: Ovular Rock (Hot)

>>25070

1/2/3/4. Your men tear through the castle, finding a hoard of supplies for you to use.

Gain Supplies: +5 Days

Rain Resources : 2 Units of Iron, 30 mail coats (Used to upgrade troops from LO to L1) 4 units of Wood

Your men find the walls in disrepair, and several rooms need to be repaired to be in their pre-winter state.

>Castle Repair 1/15 (Will cost 4 units of iron, 6 units of wood, and 2 units of clothe)

>>25313

1. The training goes very well, and you soon find yourself becoming increasingly proficient IN GLAMORING

9/10 Glamoring L3

2/3. You begin to work on the shantytown that day with your people, only for a fire to appear out of nowhere and to soon engulf all of your work . Several people didn't make it out.

Lose all progress on shantytown, and 15 pop.

4. The lack of sauce makes the men work much more diligently and harder, and the progress shows.

Thrower 4/8

>>25316

1. You freeze the fish, they are now waiting to be thawed and eaten.

Gain Resources: 4 frozen fish.

2/3. Your men are off for the better part of the day, but when they return they return with ample wood

Gain resources: +2 units of wood

4. The lumber mill continues smoothly, and the walls are coming together now.

lumber mill 3/10

>>25535

1. You return to the bar, and the bar tender lies cold on the stool. Well, that's unfortunate, but you can now help yourself to anything at the bar, and you could technically stay here too. What's more, you find a oddly shaped rock under the bar; Ovular and slightly warm. As a final gift for what was shaping up to be a good day, you hear a soft whimper behind you. It's Temi cradling a whimpering direwolf pup.

2. The drunks apparently weren't sleeping either, as they now beat on your door and moan softly. Your arm stings mightily from your bite wound, you might want to clean that.

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493ee3 No.25861

>>25535

Gain Relic: Ovular Rock [room temp]

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493ee3 No.25868

Dice rollRolled 76, 91, 59, 36 = 262 (4d100)

>>25860

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

6.0 units of wood

2 Units of Iron

>Supplies: 9 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:3/3]

>Population: 60 various refuges

>Military:

70 Militamen (L0) 10 Swordsmen (L1) 62 Men at Arms (L1) 9 Guardsmen (L2) 5 Mounted Knights (L3)

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

Starting Location: Close to the ruins of Horn Hill in the Reach.

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)

>Castle Repair 1/15 (Will cost 4 units of iron, 6 units of wood, and 2 units of clothe)

1.2.Continue repairs on the castle 1/15 (spend 2 units of iron and 6 of wood)

3.Send out men to hunt down some merchants hopefully we can buy what else we need for the castle.

4.(+10) While some men are out hunting merchants lets send some salvage parties to nearby abandoned villages the kingdom is full of them nowadays. We will loot them and carry off everything we can.

send 60 Militamen (L0), 32 Men at Arms (L1) and myself .

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493ee3 No.25888

Dice rollRolled 82, 81 = 163 (2d100)

>>25860

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 27.5/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

>Relic: Ovular Rock [Room temperature]

>Supplies: Nothing

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

1. Ugh. I hate wights so much. They don't have the good sense to die when you bash their ribcages in. After I greet Termi, we can head upstairs (If there is an upstairs), or onto the roof (If there isn't an upstairs). From there, we can drop heavy shit onto the wights' skulls. We can take the wolf with us or lock it in a storage cupboard or something, though I admit, it's pretty cute.

2. On the way up, I'll grab a bottle of booze and a bit of cloth from somewhere, disinfect my wound, and tie it up. I can worry about the rock later. It's cool, though.

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493ee3 No.25914

Dice rollRolled 45, 46, 68, 44 = 203 (4d100)

>>25860

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 4 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye) 3 supplies of milk

Population: 42 Children of Flame cultist, 1 Novice Maester

Military: 5 Alchemist (L1) 15 Alchemist (L1.5)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

1 ) Daeron continues his magic for the day +10 Hero 9/10 Glamoring L3

2&3) Damn the traitor flames, rebuild the town! From the ashes will rise a great city1

4 ) Keep working on the Wildfyre thrower. Make sure to restrict the access to alcohol 4/8

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493ee3 No.25920

Dice rollRolled 54, 86, 96, 67 = 303 (4d100)

>>25860

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 4 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye) 3 supplies of milk

Population: 42 Children of Flame cultist, 1 Novice Maester

Military: 5 Alchemist (L1) 15 Alchemist (L1.5)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

1 ) Daeron continues his magic for the day +10 Hero 9/10 Glamoring L3

2&3) Damn the traitor flames, rebuild the town! From the ashes will rise a great city1

4 ) Keep working on the Wildfyre thrower 4/8

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493ee3 No.25923

>>25920

of course the good rolls come when I doublepost :(

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493ee3 No.25979

File: 1459063303198.jpg (287.3 KB,1400x933,1400:933,07.jpg)

Dice rollRolled 51, 76, 55, 31 = 213 (4d100)

>>25860

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

Supplies:

2 bags of Golden Wheat [+10 in 3/5 turns]

2 Milk [+1 in 1/3 Turns]

+1 Fresh Fish

+4 Days worth Fresh Fish:

+2 Units of Wood

Population: 80 Farmers

Military: 25 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

Lumber Mill 3/10

1-2. LUMBER MILL! 3/10

3-4. Get out the bag of that most glorious tuber, able to withstand even the hardships of winter, last for a great many weeks, and even when spoiled still provides the seeds for more. That most filling and energy providing fruit of the seven.

THE POTATO.

Where are my sacks of potatos?

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493ee3 No.25980

Dice rollRolled 56, 10, 52, 39 = 157 (4d100)

>>25860

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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 (3 days supplies)

+ Stag Meat (3 days supplies)

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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 L1

Location: Lan River

+ Magic: Pyromancy L2 9/10

1-2. Preparing to master Pyromancy now was more crucial than ever. He needed to be prepared for whatever awaited him at the top of that wall.

+ Pyromancy L2 9/10

3-4.Try getting up the wall. Of course using the elevator would put William in harm's way, so some of his people would have to stay back until he could assure that things were safe.

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493ee3 No.26032

Dice rollRolled 99, 69, 2, 98 = 268 (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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 7 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 57 Refugees of Sunkenwood

Total Military: 19 Mercenary recruits (L0) 10 Mercenary Regulars (L1)

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

Starting Location: Sunkenwood

Construction: Sunkenwood Shantytown – 6/10 (cost 4 units wood, 2 units iron at completion)

Food: 5 Days(+1per3 days)(0)

Hero Stats

Health: 25/25

Inventory:

Relic: Ovular Rock (Luke-Warm)

Magic Ability: None

That was a sorry effort by all of you. Work harder.

1. Lucas, Pete. Continue gathering more wood.

2. Rick, Continue to lead the hunting party. And while you’re out there, find Geoff.

3. Finish building the damn town already.

4. Blood…Bonds… this stone is weird. Blood is easy enough to come by. I slit my hand and drip blood on it.

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493ee3 No.26640

Updoots

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493ee3 No.26642

File: 1461126332919.jpg (293.28 KB,861x467,861:467,1459533265458.jpg)

>>25868

1/2. The work goes splendidly well, and the castle is starting to look a lot less like a pile of haphazardly placed stones.

7/15 castle repairs

3. Your men return with a few merchants, not many roam the lands since this winter started.

4. Your men and your personage set out on a all day looting spree, but many of the towns you reach have been picked clean or burnt to the ground, its is only as your ride back to the Castle that you discover a modest larder from a pillaged farmhouse.

+ 2 Supplies

>>25888

1. You and Termi head upstairs, and after stashing the wolf pup in a chest, you climb out onto the roof. There you dislodge some heavy roof tiles and drop them onto the wights, who go down like sacks of grain.

2. You grab a bottle as you climb up the steps, The rock glowing faintly on the counter top. You look at the Bottle, A clear northern drink that reeks heavily when you sniff it. You almost tear up at the prospect of not being able to drink it as you use it to clean out your wound. You bind it up with some cloth Termi offers you, which smells faintly of….. fish? Best leave that at that.

>>25920

1. The Glamoring is complete, as you assume the shape of a chamber pot in your tent, and only change back when your Master-at-arms tries to sit on you

Gain: L3 Glamouring

2/3. The work is hard, but the men go at it very eagerly

New New Shantytown 4/10

4. The research on the Wildfyre thrower goes well as well, and a prototype manages to work for a few hours before spontaneously combusting.

7/8

>>25979

1/2. Gotta spend wood to get wood, the walls go up and the axes are sharpened, now all it needs is a roof

7/10

3/4. You find a measly three sacks of potatoes, with the stamp "Property of lord Scruffitius" on them. You send them to the farmers without hesitation. They make good fillers in your green houses, growing much quicker then your other plants.

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

>>26032

1/2. You managed to make a breakthrough as you camp beneath the stars, which is all you see up north anymore. The flame bends to your will more readily now, and you feel its embrace.

Gain Magic: Pyromancy L2

3/4. You head to the silent castle, with only Hodor the Giant and Shlomo the Bravoosi to accompany you. You board the Elevator and rise to the top of the wall. There, a flame burns softy, a voice on the wind follows…. "Come, place your hand into my fire, and I shall show you what lies next…"

>>26032

1. Lucas and Pete dissappear and spend the day frolicking and doing other kinds of licking in the woods, just the two of them enjoying each other, and each other's hairy chest and brow sweat, the taste of each other's tongue in their mouths. "We don't have to go back, it can be just you and me, that's all we need Pete." "No Lucas, you know we can't abandon Vlen, we owe him too much, though as long as you stay, I will too." They then stumble across a grove of already chopped and processed wood, where they make tender love. Of course, you know nothing of this as they return hauling a shitton of wood and having ruffled smocks.

Gain Resources: 6 Units of wood

2. Rick leaves with several men, they never return.

Lose: 1 Mercenary regular, 2 Mercenary recruits and 4 pop

3. The town goes smoothly, and you should finish it within the day

8/10

4. You look at the rock, its red with heat and pulsing softly in the flame you have it in, a stone kiln of sorts. It draws you closer to it, like your in a trance. Edwin tries to grab you ans you pull a knife out of your belt and move it towards your hand, but Pete pulls him back, nodding at you, he then Grabs lucas's hand as you bring the knife to your palm. With no hesitation you draw the blade along your hand, letting the blood from the wound fall onto the stone, which you then place your cut hand on. To your shock, it doesn't burn at all, and when you pull it away, the wound had healed. As you look at the rock, it was now white with heat. Then a flash, and all goes dark. You awake in the morning, your camp deathly quiet. Your men lie unconscious all around you, and you lay flat on your ass infront of a small crater where the kiln was. On your chest, curled up into a scaly ball, lies a small Dragon, red in color, blood red.

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

Feed Meter: 0/15 (uses 1 supply)

TO EVERYONE

take 1 supply away from upkeep, add whatever you have from various other shit, at this point i trust you to act like adults and not lie in a game of pretend on the internet

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493ee3 No.26652

Dice rollRolled 11, 73, 45, 93 = 222 (4d100)

>>26642

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

>Supplies: 10 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:1/3]

>Population: 60 various refuges

>Military:

70 Militamen (L0) 10 Swordsmen (L1) 62 Men at Arms (L1) 9 Guardsmen (L2) 5 Mounted Knights (L3)

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

Starting Location: Close to the ruins of Horn Hill in the Reach.

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)

>Castle Repair 7/15 (Will cost 2 units of iron and 2 units of clothe)

>1/2. Continue work on the castle.

>7/15 castle repairs

>3. Barter with the merchants for the final needed supplies of 2 iron and 2 cloth offer them a chance to setup shop as the first merchants for the new castle as compensation. And permanent rooms in the castle as always welcome honored guests.

+5 to recruitment rolls

+10 Randyll's personal attention

>4. set up a lumber camp with some of the peasants to have them continously cut and harvest wood. We will need alot for future plans.

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493ee3 No.26658

File: 1461203450614.jpg (81.71 KB,736x512,23:16,DarkFantasyInn.jpg)

Dice rollRolled 51, 50, 29, 76 = 206 (4d100)

>>26642

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 27.5/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

>Relic: Ovular Rock [Room temperature]

>Supplies: Nothing

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

Well, that bandage is certainly odd, and I have an idea of where it came from, but that doesn't really matter now, does it? It's been disinfected by the noble sacrifice of that old Northern brew. Now for this rock. This rock is fascinating. It's warm, at least in comparison with the bitter cold outside. I'll make sure to keep it close.

1/2. Since we have no food, we need to get some. There might be some in the inn, and there might also be some in the area surrounding it. I recall that the innkeeper offered me offered us food for killing the wights, and that he mentioned mead in the cellar. While we hunt for food, I can chat with Termi about how her hunt was. I'm not sure about what we should do with the pup. It almost seems like it would be a shame to just hand it over to the knight, as they're fairly rare, and Termi went to a lot of trouble to find it. I'll ask her what she wants to do about it. [Look for food and talk to Termi about her journey and what we should do with the pup]

3. This inn is pretty nice, and it could be a good base of operations for the coming days. If we can get it fixed up a bit, it could be a nice place for surviving, perhaps even living. I'm guessing the windows could use some work, along with the door, and there might be some spots in the roof to patch. If Termi starts to get restless about staying in one place for too long (She's a wilding. I don't know what they're like about housing!) , I can reassure her that it's just a place that we can stay if we're in town. [Fix up the inn]

4. The "Lord" of Dusttown is a mysterious figure, at least to me, anyways. Whether we're going to be working with him or against him, we should figure out more about him. What kind of resources does he have? What kind of manpower can he bring to bear? Where does he keep his stuff? If we stole it, how much of it could we carry? Does he have people who could chase us? How does he hold up in combat, if it comes to that?

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493ee3 No.26674

test

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493ee3 No.26675

Dice rollRolled 33, 33, 31, 46 = 143 (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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

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

Supplies:

2 bags of Golden Wheat [+10 in 4/5 turns]

2 Milk [+1 in 2/3 Turns]

+4 Days worth Fresh Fish (Frozen):

+2 Units of Wood

Population: 80 Farmers

Military: 25 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

Lumber Mill 7/10

1. Finish up that Lumber Mill 7/10

2-3. Did you know that horses actually survive well in the winter? Certainly that unicorn does. Go out and see if we can't barter some food for horses.

4. Get workshop up, once the mill is ready I want us to make some wagons. We'll need to expand trade soon.

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493ee3 No.26685

Dice rollRolled 100, 92, 46, 91 = 329 (4d100)

>>26642

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment:

+ Flame emblazoned Hauberk (-3

+ 3 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 (3 days supplies)

+ Stag Meat (2 days supplies)

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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 L2

Location: Lan River

1-2. Lewd. William placed his hand in the fire and command it not to burn him, for it would tell him what would lay beyond the wall and in the frozen wastes far to the North.

+Assign William the Billiam

3-4. If everything succeeded as planned the rest would have to join him on the wall, they would spend the night within the abandoned castle. But who knew, perhaps it was not as abandoned after all.. DUN DUN DUNNNN

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493ee3 No.26692

test

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493ee3 No.26693

Dice rollRolled 52, 24, 82, 85 = 243 (4d100)

>>26642

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 3 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye) 3 supplies of milk

Population: 42 Children of Flame cultist, 1 Novice Maester

Military: 5 Alchemist (L1) 15 Alchemist (L1.5)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L3

1 ) Seek out more people to join the cul-organization that promotes friendship and brotherhood +10

2&3) Continue work on the new shanty town 4/10

4 ) Keep working on the Wildfyre thrower. What if we made it from steel, so that it could not burn? 7/8

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493ee3 No.26705

Dice rollRolled 48, 72, 16, 9 = 145 (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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 10 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 53 Refugees of Sunkenwood

Total Military: 17 Mercenary recruits (L0) 9 Mercenary Regulars (L1)

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

Feed Meter: 1/15 (uses 1 supply)

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

Starting Location: Sunkenwood

Construction: Sunkenwood Shantytown – 8/10 (cost 4 units wood, 2 units iron at completion)

Food: 3 Days(+1per3 days)(1)

Hero Stats

Health: 25/25

Inventory:

Relic:

Magic Ability: None

Work must continue

1. Lucas, Pete. Continue gathering more wood.

2. Alright. Tim, Cott. Rick’s disappeared, you guys are on hunting duty now.

3. Why isn’t the town finished yet? Get on that.

4. Marc, Help me train this small dragon to help our army.

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493ee3 No.26708

File: 1461564374642.jpg (44.19 KB,604x394,302:197,fnXHZCw1eIs.jpg)

>>26652

1/2. The castle work continues, then walls are complete, now only the towers remain to be finished.

11/15

3. The merchants agree to lend you the final resources, but they demand to have protection from your men as honored citizens, and to be exempt from all taxes and levies.

>If accepted: Gain Specialist: 5 Merchants (once per turn able to buy 1 of one suppliy per mechant for 30 gold pieces each)

Gain resources:+ 2 units Iron, + 2 units Cloth

4. Your men begin work on the lumber mill, it goes swimmingly and begins to shape up nicely, but not quite finished just yet

>Lumber Mill 5/10

>>26658

1/2. You tear through the crates in the cellar, only to find most of them empty or filled with pickled horse anuses', however, you do manage to find several barrels of sausage that don't seem too bad, and you greedily eat half of one to replenish the energy you lost in the fight. As you search, you chat with termi about her hunt, as is her norm, its very direct and to the point; "Hunt went good, found pup mewing in a field outside of town, offered it nearby rabbit and it cuddled right up to me. Appears to be the oddball of a litter, albino with blood red eyes. I call him Ice." Termi scratches Ice under his chin "The Southerner only wants him for violence, this beast deserves to makes its own decision, for us True northerners are slaves to no men, be it a king or peasant."

Gain Supplies: +3 Days worth (Sausage barrels)

3. The inn seems to be in a semi-dilapitated state, but it has thick walls and doors, they just need to be patched up. Whats more, you find a mysterious hatch in the cellar, with a great lock on it, as thick as a dog's head."

Resources required: 2 units Wood, 1 unit Iron, 2 Units Cloth

4.He's held up in the castle of old maidenpool, from what you can gather. A giant man in armor black as knight, who wields a mace that can crush men like bugs underfoot. He has the former fief of maiden-pool at his disposal, and all of its resources. He was apparently a lord of some-kind, or so he says, and has a retinue of no less then 500 men at his disposal. You gather from gossip that he keeps his supplies and resources close at hand, in the castle's larder, which is apparently full. The stable has no less then 25 horses. you hear that the last man to challenge the lord to a duel is hanging from the castle's battlements, along with the last 5 challengers.

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493ee3 No.26709

File: 1461564388437.jpg (1014.15 KB,1200x1575,16:21,tumblr_o25lubbSXv1qzwtdlo1….jpg)

>>26675

1. Work goes slowly, as raids from bandits impede your progress.

Lumber mill 8/10

2/3. Your men go out and search for a merchant to barter some horse food with, and they return with a hunched man with a large cart and a crocked nose, he speaks in riddles and demands to see your homestead before he opens up to bartering "Goy….."

4. Your men break ground for a workshop. but since the ground is frozen, that's about all they do

Workshop 2/10

>>26685

1/2. You approach the fire, it burns brighter and brighter as you grow closer to it, "Come, young ember, be en-kindled in my inferno, and embrace the light within yourself…" The flame wraps around you, and suddenly you're surrounded in a inferno of white light. Then blackness. "Wake up, unkindled ash, fit not to even be cinder…" You open your eyes, its black all around you, aside from a light that glows softly behind you. You turn, and before you sits the sun, except its not the bright ball in the sky you're used too, its about the size of a bear, and a roiling mass of an almost orangish-liquid. "Take of my flame, and light yourself into a pillar of fire, and use it to light the world with my iridescence…." You watch as a fiery tendril emerges from the sphere and snakes its way about the air, before suddenly stabbing in your chest, filling your entire being. The pain is indescribable, every inch of your skin on fire at once, and every fiber of your being burning with the light of a thousand suns. A moment later and its over, you lay in a crumpled heap on the floor, you look at your hands, now blazing; every inch of your skins is covered in small dancing flames. Your armor, burnt to ash, but hardened by the flame. Beside you lies a flaming sword, which you find yourself inexplicably drawn towards. You grab it and draw it close to you, hearing the voice boom bombastically; "Rise, my lord of Cinder, and proclaim my glory to this freezing world. Vanquish the light and bring back the day!" And just like that you're back on the wall, Greeted by the shocked expressions of Shlomo and Hodor. From the far north, beyond the wall, a icy wind blows defiantly at you.

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

Equipment:

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

+ [Sword of the First Flame] - + 8 to combat rolls

3-4. You Set up camp in the castle, and to your complete surprise, it isn't abandoned. Infact, for some inexplicable reason, its filled with warriors from Essos, who immediate kneel before your flaming vestige. "Praise the chosen of R'hllor, bring back the dawn!" they shout in unison.

>>26693

1. You send men out to gain more recruits, and it goes quite well. A small band previously independent joins your camp later, eager to praise the flame.

Gain 15 Pop

2/3. The shantytown work goes well as well, with the new recruits helping to build it.

Shantytown 7/10

4. You finish the thrower, and it works spendidly, with a means of production, you could arm all your men with this

Gain Tech: [Wildfyre Thrower] - +5 to all ranged combat on units equipped with it. Requires 1 pot of Wildfyre and 0.5 units of Iron to make 1 Wildfyre thrower.

>>26705

1. Lucas and pete leave to get more wood, and return with, surprise surprise, more wood. And a strange bag of yellowish-white liquid.

Gain 1 unit of wood

2. The party leaves that morning and returns later that night, two elks heavier.

Gain: +5 Supplies

3. Your men flat out refuse to work on the town, citing the missing men as more important then the shacks being built.

4. The dragon is… Tempermental, marc is now…. Well, marc is very similar to a burnt prune now, pink and wrinkly and stinking of burnt flesh. The dragon seems to have calmed down after eating a piece of Marc's face that fell off from the flames.

Feed Meter: 2/15 (used no supply for this addition)

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493ee3 No.26711

Dice rollRolled 4, 26, 95, 57 = 182 (4d100)

>>26708

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 27.5/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

>Relic: Ovular Rock [Room temperature]

>Supplies: 3 days worth of sausages

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

1. If this is the innkeeper's inn, the innkeeper must have the key. I'll search his person, and also the rest of the inn, looking for the key. Even if I don't find it, a hatch is only as strong as the building that surrounds it. I'm going to try to find something that I could use to punch through the wall that it's in, and see what's on the other side. An auger would be ideal for drilling through stone or wood. Afterwards, we can decide how we're going to get in. I'll give it a go for a bit, and if I can't figure it out, I can leave it. For now. [Look for key. If no key: Gently break through wall to see what's on the other side.]

2. I think that I'm in agreement with Termi on this one. The lord has so much, why would he need a direwolf? In any event, Termi's points still stand. I'm sure that the pup wouldn't mind a couple bits of sausage here and there. He could be an interesting companion if he decides to stick around. But no leashes. He's a wild animal, and does deserve to be free. [Bond with Ice, feed a bit (Not enough to impact our total supply. He can hunt on his own. Well, probably not, but look at him. How much sausage could he possibly eat?), and otherwise give him space if he wants it.]

3/4. Now for the big idea. The inn can wait, since it's not in imminent danger of falling down, and provides better shelter than sleeping under a trash heap for warmth. I want to kill the lord of Dusttown, replace him with someone who will let people live in relative peace, and not try to kill me. That's the hard part. If I had a halfpenny for every person who wanted to kill me, I'd have a fuckload of halfpennies and nothing to spend them on. The first step in my plan will be to make friends among the lord's close, personal guard. If I can get even a few of them to not come to the lord's aid, that would be a victory. Afterwards, I'll try to get some of his advisors and servants on my side, but for now, the guard are the biggest obstacle. [Befriend members of the lord's guard, preferably second-in-commands. That way, they'll probably be more interested in promotion than loyalty to their employer.]

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493ee3 No.26717

Dice rollRolled 10, 84 = 94 (2d100)

>>26709

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

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

Supplies:

11 bags of Golden Wheat [+10 in 5/5 turns]

3 Milk [+1 in 3/3 Turns]

+4 Days worth Fresh Fish (Frozen):

+2 Units of Wood

Population: 80 Farmers

Military: 25 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

Lumber Mill 8/10

Workshop 2/10

1. Get that Lumber Mill built, we'l need the wood if we're to defend ourselves. 8/10

2. And the Workshop too 2/10

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493ee3 No.26720

Dice rollRolled 4, 32, 7, 74 = 117 (4d100)

>>26709

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment:

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

+ [Sword of the First Flame] - + 8 to combat rolls

+ 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)

+ Stag Meat (2 days supplies)

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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: Lan River

>Bonus:

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

1-3. "Warriors of Essos! The Winter has been long and dark, many of you had made great sacrifices! You all have seen loved ones perish, have done deeds that no man could be proud of to survive! And though the darkness of Winter may have appeared all consuming, fear not brave warriors! For the Night is always darkest just before the Dawn! And it is Dawn that is coming, lying in wait just beyond the horizon! It is armed and ready! Its flame burns brighter than ever as it moves forth incinerating all who stand in its path as it awaits you, the faithful men of Essos to take up arms and unleash its light unto the world! I am the Lord of Cinder! I am your light in the prowling darkness of the Night! So stand with me brave warriors of Essos! Stand with me and we shall cleanse this world of the undead scourge that has befallen it! Let us cast them into the Shadows they crawled out of once and for all!".

Have a chat with the lads. Gather information about Essos, the men and the general state of affairs.

>Assign William

4. Yet more food would be required. In the cold wastes of the North only few things would grow, no crop for certain. They would need to hunt!

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493ee3 No.26728

Dice rollRolled 89, 31, 92, 76 = 288 (4d100)

>>26708

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

>Supplies: 9 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:2/3]

>Population: 60 various refuges

>Military:

70 Militamen (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

Starting Location: Close to the ruins of Horn Hill in the Reach.

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)

>Castle Repair 11/15 (resources required fully paid off.)

1. The castle work continues, If all goes to plan the final touches should be put on by day's end. Lord Beryll's castle will be completed along with all the usual inner castle parts. Such as his blacksmith and stables.

11/15

Lord Berylls personal attention +10

2. A massive recruiting drive is sent out. A lord is nothing without his people:Farmers

Stannis the mannis +5

3. A massive recruiting drive is sent out. A lord is nothing without his people: Artisans (builders/blacksmiths/miners/etc)

Stannis the mannis +5

4. Continue work on the lumber mill we need more lumber badly.

Lumber Mill 5/10

>Fluff

Lord Beryll shudders at the long term implications of merchants that face no local taxes. His grandchildren will hate him for this. But he needs those supplies and has nothing else to pay with. "Aye you will face no local taxes in our lands and will enjoy my protection so long as you live. You will still need to pay the king's taxes as it is not within my power to pardon you from them. But you will never be taxed by me."

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493ee3 No.26737

Dice rollRolled 51, 15, 1, 27 = 94 (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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 11 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 53 Refugees of Sunkenwood

Total Military: 17 Mercenary recruits (L0) 9 Mercenary Regulars (L1)

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

Feed Meter: 3/15 (uses 1 supply)

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

Starting Location: Sunkenwood

Construction: Sunkenwood Shantytown – 8/10 (cost 4 units wood, 2 units iron at completion)

Food: 6 Days(+1per3 days)(2)

Hero Stats

Health: 25/25

Inventory:

Relic:

Magic Ability: None

Work must continue

1.,2. The people are refusing to work. Tim, Cott, grab some men and find the missing men.

3. We’re looking for them. Now you lot, build the town.

4. I will continue to train this small dragon to help defend us. +10

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493ee3 No.26764

Dice rollRolled 27, 46 = 73 (2d100)

>>26717

>Forgot it was 4d100

3-4. Keep working on the lumber mill 8/10

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493ee3 No.27650

File: 1465059909862-0.jpg (157.18 KB,1366x768,683:384,HorseCorpses.jpg)

File: 1465059909864-1.jpg (274.26 KB,1920x1200,8:5,1437854989355.jpg)

>>26711

1. You search and search and search but to no avail, you cannot find the key to this hatch which remains unassailed. You ready to breach the wall before thee, to reach the room that has no key, only for a thump and a crash and the howls of a pup so chivy, and then a sploosh and a stream from the upstairs privy.

>Flaws: [Covered in shit] - Until you bathe, you smell worse then a crannogman's ass. -5 to all communications

2. The pup hungrily eats the sausage, and also nips a bit of your hand, it stings, but tis merely a scratch!

wounded: -.25 health

Ice feed meter: Full (decreases per turn if not fed according to the following scale Full>>Satiated >>Hungry>>Starving>>>Ravenous [Will try to eat anything alive])

3/4. You meander around the corpse of the former town, eyeing men who wear the marks of the Overlord's Sigil (A white raven clutching a bone over a grey field) Chatting them up using your magnificent good looks and quick hands. After a day on the town and half a pound of pig grease later, you've made friends among the guardsmen of the lord and a few of his inner circle, who tell you that the lord has been acting most peculiar as of late, spiriting away the young infant boys of the town and dispersing with them into the nearby frozen woods.

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

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

>>26717

1. You send a team out to work on the lumber mill, only one comes back, shambling towards your camp with half his head missing

Fighting 1 L0 Wight

2. The workshop team manages to get a fair amount done, however, and gets the walls for the shed set up and secured

Workshop 6/10

3/4. The new crew hussel around the wight to work on the lumber mill, and they manage to finish it as a few more wights shamble out of the woods

+5 L0 wights to fight, for a grand total of 6

>>26720

1-3. The men are somewhat eager, but also very frightened. They saw a great light from the east, and gave up all they could to come here, to this strange frozen land. The noises from beyond the wall disturb them, and the voyage over was mirred with sickness and grief. They look to you now to lift their spirits, for you are the chosen one, no?

You are Azor Ahai, are you not?

4. The hunt at least goes well, a good omen perhaps? The stocks of the castle are plentiful, and the men bring back what seems like 80 elk!

Army Supplies: (separate from the parties, used to feed this temp army you have): 20 Days

Side note: You are at the wall, not lan river. Also, as you are drawn near a fire for a elk roast, you hear the voice yet again…. " My Child, you are almost ready, one final test awaits you. Your sword must be reforged, and in it you must pour all your worldly possessions , for only through great sacrifice will you unlock its; and my, power. Go to the forge, and refine your blade. Cool it in the bosom of they who care for you most, and use it to bring back the dawn!"

>>26728

1. The castle comes along swimmingly, and work nears completion!

14/15

infact, when you leave for a hunt later that day, you find the castle finished, and adorned in your new lively!

15/15 - The castle is now operation and can endure a siege, congratulations!

2. A few peasents trickle in, apparently the dragon and the former occupants convinced many to stay far away from the castle, and many a reluctant to heed to words of your messengers, still, this could be the start of a great beginning.

Gain pop: 4 Farmers

3. This call, however, is met with resounding answer, as your riders discovered a refugee camp not far from oldtown, the cities artisans apparently fleeing on route to king's landing. They agree to join you for protection and food.

Gain pop: 40 Various Artisans

4. The new hands go to work at the lumber mill, and their skill shows in the quickly developing building

Lumber mill 8/10

1/2. You send out another group to find the missing men, and they do find them….. In pieces, a spiral shape made on a grand scale of their various bits. Though some appear to be missing….

3. Your people set out to work on the town, and it goes well until a unearthly scream arises from what will be the square, and then another, and then a women's scream, and the sound of metal meeting flesh. You see it now, a group of wights moving through the town and slaughtering your people.

Fighting 10 L1 Wights

4. Before that, however, you were getting along well enough with your pet dragon, his little red tale curled around him as he rest in a scaly small ball after a meal of corned sausage.

Feed meter: 4/15

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493ee3 No.27651

Dice rollRolled 68, 98 = 166 (2d100)

For baz

1. 6 L0 wights - The wights shamble towards you menacingly, your men stand ready to meet them

For Onrequest

10 L1 wights (+5) - The shamblers charge through your town, having already killed 10 of your people, maybe more. What will you do, commander?

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493ee3 No.27655

File: 1465070531533.jpg (30.13 KB,300x200,3:2,angry-mob-pitchforks-torch….jpg)

Dice rollRolled 87, 35, 36 = 158 (3d100)

>>27651

>25 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

"I SAW THIS COMING IN A DREAM. THE DEAD ARE HERE!

GET YER TORCHES! THEY DON'T LIKE FIRE!

KILL IT WITH FIRE!"

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493ee3 No.27695

Dice rollRolled 78, 14, 90, 13 = 195 (4d100)

>>27650

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 27.25/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

>Relic: Ovular Rock [Room temperature]

>Supplies: 2 days worth of sausages

>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 feed meter: Full

1/2. Oh Gods, this shit is nasty. First thing I need to do is get as much of it off of me with whatever I can: rags, clothes, etc. Then, I can burn what I used to clean myself to melt some snow, and boil the water. Once I've got a good amount of hot water, I can let it cool a bit, and take a bath. After I get out, I can clean my clothes to a more satisfactory degree. I'm sure Termi won't mind my walking around in the nude. She's a wildling after all. [Clean myself off, take a bath, do the laundry]

3/4. Once I'm cleaned up, I will follow up on my previous mission to rob the Lord of Dusktown. Now that I have some of his guard on my side, I can try to convince some of the people. Surely, they're torn up about their children being taken, and I can offer them an explanation, and someone to get angry at. Even better, I might be able to get one of the people who told me to corroborate my statement. Then I'll have the people on my side. From there, it'll only be a matter of demanding that the outnumbered Lord step down, and submit himself to justice. When the castle's empty, Termi and I will rob it for all it's worth. First, though, we need to break the news to the people. [Tell the people that the Lord steals their children, get them on my side]

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493ee3 No.27696

>>27695

-5 to 3/4 unless I get clean first.

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493ee3 No.28181

Dice rollRolled 63, 56, 71, 23 = 213 (4d100)

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

>Supplies: 9 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:3/3]

>Population: 60 various refuges

4 farmers

40 various artisans

>Military:

70 Militamen (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.

1.2. The farmers we recruited will begin training some of our refugees into farmers and getting the castle town farms up and repaired.

3. Begin repairs on the blacksmith. We will need to produce alot of things from nails to weapons and armor.

4. Continue working on the lumber mill

Lumber mill 8/10

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493ee3 No.28191

Dice rollRolled 68, 100, 5 = 173 (3d100)

>>27651

“FOLLOW ME, MEN! KILL THE WIGHTS WHERE THE STAND!”

17 Mercenary Recruits (L0) +0

9 Mercenary Regulars (L1) +5

Vlen (L4)[25/25] +20

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493ee3 No.28192

Dice rollRolled 19 (1d100)

>>27650

>>28191

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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 11 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 53 Refugees of Sunkenwood

Total Military: 17 Mercenary recruits (L0) 9 Mercenary Regulars (L1)

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

Feed Meter: 4/15 (uses 1 supply)

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

Starting Location: Sunkenwood

Construction: Sunkenwood Shantytown – 8/10 (cost 4 units wood, 2 units iron at completion)

Food: 6 Days(+1per3 days)(0)

Hero Stats

Health: 25/25

Inventory:

Relic:

Magic Ability: None

4. Everyone else, this wouldn’t happen if you would FINISH THE DAMN TOWN ALREADY.

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493ee3 No.28193

Dice rollRolled 23, 14, 4, 24 = 65 (4d100)

>>27650

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment:

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

+ [Sword of the First Flame] + 8 to combat rolls

+ 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)

+ Stag Meat (2 days supplies)

Army Supplies: 20 Days

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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 time had come for William to reforge his blade in the forges of the old world and reform it anew more powerful than ever! He would press the blade to their bosom, a stigma for them to bear for their life now belonged to Azor Ahai and the God of Light.

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493ee3 No.28198

File: 1468554541612.jpg (31.67 KB,460x461,460:461,ReallyDude.jpg)

>>28193

>R'hllor

Shit god, tbh fam

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493ee3 No.28230

File: 1468687769963.png (1.71 MB,1920x1080,16:9,Wights_1x10.png)

>>27655

>Baz

The dead shamble towards you, you can deduce from their still pinkish skin that these wights are fresh, and thus not as strong as their venerable elders, and as such, your peasants set upon them with furious anger and righteous vengeance for all those they have lost to the dead. Soon the moaning and wails of the dead have ceased, and a tally of your men reveals that only one was lost, to friendly fire ironically.

-1 Farmer with sharp object

>>27695

1/2. Like a regular housewife, you set to getting the stains from your clothes, and your skin. Termi, with her nose sealed with some candle wax, prepares a fire for both the dead and your clothes. You burn them all, a large pot of water sitting on the pyre. Using this hot water, you bathe yourself thoroughly, then once more just to make sure you got all the filth off. The only thing you seem to notice is Termi giggling every time you walk by with your "dagger" unsheathed.

3/4. You set out at midday, not smelling of shit and piss and gods know what else, walking about the town preaching to the smallfolk about the horrors of the local lord and how you're the better solution. They actually appear to listen to you, but the power of the lord still frightens them so that they'd probably need a little more convincing.

Gaining Smallfolk support: 4/5

>>28181

1/2. Your new farmers take some of your old refugees and put them to work with hoe and seed bag, and soon quite a few more farmers are running about the castle.

-4 Various Refugees

+4 Farmers

Castle Farms 3/8

Will cost 2 Lumber and require 10 Farmers to Operate. Generates 3 supplies every 2 turns.

3. The new artisans get to work setting up a Blacksmith, using extra supplies lying around the castle. Some extravagance in the designs however, means that the blacksmith will take longer and cost more then initially anticipated.

Blacksmith: 4/12

Will cost 2 Lumber and 2 Iron and require 1 blacksmith to operate.

4. All the work has your men tired, and as such they cannot bring themselves to work on the lumber mill.

no progress.

>>28191

Onrequest

Your men rush forth to fight the dead, the recruits doing well enough, but the Regulars really shine, rushing forth and cutting down the wights with unparalleled rage and skill, even when a group of fresh wights round the corner, drawn to the sound of your fighting, they still rush forth and cut them to ribbons, not taking a single casualty the entire time. You, Vlen, however, at the time of the initial charge, fall on your own sword and injure yourself.

All wights dead, no casualties besides yourself

Vlen: [10/25]

4. The people, to consumed with avoiding the wights and not dying, don't work on the town.

>>28193

1/4. You begin the ardous task of reforging your sword, only for it to shatter once you place it in the cooling water to hone the blade. As Azor Ahai had to forge his blade 100 times, it seems you must as well.

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493ee3 No.28233

File: 1468724896485.jpg (Spoiler Image,54.53 KB,500x375,4:3,TightestShit.jpg)

Dice rollRolled 36, 38, 72, 66 = 212 (4d100)

>>28181

Thanks for getting everyone to post, senpai.

>>28230

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 27.25/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

>Relic: Ovular Rock [Room temperature]

>Supplies: 1 days worth of sausages

>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 feed meter: Full

1/2. Well, that giggling could mean anything. I hope. It's not like I've ever had any trouble with my dagger in the past. In any event, that's not why we're here!

The smallfolk need to be educated about the Lord's wrongdoings. I shouldn't have much more work to do talking to community leaders and respectable individuals in the town. Perhaps I can come up with some rumors about the Lord which will make him seem less frightening. Perhaps he dresses up like a woman in his spare time? If an army can laugh at their enemy, they will find it easier to fight them. [Continue gaining smallfolk support (4/5)]

3/4. The important men of the city need to be convinced of the Lord's evil ways. Perhaps one of them would make a suitable and responsible replacement. They, too, will be told of his child-stealing, but they will need other incentives if they are going to follow me against their lord. It's difficult for a poor man to haggle with a rich man. The trick here is to convince them that I will have something that they want in the near future. Perhaps… I have an idea.

Instead of a pure meritocracy for the Lordship of Dusktown, we could have a sort of Moot, like the Ironborn. Highborn men and officers who throw their lot in with my rebellion can be given tickets of some sort with my signature. After the Lord is overthrown, I will hold a meeting in the castle. As the leader of this little rebellion, I would probably be the most influential person in the power vacuum that his departure would leave.

The thing is that I don't want to be lord of a broken city. I wouldn't turn down a parcel of land or a new noble title, but I don't want to have to stay here when there's a whole world out there.

Anyways, I could hold a meeting of all of the ticketholders in the city, and they could debate their merits. After the meeting, at an appointed time, they can cast their votes for one of the other ticketholders (Not themselves). The one with the most votes is the new Lord of Dusktown. It should be enough of an incentive to get the support of the more powerful men in the city. [Offer noblemen and officers tickets to a moot to be held after the Lord's overthrow in return for their support in my rebellion] [+10 to interactions with men]

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493ee3 No.28239

Dice rollRolled 55, 74, 67, 33 = 229 (4d100)

>>28230

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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 11 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 53 Refugees of Sunkenwood

Total Military: 17 Mercenary recruits (L0) 9 Mercenary Regulars (L1)

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

Feed Meter: 4/15 (uses 1 supply)

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

Starting Location: Sunkenwood

Construction: Sunkenwood Shantytown – 8/10 (cost 4 units wood, 2 units iron at completion)

Food: 5 Days(+1per3 days)(1)

Hero Stats

Health: 10/25

Inventory:

Relic:

Magic Ability: None

Well done, men. But our work is far from finished

1. We still need more food. Tim, Cott, grab a few villagers and get hunting

2.,3. Now the dead are all dead. Get yourselves back to work and finish the town already.

4. I will continue to work with the dragon. It will become a useful defender of this town.

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493ee3 No.28241

Dice rollRolled 92, 21, 18, 14 = 145 (4d100)

>>28230

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

>Supplies: 8 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:3/3]

>Population: 56 various refuges

8 farmers

40 various artisans

>Military:

70 Militamen (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.

1.2. The farmers we recruited will continue training some of our refugees into farmers and getting the castle town farms up and repaired.

Castle Farms 3/8

Will cost 2 Lumber and require 10 Farmers to Operate. Generates 3 supplies every 2 turns. (will pay closer to the end I know it won't open till it's paid)

3. Begin repairs on the blacksmith. We will need to produce alot of things from nails to weapons and armor.

Blacksmith: 4/12

Will cost 2 Lumber and 2 Iron and require 1 blacksmith to operate. (will pay closer to the end I know it won't open till it's paid)

4. Continue working on the lumber mill

Lumber mill 8/10

+10 hero personal attention.

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493ee3 No.28242

>>28241

edit: 1/3 on milk counter

Fuck you lumbermill I have been working on you for fucking forever.

Fluff post.

One of the lord's advisors barges into his room.

"My lord Beryl we need to set up a system of taxation with no gold we are quickly running out of supplies and can not even afford to better equip our soldiers."

Randyll turns to him coldly almost sneering

"How? How would we demand taxes when we can not even properly do a lords duty to his people? food and shelter that is our duty. And while we now have the safety of the castle our supplies wane with every passing day. Half our rations are milk and milk products. We need the farms up and running in order to keep the people fed. Then and only then can we begin a system of taxation."

"Very well my lord. I think is foolishness but we will do as you say"

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493ee3 No.28243

Dice rollRolled 77, 1, 53, 19 = 150 (4d100)

>>28230

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment:

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

+ [Sword of the First Flame] + 8 to combat rolls

+ 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)

+ Stag Meat (2 days supplies)

Army Supplies: 20 Days

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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. A hundred times the blade had to be forged before and he would forge it 101 times if need be!

+ Assign William

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493ee3 No.28244

File: 1468775238241.gif (69.47 KB,500x565,100:113,doesthislooklikethefaceofm….gif)

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493ee3 No.28280

Dice rollRolled 27, 54 = 81 (2d100)

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

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

Supplies:

10 bags of Golden Wheat [+10 in 1/5 turns]

3 Milk [+1 in 1/3 Turns]

+4 Days worth Fresh Fish (Frozen):

+2 Units of Wood

Population: 80 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

Lumber Mill 8/10

Workshop 2/10

1. Go and send scouts to the nearby castles, High Garden, Horn Hill, and Cider Hill we must learn what has become of the outside world.

2. Finish up the Lumber Mill 8/10

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493ee3 No.28283

>>28280

The scouts are greeted at the gate by the sight of 5 mounted knights armed to the teeth With over a hundred battle hardened soldiers walking the walls. The area in front of the castle has men rapidly building farms and various other buildings. An industrious and safe but bitterly wary feeling surrounds the area. The knights ride quickly as if to attack your scout fearing it a wight. But quickly slow down as your movements betray intelligence.

The first of the knights shouts for you to halt and declare yourself.

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493ee3 No.28284

>>28283

by the sight of the gate guarded by* (too many thoughts at once wrote halfway in between three different phrases lol.)

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493ee3 No.28285

File: 1468814846117.jpg (13.27 KB,280x280,1:1,Medieval_Morons.jpg)

>>28283

The farmers approach the knights.

"Oy!

Mi'lord beggins' 'is servant to allow 'im ta delivah an message.

We wor sent 'ere by Lord Bryce Gardner 'ta see if dey was any 'un living still in 'ta other carsels.

'ee's lookin' fer anotha lord wot wor want fer food. We got 'sum grain n' potatoes. Askin' fer a Lord of Horn Hill ta come 'n visit."

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493ee3 No.28286

>>28285

The Knights look at each other. Stunned for a moment. One whispers "the mother delivers".

Our Lord is not here at the moment he is with the men organizing the building. But please come into the castle and stay the night. We have furnished quarters aplenty. Our Lord will be more than happy to hear your proposal on the morrow.

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493ee3 No.28294

>>28230

Can we please get an updated map with only the remaining 5 player on it?

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493ee3 No.28296

>>28294

you sure can

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493ee3 No.28297

>>28296

Thanks boss.

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493ee3 No.28324

File: 1468931499572.jpg (5.04 MB,2200x3872,25:44,Got Map.jpg)

Updooted the map, not much has changed

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493ee3 No.28376

File: 1469060534821.jpg (401.82 KB,1366x768,683:384,artsfon.com-57788.jpg)

>>28233

1/2. You set out about the town today, again telling the smallfolk of their plight and how you aim to and have the means to fix it. Your message isn't as well received. The people still listen however, and are willing to go along with your plan

Gain Lateral: [Smallfolk support]

3/4. The men up top know of the lord's activities, and tell you not to meddle in the "tribute" they pay the night lords. Despite your pleadings and begging, they will not be won over. They do say that your way with words could do them well, and instead make you a counter offer to work for the lord of Dusktown, the job would be making the people bow to the lord, and your reward will be quite grand. They also make another offer, accept the job or be feed to the bears housed in the town's arena.

>>28239

1. Tim and Cott head out with 20 good men and return later in the day with a few stags.

Gain: 4 days supplies

2/3. Your men work on the town, finally finishing it up

Gain:

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

4. You attempt to train the dragon, only for it to sleep and flutter away when you try to command it. Its only when you set the bag of Training giblets down that it comes back, quickly roasting the bag and going to town

Feed Meter: 6/15

-1 supply

>>28241

1/2. Your men work on the farms while singing limmericks about how to farm, the only problem is now they won't stop.

Castle Farms 6/8

+4 Farmers

-4 Refugees

3. You order the men to work on the Smithy, but a rotten beam collapsing halfway through the day resulted in a death, and to top it all off, nothing got done after that

-1 Refugee

Blacksmith 4/12

4. Tiring of the amount of time a simple lumber mill construction, Randyll rolls up his sleeves and sets to work with the men on building the damned thing, a rusty nail however puts Randyll out of action before/ any serious work can begin, the roof it was holding up having fallen on him, and knocking him right the hell out. After saving their lord, his men managed to get a little bit of work done.

Lumber mill 9/10

>>28243

1/4. You set out once again to forge the sword, putting all of your strength into it, and are confident that this time it shall work. You prepare to plunge it into the cooling bathe one last time, only for it to shatter once more, the shards tearing at your flesh. You pass out from the blood-loss, and awake to your companions overlooking you. A voice rolls by, soft on the wind. "My warrior, my champion, you must truly sacrifice to obtain the power you wish to have."

Lose item: + [Sword of the First Flame]

Gain Item: [Shards of Ember]

>>28280

1. Your men are sent out to scout the nearby keeps, and none return except those of the party sent to Horn Hill, they say a man by the name of Randyll has set himself up in its halls, and has some semblance of order going on there. He's got more soldiers then people, and the whole castle smells faintly of ash.

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493ee3 No.28379

Dice rollRolled 60, 58, 66, 1 = 185 (4d100)

>>28376

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 27.25/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

>Relic: Ovular Rock [Room temperature]

>Supplies: 1 days worth of sausages

>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 feed meter: Full

1/2/3/4. As terrifying as this situation seems, it is a blessing in disguise. Here is the Lord, inviting me into his home, while I still have the support of the smallfolk. I have a plan, and it is a cunning one if I do say so myself. I will accept his offer, and take my wife (Termi, playing a part), with me. Once we are in the castle, the two of us will eat at his table, and take note if bread and salt are not offered (Though this practice could be a deal rarer nowadays). After a while, Termi will excuse herself to use the restroom, while I remain and chat with the Lord, giving him the impression that I wish to work for him, but I would like to know what it is I would be earning. Self-interest is one of the most believable things, and his answer can tell me a little about what he has hidden away in his castle. Meanwhile, Termi will be off opening the gates for the smallfolk who lie hidden outside the Lord's hall. She will give a signal, and they will charge in, under instructions not to harm myself or Termi. The attack will take the officers and soldiers of the Lord by surprise, and with luck, they will run or surrender. In the chaos, I will flee from the dining hall, and seek out the Lord's treasures, which I will begin to load into whatever container I can find. We obviously won't be able to take everything, but we can take as much as we can. Hopefully, Termi will join me while I work and speed up the process. Once we are laden with treasure, we can begin to make our escape, and return to the inn. [Execute above plan] [+10 to talking with Lord or other men]

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493ee3 No.28380

File: 1469067343526-0.jpg (148.44 KB,757x960,757:960,WeWillFindOurPlace.jpg)

File: 1469067343531-1.jpg (190.03 KB,960x640,3:2,TheLightsAreGoingOut.jpg)

>>28379

PANIC

A

N

I

C

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493ee3 No.28381

File: 1469067509380.jpg (243.83 KB,1477x2067,1477:2067,WantToBelieve.jpg)

>>28379

I am friends with some of his guardsmen if that helps.

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493ee3 No.28382

>>28280

*cough*

-10 Pop

*cough*

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493ee3 No.28384

Dice rollRolled 31, 40, 63, 48 = 182 (4d100)

.>>28376

>>28376

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

>Supplies: 8 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:3/3]

>Population: 56 various refuges

8 farmers

40 various artisans

>Military:

70 Militamen (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.

1.2. The farmers we recruited will continue training some of our refugees into farmers and getting the castle town farms up and repaired.

Castle Farms 3/8

Will cost 2 Lumber and require 10 Farmers to Operate. Generates 3 supplies every 2 turns. (will pay closer to the end I know it won't open till it's paid)

3. Begin repairs on the blacksmith. We will need to produce alot of things from nails to weapons and armor.

Blacksmith: 4/12

Will cost 2 Lumber and 2 Iron and require 1 blacksmith to operate. (will pay closer to the end I know it won't open till it's paid)

4. Continue working on the lumber mill

Lumber mill 8/10

+10 hero personal attention

>>28285

The Lord Randyll meets the peasant and hears his offer. At the end he tells him 3 days. In 3 days we will set out to meet your Lord with a large party of soldiers for protection on the road. You are welcome to live here in the castle till then. Or you may leave sooner if you so wish. But I have things to attend to before I can meet your Lord.

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493ee3 No.28385

Dice rollRolled 82, 81, 12, 83 = 258 (4d100)

>>28376

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment:

+ [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)

+ Stag Meat (2 days supplies)

Army Supplies: 20 Days

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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. Fuuuuuck. Well. You can't make a sword omlette without breaking a few swords first. And William did say he was going to reforge it 101 times if necessary.

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493ee3 No.28386

>>28382

Got it.

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493ee3 No.28387

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

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

Supplies:

9 bags of Golden Wheat [+10 in 2/5 turns]

3 Milk [+1 in 2/3 Turns]

+4 Days worth Fresh Fish (Frozen):

+2 Units of Wood

Population: 70 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

Lumber Mill 8/10

Workshop 2/10

wait. . .did I get any progress on the lumber mill?

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493ee3 No.28388

>>28382

*hack cough*

Lumbermill 10/10

(+3 Lumber every 2 turns)

*Hack Cough*

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493ee3 No.28405

Dice rollRolled 87, 37 = 124 (2d100)

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>Lumber Mill:

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

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

Supplies:

9 bags of Golden Wheat [+10 in 2/5 turns]

3 Milk [+1 in 2/3 Turns]

+4 Days worth Fresh Fish (Frozen):

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

Population: 70 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

1-2. Work hard on the new Wagon Workshop. What good is all this food if we cannot trade it for more supplies! 2/10

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493ee3 No.28413

File: 1469147325428.jpg (223.12 KB,900x636,75:53,Fucking shit picture.jpg)

Hero Name: Orys Rivers

Nation Name: The Sea Siren

Fluff: The Son Tyroshi Whore and an Unknown Father Orys grew up in the Rose streets of King’s Landing. A young boy of 14 Orys has grown up too quickly, his eyes deep violet very different to his mother’s crystal blue 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 under his wing under one bout of madness and cast him out as another. With the birth of Viserys Orys was cast out of the Keep 2 years later and with a few years of education under his belt set out aboard a braavosi ship to sail the Narrow Sea… Now 6 years later he has returned Captain of a near deserted Merchant Vessel to be of service to the only Father he ever knew. (Whores aren’t good moms, that's why Orys is little affected by his Father's killing of his mother)

Resources:

Supplies:

Population:

Military:

Bonus:

Starting Location: King’s Landing - Flea Bottom

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493ee3 No.28414

Dice rollRolled 93, 31, 78, 25 = 227 (4d100)

>>28413

And here are the die I forgot

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493ee3 No.28420

>>28413

Bastard of the King, merchant lord of the Eastern Continent, white-haired, lilac-eyed women charmer. He fought off the second sons with only a wet noodle, he out-swindled the merchants of Qarth in a game of "guess the smell of a dothraki's ass." He is the most interesting man in the world, and his name is Orys Rivers

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

Supplies: A cheese wheel and some sausage (1 Day's supplies)

Population: A mercenary company with camp followers

85 Peasant Camp followers

Military:

25 Gold Cloak Recruits (L0)

10 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.

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493ee3 No.28421

>>28420

"I don't always drink Shade of the Evening, but when I do, I choose Akat Hrazef. Stay alive, my friends."

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493ee3 No.28422

Dice rollRolled 98, 23, 35, 51 = 207 (4d100)

>>28413

Messed up first posts lore, I doubt this changes anything.

Hero Name: Orys Rivers

Nation Name: The Sea Siren

Fluff: The Son Tyroshi Whore and an Unknown Father Orys grew up in the Rose streets of King’s Landing. A young boy of 14 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 stay 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 6 years later he has returned Captain of a near deserted Merchant Vessel to be of service to the only Father he ever knew.

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

Supplies: A cheese wheel and some sausage (1 Day's supplies)

Population: A mercenary company with camp followers

85 Peasant Camp followers

Military:

25 Gold Cloak Recruits (L0)

10 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.

Actions:

1. Meet with my Father, test his mood and try to gain his good graces again. (+5?)

2.Use some of the supplies I had to gain the good graces of the common folk (-Slaughter [1] Cows and hold a small feast for my return and gain the favor of the common folk) (+5?)

3. Find out what the situation of the capital as a whole is and how dire the situation is.

4. Look for allies among the merchants of the city as well as nobles. Being in the good graces of those who hold the supplies is good. (+5?)

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493ee3 No.28431

Dice rollRolled 70, 90, 49, 7 = 216 (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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 7 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 2 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 53 Refugees of Sunkenwood

Total Military: 17 Mercenary recruits (L0) 9 Mercenary Regulars (L1)

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

Feed Meter: 4/15 (uses 1 supply)

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

Starting Location: Sunkenwood

Building: Sunkywood Shantytown - Houses 80 people, Generates +1 pop every 4 turns(0)

Food: 7 Days(+1per3 days)(2)

Hero Stats

Health: 10/25

Inventory:

Relic:

Magic Ability: None

Finally the town is finished. Now, we begin our efforts to make it survive.

1. We’re going to need a small fortification wall around the town, to make sure the wights don’t come wandering into our homes like earlier.

2. Find some arable land nearby. Having a farm would be quite useful for sustainability.

3. Does anyone of you refugees have any talents that could be utilized for the common good? Any skilled tailors, blacksmiths, woodworkers, brewers?

4. I need to continue to train this dragon. I have the feeling it could be an integral part of defending us against the winter, once it has grown.

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493ee3 No.28443

File: 1469219138445.jpg (157.19 KB,900x568,225:142,great-fire-painting-b.jpg)

>>28379

1/4. You are invited into the castle, and sat at a huge table seemingly carved of weirwood, you and your "wild girl" as the wild king calls her, are given both a partition of Mutton and a shipment of sister's stew. He sits across the table from you, in armor as black as the night sky, bright blue eyes staring at you, as cold as frost, a man shambles in next to him, his skin a very creamy white, corpsish in it appearance. He gurgles out a sentance, which you can only barely hear; "The Lord wishes to offer you a job, the people of this settlement seem to have stop being so ``productive`` in the realm of making children, and as you have found out, this offer of children is what allows this place to remain unmolested by the Others. For the past three weeks we have not made a offering, and the lord grows impatient. We suspect that the people are hiding their children, along with refusing to have anymore all together. We have been watching you, and in light of your seditious actions, your silver tongue can be of use to us. Now…" he motions to the left of where he came in, several familiar faces are brought in, them being the guards that you have managed to win over. The lord rises from his throne, picking up a spear, as blue as the sky, with a appearance of sea glass. He walks slowly over to the guards, now kneeling in a line before him. He raises the spear, and with one fell swoop, decapitates all of the guards. "…. any breach of this contract will result in your immediate ```dismissal```, furthermore…" He begins to say, before the very floor beneath you starts to shake. The lord looks up as loose rock dust falls from the ceiling as yet another spasm shakes the ground. The lord lets out an unearthly howl, and rushes out the room, his aide following him. Several of the guards in the room motion towards you, and as they do so, you notice the ambient air temperature dropping. Luckily for you, a piece of roof quickly falls and seperates you from them, unluckily for you, a ```second``` piece of roof falls and dashes you in the head. You awake sometime later to the sight of the former town of Maidenpool ablaze, the sound of the dead and the living fighting to their respective states of death filling the streets. Your head is bleeding something fierce and for some reason you have no clothes, and a patch of skin on your arm is slightly frostbitten. What's more, several wights are making there way towards you.

>Health: 21/30

Lose Equipment: Clothes

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493ee3 No.28444

File: 1469219192173.jpg (242.95 KB,1024x616,128:77,winter_castle_by_alcoholic….jpg)

>>28384

1/2. The farmers continue to pass on their knowledge of the dirt and to build the place that they'll be working at.

-2 Pop

+2 Farmers

Castle Farms: 4/8

3.The work on the smithy continues without pause, and it goes rather well

Blacksmiths: 7/12

4. The lumber mill is finally completed, the wood it provides shall surely be useful

Gain Building: Lumbermill (Provides 3 units of wood every two turns)

>>28385

1/4. William sets back to work making the sword, and really feels it this time.

LightBringer: 4/12

>>28405

1/2. The work on the wagon shop continues, and goes swimmingly, no one died or was hurt in the slightest, what's more, you found a wagon bed out back, its just missing the wheels.!

Wagon Garage: 4/10

+1 Wagon bed

>>28422

1. The Mad king gives you an audience to speak with him as he burns a wight alive, his cackles filling the room as you attempt to speak with him, when you suggest that maybe you should burn ```all``` the dead bodies in the city, he pats you on the back and even calls you "son".

Gain Lateral: King's good graces (Exchange for one favor of the king, ask to much and you'll get burned ``literally``)

2. You kill a cow and invite to people of the city to dine with you, they being starving grab the meat as its cut and run off without the least bit of thanks, well, maybe they'll like you now?

Lose 1 cow

3. You ask around about the situation at the capital, and find that things are dire indeed, the city is surrounded by a army of the dead which assail it everyday, and the numerous dead of the city constantly attack it from the inside as well. The only thing keeping them at bay is the wildfire ditch that surrounds the city, burning day and night. It prevents the others from passing through it, but they send their wights through with wild abandon. The only food the city gets is occasional shipments from the reach, which have to sail around the arm of Dorne, as passage over land is too dangerous.

4. The few merchants and nobles that deign to see you say that if you wish to get things from them, then you must do them favors in turn

Gain Lateral: Upper Class contracting (Can approach members of the upper class to receive items in terms for service.

>>28431

1. Your men set to work building a small palisade around the town, hoping it will offer them some form of protection from the horrors of winter.

Small Palisade 2/8

Will cost 4 wood and 1 Iron upon completion

2. Your men find a nice field recently thawed enough to allow tilling, and set to work doing that

Small Farm 2/5

3. Several men come forth as farmers, and one as a blacksmith. Several women who know how to sew also step forward.

Lose 10 pop

Gain 5 Farmers, 1 Blacksmith, 4 tailors

4. You go to the room where you have the dragon secured and guarded, only to find a small hole burned in the roof and one less dragon than was here earlier.

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493ee3 No.28445

File: 1469220943669.jpeg (600.1 KB,600x453,200:151,CityAblaze.jpeg)

Dice rollRolled 80, 78, 55, 17 = 230 (4d100)

>>28443

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

>Relic: Ovular Rock [Room temperature]

>Supplies: 1 days worth of sausages

>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 feed meter: Full

I don't own clothes. Did you mean armor?

1/2. This is bad. I need to get away, but first I need to find Termi, if she's still alive. Wights aren't fast, so I can just run around until I find her. She could be dead, so if I start to get tired, I can just run.

3. If we are reunited, I need to run to the inn so that I can try to save some of the things inside from the fire.

4. There are things in the inn that we NEED. We need any remaining food, we need my rock, and we need Ice.

REMEMBER, PEOPLE: A single 1 will burn down a city and leave you alone and naked surrounded by zombies.

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493ee3 No.28446

>>28445

I mean your butt ass naked besides your shield and mace

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493ee3 No.28451

>>28384

I posted the wrong sheet……

This is literally a copy of the last turn not my new turn. FUCK

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493ee3 No.28454

File: 1469235966948.png (13.23 KB,206x326,103:163,GondolaCantSucicde.png)

>>28446

Fug.

:DDDDDDDD

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493ee3 No.28456

Dice rollRolled 92, 17 = 109 (2d100)

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>Lumber Mill:

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

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

Supplies:

8 bags of Golden Wheat [+10 in 3/5 turns]

4 Milk [+1 in 3/3 Turns]

+4 Days worth Fresh Fish (Frozen):

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

+1 Wagon Bed

Population: 70 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

Continue to work on the Wagon Workshop 4/10

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493ee3 No.28459

Dice rollRolled 78, 17, 66, 70 = 231 (4d100)

>>28444

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 boy of 14 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 6 years later he has returned Captain of a near deserted Merchant Vessel to be of service to the only Father he ever knew.

Resources: A stock of cattle and some wood (1 cows, 2 units of wood)

Supplies: None

Population: A mercenary company with camp followers

85 Peasant Camp followers

Military:

25 Gold Cloak Recruits (L0)

10 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.

Actions:

1. Knowing that action was needed Orys decides to take a risky move, seeking audience with the King Orys asks for governance over the Dragonpit, the large open space it provided within the city could host the burning of the dead and within it could be some much needed resources. [+Lateral: King's good graces]

2. Knowing that foodstuffs and other resources needed to be secured Orys looked amongst the Nobles for work. [+Lateral: Upper Class contracting]

3. If through some miracle I gained governance over the dragonpit send out our Soldiers to gather the dead within the city and begin burning the bodies.

4. The the Camp followers are tasked with stripping the graon pit of non essential wood and debris to keep to fire going (gather resources)

Alt3. Search for food and resources throughout the city

Alt4. Attempt to take control of some buildings down in flea bottom without causing “noise”

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493ee3 No.28461

Dice rollRolled 41, 59, 17, 66 = 183 (4d100)

>>28444

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

Wood: 0 (+3 1/2)

>Supplies: 7 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:3/3]

>Population: 53 various refuges

14 farmers

40 various artisans

>Military:

70 Militamen (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.

Lumbermill (Provides 3 units of wood every two turns)

>farms:7/8

1/2. There are rumors of small iron mines having been in the area. This is good we have been needing to make a patrol to clear out the wandering dead anyways and we will need the resources. Randyll sets out with a couple of his Knights and quite a few soldiers and peasants to find these mines and get them running again. He will attempt to recruit any good men and women he comes across while on this expedition. (1.find the [hopefully functioning] mines and 2.recruit people both soldiers and peasants are the actions the patrol is fluff)

20 Militamen (L0) 62 Men at Arms (L1) 3 Mounted Knights (L3)

Lord Randyll

10 peasants

+150 torches

+10 hero personal attention.

+5 Stannis the Mannis

3. Continue repairs on the blacksmith. The men eagerly get back to work as their Lord thankfully finds something else to focus on.

Blacksmith: 7/12

Will cost 2 Lumber and 2 Iron and require 1 blacksmith to operate. (will pay closer to the end I know it won't open till it's paid)

4. One of the knights back home takes the initiative to train up some rangers. Knowing we need someone capable of slipping through the trees quietly and hitting at range

+10 peasants.

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493ee3 No.28475

Dice rollRolled 57, 25, 21, 13 = 116 (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) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 7 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 2 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 43 Refugees of Sunkenwood

5 Farmers, 1 Blacksmith, 4 tailors

Total Military: 17 Mercenary recruits (L0) 9 Mercenary Regulars (L1)

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

Feed Meter: 4/15 (uses 1 supply)

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

Starting Location: Sunkenwood

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

Construction: Small Palisade 2/8(Will cost 4 wood and 1 Iron upon completion); Small Farm 2/5

Food: 7 Days(+1per3 days)(0)

Hero Stats

Health: 10/25

Inventory:

Relic:

Magic Ability: None

1. Continue work on the Palisade. Protection is a necessity for survival.

2. Well done finding the arable land. Farmers, take five recruits for protection and a few laborers and make the farm functional.

3. Regulars, don some steel armor. You guys earned it. (-9 Steel Armors, Regulars become L2s)

4. All the regulars but Cott, come with me. The dragon’s gotten loose, we need to find it. Bring some food to help get the dragon back to helping us. (+10)

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493ee3 No.28476

Dice rollRolled 52, 18, 82, 41 = 193 (4d100)

>>28444

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment:

+ [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)

+ Stag Meat (2 days supplies)

Army Supplies: 20 Days

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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. Work on the Light Bringer would continue as planned. It was the sword to end the long night and bring about Dawn!

LightBringer: 4/12

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493ee3 No.28496

File: 1469406130327.png (209.48 KB,1600x900,16:9,^AA768817627A0899301609682….png)

>>28445

1/2/3. You run throw burning alleyways and smoke-filled streets, the sounds of a terrible battle filling the air all around, the screeches of the dead causing a cacophony mixed with the screams of the living. As you pass through a burning house, you catch a glimpse of the combatants, and to your surprise it is not villagers fighting these undead, but men in armor, be it boiled leather or full plate. They wear heraldry as well, some black and red, others yellow and black, and even a fair bit of brown and white. You arrive at the tavern, and it is mercifully untouched, you burst through the door, instantly greeted by a startled Termi, holding Ice and packing your all's belongings in a sack. "Why are you naked?" she inquires.

4. As you are getting everything together that you can from the inn, a beam from the now flaming roof collapses, destroying all that you had gathered aside from your rock, which is now hot as can be, and a few loaves of bread.

Supplies: 1 Day's worth

>>28456

1/2. When you build a wagon, you start from the wheels up, then comes the bed, and then a canvas and the harness for the horses. Such it is with buildings as well, the foundation, then the walls, and finally a roof. Your men have finished the foundation, put up the walls, and started the roof, along with installing a wheel spanner for wagon repairs.

Wagon Workshop 7/10

Wheel spanner: +5 to wagon construction/repair rolls

>>28459

1. You ask your father for dominion over a ruin to burn bodies, alive and dead, and he thinks its a wonderful idea! Some father son bonding time would do wonderful, of course, he would get to light the fire.

Gain Building: Dragonpit

Lose Lateral: King's good graces

Must spend one action each turn you control the dragonpit burning bodies, or the king shall be offended you stood him up.

2. You go to the nobles, trying to garner supplies, however, your inability to adapt to the new manners and customs that have changed since you left offends them, and in turn, they oust you from their homes one by one

lose Lateral: Upper Class contracting

3. Your men go out at dawn to collect that night's bodies, and they return with many, and then they go out again, and come back with more. All in all, you have about 1000 bodies. Pretty good for a first day.

4. Your men take the plentiful amount of spare wood and lumber lying around the decrepit dragonpit and set to readying it for burning.

Gain resources: 2 units of lumber

>>28461

1/2. Your men head out on a patrol of the lands, looking for a mine in the hills from whence you can gather materials for peace and war. Eventually, you find one, but its not in pristine condition. A snow-melt and subsequent freeze apparently cracked one of the supporting rocks, leading to a small cave in, and the rock will have to be cleared before the mine is usable.

Gain Building: Iron Mine (provides 2 iron every 3 days if manned, requires 20 MEN to man it)

Gain Problem: Iron mine cave-in (the shaft will have to be cleared before the mine is usable)

You do manage to find a group of 10 peasants on the road on the way to the mine, they offer to join you if you will protect them.

Gain: 10 Refugees

3. Your men are fearful to continue work, they say that since Randyll himself was hurt building the Smithy, then the gods must not want it built

no progress

4. The knight, known as Ser Handel, takes a few of the more lithe peasant men and trains them in the ways of sneaking and archery, and the men take to it well. They still need more training and better equipment to be a force to be reckoned with, however

Gain 8 Ranger recruits (L0)

Lose 8 refugees

>>28475

1. Your men continue work on the pallisade, motivated to save their own skin, the work goes well.

Small Palisade 4/8

Will cost 4 wood and 1 Iron upon completion

2. Your men go out to find some arable land, and they don't

What they do find is some nice dirt, under some snow, the problem is that its frozen solid, and would need to be tiled to hell and back to even get it arable. You do hear rumors of a man in the south who found a way to grow crops inside houses made of glass, now that sounds like a good idea…

Gained: Frozen Arable land: 1/18

3. Your men put on the armor, unfortunately it proves to heavy for them and they all fall flat of their asses. Looks like these boys will need a little training before they can use that advanced gear. (Train the men)

4. You eventually find and trap the dragon, only its gotten bigger, and eaten all of your mutton.

Dragon: Baby -> Adolescent

New Feed Meter: 1/20 (still uses 1 supply)

>Supplies: None, for every turn that this remains so, you incur a -5 to all rolls. This stacks.

>>28476

1/4. Your trials continue, the men report a odd noise coming from the other side of the Wall however, and the birds seem to be leaving the haunted wood en masse.

Light Bringer: 7/12

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493ee3 No.28497

Dice rollRolled 71, 59 = 130 (2d100)

>>28496

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>Lumber Mill:

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

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

Supplies:

7 bags of Golden Wheat [+10 in 4/5 turns]

4 Milk [+1 in 3/3 Turns]

+4 Days worth Fresh Fish (Frozen):

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

+1 Wagon Bed

Population: 70 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

1-2. Finish up the Wagon Workshop! 7/10

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493ee3 No.28498

File: 1469408411026.jpg (486.72 KB,1024x660,256:165,Fire.jpg)

Dice rollRolled 86, 49, 35, 32 = 202 (4d100)

>>28496

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: A stock of cattle and some wood (1 cows, 4 units of wood)

Supplies: None

Population: A mercenary company with camp followers

85 Peasant Camp followers

Military:

25 Gold Cloak Recruits (L0)

10 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.

Actions:

1. Begin looking for food supplies, not only did we need to eat, but we would need some to entertain the king at tonight’s bonfire. (Look for supplies)

2. Have the men join the city watch in Patrols, while on Patrol continue looking for dead bodies and get the followers to haul them back to the pit. If possible look for men amongst the gold cloaks who want to join our ranks. (Recruit and collect bodies)

3. Personally lead the remaining men to scour the Dragon pit for more resources, we would always need more wood but let's see what else is in here (Look for resources and “artifacts” that could be in the pit)

4. Get the Men stacking the not truly dead bodies at the bodies, we didn’t want them trying to walk out as the king lighted the fire. On top of them stack the wood and bodies until we have a truly wonderful bonfire going. Prepare a few more spectacles (Fire jugglers if we can find one and a few of the more lively corpses to light a flame) to get the king into the mood before the big start. (Start the Fire and try and please the King)

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493ee3 No.28500

File: 1469411056453.png (1.9 MB,1920x1280,3:2,BurningBuilding.png)

Dice rollRolled 50, 82, 98, 6 = 236 (4d100)

>>28496

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

>Relic: Ovular Rock [Room temperature]

>Supplies: 1 days worth of sausages

>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 feed meter: Full

1/2. "Honestly, Termi, I have no idea where my clothes went. I wish this was the first time I'd woken up naked in the middle of a city. I'm so glad you were able to save Ice. I need some furs if I'm going to survive out here." [Find some clothes]

3. Let's start walking. Any direction should do, as long as we leave this city behind. I might prefer going South or West, but Termi and I are a team, and we should make our decisions as a team. [Leave the city]

4. One day of food is fine, but we need more if we're going to survive. [Find food along the way]

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493ee3 No.28501

>>28500

>I drop all of the bread in a plague pit

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493ee3 No.28511

Dice rollRolled 52, 99, 35, 42 = 228 (4d100)

>>28496

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment:

+ [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)

+ Stag Meat (2 days supplies)

Army Supplies: 20 Days

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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 dead will be upon us in no time! Quickly finish the firy blade so they may be pushed back into the hell they have ascended from!

Light Bringer: 7/12

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493ee3 No.28512

File: 1469454622823.jpg (26.32 KB,474x395,6:5,13529246_890569904399703_1….jpg)

Dice rollRolled 56, 27, 74, 18 = 175 (4d100)

>>28496

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

Wood: 1 (+3 2/2)

>Supplies: 6 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:1/3]

>Population: 55 various refuges

14 farmers

40 various artisans

>Military:

70 Militamen (L0) 8 Ranger recruits (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.

Lumbermill (Provides 3 units of wood every two turns)

>farms:7/8

1/2. The peasants and militiamen work together to clear the cave-in from the mines so as to quickly resume operations. All the while Lord Randyll patrols the area clearing whitewalkers and recruiting more peasants whenever he finds them.

20 Militamen (L0) 62 Men at Arms (L1) 3 Mounted Knights (L3)

Lord Randyll

20 peasants

+150 torches

+10 hero personal attention.

+5 Stannis the Mannis

3.Finish building the farms we have the lumber (already subtracted) and more than enough farmers.

Castle Farms 7/8

Will cost 2 Lumber and require 10 Farmers to Operate. Generates 3 supplies every 2 turns

4. Efforts are redoubled on the mines. They take priority for the moment.

20 Militamen (L0) 62 Men at Arms (L1) 3 Mounted Knights (L3)

Lord Randyll

20 peasants

+150 torches

+10 hero personal attention.

+5 Stannis the Mannis

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493ee3 No.28513

>>28512

to make it clear.

1.mines

2.recruit

3.farms

4.mines

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493ee3 No.28631

Dice rollRolled 50, 31, 7, 16 = 104 (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) 7 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 2 Units of Iron

Supplies:

Population: 43 Refugees of Sunkenwood

5 Farmers, 1 Blacksmith, 4 tailors

Total Military: 17 Mercenary recruits (L0) 9 Mercenary Regulars (L1)

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

Feed Meter: 1/20 (uses 1 supply)

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

Starting Location: Sunkenwood

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

Construction: Small Palisade 4/8(Will cost 4 wood and 1 Iron upon completion)

Small Farm 2/5

Frozen Arable land: 1/18

Food: 0

Hero Stats

Health: 10/25

Inventory:

Relic:

Magic Ability: None

1. The palisade is going well. Perhaps we will be able to have it done by nightfall.

2. Highest priority now is food. First, Geoff, gather some men and hunt us some food.

3. Nice work finding a new plot for the future, now go to the thawed field we found a couple days ago and get that farm up and running.

4. I will stay with the dragon, on the frozen field, and attempt to train the thing to follow orders, and to be useful. (+10)

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493ee3 No.28678

File: 1469645633926.jpg (47.95 KB,500x251,500:251,rattleshirt-group-wildling….jpg)

Dice rollRolled 89, 61, 57, 1 = 208 (4d100)

Hero Name: Goatenhiemer Gnupa

Nation Name: Kartoffelpuffers

Fluff: A rag tag band of badass wildlings in the far north have decided to grab their sticks and prepare to fight off the undead. Their leader, Goatenhiemer Gnupa, a notorious swordsman. he has trained his men, slaughtered his whore wife, and lubed up for a slippery fight

Resources:

Supplies:

Population:

Military:

Bonus:

Starting Location: The haunted forest

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493ee3 No.28685

File: 1469661939762.jpg (4.45 MB,8064x5319,896:591,Official-Map-A-Song-of-Ice….jpg)

>>28497

1/2. Your men finish the wagon workshop, and what's more, they finish the first wagon as well.

Gain Building: Wagon Workshop

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

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

>>28498

1. Your men scour the city, starting in the Sept of Baelor and ending in Fleatown, and by the end of it all, you've managed to find a few abandoned stores of food around the city

Gain 4 days supplies

2. Your men join the gold cloaks on patrol, finding several dozen bodies which you subsequently haul to the Dragonpit bonfire, several of the goldcloaks like what you say, but they'll need more assurance before they commit to you instead of your father.

Lateral: Goldcloak recruitment 1/3

Gain 75 Dead bodies

3. You lead the men in picking through the rubble of the dragon pit, looking for anything of note. While you don't manage to find much, you do find some more wood, and some spare iron

Gain resources: 1 Wood, 1 Iron

4. You set to work setting up a spectacle for your father, in a attempt to please him or woo him, it matters not, for you are merely trying not to incur his wrath. Unfortunately, things do not go to plan, and the jugglers do not show up, and the corpses start meandering off the mound, occasionally trying to assault your men. When the king does show up, he's already in bad spirits, as you can tell from his downright hateful face. He says not a word to you, merely walking past you with a pot in his hands. He approaches the mound, throws the pot and then turns and leaves. You don't have to even open your eyes to see the bright green flame that soon burns vividly behind you, or to see the newfound scorn your father feels for you.

>>28500

1/2. You manage to find some clothes in one of the upstairs rooms, a set of linens left over by some sistermen, who's head sits dejectedly looking at you from the corner of the room.

Gain: [Clothes] - You are no longer naked

3. You set out to leave the city, eyeing the cellar door one more time, a feeling of regret in your heart as you leave. You and Termi run through the streets, you carrying the supplies and your now very hot rock, Termi cradling Ice. You leave the city out of the Fool's gate, heading south towards a small port village on the coast.

4. As you pass out of the gate, however, you feel a sharp pain in your ass, only to look and see a arrow shaft sticking out of your bottom. On the city walls, Icy blue eyes stare at you amongst the bright orange of the flames. What's more, the arrow had managed to slice your bag you were carrying the food in, and it all seems to have disappeared.

lose all supplies

>>28511

1/4. You set to work once again, intent on making the sword the right way this time, the drums of war sounding deep in the distance spurring you on. You pound and pound at the searing hot metal day and night, until finally you think it is ready…. That is, until a voice on the wind whispers to you "With great power, comes great sacrifice." You look to your compainions out in the castle courtyard, all enjoying each others company around the fire. A tear falls from your eye as you contemplate the true meaning of the message.

Light Bringer: 11.9/12 - you know what you must do

>>28512

1/2. Your men set to work clearing the rubble, and after several hours of grueling work, then manage to get the mine open again, no telling how much damage the quake did below ground though. Your men managed to find a small gathering of peasants, unfortunately they turned out to be bloodthirsty cannibals and had to be put down.

The mine is now open - must man before it can be used.

3. The farms are finished

Gain Building: Castle Farms - Generates 3 supplies every 2 turns

4. The mines are already cleared milord, but the men refuse to go down in them, they say a deathly chill comes from the depths.

>>28631

1. The palisade construction goes accordingly, though there still remains some work to be done.

2. The men depart and they return with a smattering of hares, not much food at all.

+1 day's supply

3. Your men set out to exam the plot, only to find it frozen solid, what's more, some people followed them back, and now they are asking to join the tribe you got going here

+15 Hillmen (L3)

4. You sit in the field with the dragon, and after several bites and one burn, it starts to listen to you more. It'd probably respond better if you gave it a name.

How to Train your dragon: 1/10

>>28678

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: 60 refugees

Military: 15 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

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493ee3 No.28687

Dice rollRolled 14, 21, 62, 38 = 135 (4d100)

Hero Name: Goatenhiemer Gnupa

Nation Name: Kartoffelpuffers

Fluff: A rag tag band of badass wildlings in the far north have decided to grab their sticks and prepare to fight off the undead. Their leader, Goatenhiemer Gnupa, a notorious swordsman. he has trained his men, slaughtered his whore wife, and lubed up for a slippery fight

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: 60 refugees

Military: 15 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. Make our way south to the wall to ask for entrance to the rest of westeros

2/3. send 10 wildling refuges ahead of us to seek out more men for my party.

4. Scavenge for food along our way

.

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493ee3 No.28690

Dice rollRolled 23, 3, 46, 86 = 158 (4d100)

>>28685

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)

1 unit of iron

1 unit of wood

75 bodies

Supplies: 4 units

Population:

85 Peasant Camp followers

Military:

25 Gold Cloak Recruits (L0)

10 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.

+Lateral: Goldcloak recruitment 1/3

Actions:

1/2. With Father in such a bad mood it was probably good to avoid directly speaking with him. Though I needed to make sure he could keep an eye on me so as to not think me suspicious. Staying at the Pit I continue to look for resources and artifacts long forgotten in the crumbling building.

3. Send out the men to continue gathering the dead, even if it didn’t please father it needed to be done. This time don’t worry too much recruitment as cleaning the city is more important (Collect Bodies)

4. Keep the fire stoked and filled with the few bodies we have collected (Keep the bonfire going)

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493ee3 No.28739

Dice rollRolled 27, 90, 60, 78 = 255 (4d100)

>>28685

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment:

+ [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)

+ Stag Meat (2 days supplies)

Army Supplies: 20 Days

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)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>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. Weow, 0.1 progress short. Trim the edges a bit and we're good to go.

Light Bringer: 11.9/12

2-4. What were they laughing and enjoying themselves for?! Fools! Did they not know the Lord of Light's work had to be done? Something had upset those birds, most likely it had been the undead! It was time to burn away the dead and bring forth the life that had been resting beneath the snow!

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493ee3 No.28747

>>28746

*cough* Small Palisade 7/8 *cough*

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493ee3 No.28748

Dice rollRolled 97, 33, 36, 51 = 217 (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) 7 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 2 Units of Iron

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.

Feed Meter: 1/20 (uses 1 supply)

How to Train your dragon: 1/10

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

Starting Location: Sunkenwood

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

Construction: Small Palisade 7/8(Will cost 4 wood and 1 Iron upon completion)

Frozen Arable land: 1/18

Food: 0

Hero Stats

Health: 10/25

Inventory:

Relic:

Magic Ability: None

1. Alright, finish the palisade. The protection will be a much needed help to our town.

2.,3. Geoff, good job getting food for yesterday. Go out with your hunting party and get us some more food.

4. I will continue to train the dragon outside the town on the frozen field. (+10)

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493ee3 No.28749

Posting for baz he will roll himself.

>>28685

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>Lumber Mill:

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

>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:

7 bags of Golden Wheat [+10 in 4/5 turns]

4 Milk [+1 in 3/3 Turns]

+4 Days worth Fresh Fish (Frozen):

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

+1 Wagon Bed

Population: 70 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

Resources may be off dunno when he harvests and whatnot.

1 . plant new grain

2."plant new potatoes

3.4.5. Make more greenhouses

6. Use the scout in horn Hill to ask the merchant council about purchasing draft animals.

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493ee3 No.28753

Dice rollRolled 34, 9, 55, 67, 85, 19 = 269 (6d100)

>>28749

He changed his mind. Rolling for him

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493ee3 No.28756

Dice rollRolled 30, 38, 7, 99 = 174 (4d100)

>>28685

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

>Relic: Ovular Rock [Room temperature]

>Supplies:

>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 feed meter: Full

1/2. We NEED food. In this winter wasteland, I'll take anything I can get. I don't want anyone to get separated, so we'll hunt in shifts. One person stays at the campsite and rests, and the other one looks for food for a couple hours. Hopefully, that way, we can hunt quietly and not get separated. [Get food for the party]

3. Just for shits and giggles, I'm going to put the egg in our campfire whenever we stop. It hasn't cooled down since we fled the city, so whatever it is, it retains heat very well. I could use it to heat up and dry out bedding or furs if it gets hot enough. [Keep the rock in the fire, handle carefully.]

4. We need to go South. However, the roads are dangerous, and have grown more dangerous since winter came, and law and order abandoned these lands. Everyone will keep their eye out for other travelers while we move. If we see someone, we will hide off the side of the road, and watch to see who they are. [Move carefully.]

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493ee3 No.28757

File: 1469763319939.jpg (42.55 KB,747x919,747:919,I am not only retarded.jpg)

>>28756

>7 to putting a rock in a fire

>99 to watching for travelers on the road

This is my life now.

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493ee3 No.28762

Dice rollRolled 49, 60, 25, 36 = 170 (4d100)

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

Wood: 1 (+3 1/2)

Castle farms: provides 3 every 2 days

>Supplies: 5 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:2/3]

[farms +3 CC:1/2]

>Population: 55 various refuges

14 farmers

40 various artisans

>Military:

70 Militamen (L0) 8 Ranger recruits (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.

Lumbermill (Provides 3 units of wood every two turns)

Castle farms: provides 3 food every 2 days

1.Damn it throw a few torches down in the mines the heat should atract them up here where we can ambush them.good thing we brought so many torches.

20 Militamen (L0) 62 Men at Arms (L1) 3 Mounted Knights (L3)

Lord Randyll

20 peasants

+150 torches

+10 hero personal attention.

2.3.Back in the castle the Knights decide a Bowyer is needed and begins building a bowery.

4. Our 40 various artisans are questioned about their various abilities in order to find a blacksmith and a Bowyer.

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493ee3 No.28829

File: 1469902991655.jpg (213.14 KB,1789x1102,1789:1102,game-of-thrones-fan-art-by….jpg)

>>28687

1. You try to set out to march south to the wall, unfortunately a snowstorm sets in and you end up marching 15 miles in the wrong direction, finding yourself at the the base of the frostfangs.

2/3. As you march you send out several scrubs ahead of you with the intention of finding more men, and find men they do. They return with several men, and tell you that they found many more, in pieces that is.

Gain Pop: 7 refugees

4. The prospect of finding food in the north was always a grim one. Yet someone your man have managed to find a stag, recently killed and not quite frozen. You butcher it, not having to worry about spoilage, as the cold winds freeze all of your supplies anyway.

Gain: 2 Days supplies

>>28690

1/2. You rummage though the Dragonpit, finding only a pile of petrified dragon dung.

Gain Resources: Solid Dragon shit

3. Your men go out once more to collect bodies from the city, returning with 120 so bodies.

4. The bonfie continues to burn, the wildfire still burning bright and green. its color attracts several peasants, who seem to be intrigued by the green fire.

Gain Pop: 10 Peasant camp followers

>>28739

1.You set out to trim the edges and polish the sword, only for a creak in the door to startle you, As you swing the sword back towards the shape that has worked its way into the room, you hear a faint "Oh veeeeeeey" and a sickening crunch. Your friendo Shlomo's head falls to the ground, his bag of coins spilling all over the now blood soaked dirt. As if in response, the sword flickers to life, burning softly. A voice whispers…. "You have taken the first step, now taste a example of my power."

Gain weapon: Lightbringer - +20 to combat rolls, allows you to gain followers of R'hllor, can kill white walkers.

2/4. With you somewhat flaming sword and a heavy heart, you set out to rally your men and the men of the god of light to fight the demons of the night that rally just beyond the wall. The Army sets out from under the wall, morale high and ready to bring back the dawn.

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

>>28748

1. The Palisade if finished, and what's more, the townspeople managed to find a stockpile of iron spikes to fix to the wall, reinforcing it and also making it more dangerous to any attackers.

Gain Building: Spiked Palisade - +10 to town defense rolls

2/3. They go out to hunt again, but are less succesful this time, coming back with only a dead cow they managed to find on the side of the road.

+ 2 Days supplies

4. The Dragon seems to actually respond to your commands now, heeling and coming when called, it even goes and fetches a turkey you see in the nearby brush.

How to Train your dragon: 3/10

Gain 1 Day supply

>>28749

1. You replant the grain crop, though the field is not as vibrant as it once was. You should probably rotate your crops. (Change food output to 9 food in 5 days)

2. The potatoes you set aside for replanting have spoiled, and no new crop is laid.

3/4/5. Your men set to work on making more greenhouses, and the work goes well, the failure of the potato crop spurring them on to make more food. Probable starvation is a hell of a motivator.

Greenhouse: 3/6

6. Your scout, however, is rejected by the merchants for being a "Shit covered dothraki impersonator".

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493ee3 No.28830

>>28756

1/2. You and Termi hunt in shifts as you have instructed, and it begins to get dark and not one animal or stray bread loaf has been seen. You begin to lost hope when you stumble upon a dead body, and dark thoughts begin to enter your mind, but luckily you notice he's carrying a sack, and in that sack you find several loafs of bread and some cheese. Thank the gods.

Gain 2 Days supplies

3. You go to pick the rock out of your satchel, only to find it in pieces within, and a strange hole in the bottom of the sack, like something clawed its way out of it.

4. You walk quietly near the roads, far enough away to avoid any parties on it, but close enough to see if anyone wants to take the piss out of you or give you the business. You even manage to find a man willing to trade you some food since you look so charming. You make it far enough as Brindlewood without having encountered any trouble when you feel something grab your shoulder. Since Termi is infront of you you know its not here, and you quickly turn around mace in hand to meet whatever foe is assailing you, only to see no one behind you. Then you feel a scaly tail brush against your neck. You swear you must have eaten some rotten meat, or maybe its the lack of sleep playing with your mind, because there is a dragon perched on your shoulder, as white as snow and no bigger then a small cat.

Its the same shape as that rock you had, how odd is that?

Gain 1 Days supply

You also found a dragon

>>28762

1. You throw some torches down the mine and illuminate the fact that its full of dead bodies, thankfully for you they are still, and long since dead.

2/3. The Bowery is started, and a man who knows a limited amount of fletching and bowery, all you need to do is finish the shack that shall be used for this

Bowery 2/6

Gain 1 Amatuer bowyer

4. Of the 40 various artisans that you have, one has already come forth as a bowyer, and at the back of the pack is your blacksmith, well, a blacksmith's apprentice. Its a boy about the age of 17, who says he apprenticed a blacksmith at Bandallon

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493ee3 No.28832

Dice rollRolled 90, 63, 36, 8 = 197 (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 (6 days supplies)

Population: 67 refugees

Military: 15 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. Make our way back to the wall to request exit out of the north

3/4. Work on training some of my men into warriors

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493ee3 No.28865

File: 1469935130864-0.jpg (45.78 KB,600x619,600:619,Ice.jpg)

File: 1469935130864-1.png (1.3 MB,778x1026,389:513,EditedEyeWhiteDragonJuveni….png)

Dice rollRolled 6, 69, 61, 31 = 167 (4d100)

>>28830

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

>Relic: Ovular Rock [Room temperature]

>Supplies: 3 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 feed meter: Full

1/2/3/4. It's at moments like these that I wonder why I even bother. I'm marching down the road to a city controlled by a pyromaniac king, in the company of a wildling, a direwolf pup, and a small dragon. By now, I've stopped completely. "Termi?" I nervously call out. "I don't think that our hot stone was a rock at all."

The two of us will attempt to remove the dragon from my shoulder without frightening it into attacking either of us or running away. I certainly don't want to give up the opportunity to have a dragon. Once the creature is removed from my shoulder, we can decide how to proceed. As always, I will listen to Termi's counsel, but I'm rather keen on keeping the creature. It will need a name, won't it? We already have a direwolf pup named Ice, so what should we call this dragon? It's about the same color as the wolf, so perhaps it could be Snow? Drift? Frost? I kind of like Frost, but I should ask Termi. We're kind of a democracy of two. [Remove dragon from shoulder, name, decide on plan of action]

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493ee3 No.28901

Dice rollRolled 14, 5, 42, 8 = 69 (4d100)

>>28830

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resource creators:

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

Castle farms: provides 3 every 2 days

Resources:

Wood: 4 (+3 2/2)

>Supplies: 8 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:3/3]

[farms +3 CC:2/2]

>Population: 55 various refuges

14 farmers (10 currently working on farms)

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

>Military:

70 Militamen (L0) 8 Ranger recruits (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.

Lumbermill (Provides 3 units of wood every two turns)

Castle farms: provides 3 food every 2 days

1.2.3.Haul out the bodies and burn them. Once the bodies are burned man the mines. 3. Have the militiamen and half the men at arms build a small palisade around the mine to protect the miners.

20 Militamen (L0) 62 Men at Arms (L1) 3 Mounted Knights (L3)

Lord Randyll

20 peasants

+150 torches

+10 hero personal attention.

4. Back home the knights continue overseeing the bowyery

Bowery 2/6

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493ee3 No.28902

Dice rollRolled 36, 5, 22, 52 = 115 (4d100)

>>28829

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

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.

1-2. (I completely lost track of my food consumption) As the party continues to consume supplies more food will be required.

3-4. The White Walkers would have to be burnt away in order to bring about the dawn. It was time for William to lead these faithful men forth and sacrifice the evil servants of ice on the altar of fire!

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493ee3 No.28905

Dice rollRolled 70, 1, 52, 40, 93, 11 = 267 (6d100)

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, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>Lumber Mill:

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

>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:

7 bags of Golden Wheat [+9 in 2/5 turns]

4 Milk [+1 in 1/3 Turns]

+4 Days worth Fresh Fish (Frozen):

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

+1 Wagon Bed

Population: 70 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

1-3. Go germinate some of the sprouts from the rotten potato's and get those to become a crop. Otherwie go look for more potatos.

4-6. Finish up the new greenhouses 3/6

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493ee3 No.28907

Dice rollRolled 89, 61, 28, 55 = 233 (4d100)

>>28829

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)

1 unit of iron

1 unit of wood

120 bodies

+Dragon shit

Supplies: 3 units

Population:

95 Peasant Camp followers

Military:

25 Gold Cloak Recruits (L0)

10 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.

+Lateral: Goldcloak recruitment 1/3

Actions:

1. Continue scouring the pit for resources

2. Look for more recruits amongst the gold cloaks [+ (1/3)]

3. Have the men continue collecting bodies, the streets around the pit hopefully looked a bit more inviting now.

4. Throw yesterday's batch of bodies onto the flames, though in the dragon patty as well. I had heard the dothraki used dried horse shit to fuel fires, Would not dragon shit work even better?

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493ee3 No.28915

Dice rollRolled 63, 21, 74, 83 = 241 (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) 3 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 1 Units of Iron

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.

Feed Meter: 1/20 (uses 1 supply)

How to Train your dragon: 3/10

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

Starting Location: Sunkenwood

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

Spiked Palisade - +10 to town defense rolls

Construction:

Frozen Arable land: 1/18

Food: 2

Hero Stats

Health: 10/25

Inventory:

Relic:

Magic Ability: None

1. Alright, so, our top priority is setting up the village. To that effect, tailors work together along with some manual labour to set up a tailor.

2. Blacksmith, take some refugees and set up a forge.

3. Geoff, one more hunting party, just to put some food into storage.

4. My efforts will continued to be focused on training our dragon to be useful (+10)

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493ee3 No.28984

File: 1470039538112.jpg (92.27 KB,620x880,31:44,3f49d12f7c8d3e6970ae8bb5de….jpg)

Dice rollRolled 24, 10, 21 = 55 (3d100)

>>22763

Hero Name: Ash Waters

Fluff: Born a bastard of House Velaryon, though Ash was certainly never treated with the respect of a proper noble, he was afforded more luxuries than most other bastards. As long as the seed was strong, Valyrian children, bastard or not, were precious and harnessed. Never to be destined for the throne, Ash was sent to the Maesters of Hightower to bring honor to the house and honor to their coffers, where he choose warcraft and magic and the occult arts as his subjects. After a few years, his father heard about what he was studying and made some deals to get him to train under GranderMaester Pycelle at Kings Landing, where he could bring more honor to the house, as well as be watched over easier. Pycelle was truly worthy of his titles, but his proclivities for lewd and uncouth behavior quickly impressed on him. It wasn't long after Pycelle brought him a serving girl that he began to fall further from grace. He was an apt lover, his Valyrians genes giving him an edge in every way over Pycelle and soon after Pycelle's serving girls started seeing Ash instead of him did he finally end up where he is now. Learning of Pycelle's intent to have him removed, he choose willingly instead, to leave Kings Landing and became a "rogue scholar" doing odd jobs for village folk in exchange for food, board, coin, anything to keep himself alive without resorting to banditry and thievery. Certainly, the sword he brought with him from home kept him safe between towns. and the nice clothes he kept allowed him to play the part.

Resources: (Everything you can't eat, drink, or lactate)

Supplies: (Food and water, you need this to survive, without it, people will die)

Equipment: (Weapons and arms)

Bonus:

Starting Location: Heading north, encountering Dara.

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493ee3 No.28985

File: 1470039686778.webm (3.72 MB,636x360,53:30,1467998489421.webm)

Dice rollRolled 2, 100, 98 = 200 (3d100)

>>28984

Fuck these dice, I demand another roll for rolling late and these will count, or else.

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493ee3 No.28986

File: 1470039779919.webm (608.56 KB,960x540,16:9,game of fuck this thread.webm)

>>28985

>>28984

Fug my dig :{DDDDDDDDDDDDDDD

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493ee3 No.28988

>>28984

>>28985

Karma for writing such an absolute shit character

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493ee3 No.29011

Dice rollRolled 38, 42 = 80 (2d100)

>>28905

7-8. MORE

POTATOS

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493ee3 No.29014

>>28832

1/2. Your men head south, following the path of the lichen on the trees versus the rising sun, and it isn't long before you find the vastness of the wall looming over you. You approach it hesitantly, for all you know there may be crows still hanging around doing god's know what. To your utter shock and slight horror, you see the gate infront of castle black open up, and a tide of men unlike any you had ever seen before continue to pour out.

3/4. While waiting for the army to pass, you begin to teach some of the younger wildlings the ways of the spear and the bow, and in time, a few are ready enough to begin to become proper warriors of the tribe.

Military: + 4 Wildlings

lose 4 pop

>>28865

1/2/3/4. You beckon the dragon off your shoulder, but it seems content to stay there, coiling itself around the back of your neck, your attempts to move it met with dismissive looks from the little lizard, as it snorts arrogantly at the hand you put up to move it, a little black puff of brimstone escaping from its nose. You decide that it appears to be doing nothing of note and ignore it for now in favor of more pressing issues. Termi, who has little knowledge of the south, defers judgement to you in terms of deciding where to go next. She also says you should keep the dragon, if for nothing else but spare meat. Ice yawns and snuggles into the small mass of furs that is the makeshift dog bed at your camp. You know that Dorne is the one place on Westeros that the walkers haven't reached yet, and that winter hasn't come there either. Funny though, you could've sworn to have heard something else though.

>>28901

1/2/3. The bodies are hauled out and burned, with only 3 of them moving when they shouldn't, but a quick response from your men at arms prevents any damage from being done. Your men then man the mine, and it will now start producing raw ore for you to use.

Gain Building: Manned Iron mine (+ 2 iron ore every 3 days

4. Tragedy at the castle! A collapse at the Bowery results in the death of 5! And what's more, the roof has to be rebuilt!

Bowery 1/6

Lose 5 pop

>>28902

1/2. Your party goes out to hunt after Shlomo's death, to take their minds off of it, the return with a small stag.

+1 Day's supplies

3/4. You give your men a rather rousing speech and lead then north, though the gate at castle black and into the haunted woods beyond.

Location: Beyond the wall

>>28905

1/3. Your men try to find the place where they stockpiled the rotten potatoes only to find something far, far worse. RATS! They've eaten half your food, and what's more, they were apparently here for awhile because many of the men you sent out to find more potatoes come back, the horrible sickness they developed forcing them home.

>Lose half of your supplies

>Your camp has the plague, every roll below 20 kills someone (from sickness) in addition to the consequences it already has. Can be treated, and if you don't it will only get worse

4/6. Your men are hard at work, ignorant of the disease around them. They finish the greenhouse just as the word spreads of the sickness, and one of the men cough.

Gain Building: Unfertilized Greenhouse (cost 2 wood and 2 glass)

>>28907

1. Your men dig through the pit, finding much more in the deeper levels; a venerable wealth of timber and iron, free for the taking

Gain Resources: + 3 Timber

+ 3 Iron

2. Once again you go out to recruit men from the city guard, and now more are willing to listen to you, but still a few hold out.

2/3 Gold cloak recruiting

3. Your men collect more bodies, and to your surprise, a few were just sleeping citizens, but after getting cast into the body pit, are now as dead as the rest.

Gain 75 Dead bodies

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.

4. The dragon shit has a pungent order to it, and the smell permeates the room, but you are right, it _does_ help with the burning of the bodies

lose 120 bodies

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493ee3 No.29015

File: 1470094099513.jpg (172.58 KB,1063x532,1063:532,game of thrones fan art er….jpg)

>>28915

1. The Tailor's shack is started, and much progress is made on the first day. With this, your people shan't freeze every time the sun sets.

Tailor

3/6

(Will cost 2 wood and 1 Cloth)

2. Your smith, naught but a boy, takes several wandering peasants and attempts to set up a small hovel from which he can work out of. Unfortunately, this boy is no architect, and his hovel is not as stable as it should be. When three of the four walls and the roof fell, one of your men was lost.

Smith: 1/6

(Will cost 2 wood and 1 iron)

Lose 1 pop

3. Geoff departs with several of your best shots, he is gone for the later part of the day, and when he returns, it is with several stags. A blessing, surely.

Gain 2 Days supplies

4. The Dragon is getting better at listening, and bigger as well. He can fetch, roll over, and even breath little puffs of fire on command. Funnily enough, he only responds to what High Valyrian you know on hand, and if you want him to preform more complex commands.

How to Train your dragon: 5/10

High Valyrian: 1/3 (Basic)

>>28984

Resources: Some spare Iron and wood (1 unit each)

Supplies: A single Piece of bread

Equipment: Fine Clothes - Tend to get ruined in combat

Fine Sword - +5 to combat rolls

Magic: You Actively Attract Walkers

Bonus: [Maester] - You learned a lot in hightower, more then what most men will learn in their entire lifetimes in Westeros. +5 to all rolls that require knowledge outside of the norm.

[Sue ascended] - For some reason though, you come across as a insufferable prick, -5 to all communication rolls

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493ee3 No.29018

>>28865

Ice - Dire Wolf pup

>Health: 5/5

Feed meter: 1/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 1/15

>>28915

Your dragon is bigger, and since it doesn't have a name its stats are as follows

Unnamed Adolescent Dragon

Health: 15/15

Feed meter: whatever it is right now

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493ee3 No.29019

Dice rollRolled 16, 74, 60, 88 = 238 (4d100)

>>29014

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

>Relic:

>Supplies: 3 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

>Health: 5/5

Feed meter: 1/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 1/15

1/2. I don't think Frost will be too much of an issue. He seems fairly chill. Still, we should get him acclimated to the rest of the group while we move along. He and Ice probably eat the same kind of food: meat. Hopefully, we'll all get along well. Perhaps I can teach him to obey basic commands: Stay, come, roll over, etc. [Train Frost]

3. There are several directions in which we could go. We could go North, but I don't see why we would. We could go West, to the Reach or the Westerlands. My family may still have their holdings and silver mines, and I've heard tell of a paranoid lord with whole farms indoors. We could go East, to Rosby or Crakehall, which seem like fairly safe destinations, or we could go South, to King's Landing or Dorne. King's Landing is ruled by a madman, and my guess would be that all of the refugees fleeing the winter and the Walkers are flooding to King's Landing and Dorne. Therefore, we will strike East, to Rosby. [Go East, to Rosby]

4. The animals need food more than we do, and while I'm not afraid of them, they could do some damage if they get too hungry. I'll feed the two of them what we have, and then hunt for more food as we head towards Rosby. [Feed Ice and Frost, hunt along the road]

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493ee3 No.29033

Dice rollRolled 100, 61, 91, 99 = 351 (4d100)

>>29015

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) 3 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 1 Units of Iron

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: 1/20 (uses 1 supply)

How to Train your dragon: 5/10

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

Starting Location: Sunkenwood

Building: Sunkywood Shantytown - Houses 80 people, Generates +1 pop every 4 turns(0)

Spiked Palisade - +10 to town defense rolls

Construction:

Frozen Arable land: 1/18

Tailor 3/6

Smith: 1/6

Food: 3

Hero Stats

Health: 10/25

Inventory:

Relic:

Magic Ability: None

1. Nice start on the tailor’s shack, keep the momentum going. Finish that as soon as possible.

2. Blacksmith, perhaps putting you in charge of construction was not the wisest of decisions. Harren, help him ensure that his new smithy doesn’t fall down.

3. Kraig, gather some townsfolk and scavenge anything you can from the old village. Some cloth for the tailor would be ideal.

4. I shall continue to train our dragon to follow my orders. I think I shall call him Rickard, after the man we lost to the winter last week. (+10)

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493ee3 No.29051

File: 1470156438495.gif (1.23 MB,900x900,1:1,YouShouldCelebrate.gif)

>>29033

Congrats on your new industrial age textiles factory, the hidden cache of dragonglass, and your discovery of Ancalagon the Black.

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493ee3 No.29054

Dice rollRolled 60, 25, 22, 81 = 188 (4d100)

>>29014

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. After the army passes we will stroll right on south

3/4. once we are south send out some men to look for food +5 [bonus:true northerner]

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493ee3 No.29055

Dice rollRolled 91, 75, 18, 10 = 194 (4d100)

>>22763

Stats for Bob

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493ee3 No.29057

>>29055

Hero Name:

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: (Everything you can't eat, drink, or lactate)

Supplies: (Food and water, you need this to survive, without it, people will die)

Population: (pretty self-explanatory)

Military: (Everyone that can swing a stick with some skill, based on fluff initially)

Bonus: (Based on fluff)

Starting Location: The Dreadfort

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493ee3 No.29095

File: 1470198238512.jpg (856.7 KB,1200x937,1200:937,1457814489645.jpg)

Dice rollRolled 83, 85, 45, 43 = 256 (4d100)

>>29015

Hero Name: Ash Waters

Resources: Some spare Iron and wood (1 unit each)

Supplies: A single Piece of bread

Equipment: Fine Clothes - Tend to get ruined in combat

Fine Sword - +5 to combat rolls

Magic: You Actively Attract Walkers

Bonus: [Maester] - You learned a lot in hightower, more then what most men will learn in their entire lifetimes in Westeros. +5 to all rolls that require knowledge outside of the norm.

[Sue ascended] - For some reason though, you come across as a insufferable prick, -5 to all communication rolls

1-2; Train swordmanship skills

3; Practice muh charisma

4; Travel with dara into rosby

>>29019

Travelling north along the Kings Road, Ash came across a crossroad. Wondering which direction to go next, he noticed a group of travelers approaching heading east towards Rosby. It seemed there was a woman leading the group, one that lead with both a wolf and a, a uh, auh, a Dragon? This group was certainly interesting, something surely worthy of his efforts, and think about all the women and money! He headed towards them, and greeted the group. "Hail there, travelers. You have quite a group there, I sense a great potential in you all and seek to harness it and bring it out! I have been wondering aimlessly amongst this wasteland we call home and have acquired many talents. I hope that you will accept me and we may grab destiny by the horns!" Ash bowed exaggeratedly after that, to the now apparent gentleman, in an attempt to appease his pride. He hoped his wiles and natural charm worked on men.

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493ee3 No.29097

>>29095

After a look at Termi, which received an indifferent shrug, Geoffrey addresses the newcomer. "Well, you're welcome to come with us, but you have to pull your weight. Do some of the hunting, gather some of the wood, and not get in the way. You'll forgive me for being wary, but I've learned to not trust kind words and a smile as easily as I used to. I am Geoffrey Sterling, formerly heir to the lands of Ser Herrod Sterling. This is Termi, my travelling companion, and these are Ice and Frost." He indicates the wolf and the dragon respectively. "I don't believe that you've introduced yourself, whitehair. From your looks, I would guess that you are of Valyrian descent?"

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493ee3 No.29120

>>29055

>>29057

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

Supplies: 6 entire deer and some fresh pickles and rye ( 7 days supplies)

Population: 15 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.

The Dreadfort, once the seat of the mighty House Bolton, one of the largest bannermen of House Stark, now lies in ruins, it being long abandoned by the people that dwelt here. Your and your men find yourself now roaming its empty halls, ghost passing through a cairn of the dead.

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493ee3 No.29121

Dice rollRolled 47, 25, 37, 60 = 169 (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: 4 (+3 1/2)

Iron ore: 2 (+2 1/3)

>Supplies: 7 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:1/3]

[farms +3 CC:1/2]

>Population: 50 various refuges

14 farmers (10 currently working on farms)

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

>Military:

70 Militamen (L0) 8 Ranger recruits (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.

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

1. 2. Build a small outpost at the iron mine. Complete with small wall.

+10 hero personal attention.

3.4. Continue work on the bowery.

Bowery 1/6

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493ee3 No.29122

Dice rollRolled 74, 27, 11, 43 = 155 (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 Greenhouses (Fertilized - +9 food in 5 days, must be replanted after each harvest)

>1 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:

4 bags of Golden Wheat [+9 in 3/5 turns]*2

2 Milk [+1 in 2/3 Turns]

+4 Days worth Fresh Fish (Frozen):

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

+1 Wagon Bed

Population: 70 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

1-4.

PLAGUE

CURSES, I KNEW THIS WOULD HAPPEN.

BURN THE BODIES. QUARANTINE THE INFECTED. TAKE BATHS.

WE MUST STOP THIS PLAGUE

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493ee3 No.29123

Dice rollRolled 64, 29, 66, 47 = 206 (4d100)

>>29120

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 crates of wood)

Supplies: 6 entire deer and some fresh pickles and rye ( 7 days supplies)

Population: 15 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.

Starting Location: The Dreadfort

1 Set Sentries around the supplies and entrances alert me if spooks pop up

234 Repair Dreadfort. Unload the wood and begins repairs, mostly closing up any openings to stop anyone from just wandering in where sentries arent posted and general housing

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493ee3 No.29132

Dice rollRolled 67, 33, 86, 81 = 267 (4d100)

>>29014

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)

4 unit of iron

4 unit of wood

75 bodies

Supplies: 2 units

Population:

95 Peasant Camp followers

Military:

25 Gold Cloak Recruits (L0)

10 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.

+Lateral: Gold cloak recruitment 2/3

+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.

Actions:

1. Continue cleaning and collecting the refuse around the pit [Collect resources]

2. Work on getting the gold cloaks favor some more [2/3]

3. Have the men continue cleaning the city of the bodies, hopefully such mistakes didn’t happen again. [Collect bodies]

4. Continue stoking the bonfire and burn the refuse found within the city, though the lost of life was unfortunate we would all be dead if these corpses rose in the night [Continue the Bonfire]

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493ee3 No.29206

File: 1470295338372.jpg (78.21 KB,1191x670,1191:670,Bw1Oi4p.jpg)

>>29019

1/2. You speak at the dragon, and at first it looks at you curiously, and for a while you try in vain to train Frost, that is, before you utter a bit of high valyrian, and then the best pokes it head up as if to listen better. "Sīkudi nopāzmi." you repeat, and the beast looks at you oddly. You seem to be on to something here. You struggle to remember anymore high valyrian, your maester that taught you when you were young had an odd fondness for it. God, what was it he would always say. "Dracarys!" You exclaim, finally remembering the phrase, and as if on response, the dragon lets out a little puff of flame, which just so happens to land on the fine clothes of a nearby man approaching you >>29095 setting his cape on fire.

How to Train your dragon: 2/10

High Valerian 1/3 (Basic)

3. You begin the long trek to Rosby on foot, the strange man, pale as milk, following you, breathing heavily and oddly grabbing his pants as he walks. The journey is peaceful, aside from the odd limp of the milkman. You arrive at the Castle, to find it utterly empty, with only a single light burning in the highest tower of the castle.

4. You give the two little hellions a steak each, and they both slurp them up hungrily.

Ice

>Health: 5/5

Feed meter: 4/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 4/15

After feeding them, Ice seems to be acting oddly before you leave to hunt. He then darts off into the woods, Frost gliding after him. You and Termi dart after them as the oddly pale man swings his sword in the air while talking to himself about how great he is. You contemplate the tragedy of this before running off after your lost pets. You find them, around a broken barrel of sausage.

+ 4 Days supplies

>>29033

1. You don't know how, you don't care why, but somehow, somewhere, the men found a store of stone and marble and a tiny castle, which they dub "Whitecastle" in which to house the tailors, and several other subsequent trade industries, or whatever else you decide to put in the keep, which is the size of a Keep. What's more, your tailor has had a stroke of genius, and found a way to weave cloth in such a way as to make it hard as steel!

Gain Building: 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

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

2. Harren does a swell job of building his hall, dubbed Harren's Hall, and the name has stuck

Harren's Hall Smithy: 3/6

3. Your men find not only a excess of cloth, but they also manage to find some wood, some steel, and a odd book

Gain 3 of each: Cloth, wood, steel

Gain Item: Ancient book

4. Rickard follows you around like a loyal dog, listen to all of your commands and obeying you without question. That is, until he disappears for a few days and returns several times larger.

How to Train your dragon: 8/10

Feed Meter: 9/20 (uses 1 supply)

>>29054

1/2. Your band approaches the wall through the trees as the army passes through it, and while the last rank is passing though, you sneak under and make it to the castle courtyard.

3/4. You send men out once south of the wall and residing in castle black, they return several hours later with a wealth of supplies and a stag

Gain 3 Days supplies

>>29095

1/2. You swing your sword as you walk, breathing heavily from the effort, but at the end of it you feel like you've learned a bit more then what you knew before

Basic Swordsmanship 3/8

3. Having no one to talk to, you talk loudly to yourself as you walk behind Geoffry and his little pack. This would normally appear the work of a madman or a ponce, but you manage to convince yourself that its the work of a genius.

Somewhat Charming 1/8

4. You follow Geoffry's party to Rosby, the cold slowing you down and freezing your eyes. You arrive with the rest of the party, your Feet raw from the march and your lips blue from the wind and snow. You might want to get some real clothes.

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493ee3 No.29207

File: 1470295390099.jpg (1.6 MB,1280x4019,1280:4019,JE-Fullerton-A-Song-of-Ice….jpg)

>>29122

1/2. The Beginning of the holdfast begins, the foundation is laid and some lumber is chopped

Holdfast: 1/6

Gain 1 Wood

3/4. The work on the bowery continues.

3/6

>>29122

1/4. You take all the steps you know on how to deal with a plague, the rats that are found are slaughtered, the bodies of the dead are burned, the people /bathe/ a normally ridiculous notion for the posh and elite.

Pissing on the Plague: 2/7

>>29123

1. You set up a watch around the supplies, and to your surprise no sothroyos touch your supplies.

2/3/4. Repairs begin, though you can tell they'll be long and arduous. Though you make good progress in the first attempt

Repairing the Dreadfort: 3/18

>>29132

1. The Pit is getting rather clean now, but you still manage to get some wood and iron.

2. You send the men out to recruit more goldcloaks, and some of them finally agree to come to you, but this is most of what you'll get from the city guard

+15 Goldcloaks

3. Your men get more bodies, and manage to put down a small wight outbreak in the poor quarter, thus helping you opinion with the poor.

+321 Bodies

Helping the poor 1/3

4. The Bonfire continues to burn, and burn bright. You see a oddly green fire rising from the Red Keep, which seems to grow brighter as yours does as well.

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493ee3 No.29208

File: 1470297000076.jpg (73.8 KB,706x1024,353:512,^3009F1DC82BAA910BDFC4987C….jpg)

>>29097

"Aha, yes I am, good sir, it is a pleasure to make all your acquaintances! My name is Ash and you need not worry about me, I am perfectly capable of working, after all, how could I survive on my own along the trail!? You say you're a noble? May I ask why you are the former heir? Perhaps you are a bastard and your father had a proper son?" Ash brushes his hair back and gives you a look you might describe as cute..

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493ee3 No.29211

File: 1470299097852.png (417.99 KB,555x924,185:308,1456866334375.png)

Dice rollRolled 1, 93, 4, 94 = 192 (4d100)

>>29206

Hero Name: Ash Waters

Resources: Some spare Iron and wood (1 unit each)

Supplies: A single Piece of bread

Equipment: Fine Clothes - Tend to get ruined in combat

Fine Sword - +5 to combat rolls

Magic: You Actively Attract Walkers

Bonus: [Maester] - You learned a lot in hightower, more then what most men will learn in their entire lifetimes in Westeros. +5 to all rolls that require knowledge outside of the norm.

[Sue ascended] - For some reason though, you come across as a insufferable prick, -5 to all communication rolls

1-2; Train Swordsmanship more! I must put to use my war training!

3; Look around the castle for heavier clothes and such. I'm luckily I only lost my cloak with that run in with those walkers! I-I mean, I planned to use the cloak as a distraction!

4; Explore with Dara, use this to find good stuff if Dara doesn't roll to look around

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493ee3 No.29212

File: 1470299230994.jpg (190.31 KB,600x739,600:739,lemay.jpg)

>>29211

>>29206

What the fucking fuck, dice. What the fuck.

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493ee3 No.29214

Dice rollRolled 74, 31, 70, 45 = 220 (4d100)

>>29207

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)

Supplies: 5 entire deer and some fresh pickles and rye (6 days supplies)

Population: 15 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.

Starting Location: The Dreadfort

Repairing the Dreadfort 3/18

123 Continue Repairing the Dreadfort 3/18.

4 Build some fish traps using some pickles and rye as bait for the Weeping River.

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493ee3 No.29216

Dice rollRolled 13, 58, 52, 34 = 157 (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 (7 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. Start on our journey to white harbor

3/4. Send scouts ahead to survey this new land and see if our way is safe

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493ee3 No.29223

File: 1470323872015.jpg (13.63 KB,193x243,193:243,WORRY.jpg)

>>29211

>This is the man who is following me now

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493ee3 No.29267

Dice rollRolled 98, 13, 49, 97 = 257 (4d100)

>>29206

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

>Relic:

>Supplies: 6 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

>Health: 5/5

Feed meter: 1/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 1/15

>How to Train your dragon: 2/10

>High Valyrian 1/3 (Basic)

>>29208

Geoffrey hefts his bag. "I fucked one too many milkmaids," he grunts as he carries on down the road.

1/2. I've got a bad feeling about this guy. He's too lighthearted for these hard times. With the worst winter in centuries, the arrival of the Others, and a war tearing the seven kingdoms apart, he's likely to be broken by something sooner or later. I'll keep an eye on him, and try to control any damage that may be caused by some kind of massive fuck-up. [Prevent too much damage from being caused by Ash's abysmal rolls]

3. I'm almost tempted to simply walk up to the castle, and ask to be let in. However, that could earn me anything from a polite request to fuck off, or an arrow in the face. For now, we'll make camp. We have enough food for a while, due to our windfall, but I want to help the animals develop their instincts. I'll take both of them out into the woods to hunt with me. [Hunt alongside the animal companions to hone their predatory instincts, and foster trust between them and myself.]

4. It's occurred to me that I don't really know much about Termi. I know that she came from beyond the wall, as all wildlings do, but I don't know anything about her family, or her past. When there's some free time, I'll sit down and offer to tell her some of my story in return for some of hers.[Chat with Termi about our pasts]

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493ee3 No.29271

Dice rollRolled 12, 99, 28, 99 = 238 (4d100)

>>29121

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: 8 (+3 2/2)

Iron ore: 2 (+2 2/3)

>Supplies: 9 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:2/3]

[farms +3 CC:2/2]

>Population: 50 various refuges

14 farmers (10 currently working on farms)

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

>Military:

70 Militamen (L0) 8 Ranger recruits (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.

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

1. 2. Continue work on the Holdfast: 1/6

+10 hero personal attention.

3.4. Continue work on the bowery.

Bowery 3/6

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493ee3 No.29288

Dice rollRolled 69, 40, 40, 71 = 220 (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 Greenhouses (Fertilized - +9 food in 5 days, must be replanted after each harvest)

>1 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:

4 bags of Golden Wheat [+9 in 4/5 turns]*2

2 Milk [+1 in 3/3 Turns]

+4 Days worth Fresh Fish (Frozen):

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

+1 Wagon Bed

Population: 70 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

1-4. KILL THE PLAGUE!

BURN THE BODIES AND THE RATS.

VINEGAR THE FLEAS.

WHERE IS OUR SOAP?

2/7

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493ee3 No.29291

Dice rollRolled 74, 1, 9, 40 = 124 (4d100)

>>29014

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

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.

1-3. The Lord of Light would guide their path to wherever he wished them to go. The truth was in the fire.

4. Gotta hunt them foods

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493ee3 No.29292

File: 1470417086363.jpg (85.96 KB,331x506,331:506,1375499504920.jpg)

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493ee3 No.29293

File: 1470423647708-0.gif (1.34 MB,800x533,800:533,KroganLaugh.gif)

File: 1470423647709-1.gif (287.78 KB,292x256,73:64,Dinklebrows.gif)

>>29292

Nice alternating digits, but still.

R'hllor worshippers BTFO

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493ee3 No.29315

>>29207

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)

5 unit of iron

5 unit of wood

321 bodies

Supplies: 2 units

Population:

95 Peasant Camp followers

Military:

25 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

Actions:

1. With the pit cleaned, begin reconstructing the walls with the stone rubble and the collected wood, we want the pit to be a mini fortification within the city should the outer wall be breached. [Begin reconstructing outer shell of the Pit into Fortifications]

2. Go to Father hopefully the lack luster lighting event was far from his mind, investigate what he is burning and once again attempt to earn his favor.

3. Continue Burning the recently gathered bodies, spare some as we would be to busy to gather some for today. [burn half the corpses]

4. Gather supplies, cows hopefully, but mostly food. We need to have a good stock inside the pit.

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493ee3 No.29316

Dice rollRolled 94, 31, 67, 26 = 218 (4d100)

>>29315

dice

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493ee3 No.29400

File: 1470716202000.png (65.63 KB,1305x892,1305:892,^8AC6A752084F7E1BE3181F0A8….png)

>>29211

1/2. You've heard tell of the Braavosi water dancers, and the wonders that they work with their thin, long blades. how they swing their swords not like a weapon, but like a extension of their own arm. In a attempt to emulate this style, and to better improve your own fighting skills, you try to juggle your sword, haphazardly swinging the sword behind your back and trying to toss it up into the air. It's going well enough, until the time comes to actually catch the thing. You see, when things are in motion, we lose control over what they do, and when that thing is a 7 pound longsword , you most definitely do not want to lose sight, let alone control of that sword. But alas, you did, and once you saw it again, it was passing through your right hand, upon where it continued to pass through it, knacking off your cockles and embedding itself in the floor.

Health: 15/30

New Malus: [Cripple] - You have lost your dominant hand, -5 to all combat and manipulation rolls

[Impotent] - The sword also robbed you of your family jewels, your line ends with you

>You are bleeding severely, if the wound is not sealed/cauterized/ bandaged, you will lose 5 points of health per turn.

3. As you writhe on the floor, screaming in horrible pain, a lose rock from a battlement on high is dislodged from its roost, and descends towards you.It screams towards you at speed odd for a falling object, and falls firmly on your left hand, making a sickening crunch

>Left hand broken: Good luck doing anything until you set and bandage it

Health: 12/30

4. Your screams have brought Geoffrey and Termi to you, wanting to know what the hell all the wailing is about. When they find you, Geoffrey almost gags, then he and Termi set to work fixing whats broken on you, The bleeding first. Lacking any bandages, they have to cauterize your wound. Geoffry does this with the torch he has handy, shoving it first onto your crotch, the pain is unberable, and you pass out, only to awake to discover yourself in a empty bed in the castle. Your stump has also been cauterized, and your left hand set.

Lose Bleeding and broken hand malus, Health: 18/30

>>29214

1/2/3. The repairs continue, the castle starting to come together, your men fixing some broken crenelations and hoardings, and stopping that horrible leak in the armory.

Repairing the Dreadfort 6/18

4. Your men start work on some fishing traps, trying to catch some Black Cod and Pikes from the nearby brook.

Fish Traps: 1/3

>>29216

1/2. Your men march south, you leading them. All around you, its white, for miles and miles. Even the trees are white, with small bits of green and black poking out underneath.

3/4. The scouts you send out report that the way is clear, and empty of all life oddly enough. No birds, no deer, no humans, nothing.

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493ee3 No.29401

File: 1470716291002.png (1.71 MB,1920x1080,16:9,Wights_1x10.png)

>>29267

1/2. You Arrive to the Screams of Ash waters, blood everywhere and the man a absolute wreck, but its when you see the blood seeping from his crotch that you lose it, almost gagging imagining it being done to yourself. After composing yourself, you and Termi get to work patching the man up. In a effort to stop the bleeding coming from his wound, you take the Torch Termi has and jam it in the pants of the Sickly looking man. He screams like a innman's daughter losing her maidenhead to a horse, but the bleeding appears to have stopped, and the sod passed out as well, so that will at least make the rest of this easier. The Stench though, of cooked flesh, its sickly, but oddly sweet. "Smells good." Termi says, as she takes the torch and in turn cauterizes Ash's stump. You then set and bandage Ash's hand, and you and Termi carry him to the Servants quarters to rest. Afterwards you head the lord's room and receive a blowjob fit for a king.

3. As you've already found the castle to be oddly empty, you set up camp in the castle. The spacious lord's chambers provide ample space for you to Train Frost and Ice, and the training goes well. Comnfident, you take them on a hunt with you, and it goes splendid; Ice manages to dig a hare of its lair, and Frost Snatches a goose flying overhead.

>How to Train your Dragon: 4/10

>How to Train your Dog: 2/10

4. You tell Termi the story of Geoffrey, even your years as a prostitute in Ib, all over a roast of mutton that you managed to find in the Castle cellars. In return, Termi tells you the story of her people. Termi hailed from a Valley in the far north, where the grass grew and people could actually farm and raise cattle, as civilized as things got north of the Wall. Thenn, as they called it, where they worshiped what is equal to the chief of the Tribe as a god. When the Walkers came south from the Land of Always Winter, Thenn was one of the first places they torched, raising the dead for their unholy armies. Termi escaped, and headed south, as south as she could get, she was infact raiding a Lannister camp in Maidenpool when she met you, you aiding her in taking out the two guards perusing her. After confiding in each other near the warm fire in the lord's chamber, the orange glow melting away the troubles of your journey, you suddenly begin to really appreciate the beauty of Termi, a wild beauty, like the wild Blue Rose on a white hill. She looks at you with her large, blue eyes and smiles. "You know, for a kneeler, you're not half bad." She says as she tears into a leg of Mutton. Later that night ash gives you another blowjob.

>>29271

1/2. The men work on the Holdfast with renewed vigor, finding a nearby cache of precut stone to expand the design and strengthen it considerably.

Motte: 9/10

3/4. The bowery is finished, and your men report sightings of a unicorn in the hills around your camp.

Gain Building: Bowery: Cost 2 Wood 1 Iron (not ore)

allows you to make archer upgrade materials up to L2

>>29288

1/4. The bodies are gathered and burned, but not before your men gather the fat and make some soap from it. A rat hunt is held, and is declared a resounding success, seeing as your men haul in around 600 rats. The vinegar baths are a resounding moral boost, as the sounds of lovemaking can be heard from miles around. Loras Tyrell himself would be driven insane by the amount of man butt being plowed here.

5/7

>>29291

1/3. You lead your men through the mild snowstorm, your flaming sword blazing a path through the whiteness, at least, it was until the snow became so thick that lightbringer is reduced to a sputtering flame. Then the screaming starts, as the whiteness around you is punctuated with flashes of red, and the occasional limb flying. You turn to try to find your bearings, only to see a man, apparently made of Ice, walking towards you, holding a long spear made from some material you've never seen before. He approaches you, throwing the heads of 5 men at your feet.

FIGHT: Whitedoot vs White Walker (L8)

4. The impending doom that awaits you impedes you from hunting.

>>29315

1. The process of turning the Pit into the Keep shall be a long one, but ultimately rewarding, the men get a amazing start at it, however.

The Keep: 6/15

Will cost 5 Wood, 5 Iron

2. You arrive at the Red Keep, however, your father will not be seeing you, as he is apparently too busy testing his Wildfire Catapult

3. Your men burn half of your corpse stock, the ash from all the burnings makes it look like its snowing in the Pit.

4. Your men find no cows, and very few supplies:

Gain 1 Day's supply

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493ee3 No.29403

Dice rollRolled 10, 22, 100, 15 = 147 (4d100)

>>29401

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)

160 bodies

Supplies: 2 units

Population:

95 Peasant Camp followers

Military:

25 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: 6/15

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. Burn the remaining 160 bodies

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

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493ee3 No.29405

Dice rollRolled 41, 38, 84, 24 = 187 (4d100)

>>29400

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)

Supplies: 4 entire deer and some fresh pickles and rye (5 days supplies) [2 new supplies of milk incoming]

Population: 15 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.

Starting Location: The Dreadfort

Repairing the Dreadfort 6/18

Fish Traps 1/3

1 Finish the Fish Traps 1/3.

2 Send some scouts out around the area to get familiar with the area in case we need to escape or marshal ourselves.

3 Look to see if there was anything left in the castle when it was abandoned.

4 Dreadfort 6/18. "This place is really starting to come together"

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493ee3 No.29407

Dice rollRolled 31, 6, 86, 90 = 213 (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:

>3 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:

21 bags of Golden Wheat [+9 in 5/5 turns]*2

2 Milk [+1 in 1/3 Turns]

+4 Days worth Fresh Fish (Frozen):

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

+1 Wagon Bed

Population: 70 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. WE SHALL DEFEAT THE PLAGUE WITH MUCH VINGEGAR 5/7

3-4.

Okay, back to work.

We still need to grow NEW potato's to rotate the crops.

Try to germinate some again with NEW sprouts from a different batch.

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493ee3 No.29409

Dice rollRolled 20, 93, 85, 86 = 284 (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 (6 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

1/4. Keep looking for life or a settlement

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493ee3 No.29419

File: 1470798786977-0.jpg (101.23 KB,539x556,539:556,IcePupperV1.jpg)

File: 1470798786977-1.jpg (99.75 KB,477x629,477:629,JuvenileFrostVersion3.jpg)

Dice rollRolled 34, 7, 35, 56 = 132 (4d100)

>>29401

I'm going to ignore that last sentence.

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: 2/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 5/15

>How to Train your dragon: 2/10

>High Valyrian 1/3 (Basic)

1. While I train Frost, I can scour my brain for what I remember of my High Valyrian lessons. Soon enough, he'll be large, and when that happens, I want him to be obedient. [Train Frost alone. Practice High Valyrian if I remember any]

2. My wounds need tending. Since I'm in a safe location, I can administer the necessary first aid to get myself up to 100%. [Physician, heal thyself!] [Heal myself]

3. This castle is abandoned for a reason, and I intend to find out why. If there's a danger, I want to know about it. The lord's letters may contain clues as to why nobody's here. While I'm doing that, I can look around, and explore the place. Perhaps there's more supplies in the cellar, and perhaps this castle holds some kind of treasure in its depths. [Explore the castle, find out why nobody's home.]

4. Ice has proven himself to be a capable hunter at a young age. He too will be trained to follow my commands. Sit, stay, come, roll over, and fetch seem like good places to start. [Train Ice]

>>29211

Ash is a fucking mess. I haven't seen anyone this fucked up in days. I haven't seen someone this fucked up still ALIVE in years. I'm no healer, so I'd probably do more harm than good by trying to help out, but that doesn't stop me from trying to chat with the poor fucker. What should I say? Probably something comforting. He's in a lot of pai-

"What the fuck did you think you were going to accomplish by juggling a sword?"

Fuck.

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493ee3 No.29420

>>29419

>Mfw I rip open all of my wounds

I should have let Termi do this, I tell you.

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493ee3 No.29424

Dice rollRolled 55, 7, 53, 64 = 179 (4d100)

>>29401

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

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. A spoopy undead for certain, but no matter how black in its eternal darkness the Dawning Sun would never fear the Night!

With both flaming sword and flaming heart the Phoenix would strike down the White Walker and turn its miserable existence into nothing but a pile of ash. Fire was the Lord's domain and it would bow to noone.

+ [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

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

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493ee3 No.29425

Dice rollRolled 45, 4 + 40 = 89 (2d100)

>>29424

White Walker (L8)

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493ee3 No.29446

Dice rollRolled 33, 74, 65, 20 = 192 (4d100)

>>29401

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: 8 (+3 2/2)

Iron ore: 2 (+2 2/3)

>Supplies: 9 days’ worth

3 entire deer and a barrel fresh pickles and a bushel of rye)

[milk +1 CC:2/3]

[farms +3 CC:2/2]

>Population: 50 various refuges

14 farmers (10 currently working on farms)

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

>Military:

70 Militamen (L0) 8 Ranger recruits (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.

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

Gain Building: Bowery: Cost 2 Wood 1 Iron (not ore) allows you to make archer upgrade materials up to L2

1. Continue work on the Motte: 9/10

2.3. We need iron. Go back to the empty towns we found earlier and loot them of all their iron. Last time we took the wood. This time the iron. Next time maybe we will take the stone too.

4. The lord is sent on another recruiting patrol.

+10 hero personal attention

[Stannis the Mannis] +5

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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

YouTube embed. Click thumbnail to play.
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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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