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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 11feed2daa751bd⋯.jpg (77.29 KB,1000x599,1000:599,flat,1000x1000,075,f.u1.jpg)

800ce0 No.43686 [Last50 Posts]

he Glorious Empire, once proud and mighty, has fallen on hard times as of late. With much infighting at home and disillusion with Imperial rule in the frontier colonies, there is no strong sense of pride, and the people turn to their regional cultures more than the overarching sense of loyalty to the Emperor and the Capital of Eurdan that once existed, but is now long gone. Word grows in the East, of a powerful warlord rallying the once divided tribes of barbarians and beasts to his banner, smelling blood in the water and the decaying corpse of the empire flounders. All that stands between the Lands of the Empire and the wilds and their hordes of people (and otherwise) who see this bloated corpse as no more than a sack of loot needing a little convincing to spill its treasures, is the Fortress of Lavius’s Spite, built at the spot where the legendary 5th Emperor Lavius ąl Adûnius fought a battle with a mighty dragon for 12 days, and on the final day cast his opponent down from the mountaintop and smote him upon the mountainside, his fall creating the valley where the fortress now lie. Farad himself was not seen since that day, and the resulting succession crisis between his twenty sons is partly to blame for the state of the empire today. Regardless, the Garrison at the Spite, as it is commonly called, has been vastly reduced as generals eager to carve up their own sections of the empire have recalled men more loyal to their leader then the crown, with only a single legion of the original 6 that manned the fort remaining.

The Fortress itself is a massive stonework marvel of engineering, composed of a giant wall/gatehouse as the front of the valley with an additional fortress about half a league further behind at the other end of the valley. The Wall, cut from the stone of the mountain with foundations of dragon-bone deep beneath the earth, is 50 ft tall and deep enough that 10 men can walk abreast its length. Towers dot the fortifications at equal intervals and atop these towers stand mighty onagers, with ballista also dotting the walls in several places. Small barracks also exist in the wall itself, so that the men stationed there will not have to return to the rear fort every night. The Rear fortress itself is intimidating as well, a citadel with room for 20,000 men, walls thicker than some of the nearby hills, and several barracks for the Griffin Calvary famous in the empire, but only a paltry 15 of the beast remain. A nearby well in the mountains carries fresh water to the fort, and the valley behind has several small farms and a small village to keep the fort supplied with food during times when the ways from the empire are blocked, or when the fighting grows so fierce that supplies cannot be spared for a border fort.

____________________________
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800ce0 No.43687

File: 11feed2daa751bd⋯.jpg (77.29 KB,1000x599,1000:599,flat,1000x1000,075,f.u1.jpg)

You are a member of this legion, Braxios’s Fighting 15th, who’s general is infamous for his irrelevancy at home, having been disgraced in losing his previous commands in an ambush from one of his own subordinates when trying to subdue a rebellion in a frontier province. His disgrace was being stripped of 3 of his four legions and being sent to the farthest reaches of the empire with an entirely new batch of recruits, you, to await the rest of his days. But now, things have changed, though the fortress stands mostly empty it will not go unused, as exotic traders from the east and even men of the empire going east to find fortune in the wilds are returning shaken by… something, or seldom not returning at all. Fires burn on the distant horizons, and on particularly quiet nights you can hear it, quiet but droning on and on and on; Drums, drums in the East, and the sounds of a million marching feet. Your commander has decided to stand his ground, perhaps compelled by his past disgrace or some sense of duty that still exist even though the man himself is lost in the bottom of the bottle. Either way you’re stuck here for the duration of the siege, as the last men who tried to leave were drawn and quartered for desertion, and their bodies fed to the crows. Not wishing to end up in the same hell those men are destined for, you check over your gear before leaving your room.

Except, what is your assignment?

>Character sheet

Name: What is your name?

Fluff: What is your story?

Class: What Type of Soldier are you?

Location: Front or Rear Fort, can specify further from there

– Do not fill in –

Health: 10/10

Gear: Determined by Class, gained from battle loot and finding stuff

Inventory: Everything you’re not wearing and can’t kill stuff with

Bonus: Determined by fluff

Setting note: Also, if you can’t tell, this a Romanesque setting with some fantasy properties, I’m willing to accept a broad range of characters but if you think you’re idea will get slapped down, you might want to ask me about it first

Actions: Dice are 3d100 per turn, actions can be anything within reason (I’m assuming you’re smart enough to be adults about this, also no /d/)

>Roll chart

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 magical gladius here?"

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800ce0 No.43688

File: d9c3975e4da475c⋯.jpg (98.71 KB,1280x720,16:9,maxresdefault.jpg)

Classes: What rank and job you have in the legion

Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Standard Bearer – Inspires the men, lightly equipped and often a target because of the giant flag they carry, but the presence of their flag can turn the tide of battle.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica hamata] - 5 to attacks against you

+ [Legion Standard] – Passive + 10 buff to all players near you

Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] – ask me in discord about what kind of wizard you want to be, and I’ll give you spells

Auxiliary - Soldiers that do not fall within the standard structure of the legion, and can be made up of any various ethnic or cultural group of the empire. Though the legion is balanced in its strengths, they lack the specialized power to deal with certain threats, this is where auxiliaries come in.

+ You can pick your gear yourself, you just have to clear it with me (pm me in discord)

Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Horse/Griffin] – A mount which you must take care of, and if food runs out will most likely become food.

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800ce0 No.43689

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800ce0 No.43690

Updates for the last thread will roll out in the next couple of days, between school and my cunt of a work working me to death I haven't had much free time to run, sorry y'all

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0b8275 No.43711

File: 25ad3655dee502a⋯.png (1.26 MB,732x1036,183:259,cave_monster_by_mikkel_mul….png)

File: 0f70a5c6562996d⋯.jpg (193.09 KB,1047x762,349:254,underworld_by_jbrown67-d89….jpg)

>Boar

1-3. You grab the small acolyte by the scruff of his neck and drag him out of the shoals and away from the slowly growing crowd of beasts, all who meander slowly in your direction, but at this point do not seem entirely hostile. You follow the direction of the warmth, before you hear a slow rumble and the entire cavern shakes around you. A beast, bigger then any you have seen before, is stirring, raising from its unknowabley long slumber. You can see the immensely large eye, red and reptilian, starring out amongst the cavern before setting sights on the hole in the roof and lurching quicker then a lighting flash to it. The beast breaks clear through the stone and carves out a hole as wide as itself before breaking free of the mountain which had for so long been its home, its prison.

The hole left by its stirring however reveals a further section of the cave, and for now, your only path forward.

>Abelus Lucio

1. Though you are indeed growing in skill with your spells, you still lack the full power to hurl a bolt almost a full 2 leagues to the tree line. Instead you charge up a mighty bolt and hurl it at the incoming enemy wave of beastmen, a larger one among them with the head and legs of a bull catching your bolt square in its chest. The bolt radiates from it and several more smaller goatmen lie dead and smoldering from your spell.

2/3. As you do not fully know the spell to summon a storm this is indeed a dangerous attempt, but still you feel that one is necessary for this battle. You mutter what incantations you know and play the rest by ear. The sky, already black and heavy with cloudage, suddenly erupts as a torrent of water comes gushing down from on high. Lighting cracks in the clouds above, but none seems to find its way to earth. Still, you do gain knowledge that will be useful when you have the energy to cast the spell again.

+ 11/15 [Summon Storm]

>Morg

1-2. You try to discern the path of the beast as it flies off, but you are quickly distracted from a large force striking you from behind, a stabbing pain fills your shoulder and you feel the distinct warmth of blood flowing down your back. You quickly turn and see the culprit, a large insect of some sort, most likely brought above ground by the beast flying off. It raises its terrible head again and its mandibles come within inches of your face before you dash back.

3. As you and the beast spar you happen to notice footprints and the odd chicken feather in the former path into the mine, most of the mountain above it reduced to rubble. In your moment of distraction the beast lunges towards you, but you narrowly miss its wicked claws and return with a sting of your own as you bury your spear deep into its chitinous hide. A wound returned, you both circle each other, waiting for a opening…

>Health: 9/10

+ [Bleeding] - Lose 1 health per turn until tended too

>>Cave Horror: Health: 6/8

+ [Armored] - Chance to ignore 1/4 of damage that turn, must roll higher then opposite attacking roll

+ [Bleeding] - Loses 1 health per turn

>Caelum Alerius Airya

1. The last few hours of practice come and go in a flash,. but already you tell that you have vastly improved from when you started training, enough now to be considered competent with a sword.

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

2/3. It would appear that more of the men are enchanted then it would seem, and you are but an odd 60 men with little rope. Though you've managed to disarm and odd 100 men it would appear that some of the enchanted ones are now springing to action, so it becomes almost impossible to tell who is and isn't under the Siren's spell.

That is until the gate opens up…

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0b8275 No.43712

File: 72162c2f3a84a62⋯.png (977.36 KB,900x527,900:527,cave_fin_by_allisonchinart….png)

File: 8fd4aa67dbe8dd7⋯.jpg (74.14 KB,736x883,736:883,ff62774428d6df92c43f6c74b9….jpg)

> Agrobrigos Nantu Gallaeci

1. No men seem wounded as of yet, so you instead see to helping others in disarming and subduing the men who appear to be enchanted by the siren's song. Some resist, but not enough to where anyone gets hurt.

2-3. Rains starts to fall as the beastman army advances, soldiers shout and you hear the telltale creak of the massive gate below opening. You draw your spatha and draw the blade across your hand, uttering your prayer to your foreign gods. To your surprise, the rain seems to soak into your wound, binding it, closing it. The Gods favor you this day

+ [Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

>Mark Lucenia Cicero

1. The early morning beings for Mark with another training session in the training grounds, working once again on his swordsmanship. Progression continues as inevitably as the tides.

+ Basic Swordsmanship (9/10)

2. A song in the distance starts to cloud his mind however, and when he picks up his spatha he soon finds the world fading around him. Darkness takes Mark and he passes out. He comes to in his room, his Spatha leaned against the wall, a noticeable chip in its blade, and it would appear to be nighttime as well. His Caligae are also muddied, which is odd because he didn't remember going outside that day.

>Manuel of Cappadocia

1. An impending battle was no excuse to stop training, and Manuel continued to drill his men even as others around him prepared for the incoming attack. Spurred on by the beastial call of the incipient foe charging towards the wall.

+ [Advanced Training] - Replaces [Basic Training], + 10 to all rolls commanding your men

2. The men then unwind with a nice footrace contest, the champion of which being a man who smells faintly of ducks and has some very nice Caligae. Outside the calls of beastmen and Sirens grow ever louder…

+ Loyalty: 9/10

3. Manuel finally spends the last part of the day ferrying drinks and the like to the men on the walls, though some seem to not react at all as he talks to them, a glazed over look in their eyes. He returns to his men, still idling in the courtyard directly behind the gate when said gate slowly opens, revealing a hairy horde not a league away rushing to the opening.

>Vaughan Strycker

1. You rise and awkwardly hobble towards the various pools of water from the five distinct falls of varying color. There is the purple pool from the purple fall, a mysertious vapor rises off the pool and it smells faintly of lavender.

The next pool is the white pool, from the white fall above. The liquid is thicker then what you' expect and it seems to almost glow.

Next is the blue fall, something seems to be swirling in its depths and you swear you can see shapes in the fall above.

Next comes the green pool, with adjacent green fall. The shores around the pool have a green substance growing on them, and it would seem that small creatures take little handfuls of it in their tiny hands and eat it.

Finally there is the orange pool, it radiates heat, though a warmth rather then a fire, and the small creatures from the green pool appear to be swimming in this water. Above you can see the fall, the liquid is red at the fall but seemingly changes to a lighter orange as it pools below. Also you have an erection at the sight of the small creatures, who remind you of the chickens you love so much, so much that you got kicked out of that village for the "incident"

2. As you ponder what pool to take a dip into you set to bandaging yourself from the nasty fall you just took. Using excess cloth from the small scarf you borrow from the skeleton above you bind the small cuts you've acquired, and with a snap you set your thumb and pinky back into socket on your left hand.

+ Health 7/10

3. There are few plants down here, though glowing mushrooms abound. You resolve to blend into the dirt and thusly roll around in the mud like a swine, the most valiant of Jupiter's creations.

+ [Mud Camouflage] - Creatures and people that rely on sight must roll above a 45 to see you. Only lasts until you wash it off.

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0b8275 No.43713

>Servius Silius

>research is not a casting roll

You once again ponder how to simultaneously overcharge a revenant with necrotic energy while keeping said corpse stable enough to not instantly combust. Reading once again into the tome for knowledge you find the page containing much in the way of this matter, and in your excitement you accidentally read a incantation aloud and set the book aflame! You manage to stamp most of the flame out, though you did lose the page you were reading on.

+ [Undead Mine] 8/10

2-3. Running from your study to the wall above you are greeted first by a torent of water ad the sky seemingly crashes a sea upon the battlefield. You utter your dark incantations at the incoming horde, and several creatures in the radius of your attack shirk back in fear, the spell bewitching them broken if for but a moment, before a new verse by the siren's spurn them on, though reluctantly…

>Virgil Pyrrhenius Laurentinus

1. You scream for a Acolyte, and Acolyte to undo this spell that has taken hold of the men, though it would seem that all nearby would not be capable of the task, as they do not even understand the language the witches are speaking to conjur up a counter incantation

2. Training continues, albiet on the wall said training is little more then a crash course in how to best fight the unconventional enemies which now rush forth towards the wall. Still, it steels the men's hearts and they are now more knowledgeable for the battle ahead.

+ [Advanced Training] - Replaces [Basic Training], + 10 to all rolls commanding your men

3. You order the archers on the walls to prepare a volley, and sure enough they let lose with a hail of arrows. They soar through the air towards the enemy rear lines, the storm winds carrying them further then what would normally be possible under such conditions. Just before impact however, several large creatures shield the Sirens with their bodies, the arrows embedding themselves in these massive brutes, who consider them no more then mere pinpricks. Beneath you the gate to the

>Vincentus Lucius Dedicatus

1. The call goes up for all men to assemble for immediate repelling of the incoming assault, and the men of the fort mobilize to comply. The Siren's begin their song and about a full forth of the men stand still and stupid, taken ahold by their spell. Others ready instead for the true attack, as a horde of shaggy monsters pour forth from the forests.

2/3. You as well as others round up the men seemingly enchanted by the witch's spell, with the combined effort of several other groups, seemingly gather all of the enchanted and sequester them or other disarm and restrain them. You think this at least, until you hear the tell-tale sound of the gate opening, and the mechanism used to closed them snapping under great force…

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0b8275 No.43714

Dice rollRolled 69 (1d100)

>Leo

1-3. You are half-drug half walk with the man towards the edge of a great precipice, the ground below opening up into a gregariously huge cavern, with 5 waterfalls of 5 different colors and a large selection of fauna and fungi…

Artillery Action: Bombardment

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0b8275 No.43715

File: 51bc87459a35e71⋯.jpg (60.54 KB,490x750,49:75,2f43dcfaa88ba2425186fc59d6….jpg)

Day 13, Week 2

Rain pours down as the line of the enemy rush towards the open gate of the fort, while the men on the walls are preoccupied with dealing with the enchanted in their ranks. From the fort a dizzing amount of arrows, bolts and onager fire, and aside from the massive beast shielding the Sirens, the enemy lines are bloodied by the fire, though more seemingly pour forth from the fortress without end. Several exceedingly large creatures, massive one-eyed minotaurs hefting boulders, emerge from the woods and move towards the wall. From the forest also emerges a creature, unseen by those on the wall. A horseman, black as knight and 12 feet tall, walks forth before kneeling before the Sirens. The Nymphs utter something unheard to the beast, before he takes a contingent of beastmen and heads off towards the mountains

Status of the Frontal Fortress:

>Supplies:

3 Weeks of Food

6 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-6 Health: 10/10

Wall Health: 49/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

485 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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0823af No.43716

File: 294af05ec0484b2⋯.jpg (183.45 KB,752x1063,752:1063,77edb083f3c8b2635398fd7107….jpg)

Dice rollRolled 74, 39, 10 = 123 (3d100)

>>43715

Health: 10/10

Gear: Magnus – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt. Magnus's prefer to specialize in sword and spell.

+ [Spells]

[Lighting Bolt] - The wrath of Juptier fills your hands as you summon forth a mighty bolt of lighting and hurl it at your foes, alternatively it can also be cast into the ground directly beneath your feet, but doing this will hurt both friend and foe in its area of effect. 3 Turn Cooldown.

+ 7/15 [Summon Storm]

+[Minor Lighting Enchantment] - + 5 to large enemies. Last for one combat encounter. 2 Turn Cooldown.

+ [Basic Training] + 5 to Rolls when cooperating with legionary forces.

Basic Melee: 8/10

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Parma Vexillifris] - 5 too all attacks against you

+ [Lorica hamata] - 5 to attacks against you

+ [Gladius] + 5 to melee attacks

+ Gladius Enchantment: Lighting - + 10 to large enemies. Last for one combat encounter

+ [Pugio] – A dagger, + 2 to melee rolls

Inventory:

+ [Dog Collar] - All that was left of your furry friend, will summon forth said dog in a time of great peril, for a price.

Bonus: [Shaggy Eyes] - You feel a presence guiding you, watching you, you know not its will , but it seems to be helping you. + 10 to casting rolls.

1) SUMMON

2) THE

3) STORM

+25?>>43715

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0823af No.43717

>>43716

Storm is 11/15

Bolt is 3/3 turns cd

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10d64b No.43718

Dice rollRolled 12, 87, 16 = 115 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-2. Men, I'm ordering everyone who still has a mind to GET DOWN THERE AND CLOSE THAT GATE BEFORE THEY COME MARCHING IN AND START FUCKING US ROYALLY!

3. Archers and artillery! Keep firing at the bastards, kill 'em all so we have time to get this fucking gate closed!

Whoever opened that gate is getting executed as soon as this battle ends, no excuses!

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a87a1c No.43719

File: b220b07f05fd5a0⋯.jpg (292.64 KB,600x849,200:283,b186f07c6b5b141c198dcd860b….jpg)

>>43713

>>43713

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 4/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

>Followers:

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1: Well it's time to test out my new magic! Use rot on the biggest enemies that close in on the wall, target the eyes, hopefully i can take out the essentials in their push.

Action 2: Any beastmen that falls i shall resurrect as a my minion! preferably those below the walls to distrupt their climbs and cause confusion.

Action 3: Ask the gryphon riders to capture some beastmen, i could turn the tide of battle, for they would be sacrifices for my ritual!

[Undead Mine] 8/10

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a87a1c No.43720

Dice rollRolled 21, 50, 98 = 169 (3d100)

>>43719

FORGOT ROLLS

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982a5d No.43721

Dice rollRolled 21, 23, 32 = 76 (3d100)

>>43715

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 10/10

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

1. Assist Virgil's men in closing the gates by having the riders dismount and having both griffin and rider close the gate.

2. once that is done me and the rest of the knights take to the sky and start taking care of any beastman vanguards that threaten to scale the walls.

3. Use Dramatic Posturing

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84a863 No.43722

>>43715

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Location: Front

Health: 10/10

Gear: Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

>1 [Small favor] - Can be used to reroll one action involving training, training your men, or requisitioning supplies.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1-3. QUICKLY MEN, FORM A LINE! WE MUST NOT ALLOW THE ENEMY THROUGH THE GATE! AND QUICKLY, WE NEED MEN TO CLOSE THE GATES.

Call all surrounding men including my own to the gate to halt the advance of the goatmen, along with sending a few of my best to secure the gates (incapacitating or killing the entrances men if need be) and close them again.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries.

> + Basic Tactics: + 5 to commanding large groups of soldiers.

[Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

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982a5d No.43723

>>43721

well at least my advance training, dramatic posturing, and tbr's vitis is enough to boost that first roll to average. and my various combat bonuses should do the same.

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982a5d No.43724

>>43722

you forgot your dice.

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84a863 No.43725

>>43722

dice+3d100

Forgot rolls

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84a863 No.43726

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84a863 No.43727

>>43724

My newfag is showing

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982a5d No.43728

>>43727

go click on show post options and limits and it will have the dice at the bottom

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84a863 No.43729

Dice rollRolled 46, 39, 13 = 98 (3d100)

>>43722

Thank God I found out

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29e36c No.43730

Dice rollRolled 39, 42, 37 = 118 (3d100)

>>43712

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.)

([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

>15 to the initial charge of your Equite unit in the next combat encounter

1-3; The Gods have deemed us worthy of support, I shall not fail them. Target those foul Minotaurs with my bow, go for their eyes if possible.

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11717a No.43732

Dice rollRolled 18, 31, 32 = 81 (3d100)

>>43712

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

+ Golden Coin (Press into flesh when in need.)

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (4/5)

———-

1. That was definitely strange… but I must finish my training right now or at least make an attempt before going back to the rear fort. So finish my sword training.

2. Try and finish of my Spatha training too.

3. Fly back to the rear fort on Pingue. Probably better to get checked out or at least stay back for a while. It can't be normal that I was out of it for like a day.

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557465 No.43736

Dice rollRolled 64, 98, 91 = 253 (3d100)

>>43686

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

1-3. Gaius had rested for far too long already. Grabbing what little belongings he had he continued to make his way following the drum beat. He had taken far too long to find its source, but to turn around now was to admit his own mistakes and he was not ready to do that yet.

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cf8021 No.43776

Dice rollRolled 86, 27, 39 = 152 (3d100)

>>43711

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Front

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Poisoned Arrowhead]

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—-

1-3. Only way is forwards, continue to drag the mage and try to get the fuck out of here.

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113bed No.43779

Dice rollRolled 21, 55, 1 = 77 (3d100)

>>43711

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 2/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods.

1. Find a chink in the bug's armor and run my spear into it

2-3. Then hack and slash at it with my dagger and hand axe.

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29e36c No.43780

>>43779

rest in peace

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09aa59 No.43782

Dice rollRolled 84, 23, 64 = 171 (3d100)

>>43715

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

1/2/3. "Bugger me, they're swarming in. Just means we'll have more PELTS and FURS for the winter! Form TESTUDO, men, we're not letting them past that -gate-, no matter what shape it's in!"

[Gather his soldiers at the entryway to the fort and hold the line there.] +10 Vitis, +10 War Dog, +5 Gladius

FREE ACTION: Focus artillery fire on the minotaurs.

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13835f No.43809

Dice rollRolled 74, 51, 42 = 167 (3d100)

>>43712

Name: Vaughan Strycker

Fluff: Originally a lowly chicken thief after being caught Vaughan volunteered for the legions in lieu of corporal punishment. Known for surviving like a cockroach from basically any engagement and never having enough proof to name him a coward (there's always someones blood on his sword at the end of day) Vaughan has ascended to the rank of Standard Bearer in hopes that his uncanny survival ability will save him or he'll be revealed as a career deserter and face military tribunal.

Class: Standard Bearer

Location: Front fort

Health: 7/10

Gear: Standard Bearer – Inspires the men, lightly equipped and often a target because of the giant flag they carry, but the presence of their flag can turn the tide of battle.

Inventory:

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Pugio] – + 2 to melee rolls

+ [Lorica hamata] - 5 to attacks against you

+ [Eyepatch] - Taken from a sleeping bum, - 5 to perception checks against you, - 5 to combat rolls on account of the fact that you can't see out of it.

+ [Tight Caligae] - Specially laced so as to not come loose when running. Specially made by Vaughan's mother, bless her sole. + 15 to retreating actions.

+ 8 Goblin poison arrows

+ [Mud Camouflage] - Creatures and people that rely on sight must roll above a 45 to see you. Only lasts until you wash it off.

Bonus: [Uncanny Luck] - For some reason Vaughan always finds himself in the thick of combat, but never walks away with a scratch. Can dodge 1 killing blow per combat encounter.

1. These waters seem dangerous but I also need to clean myself and generally get on with things. Try using some of the lavender scented water to clean away my messed pantaloons

2. Go eat a dick Scruffy I don't have a boner. Avoid the chickens and do what any hero would do and try to craft a simple fishing rod to try and catch one of the things in the blue pool for lunch.

3. And then as before continue getting out of dodge, this time trying to climb up and out of the valley

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b163ce No.43811

File: 74c0d220fc40bb3⋯.jpg (25.75 KB,546x900,91:150,Otacilius.jpg)

>>43686

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

– Do not fill in –

Health: 10/10

Gear: Determined by Class, gained from battle loot and finding stuff

Inventory: Everything you’re not wearing and can’t kill stuff with

Bonus: Determined by fluff

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800ce0 No.43829

>>43811

Health: 8/8

Gear:

+ [Pugio] + 2 to melee rolls

+ [Cloak] - 5 To attacks against you

+ [Bow] - Allows ranged attacks, + 5 to ranged attacks

+ 20 [Arrows] - Ammunition for your bow

+ x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift or your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

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0b8275 No.43907

File: 2344aafa36fe8fd⋯.jpg (393.27 KB,1920x1092,160:91,668114b65049e242895ccd1210….jpg)

File: 2aa27e0b66a080a⋯.png (870.85 KB,580x819,580:819,Cygor.png)

>>43716

1/2/3. Once again you will the storm to come forth, to rain upon these foes with the fury of the heavens, and the clouds above answer with several more lighting flashes, and several bolts falling upon the enemy army. However, as you watch the destruction take place you can't help but feel… lightheaded?

A voice whispers in your ears

"Child, we allow you just this once to use a power beyond you, but test our patience again and there will be consequences"

+ 14/15 [Summon Storm]

>>43718

1/2. You quickly discover that the gate has been barred open and anything less then a giant won't be able to shut it again in the midst of all this combat. Still you must try, and still you do.

With an entire century at your side you push on the massive metal and stone doors, made from the very same mountain and dragonstone this wall was carved out of, and though you all push with all of might, you've barely moved it a foot by the time the hairy tide crashes against the stonework…

3.The bowmen and artillery fall silent as beastmen archers scour the walls with their crude bows, and the cygors hurls massive pieces of stone that take chunks of wall (and men) with them.

>>43719

1. A massive beast hurling stones at the wall stands but a mere 200 feet infront of you.

"Exemplary"

Green tendrils rush forth from your fingers and seize the beast by the face. Its head starts to decay and in parts its bone pokes through. It howls in anguish, clawing at its face in despair as skin sloughs off…

Then it stops, and its looks up. A massive blue eye, you can feel it piercing your soul. It puts one foot forward, then another, and soon its sprinting at the wall, howling with an unholy fury and never breaking eye contact with you the entire time.

2. As you see the giant beast moving towards you, you quickly attempt to raise several freshly slain beastmen corpses to deal with the beast, though they scamper on its massive form they do little to deter it as it either throws them off or devours them hole, still not breaking its gaze upon your form, seemingly egged on by each spell you cast!

3. The griffin riders, who you had asked of this before the battles commencement, oblige your request and drop off 10 crippled beastmen, hairy, bloody, and somehow more foul smelling then you imagined, to you

+ 10 [Beastmen Captives]

>>43721

1. Though you join others in pushing the gate shut, the heavy doors will bot budge more then but a foot before a screaming, and in some cases, squealing horde pushes back against you.

2. Fearing the battle to shut the gate lost, you mount Zhayed and harry the beastmen as they approach the walls. Several eager beast with legs strong enough to jump the distance falling prey to your blade and Zhayed's talons. It goes swimmingly until a large swoosh and suddenly your are surrounded, bird and all, in a massive net. With his wings bound the bird quickly turns into a rock, and you are taken along for the ride.

3. Zhayed, ever graceful, managed to fall to the south of the wall, away from the beastmen enough that you aren't immediately overrun and do manage to strike a gallant pose for the men now besieged on the wall. Still, a pack of angry minotaurs now move in for the kill, and you are dismounted from the bird, and surrounded…

>>43722

1/2/3. You and many other push on the gates, but they resist you almost as if they were enemy combatant themselves, and by the time the actual enemy has reached the gates and pressed against your lines of men, the actual gates have moved but a foot from where they were forced open. The battle is joined and blood of man and beast alike mix on the ground as the rain overhead falls ever harder.

>>43730

1/2/3. Truly, this shall be the finest battle of your life yet! These monstrosities are bigger then a man and twice as wide on average, and their champions are mountains of flesh and hatred!

It matters not, you will fell them all the same, and as you notch the first arrow and let fly, the following howl of the beast it half-blinded fills you with a primal glee, but you quickly duck as the walls are scoured with return fire, though inaccurate, is in such an egregious amount that you must rest behind the crenelations before emerging to fire off a quick shot or so.

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0b8275 No.43908

File: b85c8d1253c2f38⋯.jpg (62.18 KB,736x465,736:465,121e98e9ee5fb25cf2ce4d1ec9….jpg)

File: 109dd9d957bf0cf⋯.jpg (71.11 KB,722x454,361:227,1381789-castle_siege_large.jpg)

>>43732

1. You cannot concentrate, and your training stalls as the squall outside grows into a monsoon.

2. The spatha training proceed much better however, and soon you are swinging in form again

+ [Basic Spatha Skills] - + 5 to all combat rolls using and only using your spatha

3. You, already being in the rear fort, are indeed submitted for an evaluation by the fort doctor, who says that aside from a slide glimmer in your eyes and some burned hands, friction burn, you're perfectly healthy.

>>43736

1/2/3. You have been walking for what seemed like a week before you found it. A massive mountain, surrounded by trees almost as tall as it, with an odd green glow. All around you the beast of the wild wander, and in the distance you see great winged beast flying overhead. Further beyond still is a light, a flaming inferno, and the drum beat… a pulse…

But from what?

>>43776

1/2/3. The cave brightens as giant mushrooms and dancing lights in the air illuminate the cave. It would seem the only way up, is down. You urge the man on and you carefully descend the cave, where you hear something large rummaging in the mud. You can hear a man talking, but you can't see him.

>>43782

1/2/3. A line is formed of shield and spear and sword as the others try in vain to shut the gate.

Vincentus knowns better, he's seen this before, the gates fall and the enemy rush in, and only the bodies of strong romans and blood deep enough to wade in will push them back. He had no choice, but felt no fear, this was his life after all, and he wasn't done living it!

The lines met with all the fury of a smith beating his work into shape, and the smell was the worst part about it. All this damn rain made the monsters stink even worse then before, and their black blood washed over the older man as he cut down beast after beast, their numbers growing no thinner as men and monster fell around him.

>>43809

1. The lavender water is sweet smelling, and as you dip yourself into it you feel relieved and relaxed, your wounds even seem to heal a bit from the water. Curiously however you seem to notice something, different about you. You ponder this as you neck, the skin feeling…

Scaly?

>Health 8/10

2. You don't have any stick with which to fashion anything, and running with your current… affliction would prove most difficult. You resort yo burying yourself in the mud and waiting for one of the creatures to stir close enough to you before emerging and grabbing one. You then throw said beast into the blue pool and watch as the small creatures frenziedly tear it apart, a few stranding themselves on the shore. You pick up the few that stop moving enough for you to get close enough to beat them to death with your noble fists and quickly remember that you don't have anything to cook them with.

+ 2 [Razor Fish]

3. The cliff face is steep, and you fall down several times before making noticeable progress. You see your other two companions below, making their way down the same slope you so graciously fell down.

A few minutes later and you're at the top of the hill, where a mighty river of blue flows, and the fish jump too and fro.

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0b8275 No.43909

Dice rollRolled 91, 23 = 114 (2d100)

>>43779

1/2. Insect Attack Roll

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0b8275 No.43910

>>43909

>>43779

Your spear hits home and sinks into the bugs hide, and as it rears back you pull out your ax, intent on hacking the beast to pieces.

As you bring the axe down it soon becomes clear that this was a ruse, as the beast ducks the ax swing, seemingly unphased from the spear in it, which soon enough falls out of the false pocket in its chitinous hide, and buries its claws into your chest. The pain is excruciating as it draws you towards its snapping mouth…

>Health: 5/10

+ [Bleeding] - Lose 1 health per turn until tended too

>>Cave Horror: Health: 6/8

+ [Armored] - Chance to ignore 1/4 of damage that turn, must roll higher then opposite attacking roll

+ [Bleeding] - Loses 1 health per turn

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0b8275 No.43911

Dice rollRolled 81, 41, 17, 15, 97, 75, 98 = 424 (7d100)

1/2/3. Allied Defense Rolls

+ 10 [Centurions' Presence]

+ 10 [Dramatic Posing]

4/5/6. Beastmen Attack Rolls

+ 5 [Strong]

+10 [Frenzied]

7. Siren's Wail - The witches cast a spell from within their shell of beast, attempt to strike terror in the heats of the men on the wall.

+ 15 [Natural Caster]

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0b8275 No.43912

File: 02f4622afbbf140⋯.jpg (1.5 MB,1920x1080,16:9,ailbadggcd1z.jpg)

Dice rollRolled 75, 38, 1, 60, 25, 51, 56 = 306 (7d100)

Day 14, Week 2

The storm intensifies as the battle is joined, beastmen roping up onto the walls, other jumping the distance and using their clawed hands to scale the stonework. Massive Cygors hurl stones at the earthwork and the calls of bestial rage as smaller beastmen and a few Minotaurs rush across the bridge and into the opened doors of the Roman Gate. Men try in vain to close the doors before the enemy arrives, but it is for naught as the lines are joined. Fighting intensifies as the noble Romans struggle on, but a unearthly wail fills the air and the Men falter as the beast press on, driving them back and forcing their way inside! A desperate action is put forth as the Legionaries attempt to contain the surge before the enemy truly breaks their line and overtakes the fort!

Status of the Frontal Fortress:

>Supplies:

3 Weeks of Food

6 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 7/10

Towers 3 Health: 4/10

Towers 4-5 Health: 6/10

Tower 6 Health: 7/10

Wall Health: 39/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

485 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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0b8275 No.43913

>>43912

disregard those dice

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0823af No.43914

Dice rollRolled 84, 76, 39 = 199 (3d100)

>>43912

Health: 10/10

Gear: Magnus – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt. Magnus's prefer to specialize in sword and spell.

+ [Spells]

[Lighting Bolt] - The wrath of Juptier fills your hands as you summon forth a mighty bolt of lighting and hurl it at your foes, alternatively it can also be cast into the ground directly beneath your feet, but doing this will hurt both friend and foe in its area of effect. 3 Turn Cooldown. 2/3 CD

+ 14/15 [Summon Storm]

+[Minor Lighting Enchantment] - + 5 to large enemies. Last for one combat encounter. 2 Turn Cooldown.

+ [Basic Training] + 5 to Rolls when cooperating with legionary forces.

Basic Melee: 8/10

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Parma Vexillifris] - 5 too all attacks against you

+ [Lorica hamata] - 5 to attacks against you

+ [Gladius] + 5 to melee attacks

+ Gladius Enchantment: Lighting - + 10 to large enemies. Last for one combat encounter

+ [Pugio] – A dagger, + 2 to melee rolls

Inventory:

+ [Dog Collar] - All that was left of your furry friend, will summon forth said dog in a time of great peril, for a price.

Bonus: [Shaggy Eyes] - You feel a presence guiding you, watching you, you know not its will , but it seems to be helping you. + 10 to casting rolls.

1,2,3) DEFEND THE WALL WITH YOUR FELLOW LEGIONNAIRES +10 Enchantment, +5 Gladius +5 Basic training

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c4d2e9 No.43916

Dice rollRolled 53, 75, 76 = 204 (3d100)

>>43714

1-3. Keep following the man. . .or if I don't seem him any more, keep looking around and try not to die in this strange place.

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557465 No.43917

Dice rollRolled 45, 65, 21 = 131 (3d100)

>>43908

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

1-3. A drumbeat, or was it perhaps far more than that? Not a drum, but a heart? Both in a metaphorical and a literal sense? Gaius had come too far to turn back now. He would push on and discover the source of this supernatural rhythm.

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b163ce No.43918

File: 74c0d220fc40bb3⋯.jpg (25.75 KB,546x900,91:150,Otacilius.jpg)

Dice rollRolled 35, 18, 75 = 128 (3d100)

>>43912

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Pugio] + 2 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

20 [Arrows] - Ammunition for your bow

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

Action 1-3: Gather my equipment and leave for the front fort, from what I hear they need all the help they can get.

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10d64b No.43919

Dice rollRolled 100, 6, 18 = 124 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-2. Get up there with the Homo Brigade and push those hairy fuckers BACK!

3. Send someone to the rear fort and request reinforcements, this is an emergency situation and we need 'em!

>>43811

"What are you…don't just fucking stand there, soldier! You want orders? Go bring me the heads of the siren bitches controlling these fucks and I'll make you a goddamn hero."

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a87a1c No.43920

Dice rollRolled 95, 52, 60 = 207 (3d100)

>>43907

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 4/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

>Followers: 10 beatmen captives

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-2: Fuck! Sacrifice 5 of the beastmen to cast a ritual of rot on all the sirens throats! they shall sing no longer! The blood of the beastmen will speed up the process!

Action 3: Once the ritual is cast, cast another one and sacrifice a single beastmen to kill that beast charging at me!

[Undead Mine] 8/10

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11717a No.43921

Dice rollRolled 18, 13, 67 = 98 (3d100)

>>43912

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

+ Golden Coin (Press into flesh when in need.)

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

——

1: Although I am still not feeling myself I cannot and will not ignore my duty. Me and my brave friend Pingue take flight and rush into battle, hopefully inspiring my fellow Griffin riders to follow.

2: Using my Spatha cut down as much enemies as I possibly can, hopefully relieving pressure off of our forces.

3: Attempt to create a tour of escape for any soldier on the ground. It is important for our men to stand our ground but being trapped is another thing entirely.

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982a5d No.43922

Dice rollRolled 47, 57, 94 = 198 (3d100)

>>43912

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 10/10

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

1. With zhayeds beak and talons and my spatha we should be able to quickly free him from those primitive ropes

[Spatha], [Zhayed], [Bonded Griffin], [Basic Melee]

2. Once freed I can remount and fly off while Zhayed claws off a cygor's eye/Failing that I leave Zhayed to free himself while I buy him more time

[Spatha], [Zhayed], [Bonded Griffin], [Basic Melee] / [Spatha], [Basic Melee]

3. Use Dramatic Posturing

[Crown of the Preserver]

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0824a6 No.43923

Dice rollRolled 33, 52, 93 = 178 (3d100)

>>43908

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Front

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Poisoned Arrowhead]

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—-

1-3. Giving another prayer to Orcus Boar brandishes his Gladius and moves to find the source of these noises.

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cf678a No.43925

Dice rollRolled 47, 24, 14 = 85 (3d100)

>>43912

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Location: Front

Health: 10/10

Gear: Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

>1 [Small favor] - Can be used to reroll one action involving training, training your men, or requisitioning supplies.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1-3. Manuel commands his men and the others around to give way, only to attempt to encircle the enemy force, in hopes of eliminating a large number of the enemy.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries.

> + Basic Tactics: + 5 to commanding large groups of soldiers.

[Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

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29e36c No.43927

Dice rollRolled 48, 17, 31 = 96 (3d100)

>>43907

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.)

([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

>15 to the initial charge of your Equite unit in the next combat encounter

1-2; Continue fire on those taurs! If they breach the wall then the line will be overrun and we'll lose the wall. That absolutely cannot happen.

3; Use this to kill any beasts that get near, otherwise, use to attack minotaurs if none come near

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113bed No.43928

Dice rollRolled 93, 83, 53 = 229 (3d100)

>>43910

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 2/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods.

1. Apply axe to it's arm.

2. Apply dagger to mouth and rip it up

3. Attack it as hard as I can with all I got.

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09aa59 No.43935

File: ee49778223be2f8⋯.jpg (150.16 KB,650x364,25:14,corpse pile.jpg)

Dice rollRolled 98, 34, 80 = 212 (3d100)

>>43912

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

Vincentus looked left, then looked right, and then looked forward at the oncoming onslaught of beastmen and monsters, their hooves clattering against the corpses of the fallen and splashing in the gathering rain.

Then, he raised his sword, waving the gore-soaked length of metal about.

1. "WE HAVE SOMETHING THESE CREATURES DO NOT– -FEET-! TO ME, MEN, TO ME, ALL LEGIONNAIRES! GRAB THE CORPSES AND BUILD A -WALL-! WE WILL STAND ATOP IT AND SKEWER THEM AS THEY ADVANCE!"

[Direct the men to build a makeshift wall/hill of corpses to serve as a high ground and barricade.] +10 Vitis

2/3. Vincentus dives into the fray again to slaughter beastmen, hopefully buying time for the corpse-wall to be built.

+5 Gladius, +10 War Dog

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76a40b No.43956

>>43687

>Name: Ugar Nebelson

>

>Fluff: A dwarven geomancer who joined the legions to help support and defend his family. Believing that only the strength and stability can guarantee their safety for generations to come. His work has always been to shape the battlefield. Raising ramparts and blockades where needed. Making ditches to blunt enemy charges and trip up siege engines. Towers for our archers and spikes around them to protect them. Shoring up the defences and generally giving the troops an advantage

>

>Class: Acolyte

>

>Location: Front fort

>

>– Do not fill in –

>

>Health: 10/10

>

>Gear:

>

>Inventory:

>

>Bonus: Determined by fluff

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258647 No.43971

>>43686

lol forgot this game was a thing

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0eb7e1 No.43973

>>43687

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

– Do not fill in –

Health: 10/10

Gear: Determined by Class, gained from battle loot and finding stuff

Inventory: Everything you’re not wearing and can’t kill stuff with

Bonus: Determined by fluff

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0b8275 No.43976

>>43973

– Do not fill in –

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown.

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

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0eb7e1 No.43977

Dice rollRolled 82, 35, 32 = 149 (3d100)

>>43976

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1. Look around and find a pilum either discarded, on a corpse, or in a corpse.

2. Throw the pilum at the cygor. Aim for the eye.

3. Once that is done go back to beating up anything that tries to get on the wall. +10

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800ce0 No.43978

>>43956

>– Do not fill in –

Health: 10/10

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

> Spells

+ [Shape Earth] - You can bend the earth to a shape you would see fit, however at your current level you can only manage to move dirt and lose gravel, no stone yet. 3 turn cooldown, earthworks last for 2 turns before returning to original shape

Inventory:

+ [Steel Shovel] - Your people are rare in the empire and without. Some say the dwarves are a dying breed, but you'd rather say they have better stuff to do then dwell on the surface. This is but a mere glimpse of the true power of the dwarven realms, scarce though they may be. + 10 to manual repair/construction/digging rolls

Bonus:

+ [Short Stack] - A dwarf is like flattened hill in that both are short, thick, and obstinate as all hell when it comes to moving when one does not want to. As such you are unable to be thrown involuntarily in combat, and can gain a + 10 to combat rolls when in touch with solid earth (building floors and the base of the wall don't count)

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76a40b No.43979

Dice rollRolled 90, 71, 9 = 170 (3d100)

>>43978

Name: Ugar Nebelson

Fluff: A dwarven geomancer who joined the legions to help support and defend his family. Believing that only the strength and stability can guarantee their safety for generations to come. His work has always been to shape the battlefield. Raising ramparts and blockades where needed. Making ditches to blunt enemy charges and trip up siege engines. Towers for our archers and spikes around them to protect them. Shoring up the defences and generally giving the troops an advantage

Class: Acolyte

Location: Front fort

– Do not fill in –

Health: 10/10

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

> Spells

+ [Shape Earth] - You can bend the earth to a shape you would see fit, however at your current level you can only manage to move dirt and lose gravel, no stone yet. 3 turn cooldown, earthworks last for 2 turns before returning to original shape

Inventory:

+ [Steel Shovel] - Your people are rare in the empire and without. Some say the dwarves are a dying breed, but you'd rather say they have better stuff to do then dwell on the surface. This is but a mere glimpse of the true power of the dwarven realms, scarce though they may be. + 10 to manual repair/construction/digging rolls

Bonus:

+ [Short Stack] - A dwarf is like flattened hill in that both are short, thick, and obstinate as all hell when it comes to moving when one does not want to. As such you are unable to be thrown involuntarily in combat, and can gain a + 10 to combat rolls when in touch with solid earth (building floors and the base of the wall don't count)

1-3) "Laddies keep the line! I'll block that infernal opening and you clear it ya hear! Lets get these doors closed." Use my geomancy [Shape earth] to make a wall outside the open gate to prevent the enemies from coming in. Make sure to not trap our troops outside and not break the barricade of corpses or let them use that one to scale the wall.

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13835f No.43996

Dice rollRolled 77, 82, 26 = 185 (3d100)

>>43908

Name: Vaughan Strycker

Fluff: Originally a lowly chicken thief after being caught Vaughan volunteered for the legions in lieu of corporal punishment. Known for surviving like a cockroach from basically any engagement and never having enough proof to name him a coward (there's always someones blood on his sword at the end of day) Vaughan has ascended to the rank of Standard Bearer in hopes that his uncanny survival ability will save him or he'll be revealed as a career deserter and face military tribunal.

Class: Standard Bearer

Location: Front fort

Health: 8/10

Gear: Standard Bearer – Inspires the men, lightly equipped and often a target because of the giant flag they carry, but the presence of their flag can turn the tide of battle.

Inventory:

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Pugio] – + 2 to melee rolls

+ [Lorica hamata] - 5 to attacks against you

+ [Eyepatch] - Taken from a sleeping bum, - 5 to perception checks against you, - 5 to combat rolls on account of the fact that you can't see out of it.

+ [Tight Caligae] - Specially laced so as to not come loose when running. Specially made by Vaughan's mother, bless her sole. + 15 to retreating actions.

+ 8 Goblin poison arrows

+2 Razor Fish

Bonus: [Uncanny Luck] - For some reason Vaughan always finds himself in the thick of combat, but never walks away with a scratch. Can dodge 1 killing blow per combat encounter.

1. Well not to try and move further away from the rest of the expedition Vaughan sees about reapplying the mud camoflauge and waits for his companions to reach the pools

2. Mastery of the sword is but one of vaughans many skills, he decides to look around for anything he can use to make a fire

3. While he has time to rest Vaughan also attempts to transfer the poison from the arrows he's been hanging onto to his Gladius

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0b8275 No.43999

YouTube embed. Click thumbnail to play.

>>43914

1/2/3. You drawn down a bolt of lighting from on high and force it into your sword, which cackles with heavenly energy. You raise said sword high into the sky, calling upon your brothers to stand with you and push the enemy back to the depth of Hades from whence they came!

The legionaries by your side scream in agreement, and you all charge the beastmen scaling the center wall as the sounds of the battle at the gate below ring out.

>>43916

1/2/3. You can see plenty fine in this part of the cavern, as the many waterfalls illuminate the surroundings quite well. Above you rocks fall gently from the cliff face, and you hear the grunts of exertion of someone climbing.

>>43917

1/2/3. The land around you distorts with raw magic, raw power. You're about 2 days travel from the mountain you saw earlier, or was it a week? You've lost track, and the lack of the sun in the sky doesn't help. Still in the distance the volcano taunts you, and the land beneath your very feet beats with an unnatural rhythm.

>>43918

1/2/3. Not even stopping to see your room you pick up your bags after reporting for duty and head straight for the frontal fort. Soldiers at the rear fort seem tense, for news had arrived that the gate had been broken. The general is holding forces in reserve should the need arise to defend the rear fort, for they can outlast the menace should they arrive at the rear fort, and eventually retake the wall, but if the rear fort were to fall, then so too would the empire…

>>43919

1/2. The furry tide pushes onwards as the legionaries are driven back step by bloody step. Your and your men arrive and temporarily stabilize the line, but once again it is a losing battle as larger and more ferocious beast take the place of the ones already slain.

You grit your teeth as more and more men fall, your rage growing as men you trained and bleed with fall to the axes of these beast. Your anger boils over when you see it, when you see the unmistakable sigil of…

them

The Staghorn tribe, the ones who… The first tribe to slip past the wall, when the fort was even more lightly guarded then it was now, the reason why it even has but one legion stationed at it, and not some ramshackle militia. THESE WERE THE BASTARDS THAT KILLED YOUR FAMILY, THEY BURNED YOUR HOME, RAPED YOUR WIFE AND YOUR CHILD BEFORE EATING THE REMAINS.

YOU MUST KILL, YOU MUST TASTE THEIR BLOOD, THE RAGE FLOWS LIKE SEARING LAVA DOWN THE SLOPES OF MOUNT VESUVIUS…

THEY WILL PAY, YOU WILL BATHE IN THEIR BLOOD!

RIP, RIP THEIR FLESH…

TEAR AT THEIR MISERABLE HIDES UNTIL NOTHING REMAINS!

RIP AND TEAAAAAAAAAAARRRRRRRRRRRR!

And to answer this beastial cry, this bloodlust, a spirit manifeasts behind you, but only the mages can see it. It forms much mimics your own, but its flesh is red and armor glows of gold and silver. It unsheathes a gladius and with one fell swoop beheads charging minotaur. You rush forth headlong into their lines, your companion mirroring your images and amplifying them tenfold, but your anger is so great you hardly notice it.

A cry escapes your lips, and your companion as well:

"INUTILIA!INUTILIA!INUTILIA!INUTILIA!INUTILIA!INUTILIA!INUTILIA!INUTILIA!INUTILIA!INUTILIA!INUTILIA!INUTILIA!INUTILIA!INUTILIA!"

The cry rings out with every sword swing, which flies faster and faster until all the beastmen in the interior of the wall are dead, and as your pull your sword out of the final skull of the largest minotaur any of you had ever seen, you look back and stare at the men behind you, trapped in wanderlust before Vincentus stammers out an order for the men to use the fallen corpses to build a wall infront of the open gate, his voice once so brave and loud, now even humbled before you…

>Gain Stand:

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter.

Rage Meter: 0/10

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0b8275 No.44000

Dice rollRolled 5, 72, 40, 14, 92, 79, 40, 39, 11, 26, 68, 69 = 555 (12d100)

>>43920

>>43920

1-6. The Siren counter your spell!

+ 15 [Natural Caster]

7/8. Meanwhile the Gygor has scaled the wall and reaches for you

+ [Ungodly Strength]

>>43922

9/10. The nearby beastmen hurl various objects at you and your beast!

>>43928

11/12. Sensing weakness the beast lunges once again!

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0b8275 No.44001

>>44000

+ [Ungodly Strength] + 15

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800ce0 No.44002

File: e196251409a9033⋯.jpg (29.73 KB,620x450,62:45,180386855a45ea081892caa696….jpg)

File: 4ec0d04cfe464cf⋯.jpg (66.62 KB,580x830,58:83,22e0447324fc5ec0f618e19d26….jpg)

>>43920

1/2. You slit the throat of the captives, but the ritual circle does not glow as strongly as before, as when you gave up that which was dear to you, that which caused you to suffer. Still the green tendril crawls out from the circles and rapidly grows, before shooting out towards the siren grouping. However, a green aura also shoots out from their group, but it is not the sickly green of your magic, but rather the radiant green of life, of vitality! The two tendrils meet, and with a giant explosion of energy they light up the sky, illuminating the black clouds overhead, and further more the flapping of scaled wings and the pelts of… something… something diving down towards the wall…

It is in this moment of distraction that you notice yourself being lifted off the ground, and the abysmal breath of the cygor as it opens its now-rotting maw wide and lifts you towards its gnarled teeth. In a split second you throw your pugio at the beastman bound to one of the ritual circles on the wall below, and its blood causes the circle to illuminate the same pallid light as before. You begin to think that maybe these aren't the best sacrifices as the rot that comes from your hands does little more then to piss the cygor off even more, as he stuffs you into his gullet whole. The throat is sticky and smells absolute horrible as you slide down it, but at least now you won't be chewed up, and have some time to collect your thoughts. It would also seem that you are not the first thing this beast has eaten, as you land upon several dismembered corpses inside of its stomach.

+ [Undead mine] - You can enchant one corpse to explode with necrotic energy at your beck and call, Said corpse has the same range as one of your raised corpses.

>>43921

1. It would appear that all the other riders have left, either for the battle at the fort or for another deployment elsewhere. You are the last to leave the barracks, much to your shame.

2. In a similar fashion when you arrive you mistake a blood-soaked soldier for one of the enemy, and it is only the narrow dodge of the man and his skill with the shield that prevents you from killing him. You can't shake this feeling of dread, and this odd call that rings in your ears…

3. Casting aside the feelings of smaller men you rush to aid those men embattled and trapped on the walls, your bird and yourself killing scores of beastmen, freeing up some isolated pockets and strengthening the resistance on the left side.

>>43922

1. You as much as your bird is bound by these thick braids of… hair? With disgust welling in your gullet you cut these frayed knots of gods know what kind of hair and free the last bits of the stuff from Zhayed's body. Your brother in arms (har har) seems no worse for the wear, and angrily eyes the beastmen approaching you before shrieking loudly.

2/3. With no time to waste you quickly mount your bird and take off, and just in time as the first of the small beastmen reach your position, brandishing wickedly barbed spears. They then proceed to hurl these at you, harrying your flight back to the wall but not landing a single hit. You like to think it due to your grand skills as a pilot, and treat the men on the wall to a show as you have the bird swoop down and casually behead a large gor, before throwing his horned head at group of smaller braylings, crushing one beneath its weight. The show brings a few cheers from the pockets of men not to busy fighting for their lives to pay attention.

>>43923

1/2/3. You move up the hill, following the grunts and curses and odd chicken feather until you reach the peak. There you see a fire, burning, and several smally bony fish roasting over it, speared on little stone slivers. You hear a man whistling but you cannot see one…

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9a2252 No.44004

Dice rollRolled 35, 21, 23 = 79 (3d100)

>>44002

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Fucking Cave

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Poisoned Arrowhead]

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3. Boar is sick and tired of this fucking cave, he will yell at the whistler to get out here or get stuck like a pig! Beyond that he will continue to haul the mage and search for a way out of this godsforsaken place.

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0b8275 No.44016

File: 24fbf7c8ba8eb58⋯.jpg (74.86 KB,770x449,770:449,10_Facts_Roman_Legionary.jpg)

File: dc058536faef520⋯.jpg (92.85 KB,600x821,600:821,ambush_by_adrian_w-d73t52g.jpg)

>>43925

1/2/3. You needn't order your men to give ground, they were doing that very much already,and it would seem that the line was about to break before… before he happened. With rage and strength unmatched your fellow centurion stepped forth and with one fell swoop of his gladius slew 5 beastmen, then another 7, and he kept swinging and swinging and smashing and bashing until every one of the things inside the gate was dead, and oddly enough it would seem that the bridge was clear of them too, as if something had stopped their progress into the fort as well…

>>43927

1/2. You continue to knotch arrows and rain death upon the beastmen, but the larger minotaurs are slow to fall to your rain, and you've only managed to kill 2 of the beast before you run out of arrows…

3. The fire withers along the wall as the beastman manage to scale the wall, desperate defense follows, yourself included, and you manage to barely escape being beheaded by a errent griffin knight charging you, before he realizes the error in his attack and moving on. The storms pounds on overhead as the roar of thunder… wait, no, its something else, something much worse, sounds overhead.

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0b8275 No.44017

File: 52acd2eb5a805bd⋯.png (863.82 KB,512x640,4:5,Beastmen_Gors.png)

File: 75e1940b4a44688⋯.jpg (73.4 KB,736x521,736:521,c5b0f27c6dbd365d7b65f429ee….jpg)

>>43928

1/2/3. The creature and the man trade blow for blow on the mountaintop, both awash in blood and bile as their battle rages on. The beast rears its ugly head and blasts the barbarian with a searing white stream of stickly liquid, and for but a moment it would seem that Morg was trapped.

But this was no more then a trap of his own making, the beast to dumb to realize this as the supposedly trapped barbarian dodged its wayward lunge and buried his axe deep into its neck, slapping the monster down to the ground. Like the great hunts so many moons ago Morg almost instinctively knew what to do next, leaping aboard the beast's neck and using the axe as a foot hold while the monster struggled to throw him off. Taking two of his wickedly long and sharp hunting knives Morg rammed them in the beast head, and with grunts of effort and hot white fury, he pulls the beast's top section of its head clear free from the bottom.

It is dead, and Morg licks his lips. Salty.

>>43935

1. Still starstruck by Virgil's performance Vincentus's voice cracks for the first time in 20 years as he orders the men still standing in amazement to build a wall from the bodies of the now entirely dead beastmen attack force. Springing into action all of the 80 odd men respond at once and before long the wall is built, tree beastmen hight and 2 deep, about 15 feet from the barred gate, and boxing any further attackers in…

2/3. And just in time, as though no more seem to be coming across the bridge, but you can hear the sound of something large, something angry, grunt and heaving against what appear to be a hastily constructed mound of dirt on the other end of the bridge.

>>43977

1. You find a single pilum, dropped by a soldier unluckily full of beastmen spears.

+ 1 [Pilum] - A single use throwing spear, + 10 to ranged combat roll.

2. There are many cygor, none close enough to you, however there are plenty of Minotaur and Gors nearby, and you haphazardly hurl the pilum at one of them, the beast falling with a groan as it suddenly finds its frontal lobes replaced with a foot of steel.

3. The right side of the wall is mostly empty, the men keeping it free of most beastmen. However you do see something in the distance, and hear a roar on the wind, and its not thunder…

>>43979

1/2/3. With a chant to Mother Earth you raise your hands slowly, attempting to raise a wall of stone directly outside of the gate. However you soon feel the emptiness, and quickly remember that a canyon separates the fort from the land beyond, with a giant stone bridge connecting the two. You decide instead to seal off the front of the Bridge with a wall of stone, but the ground is mostly dirt, and it is farther then you are able to cast at your best. Still, despite all of this you are able to rise a tall and strong wall, and it stems the beastmen tide as the sound of screaming beastmen fill the gatehouse, before dramatically stopping…

>>43996

1. Making your way up the river you find a nice overhang to make a camp, thinking yourself free from the prying eyes of your "comrades"

2. Plenty of dry fungus around here, kindling for a fire, and with your sword and the arrow flints, you're able to get a nice fire going, with fish roast as well.

- 2 Razor Fish

+ 2 [Razor Fish Roast] - + 2 health per fish eaten. Small chance of making you shit blood.

3. You narrowly miss knicking your finger tip, which seems to have an odd sheen to it, as you smear the crude black paste from the arrow blade unto your sword, but it is done.

And Just soon enough. Two horrible creatures with fur in odd places and horrendous bug eyes are approaching your fire! They babble in some inane language, and one of them even brandishes a crude weapon towards your flame!

> Health: 7/10

- 1 Goblin Poison Arrow

+ [Poisoned Gladius] - The next 4 attacks apply poison to their target.

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0b8275 No.44018

File: 51bc87459a35e71⋯.jpg (60.54 KB,490x750,49:75,2f43dcfaa88ba2425186fc59d6….jpg)

Dice rollRolled 92, 63, 84, 11, 30, 12, 93, 98, 10, 7, 20, 45, 69 = 634 (13d100)

1/2/3. Allied Defense Rolls

+ 10 [Centurions' Presence]

+ 10 [Dramatic Posing]

4/5/6. Beastmen Attack Rolls

+ 5 [Strong]

+10 [Frenzied]

7/8/9. Cygor Bombardment

10. Minotaurs Attack Ugar's Wall!

11/12/13. ???

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0b8275 No.44019

File: b871a43df5961de⋯.jpg (74.88 KB,873x627,291:209,beastmen-charge-alex-boyd.jpg)

File: c67e04ee2e4d453⋯.jpg (172.53 KB,1920x1080,16:9,d06cc954b5374261ff0922f494….jpg)

Day 14, Week 2

The sky continues to darken as the battle rages, but the brave and ruthless counterattack of Virgil and the raising of Ugar's construct seems to have stabilized the gatehouse, as the minotaur who tries to smash the stone barrier blocking the bridge breakes its neck in its attempt. In other places along the wall, Roman forces, emboldened by the attack of Virgil and the saving of the gatehouse, drive the beastmen off the walls…

They even seem to be pulling back, abandoning their attempt at the walls, it would appear that the battle is won!

Until the mists roll in, and the sound of marching hoofs fills the air. Several Cygors appear, sprinting through the fogs and heaving great slabs of stone themselves. Several hurl them at once at the weakened section of the wall, shattering it clean through, before laying down equally sized slabs of stone as makeshift bridges for egress across the bridge. The beastmen charge once again, the lighter Ungors leaping directly onto the walls and the heavier troops stampeding across the makeshift bridge to secure a foothold into the breached wall! Brave soldiers already run towards the breach, but without reinforcements they will surely fall! At the head of this new force is a Massive beastmen, unlike the rest, with the head of a Falcon and a massive sword. Above on high several manticorces sweep down upon the Romans on the walls, the largest of the beast mounted by a horse-headed beastmen, firing upon the men with its massive bow! The beastmen are making one final push, though it is terrible it is the dying breath of a spent force!

Stand your ground Romans, or be trampled underfoot!

Status of the Frontal Fortress:

>Supplies:

3 Weeks of Food

6 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 2/10

Towers 4-5 Health: 3/10

Tower 6 Health: 5/10

Wall Health: 22/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

485 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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09aa59 No.44021

Dice rollRolled 11, 38, 15 = 64 (3d100)

>>44019

>>44017

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

Vincentus pries his gladius from the skull of a freshly slain beast, just in time to bear witness to the newest assault– and the breaking of the wall. He lets out an indignant scream and swipes at the open air.

"THEY HAVE YET TO LEARN THEIR LESSON! MOVE, MEN! INTO THE BREACH! REINFORCE IT BEFORE IT FALLS!"

1/2/3. Vincentus and his men move to counter the last Beastman offensive, driving them back with gladio et pilum.

[Hold The Line] - +5 Gladius, +10 Vitis, +10 War Dog

FREE ACTION: Vincentus signals for the siege equipment to open fire on the Cygors.

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c4d2e9 No.44022

Dice rollRolled 8, 2, 37 = 47 (3d100)

>>43999

>Leo

1-3. Well, nowhere left to go but to climb and follow it!

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0b8275 No.44023

Dice rollRolled 64, 62, 41 = 167 (3d100)

>>44021

1/2/3. Bombardment Rolls

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982a5d No.44024

Dice rollRolled 30, 72, 40 = 142 (3d100)

>>44019

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 10/10

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

1/2. Attack the horse headed rider

[Spatha], [Zhayed], [Bonded Griffin], [Basic Melee]

"DO NOT INTERFERE WITH THIS FIGHT THIS HORSE HEADED BASTARD IS MINE!"

3. Dramatic posturing

"Just like this beastmen the manticore deludes itself thinking that it is higher than the natural order of things. The griffin is king of both beasts and the sky and its majesty will not allow it to become bowed before inferiors. Together we will show why this is the age of man, the age of ROME!"

[Sash], [Zhayed], [Crown of the Preserver], [Bonded Griffin]

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0b8275 No.44025

Dice rollRolled 95, 93, 78 = 266 (3d100)

>>44024

1/2/3. With a terrible neigh the beastman turns from his current prey and directs his mount towards yourself, you are both set for a tumultuous midair collision, a reckoning…

+ [Champion] - + 10

+ [Manticore Mount] - + 10

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29e36c No.44030

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982a5d No.44031

>>44030

I mean with my armor and bonuses it becomes a 87 vs a 90

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0823af No.44034

Dice rollRolled 70, 58, 35 = 163 (3d100)

>>44019

Health: 10/10

Gear: Magnus – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt. Magnus's prefer to specialize in sword and spell.

+ [Spells]

[Lighting Bolt] - The wrath of Juptier fills your hands as you summon forth a mighty bolt of lighting and hurl it at your foes, alternatively it can also be cast into the ground directly beneath your feet, but doing this will hurt both friend and foe in its area of effect. 3 Turn Cooldown. 2/3 CD

+ 14/15 [Summon Storm]

+[Minor Lighting Enchantment] - + 5 to large enemies. Last for one combat encounter. 2 Turn Cooldown.

+ [Basic Training] + 5 to Rolls when cooperating with legionary forces.

Basic Melee: 8/10

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Parma Vexillifris] - 5 too all attacks against you

+ [Lorica hamata] - 5 to attacks against you

+ [Gladius] + 5 to melee attacks

+ Gladius Enchantment: Lighting - + 10 to large enemies. Last for one combat encounter

+ [Pugio] – A dagger, + 2 to melee rolls

Inventory:

+ [Dog Collar] - All that was left of your furry friend, will summon forth said dog in a time of great peril, for a price.

Bonus: [Shaggy Eyes] - You feel a presence guiding you, watching you, you know not its will , but it seems to be helping you. + 10 to casting rolls.

1,2,3) Jump off the wall into the breach, landing enchanted sword first into the leading beastmans head. +10 Enchantment, +5 Gladius

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0823af No.44035

>>44034

Lightning bolt is 1/3 CD

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a87a1c No.44036

Dice rollRolled 88, 48, 51 = 187 (3d100)

>>44002

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 4/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead mine] You can enchant one corpse to explode with necrotic energy at your beck and call, Said corpse has the same range as one of your raised corpses.

>Followers: 5beatmen captives

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: At last i truly see! the cropses arent meant to explode through rot magic, i have to rig it with the soul of the damned, the energy from the passing of the soul with the necrotic magic is enough to cause it to explode. Activate my new learned spell and kill this fool! +[Dark Child] [Acolyte’s Cloak]

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800ce0 No.44039

Dice rollRolled 2, 15, 97 = 114 (3d100)

>>44034

1/2/3. Spotting you before you even left the wall the Eagleman prepares his sword in an attempt to cut you clean in half!

+ [Eagle Eyed] - + 15

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cf678a No.44040

Dice rollRolled 98, 22, 86 = 206 (3d100)

>>44019

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Location: Front

Health: 10/10

Gear: Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

>1 [Small favor] - Can be used to reroll one action involving training, training your men, or requisitioning supplies.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1-3. Noticing the extreme threat posed by the manticores, especially the archer, Manuel leads his men in containing the threat, and leading a testudo formation against the archer to protect from it’s arrows.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries.

[Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

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10d64b No.44041

Dice rollRolled 59, 90, 91 = 240 (3d100)

>>43919

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-3. Virgil catches his breath and looks to his locket. "I'M NOT DONE YET, YOU FUCKERS! MEN, KILL THAT FUCKING BIRD, THEN WE'RE CAPTURING THOSE FUCKING SIREN WHORES, THAT'S RIGHT, I WANT THEM ALIVE!" he says as he flies into a rage, leading his troops to kill the giant bird. (activating rage locket and finishing off the invaders)

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10d64b No.44042

>>44041

Also using Voice of an Empire

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b163ce No.44047

File: 74c0d220fc40bb3⋯.jpg (25.75 KB,546x900,91:150,Otacilius.jpg)

Dice rollRolled 75, 95, 36 = 206 (3d100)

>>44019

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Pugio] + 2 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

20 [Arrows] - Ammunition for your bow

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

1-3 Now is the time to strike, these sirens…they hinder my comrades….a blade in the dark is what they need….I shall utilize all that I've learned from my masters training and assassinate them…one….by…one

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0eb7e1 No.44049

Dice rollRolled 72, 39, 44 = 155 (3d100)

>>44017

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1. Grab some more loose Pilum.

2&3. Then start throwing them with all my might at the swooping manticores.

+10 from Pilum (if any)

+Muscle Wizard

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113bed No.44052

Dice rollRolled 60, 93, 72 = 225 (3d100)

>>44017

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 3/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods.

>Health: 5/10

+ [Bleeding] - Lose 1 health per turn until tended too

1. Scavenge the monster's corpse for anything I can use

2. Tend to my wounds

3. Continue the hunt.

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76a40b No.44072

Dice rollRolled 4, 73, 30 = 107 (3d100)

>>43978

Name: Ugar Nebelson

Fluff: A dwarven geomancer who joined the legions to help support and defend his family. Believing that only the strength and stability can guarantee their safety for generations to come. His work has always been to shape the battlefield. Raising ramparts and blockades where needed. Making ditches to blunt enemy charges and trip up siege engines. Towers for our archers and spikes around them to protect them. Shoring up the defences and generally giving the troops an advantage

Class: Acolyte

Location: Front fort

– Do not fill in –

Health: 10/10

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

> Spells

+ [Shape Earth] - You can bend the earth to a shape you would see fit, however at your current level you can only manage to move dirt and lose gravel, no stone yet. 3 turn cooldown, earthworks last for 2 turns before returning to original shape 3/3

Inventory:

+ [Steel Shovel] - Your people are rare in the empire and without. Some say the dwarves are a dying breed, but you'd rather say they have better stuff to do then dwell on the surface. This is but a mere glimpse of the true power of the dwarven realms, scarce though they may be. + 10 to manual repair/construction/digging rolls

Bonus:

+ [Short Stack] - A dwarf is like flattened hill in that both are short, thick, and obstinate as all hell when it comes to moving when one does not want to. As such you are unable to be thrown involuntarily in combat, and can gain a + 10 to combat rolls when in touch with solid earth (building floors and the base of the wall don't count)

1-3) "Laddies keep the line! I'll block that infernal opening and you clear it ya hear! Lets get these doors closed." Use my geomancy [Shape earth] to make a wall outside the open gate to prevent the enemies from coming in. Make sure to not trap our troops outside and not break the barricade of corpses or let them use that one to scale the wall.

1-3) Repair that damn gate mechanism. if that doesn't work the jurryrig something

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29e36c No.44469

Dice rollRolled 58, 54, 74 = 186 (3d100)

>>44016

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.)

([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

>15 to the initial charge of your Equite unit in the next combat encounter

1-3; Agrobrigos looked up at the sky for a moment, opening his mouth to drink some raindrops and feel it fall on his face. 'Thank you for allowing us to quench our thirst anywhere on the battlefield, oh great lords of earth,' he whispered to the sky. It's time to enter the fray. Agrobrigos place his bow in a nearby crate, hoping to keep it safe there for his return, and unsheathed his sword. He grabbed his shield with his left hand and jumped down from his safe spot to the main ramparts, slaying all beastmen in his sight and rallying his brothers.

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10d64b No.44487

Is this game ded?

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0b8275 No.44498

File: 6c50a6742cf8f15⋯.jpg (39.07 KB,800x600,4:3,1458883123388.jpg)

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800ce0 No.44615

File: b85c8d1253c2f38⋯.jpg (62.18 KB,736x465,736:465,121e98e9ee5fb25cf2ce4d1ec9….jpg)

File: 9e35e7d059425f9⋯.jpg (43.64 KB,543x720,181:240,5508f899d328ba32c217c1be4a….jpg)

>>44004

1/2/3. Drawing your sword you scream at the figure to show themselves, but when said figure scuttles into the range of the firelight you wished you would have kept your mouth shut. It is a horrib thing, what little flesh showing being dimpled and pink, raw almost, the rest covered in gore-stained feathers. The face of what once a man stares back at you, his eyes a mixture of beady birds eye and the cold stare of a remorseless killer.

Not feeling like dealing with some other weird shit in this godsforsaken cavern, you grab the mage and run further up the river. The lad seems to have hit his head and was babbling on about needing to climb some sort of hill. Further up the stream and far away from that… thing, you begin to notice small stone cottages along the riverside, oddly small, as if built to house children. But what's this?

A bright light in the distance, almost like a city, and some unearthly skittering. There's a draft here as well, which means that somewhere nearby there must be an way to the surface…

>>44021

1/2/3. The Roman line consisting of Vincentus and his men hold, but only barely, and in the thick of the fighting he barely has time to signal the men on the walls to fire their ballista and bows on those massive beasts, who even now hurl scores of men about with their horse sized fists, grabbing chunks of the broken wall and hurling them at anything and everything their blind eyes couldn't see. What machines that could get into firing position let loose and down 4 of the beast, wounding several others, and you can now count their number on two hands, if it wasn't for the fact that a goat-man was currently trying to eat them!

>>44022

1/2/3. The fall must have hurt more then you thought it did, as you do not recall what Boar is talking about as he roughly drags you away from the fire, and the odd figure currently crouching near it. As you are dragged you can't help but look at the river flowing past you, its depth illuminated by the same strange fungus that towers over the two of you and gives the entire part of this cavern and ethereal glow. You notice in the depths what you first presumed to be rocks, but quickly identify as well-cut stone! What's more you along with Boar begin to notice the ruins of small houses along the riverside, and eventually the city in the distance, or at least it looks like a city?

>>44024

1/2. "have at thee thine villainous cur! This melee be between us champions alone!" You scream as you give Zhayed a firm kick in the ribs and goad him into the air. With howling screech you and your bird rush the horse and his monstrosity, and above the battle below in the thundering sky, black as night and illuminated by the odd flash of heavenly power, two beings fight in a battle for the ages.

The first clinch is heard by all, as the two steeds collide at full speed and a flurry of beak bites, claws, and jaw snapping is had, the riders as well cutting and stabbing at one another. Zhayed embeds his claws into the Manticore's neck, but the lion returns the favor with a sickening crunch as it carves its bloodly toll from Zhayed's shoulder with its foot long fangs. You stab with your Spatha at the horsemen, who deflects such blows with his own saber before slapping you right across the face with the flat of it. The blow sends you reeling, but not before Zhayed manages to get one last swipe at the manticore before disengaging, as your staggering pulled on his reins. When you get your bearings back the Horsemen is nowhere to be seen, and you and Zhayed are left flying through the clouds…

Until the bright green flash of fire passes within 3 foot of you both, and you turn to see the charging manticore, and its rider preparing another spell

>Health: 9.5/10

>Zhayed Health: 19/20

>Manticore Health: 24/25

>Screeboscut the Horselord: 15/15

3. (Dramatic posturing is not a self buff) The soldiers below marvel at the battle above, though the momentary distractions is paid for by renewed vigor in the beast, who take full advantage of this moment of respite to renew their charge into the roman lines.

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800ce0 No.44616

File: f226c83eacc02eb⋯.jpg (235.36 KB,1540x1719,1540:1719,maxresdefault.jpg)

>>44034

1/2/3. Gathering what courage you have you break into a spring along the ruined section of the wall, gathering all the momentum you can before proceeding with your leap of faith…

"Oh father Zeus protect me, for I am about to do something incredibly reckless!"

With a scream you leap from the battlements and aim yourself like a bullet at the massive beastmen who appears to be leading the force. But it would appear that the creature had seen you and devised your plan from the moment you started running, as it eagerly awaits your Icarian fall with its huge sword slung back, prepared to make two men out of you where there was one before, half the length but twice the gore!

Its all you can do to bring your shield up and deflect some of the blow, but the beast is strong enough to cleave through it and cut flesh, knocking you back several feet as well. Throwing away the ruined shield and clasping at the open wound on your side, you stare down the massive beasts as it rushes you with inhumanely speed…

>Health: 8/10

- [Parma Vexillifris]

+[Bleeding!] - 1 health/turn until bandaged

>>44036

1/2/3. In the belly of the beast you come to an epiphany, the dark powers that be answering your womanly cries with newfound knowledge, but you can't help but think of the price to pay for this new power…

Green tendrils of ichor and grime shoot out from your fingertips into what was to become your new roomates and stoolmates if you hadn't figured out how to get out of this thing, and soon they rise and claw and climb up the throat of the Cygor. The soul of the dead, pulled back from eternal rest and tortured so by its ruined form and filled with an unholy hatred, is broiling with magical energy, and you've given them a way to release it, by your will of course. The cygor, not used to its food fighting back, claws at its throat as the husks and corpses force their way up its esophagus. It even resorts to tearing its own throat at an attempt to remove the objects, but it can barely contemplate what they truly are before you have them blow, completely tearing apart the top half of the beast from its pectorals up in a bloody and bony mess of gore and vile. The beast's remains stumble onwards before falling down, and as you crawl out of its stomach you emerge to find yourself standing alone in the field, a ways back from the beastmen surging through the freshly broken wall.

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800ce0 No.44617

>>44036

+ [Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

+ [Greater Raise Dead] 2/10

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800ce0 No.44619

>>44040

1/2/3. Before you can bring your men to bear against the horselord, he and his mount rush into the sky to do fierce battle with one of the griffin riders, not that you would notice for no sooner then he takes off does the first wave of beastmen come crashing into your men, though your bracing call prevents from falling even one step back, and in comparison to the rest of the roman line, your men managed to force the beasts back even!

>>44041

1/2/3. (Rage locket only works against barbarians) Spittle flying from his mouth and something stiff under his loincloth Virgil goads his men into a frenzy and breaks the line to charge straight into the beastmen horde, cutting a bloody path into their ranks. Though he risks being encircled he is blinded by fury and rage as he reduces the enemy to flank steaks and bone fragments.

>>44047

1/2/3. Questioning yourself on how smart of a plan this is you sprint through the gate an across the miles wide open field towards the siren's cluster. Not breaking stride you cross it in record time and, after taking a short stop to vomit and catch your breath, approach the massive guards. The Siren's don't even register your approach, but the brutes hear you breathe… and swing their massive fists at you

>>Wait for roll

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800ce0 No.44620

Dice rollRolled 75, 9, 87 = 171 (3d100)

>>44047

1/2/3. Hill Giant's Swing

+ 25 [Ungodly Strength]

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800ce0 No.44621

>>44047

Batting you away like a small child, you slam into a tree top several hundred feet away mostly unharmed, except for tarnished pride

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800ce0 No.44622

>>44049

1. You manage to secure another 3 pila

+ 3 [Pilium]

2/3. You toss the spears at the diving monsters, striking one square in the face and dropping it nearby, harrying the others so much that they turn their full attention instead on the griffin riders nearby.

>>44052

1. Surprising the flesh gives easily to your carving knives, and the flesh is also quite tasty. You cut off several slabs for later and stuff them into your pants. The scales, hard as rock but light as a father, could also be useful, and you cut off them as well, stuff those in your pants as well. Finally you sever its head and tie that around your waist.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

2. Making a quick camp you take some cloth you have and tend to your wounds, stopping most of the bleeding and using your torch to burn the most open wounds shut.

+ Health: 7/10

- [Bleeding]

3. Going down into the pit the dragon had left being you manage to find a rope tied to a rock descending into a large cave. Being as smart as you are you drop a rock and hear the expected splash as it hits water below. Thinking you climb aways down the rope before bobbing back and forth to generate a swing, and releasing just before the axiom of its arc you sail through the air and land in some shallow water, cushioning the fall but saving you a swim. The cave is dark, but a draft below and the faint smell of chickes beckons you deeper, down down down into the caverns.

>>44072

1/2/3. Running now from the gate into the gatehouse you find what is a truly terrible sight to a dwarf. Someone took what was once a beautiful mechanism and ruined it. Levers destroyed, chains melted, and the gears used to raise the massive chains utterly ruined! This will take at least a week of hard labor if you alone are to work on it, and by no means can you fix it now. Still, you begin gathering up the scraps to begin the work, as arduous as it may be

>Gate Repair: 3/40

>>44469

1/2/3. Like many others you leave the now useless wall, though unlike them you decide to take a more direct route as opposed to the stairs of lesser men. Leaping from the ramparts you soon find yourself amidst a fellow soldier, the mangus who conjured this storm from the heavens above by the will of the gods, and find before you a giant eagle-man, with a sword as long as you are tall.

This will be a fight!

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800ce0 No.44623

Dice rollRolled 42, 100, 46, 13, 39, 42 = 282 (6d100)

1/2/3. Allied Defense Rolls

+ 10 [Centurions' Presence]

+ 10 [Dramatic Posing]

4/5/6. Beastmen Attack Rolls

+ 5 [Strong]

+15 [Frenzied]

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800ce0 No.44624

File: 2c11d884b1a6d38⋯.jpg (61.98 KB,620x888,155:222,a7f64e1cc0a0aee28ee38a684d….jpg)

Day 15, Week 3

In this nadir of war and hate, the rain falls as man and beast tear at each other with newfound rage and ferocity. The sky, blackened by the storm overhead, hides the setting sun and rising moon, and night comes as men still die. The Roman line holds valiantly against the tide, and starts to even drive the beasts back as its noble leaders drive holes into the beastmen lines. This is it! One final push and all shall be won!

Hold fast men, stand your ground, victory is nearly in your grasps, you have but to seize it!

Status of the Frontal Fortress:

>Supplies:

3 Weeks of Food

6 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 2/10

Towers 4-5 Health: 3/10

Tower 6 Health: 5/10

Wall Health: 22/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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982a5d No.44625

Dice rollRolled 84, 26, 19 = 129 (3d100)

>>44624

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 9.5/10

Zhayed Health: 19/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

1/3. Continue fighting Screeboscut

[Spatha], [Zhayed], [Bonded Griffin], [Basic Melee]

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5ec64c No.44626

Dice rollRolled 32, 99, 39 = 170 (3d100)

>>44615

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Fucking Cave

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Poisoned Arrowhead]

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3. Head towards the light and the fresh air, what in Orcus' name was that blasted thing, is there a whole city of these fucking things in here.

Keeping on his guard Boar will continue to drag the mage.

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371b4d No.44627

>>44624

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Location: Front

Health: 10/10

Gear: Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

>1 [Small favor] - Can be used to reroll one action involving training, training your men, or requisitioning supplies.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1-3. “THIS IS IT MEN! ONE FINAL PUSH, WE WILL BREAK THE ENEMY, FOR ROMA!”

With heightened morale, the centurion and his men push to break the enemy lines and secure victory.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries.

[Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

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371b4d No.44628

Dice rollRolled 80, 23, 43 = 146 (3d100)

>>44627

Rolls

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0b8275 No.44629

Dice rollRolled 23, 90, 24 = 137 (3d100)

>>44625

1/2/3. The Horse lord draws back his bow and notches a massive arrow, before uttering some payer in his black tongue

+ [Champion] - + 10

+ [Master Bowman] - + 15

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f61bf9 No.44630

Dice rollRolled 5, 43, 18, 99, 9 = 174 (5d100)

E teronn

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76a40b No.44634

Dice rollRolled 37, 16, 65 = 118 (3d100)

>>44627

Name: Ugar Nebelson

Fluff: A dwarven geomancer who joined the legions to help support and defend his family. Believing that only the strength and stability can guarantee their safety for generations to come. His work has always been to shape the battlefield. Raising ramparts and blockades where needed. Making ditches to blunt enemy charges and trip up siege engines. Towers for our archers and spikes around them to protect them. Shoring up the defences and generally giving the troops an advantage

Class: Acolyte

Location: Front fort

– Do not fill in –

Health: 10/10

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

> Spells

+ [Shape Earth] - You can bend the earth to a shape you would see fit, however at your current level you can only manage to move dirt and lose gravel, no stone yet. 3 turn cooldown, earthworks last for 2 turns before returning to original shape

Inventory:

+ [Steel Shovel] - Your people are rare in the empire and without. Some say the dwarves are a dying breed, but you'd rather say they have better stuff to do then dwell on the surface. This is but a mere glimpse of the true power of the dwarven realms, scarce though they may be. + 10 to manual repair/construction/digging rolls

Bonus:

+ [Short Stack] - A dwarf is like flattened hill in that both are short, thick, and obstinate as all hell when it comes to moving when one does not want to. As such you are unable to be thrown involuntarily in combat, and can gain a + 10 to combat rolls when in touch with solid earth (building floors and the base of the wall don't count)

1-3) Pech. Well, while I'm on this wall I might as well do somethign useful. Boil up pitch and then take it to the breach, dumping it down on the gathered beastmen behind their frontlines to not hit my fellow legionaries. After that I can look around to see if there is any rubble or rocks to throw down at them from my vantage position.

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0b8275 No.44635

File: 2c0e2142068e141⋯.gif (396.67 KB,500x500,1:1,1439291360264.gif)

>>44630

Wer zum Teufel bist du, Mutter Ficker?

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5db4ba No.44962

Dice rollRolled 61, 87, 66 = 214 (3d100)

>>44622

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (3/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1&2. No bravery no glory. Jump right in to the melee. +10

3. Rage combat roll +25

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0823af No.45271

Dice rollRolled 27, 24, 41 = 92 (3d100)

>>44624

Health: 8/10

Gear: Magnus – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt. Magnus's prefer to specialize in sword and spell.

+ [Spells]

[Lighting Bolt] - The wrath of Juptier fills your hands as you summon forth a mighty bolt of lighting and hurl it at your foes, alternatively it can also be cast into the ground directly beneath your feet, but doing this will hurt both friend and foe in its area of effect. 3 Turn Cooldown. 2/3 CD

+ 14/15 [Summon Storm]

+[Minor Lighting Enchantment] - + 5 to large enemies. Last for one combat encounter. 2 Turn Cooldown.

+ [Basic Training] + 5 to Rolls when cooperating with legionary forces.

Basic Melee: 8/10

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Lorica hamata] - 5 to attacks against you

+ [Gladius] + 5 to melee attacks

+ Gladius Enchantment: Lighting - + 10 to large enemies. Last for one combat encounter

+ [Pugio] – A dagger, + 2 to melee rolls

+[Bleeding!] - 1 health/turn until bandaged

Inventory:

+ [Dog Collar] - All that was left of your furry friend, will summon forth said dog in a time of great peril, for a price.

Bonus: [Shaggy Eyes] - You feel a presence guiding you, watching you, you know not its will , but it seems to be helping you. + 10 to casting rolls.

1) Cast lightning Bolt into the ground. +25

2,3) Use the hole made by the lightning bolt in the teeming mass at the gate to carve your way through it to the other side. + 17

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a87a1c No.45272

Dice rollRolled 31, 78, 24 = 133 (3d100)

>>44617

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 4/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

>Followers:

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Damn, if it's like this i best play carefully, he starts sneaking through the enemy lines, the sirens were out there somewhere. ripe for the killing…

[Greater Raise Dead] 2/10

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10d64b No.45273

Dice rollRolled 42, 20, 75 = 137 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 0/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-3: THEY'RE GETTING WEAKER BOYS, BREAK WHAT'S LEFT OF THEIR FUCKING RANKS AND CAPTURE THOSE FUCKING SLUTS! (Kill the remaining enemy forces)

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29e36c No.45274

Dice rollRolled 75, 54, 22 = 151 (3d100)

>>44622

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

>15 to the initial charge of your Equite unit in the next combat encounter

1-3; Work with my comrades to take him down. Focus on dodging his blows and taking slices at his legs to wear him down. If I see an opportunity though, I'll take it to finish him in one hit before he goes berserk in his dying throws.

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113bed No.45290

Dice rollRolled 48, 14, 1 = 63 (3d100)

>>44622

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 3/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods.

>Health: 7/10

1. Scratch a mark I can follow up the caves for my return.

2-3. continue the hunt!

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b163ce No.45293

File: 74c0d220fc40bb3⋯.jpg (25.75 KB,546x900,91:150,Otacilius.jpg)

>>44621

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Pugio] + 2 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

20 [Arrows] - Ammunition for your bow

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

1- 3 Climb down from the treetops, that was terrible, although perhaps it can work to our advantage, surely there is something useful in the forest, let us search perhaps we will find it.

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b163ce No.45294

Dice rollRolled 57, 75, 25 = 157 (3d100)

>>45293

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371b4d No.45306

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09aa59 No.45335

Dice rollRolled 15, 14, 13 = 42 (3d100)

>>44624

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

Vincentus went down in a flurry of brownish fur and gnashing teeth, and for one long moment his century thought him to be dead. Then, though, crimson steel erupted from the back of the beast, and it was flung aside as the gore-soaked centurion rose to his feet, hoisting his gladius into the air.

"I DID NOT GIVE YOU -PERMISSION- TO PAUSE! PRESS ON! UNTIL EVERY STINKING BEASTMAN IS -DEAD-!"

With a ragged yell, the exhausted men of Vincentus' century muster their strength and surge forward, swords and shields aclatter as they charge into the thinning beastfolk throng.

1/2/3. Push out and destroy the Beastman horde. +10 War Dog, +10 Vitis, +5 Gladius

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161b34 No.45336

Dice rollRolled 50, 76, 78 = 204 (3d100)

>>44626

Get up and help Boar and lets get out of here!

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0b8275 No.45343

File: 1b18be7fedd4b51⋯.jpg (104.8 KB,560x802,280:401,7523559eaccbc1f57f05b93236….jpg)

>>44625

>>44629

1/2/3. Seeing the horseman knock his bow you spur Zhayed onwards with a swift kick in the ribs, rushing the archer in an vain attempt to disrupt his attack! The attempt almost succeeds, and you slice at him with your Spatha as the mounts lock horns once again. The massive iron arrow, igniting itself as it shoots right past your head, burning the plum of your helm and turning your golden crown a most umber shade of black. With only superficial wounds inflicted upon one another you break the clinch as a lighting bolt flashes between the two of you, illuminating your opponent and his mount.

You can't help but stare at his eyes, deep and ruddy, alight with rage and anger…

>>44626

1/2/3. Dragging the Mage, who vainly tries to move under his own feet before tripping over something, you progress towards the city. Tired of this you leave him be, he would either progress with you or take a nap in the subterranean dirt. Eventually the lad does catch up with you, and you talk quietly, swords drawn, as you move towards the massive city. Within a league of the city the lad trips again, and he makes such a ruckus that you think whatever is in this cavern will surely rush all of you. Just as you're about to slap the lad you notice just exactly what he's tripped on. Its a piece of metal, a round piece of metal, with a handle on one side and a figure of Fascinus emblazoned on the other. Its as solid as any shield you've even seen, but light as can be. Perhaps this mage isn't so useless after all…

And it would also appear that your intuition was right, as the hairs on the back of your neck stand up, and a faint chatter and the sounds of armored boots on soft earth ring out in the distance.

+ [Parma Fascinum] - A shield depicting the God of Protection, Fascinus. Its stronger then steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

>>44627

1/2/3. Your men lockstep and march forward, a solid line of Roman iron cutting into the beast-men hordes ravenously throwing themselves against your wall. Holding firm you order your men to march forward, gladii slashing between the small gaps in the shieldwall, forcing the beast back with fury and skill.

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0b8275 No.45353

File: 8fd4aa67dbe8dd7⋯.jpg (74.14 KB,736x883,736:883,ff62774428d6df92c43f6c74b9….jpg)

>>44634

1/2/3. Dwarves, though small in stature, more so make up for it in raw strength and hardiness, and while a man would be hard-pressed to carry a boiling hot cauldron several hundred steps from the gatehouse to the other end of the right side of the wall, but to a dwarf this is child's play! Ugar takes some of the pitch, having been on a slow boil since the second wave started their attack, and scoops the cauldron up in his gloved hands, the pot resting against his leather jerkin, simmering the tanned flesh. Stubby legs carry him to the edge of the fractured wall section, and after screaming at what archers are left to move he hurls the entire cauldron over the edge, searing many beastmen and eliciting a horrible howl from their number.

>>44962

1/2. After fighting off what scant beastmen still roam the wall, your fist still quiver for the soft flesh of weaker beings. Letting your instincts guide you and following the smell of blood you break into an open sprint down the length of the wall, to wear the breach is the fighting is thickest. Without a moments hesitation you leap the new gap in the wall, twirling in the air and aiming down at a 45 degree angle, flyny slapping a Cygor so hard in the taint that plumes of fur are stuck in your Caestus. You hit the ground so hard that you bury yourself a solid 3 feet in the dirt. Crunching a rock in your mouth you feel the rage overtaking you, and you dig yourself out by spinning your first about.

3. Said Cygor, reeling from the blow, slams its body into the ground and lets out an unearthly wail. Two minotaurs hop over its writhing form and rush you, attempting to gore you with their horns, but you simply take the first and toss him into the second, sending both reeling back into the furry horde.

>>45272

1/2/3. The field outside of the fort is still mostly smoldered grass, and what little bit isn't has been trampled either by beastmen or horse hoove. There isn't much that would allow you to sneak past, but perhaps if you were too…

Yes, it might just work. Raising several limbs and mounds of flesh you make a corpse cart of sorts, and gradually ride it veeeery low to the ground to within spitting distance of the sirens. It is then that you notice their guards, much much bigger then you thought they were, and some bumbling idiot falling out of a tree nearby. The melancholy songs of the Sirens have fallen silent, and you can barely make out their white forms inbetween the colossal beasts that surround them.

>>45273

1/2/3. With Basileus at your right and Vincentus to your left, you form a solid line of red and iron with scutum and gladii, and though your men are exhausted, they drive the beastmen back, pushing and pushing as troops from atop the wall jump below to join the fray in the midst of the beastman ranks. In a far corner you spot a straight line to the enemy commander, already engaged by what looks like a Equio and a Acolyte.

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0b8275 No.45354

Dice rollRolled 30, 89, 44 + 10 = 173 (3d100)

>>45274

>>45271

1/2/3. The Eagle strikes out with his massive longsword, glowing with Ethereal energy, his eyes turning a shade of heavenly white.

+ [Champion] - +10

+ [Against the Odds] - 0.5x of roll added to roll

>AS two of you are fighting him, your highest rolls will be added together to fight his best roll for a overall determination of who won the round, but low personal rolls will still hurt you

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0b8275 No.45355

File: cd8ac11f8f8ae4d⋯.jpg (110.38 KB,540x864,5:8,cdffe37f207eede5f729ef0abc….jpg)

>>45271

>>45274

>>45354

In response to seeing the Eagleman raise his blade, the magnus raises his own, one of pure lighting, and thrust it into the ground, throwing all combatants around several feet into the air and blinding all sides with is massive flash. Ears throbbing and eyes hazy he rises and turns to see the eagleman rushing him with his blade, and what would surely be a killshot is deflected by the quick intervention of the Spaniard, who catches a blade across the face in what is mostly a superficial cut. A quick kick from the eagle knocks Agrobrigos out of the way however, and it is to the Mangus alone once again. Lighting-wreathed sword and gleaming blade clash with holy energy as arcs of heavenly power reach out and scorch the ground, but with a quick grab of his free hand the Eagle grabs the Mangus's wrist, squeezing hard enough to make him drop his sword, before roughly throwing the man into the nearby crumbling wall.

Ribs burning and coughing blood, the mangus gathers his senses as he sees the Eagleman slowly walking towards him, the man's sword a mere 3 feet away. The Equio appears, aiming to stab the Eaglelord in the back, and the foe must turn his attention back to the new fighter, allowing the Acolyte to grab his sword and rejoin the fray…

>Keks Health: 6/10

>Ash Health: 9.5/10

>Eagleman Health: 18/18

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0b8275 No.45357

File: 81415d99ee83a99⋯.jpg (64.6 KB,600x800,3:4,4dff229799b6099f4861801d0e….jpg)

File: 72162c2f3a84a62⋯.png (977.36 KB,900x527,900:527,cave_fin_by_allisonchinart….png)

>>45290

1. The way you came in is a distant light in the ceiling, and rather then waste your time trying to climb back out, if you even can, you look for something that you can use to see in this almost pitch black cave. Luckily there is a torch nearby, which you only find by tripping over it. Pulling some flint and iron from your pack you strike it several times to ignite the torch…

2/3. Which burns waaaaaay brighter then it has any right too, illuminating the cave in all its majesty, and showing the footprints and odd chicken feather leading into another cavern in the distance. You start walking, following the tracks…

Then you hear it, scuttling, a cacophonous symphony of scuttling, and then you see them, creatures descending from the cavern ceiling and walls, sprinting as fast as their insectoid legs will allow them, right at you, right at the light. You throw the torch away and make for the hole, but you can hear them, following you, gnashing teeth and manibles clicking in the growing darkness.

>>45293

The descent from the trees goes as smoothly as you could hope, the giant, apparently blind guards not noticing your form slinking off into the woods to find something of use in sneaking past the guards. You make it barely 12 minutes into the brush before you see flames in the distance, and then you hear it, marching hooves. Its another army! Those damned sirens are bringing another wave at the wall! Though something does strike your eye, a goblin corpse, no doubt from the attack a week prior, and its sack of poison arrows, still intact…

+ 5 [Poison Arrows]

>>45335

1/2/3. Joining your fellow centurions in the thin red line, you start to push the beastmen back, and at first, as it does with your brothers, you succeed. Then the flash happens, your men looking directly at it being the left flank, and the beastmen facing them are spared its wrath. Dazed, reeling, about to break you are driven back and back, one lucky beastmen even catching you across the chest with his sword. The line is mere moments from breaking, and if the beastmen get out into the open…

>Health: 9/10

>>45336

1/2/3. Boar drags you roughly until you finally convince the man to let you walk, and both of you progress forward towards the city in the distance. As is growing to be the norm in this place, you trip over something again, and at first you expect another berating by boar until the bear of a man picks up the thing you tripped over, a shield of unknown make with a giant… phallus on it. He seems enamored with it. The two of you continue on to the city, with nothing seemingly going wrong

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0b8275 No.45358

Dice rollRolled 55, 64, 49, 17, 4, 48 = 237 (6d100)

1/2/3. Allied Defense Rolls

+ 10 [Centurions' Presence]

4/5/6. Beastmen Attack Rolls

+ 5 [Strong]

+15 [Frenzied]

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0b8275 No.45359

File: 6108c88af3a7abf⋯.jpg (545.69 KB,1680x1050,8:5,Seacliff_Castle_Siege.jpg)

Day 15.5, Week 3

The Battle rages on as the champions of their respective forces engage in brutal combat. Their underlings do not suffer the same stalemate that their leaders currently find themselves embroiled in however, and the spent beastmen forces are slaughtered as they are driven closer and closer to the precarious cliffs.

Deep from within the forest comes the sound of drums, and at the edge of the forest the first of several shapes emerge at an open sprint towards the wall. The scant few romans left on the wall notch their bow and ready themselves for what appears to be a second wave of enemy forces, and the message is relayed to the troops below that more enemies are incoming.

Status of the Frontal Fortress:

>Supplies:

3 Weeks of Food

6 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 2/10

Towers 4-5 Health: 3/10

Tower 6 Health: 5/10

Wall Health: 22/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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9fb425 No.45360

>>45359

Room for one more comrade?

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10d64b No.45367

File: 79a6262b6da4de2⋯.jpg (83.91 KB,625x416,625:416,79a6262b6da4de29d0edbab37e….jpg)

Dice rollRolled 5, 10, 70 = 85 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 9/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-3. ALRIGHT BOYS, WE'RE FINISHING THIS SHIT RIGHT HERE AND NOW. BASILEUS AND VINCENTIUS WILL HOLD THE FLANKS SO WE HAVE A CLEAR SHOT AT THE BASTARDS SO CHARGE, YOU SHITS, CHARGE! LET LOOSE YOUR PILUMS AND THEN RUN IN AND GIVE HIM HELL!

+10 Advanced Training

+10 Vitis

+5 (personal) Gladius

-20 to enemy attacks against me (Scutum + Lorica Plumata)

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10d64b No.45368

>>45367

and by bastards I mean bastard, as in the commander

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982a5d No.45369

Dice rollRolled 100, 55, 96 = 251 (3d100)

>>45359

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 9.5/10

Zhayed Health: 19/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

1/3. It was not enough to profane Jupiter's domain with thine foul presence, but also make prayers to thous heathen gods!? I shall smite thee for the empire and all that is holy and roman!

[Spatha], [Zhayed], [Bonded Griffin], [Basic Melee]

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0b8275 No.45370

Dice rollRolled 30, 65, 98 + 25 = 218 (3d100)

>>45369

1/2/3. The horseman notches several more arrows, alighting them magic words and sending them flying towards you and your mount!

+ [Champion] - + 10

+ [Master Bowman] - + 15

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5ec64c No.45375

Dice rollRolled 18, 92, 81 = 191 (3d100)

>>45343

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Fucking Cave

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3. “Get behind me mage” Boar growls as he brandishes his new shield and draws his Gladius, “Things are about to get messy.”

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9fb425 No.45376

>>43686

>>45359

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

– Do not fill in –

Health: 10/10

Gear: Determined by Class, gained from battle loot and finding stuff

Inventory: Everything you’re not wearing and can’t kill stuff with

Bonus: Determined by fluff

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b163ce No.45380

File: 74c0d220fc40bb3⋯.jpg (25.75 KB,546x900,91:150,Otacilius.jpg)

Dice rollRolled 51, 27, 14 = 92 (3d100)

>>45357

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Pugio] + 2 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

20 [Arrows] - Ammunition for your bow

x5 [Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

1-3 I am in my element, here in the dense foliage of the forest I can remain unseen, I can become one with the shadows and strike swiftly and then meld back into the brush.

I shall attack the approaching army picking them off one by one, I'll use the poison arrows for high profile targets, others I can lure away and possibly stealth kill.

Let the games commence

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d95c90 No.45381

Dice rollRolled 43, 88, 4 = 135 (3d100)

>>45359

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

Vincentus snarls, jabbing the point of the gladius into where he assumes the beastman's throat is, cackling maliciously as the hot spurt of blood onto his arm and face confirms that his guess was correct. He shield-bashes the creature to the ground and takes a moment to observe the bloody gash in his chest before raising his voice and looking about, blade high.

"ARE YOU ROMANS, OR ARE YOU DOGS? STAND YOUR GROUND! ANY MAN WHO TURNS WILL BE -FLOGGED- TO DEATH! DIE FOR YOUR EMPIRE, AND FOR THE ASHES OF YOUR -FATHERS-! DIE FIGHTING!"

1/2/3. Hold the line. +10 War Dog, +10 Vitis, +5 Gladius

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5db4ba No.45391

Dice rollRolled 38, 71, 86 = 195 (3d100)

>>45353

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (3/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1-3. Weak. They are just so WEAK. I require a stronger enemy to defeat and praise the god of strength. Beat my way through their lines until I either find an enemy that can stand against me or they find me. +10

+Muscle Wizard

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5db4ba No.45392

>>45391

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (2/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

stat fix

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ac489a No.45399

Dice rollRolled 67, 88, 58 = 213 (3d100)

>>45359

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Location: Front

Health: 10/10

Gear: Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

>1 [Small favor] - Can be used to reroll one action involving training, training your men, or requisitioning supplies.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1-3. Form a defensive line to halt the oncoming figures

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries.

[Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

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76a40b No.45477

Dice rollRolled 64, 7, 54 = 125 (3d100)

>>45370

Name: Ugar Nebelson

Fluff: A dwarven geomancer who joined the legions to help support and defend his family. Believing that only the strength and stability can guarantee their safety for generations to come. His work has always been to shape the battlefield. Raising ramparts and blockades where needed. Making ditches to blunt enemy charges and trip up siege engines. Towers for our archers and spikes around them to protect them. Shoring up the defences and generally giving the troops an advantage

Class: Acolyte

Location: Front fort

– Do not fill in –

Health: 10/10

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

> Spells

+ [Shape Earth] - You can bend the earth to a shape you would see fit, however at your current level you can only manage to move dirt and lose gravel, no stone yet. 3 turn cooldown, earthworks last for 2 turns before returning to original shape

Inventory:

+ [Steel Shovel] - Your people are rare in the empire and without. Some say the dwarves are a dying breed, but you'd rather say they have better stuff to do then dwell on the surface. This is but a mere glimpse of the true power of the dwarven realms, scarce though they may be. + 10 to manual repair/construction/digging rolls

Bonus:

+ [Short Stack] - A dwarf is like flattened hill in that both are short, thick, and obstinate as all hell when it comes to moving when one does not want to. As such you are unable to be thrown involuntarily in combat, and can gain a + 10 to combat rolls when in touch with solid earth (building floors and the base of the wall don't count)

1-2) I boil up and use more pitch on the beastmen.

3) There is not much I can do while waiting for the pitch to boild and carrying it so I spend that time thinking of how I would make a spell that would allow me to launch boulders long distances like a catapult through my magic

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29e36c No.45488

Dice rollRolled 4, 7, 52 = 63 (3d100)

>>45354

>>45355

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 9.5/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

>15 to the initial charge of your Equite unit in the next combat encounter

1-3; Dodge its blows and focus on parrying and making simple attacks meant to distract it. I recognize that man as a Mage, if I can keep its attention, he can unleash his awesome power on it and perhaps give me an opportunity to deal even more damage in the process

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113bed No.45528

Dice rollRolled 61, 97, 46 = 204 (3d100)

>>45357

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 3/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods.

>Health: 7/10

1-3. Just keep running, just keep running, running running running now!

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a87a1c No.45532

Dice rollRolled 19, 79, 11 = 109 (3d100)

>>45353

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 4/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

>Followers:

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Bide my time until there's an opening for me to use, once i get the chane cast all available spells i've got to kill the guards.

[Greater Raise Dead] 2/10

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800ce0 No.45578

>>45376

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus:

+ [A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

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161b34 No.45579

Dice rollRolled 75, 42, 81 = 198 (3d100)

>>45375

1-3. Not a fighter, or a warrior, or. . .armed? Nor with any offensive spells Leo doesn't plan to die today and intends to do everything he can to survive. Even if that means picking up and throwing rocks at whatever is coming while Boar does the fighting.

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800ce0 No.45580

Dice rollRolled 18 (1d100)

>>45375

>>45579

Drow Resolve check

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800ce0 No.45581

>>45579

here is your sheet, you haven't lost any gear

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

Inspired: + 10 to next design roll

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800ce0 No.45585

File: a55f4e39f44ab8d⋯.jpg (1.17 MB,1275x1650,17:22,05jKXNJ.jpg)

File: eda1047172b719b⋯.jpg (178 KB,1680x1132,420:283,thumb-1920-80685.jpg)

>>45367

1/2/3. Sensing an opening Virgil makes the most of the opportunity, echoing his most favorite command and raising his sword above his head before leveling it at the beastmen lines

'CHAAAAAARGE'!!!

The personification of the God of War once again appearing over him, rushing forth with the century into the fray. A bloody swath is cut all the way to the enemy champion, who battles two other soldiers who had seemingly jumped from the wall. Before he could directly join the combat however, a massive minotaur, black as night and eyes red like fire, impedes his progress. Two massive blades rest in his hands, covered in gore and bits of red cloth. He snorts impertinently before, pawing the ground before leveling his sword at Virgil.

" YOU SMALL MAN, I CRUSH YOU NOW

He then charges at you, swords crossed and preparing to cleave you in twain!

>>45369

>>45370

1/2/3. High above the world in the tumultuous sky, a battle rages on. A noble griffin rider and his valiant steed do fierce battle with a monster and his master. An opening volley from the horseman is dodged gracefully by the swift Griffin. More follow as Caelum closes distance with the Manticore-mounted foe, before he ducks under the final arrow and delivers a wicked slash to the horseman, who neighs and recoils in pain. Flying away and turning about to make another run on the abomination a lucky arrow catches you in the arm. Not heasitating you break the shaft and continue your attack, slashing the manticore across the face as Zhayed locks with the beast. Another clinch and traded blows, the two of you break off once again. Both sides bloodied, but one clearly winning…

>Health: 8.5/10

>Zhayed Health: 16/20

>Manticore Health: 17/25

>Screeboscut the Horselord: 7/15

>>45375

1/2/3. Preparing for a fight you raise your shield, the mage behind you forgoing his weapons for a large rock he awkwardly holds over his head. You see them now, waifish and tall creatures, like a man in form and figure only exaggerated in length and quite pale. What strikes you the most is their eyes, black as coal. Eyes that see are wide with fear. One of them gestures towards the ceiling of the cavern, before another raises what appears to be a sideways bows mounted on a piece of wood and fires several arrows at the ceiling. Not a league away from you a massive beast of horrible appearance an worse smells falls into the soft earth, throwing up a massive amount of mud. Several of the other humanoids start firing as well, as the scuttling sound you hear turns deafening. The first massive creature that drops down from the ceiling lands only a few feet away from you, and it is only your senses that allow you to slice off its outstretched… tentacle?

Soon many, many more are near you, trying to grab you, you even seen one land near the… are they humans? No, something else, but you can't put your finger on it. It scoops the screaming "man" into its mouth, and with a sickening crunch and spatter of gore silences him forever. They start running, and you grab the mage, who is currently bashing a smaller creature's head in with a rock, and run behind them. Before long you are at the gates of their city, creatures all around and desperate people fighting them off. Its relatively easy to run through the gates as the guard are currently fighting or dying, and before long you are on the main street of the sprawling city. A massive building at the rear reaches up and merges into the ceiling, perhaps a way out.

However the mage grabs you, and points towards down a street. A women is there, with a dreadful giant bug slowly making its way towards her. What will you do?

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800ce0 No.45586

File: d3ccb3992b41413⋯.jpg (407.88 KB,1748x2480,437:620,fadly-romdhani-griffin-kni….jpg)

File: b09870448d4e7a2⋯.jpg (343.04 KB,1920x1152,5:3,kris-robinson-cave-dwellin….jpg)

>>45585

additional art

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800ce0 No.45587

File: 654cd94634262f8⋯.jpg (31.78 KB,378x381,126:127,cb699939b8f8a1e7bf35d157e7….jpg)

File: b45491495a165fe⋯.jpg (1.27 MB,1600x2318,800:1159,eagles_in_the_dust_by_amel….jpg)

>>45380

1/2/3. A shadow among the trees, a whipser upon the wind, you strike like the viper before retreating to the shadows. Beastmen are anything but organized and isolated pockets are easily dispatched by a man of skills such as the ones you possess. Several of the larger beasts are felled by your bow as well, even a Giant Cygor falls prey to several arrows and a poison lance straight to its eye. The army increases its pace as it appears that you have convinced them that they are being attacked by man foes.

- 8 [Arrows]

- 2 [Poison Arrows]

>>45381

1/2/3. The line holds as wave after wave of beastmen throw themselves at your position. Time and time again they charge, and time again they are pushed back. After awhile your old bones stop creaking, your aches disappear. Battle renews vigor in you that was lost to garrison duty and long nights in the tent with nubile slave boys. The tide seems to be shifting, the beastmen are slowly losing rage as losses mount. This is glory, this is war, this is all going according to plan!

Did Virgil just break rank to charge into the enemy? The line, the line is broken! You quickly react to fill the gap, but less men means less resistance when the horde comes charging again.

>>45391

1/2/3. "I SHED THE BLOOD OF BEASTMEN, I SHED THE BLOOD OF THE HAIRY MEN!" You chant as you saunter through the beastmen ball, pulverizing horned skulls and tearing monsters in half. One tries to crawl away, but you quickly scoop the poor thing up, before stick two meaty fingers in both eye sockets and tearing the beast bilaterally down its length, bathing yourself in its blood. A giant of a minotaur, black as night, soon reveals itself just several feet away from you, fighting one of the centurions.

>>45399

1/2/3. Along with the Primus Pilus you hold fast as the enemy charges, throwing them back again and again. A massive minotaur charges the line, and it is only the quick thinking on your part and a well aim pilum that drops the beast mere feet away from your shield wall. In this moment of triumph you are quickly horrified as Virgil breaks ranks and charges into the enemy's midst, and reacting quickly you and Vincentus manage to plug the gap as the beastmen rush forward to exploit the hole made. The battle just got a lot more interesting.

Now fully in the breech you see something else as well. Torches in the distance, a multitude of torches.

>>45477

1/2. Sprinting back to the gatehouse you begin to boil more pitch. It is while you are doing this that you hear the cries from the auxiliaries still on the wall.

"Another army!"

"The gate is still open!"

"My god I can see torches back for 2 leagues!"

Struggling to look over the battlement due to your… ahem… small stature you eventually see what the men talk about are true. Perhaps this time you won't have to run the oil all the way back.

3. As you stare out at the approaching horde you also look down at your crumbling wall, the packed dirt crumbling and returning to its original shape. It then sparks in your head. Return to shape, the earth desires to retain its form, but at the same time change! If you could suspend a rock, the natural pull of mother gaia for her children would draw it back to her, if you could toss a large enough rock, you could be a one-dwarf catapult!

>Spells

+ Rock throw 3/15

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0823af No.45588

Dice rollRolled 29, 8, 22 = 59 (3d100)

>>45355

Health: 8/10

Gear: Magnus – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt. Magnus's prefer to specialize in sword and spell.

+ [Spells]

[Lighting Bolt] - The wrath of Juptier fills your hands as you summon forth a mighty bolt of lighting and hurl it at your foes, alternatively it can also be cast into the ground directly beneath your feet, but doing this will hurt both friend and foe in its area of effect. 3 Turn Cooldown. 2/3 CD

+ 14/15 [Summon Storm]

+[Minor Lighting Enchantment] - + 5 to large enemies. Last for one combat encounter. 2 Turn Cooldown.

+ [Basic Training] + 5 to Rolls when cooperating with legionary forces.

Basic Melee: 6/10

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Lorica hamata] - 5 to attacks against you

+ [Gladius] + 5 to melee attacks

+ Gladius Enchantment: Lighting - + 10 to large enemies. Last for one combat encounter

+ [Pugio] – A dagger, + 2 to melee rolls

+[Bleeding!] - 1 health/turn until bandaged

Inventory:

+ [Dog Collar] - All that was left of your furry friend, will summon forth said dog in a time of great peril, for a price.

Bonus: [Shaggy Eyes] - You feel a presence guiding you, watching you, you know not its will , but it seems to be helping you. + 10 to casting rolls.

A second wave. Fuck it

1,2,3) Summon storm.

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0823af No.45589

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800ce0 No.45592

Dice rollRolled 74, 26, 74 = 174 (3d100)

1/2/3. Seeing the ploy the Romans were pulling, The Eagleman attempts to bypass the Equite's attacks and strike the mage!

+ [Champion] - +10

+ [Against the Odds] - 0.5x of roll added to roll

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e0a5e1 No.45593

File: 1f5403c0354b51f⋯.jpg (138.05 KB,1024x1066,512:533,1496817087087.jpg)

>>43686

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators, being supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all means well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Arriving at Front Fort now

Health: 10/10

Gear:

Inventory:

Bonus:

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800ce0 No.45597

File: 7a986aa269fdf3b⋯.jpg (123.04 KB,692x1154,346:577,lightning_bolt_by_cobaltpl….jpg)

>>45588

>>45488

The Spainard tries valiantly to distract the Eagleman from the mage so that he may work his magic, that a spell might be cast to win the day. Several clashes of iron and sparks fly as Agrobrigos nobly and vainly tries to match his better in combat. The Eagle delivers a swift knee to his ribs, and as the Spaniard is leaning over, the sword falls and he is slapped firmly into the dirt. Reeling, he can only watch as the Eagleman sprints towards the mage…

Things have become so clear, you stare up into the void above, cackling with heavenly energy. You reach for the heavens, a ball of lighting forming and arching high above, then bring the finger down in the distance, near the sirens, striking one of their massive guards, who slumps over, still smoldering in the rain. Feeling the power in your fingertips you try again, closer this time, striking a group of beastmen nearby. Its intoxicating, this power! Turning to face your avian foe you are shocked to see that he is already directly infront of you. You barely feel the sword as is passes through your cloak and the hamata undernearth, paring the flesh and cutting deep. In the last moment of consciousness you bring the hand you had outstretched down, grabbing the Eagle by the face…

Everything goes white…

You awake in a field, not the field of combat, but a golden field of wheat. In the distance there stands a tall white temple. Outside stands a strong elderly man. He beckons you forward…

>Keks

+ [Summon Storm] - Can be used once per combat encounter, can target 3 specific enemies or many general enemies. Does a massive amount of damage to targets hit, can only be used once per encounter on a casting roll that is 60+ without bonus.

>Keks Health: 1/10

>Ash Health: 6/10

>Eagleman Health: 4/18

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800ce0 No.45599

File: d0bb626d7c63c73⋯.jpg (160.39 KB,1024x616,128:77,cave_exploration_by_willph….jpg)

File: e72d13ede3dac71⋯.jpg (137.45 KB,495x700,99:140,e1f1d0448c29c2bdec9400c909….jpg)

>>45528

1/2/3. Morg didn't know how fast he really could run, but being chased by an entire cave full of horrors tends to motivate a man to run as fast as he humanly can. Down the massive slope, with some slight tumbling to maximize velocity, then bound up the hills past the quite beautiful waterfalls, emulating the many goats you've hunted in the mountain passes back home. You can hear them on your tail, suckers plying along the ground. At the top of the hill you sprint straight past a old camp, the fire kicked out and chicken feather thrown all about. No time to stop though, you keep sprinting until you see a large city in the darkness. Creatures are swarming all over it, but it appears the have a building that leads to the roof of the cavern, and even then, possibly a way out…

>>45532

1/2/3. You wait amongst the grass on your small cart of corpses, waiting and waiting for an opportune moment to strike. That moment comes when one of the guards seemingly gets struck by a massive bolt of lighting, and falls over dead. It hits the ground with such force that you are thrown a clear 5 feet into the air, but in a moment of clarity you cast everything you can manage into the circle of guards. They do not react to the minor dread, and the rot spell merely makes their stone skin fall off in tiny pieces. Its then you realize what these are. Golems, giant stone golems. Of course inanimate stone would not fear, would not falter. As for the rot, you simply killed the moss and other detritus holding the construct together. What's worse, with the guard fallen you can now see into the circle they form, and it is empty. A sweet song fills your ears however. Its coming from the forest, the same forest that beastmen are now charging out of by the hundreds!

>>45579

1/2/3. Forgoing the more savage weapons of brutish men, Leo leaves his swords and spells at be and instead picks up a large rock to menace the enemy with. A more elegant weapon from a more civilized age. He recognizes the creatures that come from the city when they appear. From the scrolls earlier these creatures appear to be Drow, the elves of the underdark. Close cousins to their secretive woodland cousins, these creatures have a reputation for being both cruel and wonderfully intelligent. Before he can warn Boar of the danger they are in however, one of the drow utter something in their language, which due to his knowledge leo can somewhat understand…

"Above! Hrůzy neočekávané! Fire! Fire"

Complying, a Drow guard raises what looks to you like a compound bow secured to a wooden plank. Its almost like a smaller ballista. Three arrows, (or would it be more accurate to call them bolts, you wonder?) fly out from the weapon lighting quick and impact something on the roof. What can only be described as a monster falls some way behind you, three bolts imbedded in its chest. Several other drow start firing as well, and what you once considered to be ambient noise turns into a cacophonous symphony as more horrors drop from the ceiling, some of them aren't even dead.

One viscous little creature drops drown almost right on top of you, a arrow embedded in its face. You reach down to examine the arrow only for the little monster to reach up and sink its fangs into your arm. Reacting quickly you take the rock and proceed to bash its skull in, taking care to avoid damaging the bolt. Grabbing the bolt and stuffing it into your pack you proceed to pick the rock back up and beat off several more of the creatures. A larger amorphous blob lands near you and starts ambulating towards you before your trusty rock take to it. Boar roughly grabs you and turns you around, gesturing towards the retreating drow.

"They're leaving, we should too. Lets go mage, I don't want to have to carry your corpse back to the wall!"

Turning and running you chance a look behind you to see what is almost a wall of indescribable horrors that are moving towards you, and curiously right in front of them is the barbarian from the wall. Morg…

Turning around you run after Boar, already almost at the city gates. The place is crawling with creatures, who seem to be dropping from the ceiling. Screams abound as drow are devoured, and you and Boar soon arrive at what must amount to the main street of the city. Boar eyes a building in the distance, a way out perhaps? It stretches all the way up to the cavern ceiling, seemingly built into it. Your sharp senses pick up something else though. A women screaming. Turning to the source of the noise you see a drow women, alone in an alley and some horrible beast making its way towards her. Scuttling on hundreds of legs and with fangs as long as swords. you Grab Boar and for a change direct him towards something. He groans loudly before raising his shield.

"Cover me you cunt."

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

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800ce0 No.45600

>>45593

Health: 10/10

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor despite being a 5'3" 120 women.

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800ce0 No.45601

Dice rollRolled 37, 47, 75, 54, 57, 55 = 325 (6d100)

1/2/3. Allied Defense Rolls

+ 10 [Centurions' Presence]

+ 10 [Legate Nearby]

- 5 [Thin Line]

4/5/6. Beastmen Attack Rolls

+ 5 [Strong]

+15 [Frenzied]

+ 5 [Reinforcements Incoming]

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800ce0 No.45602

Dice rollRolled 44, 25, 96, 9, 96, 97, 51, 71, 61, 50, 23, 6, 80, 90, 52, 56, 88, 44, 90, 87, 79, 24, 13, 1, 50 = 1383 (25d100)

1-25. Warlords Rolls

1 Per warlord and anyone who rolls under 5 is killed in battle

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800ce0 No.45603

File: ddb7c001ab3ce99⋯.jpg (212.74 KB,1000x1188,250:297,7b83209feb4654aa01fb7dcfac….jpg)

Day 15.5, Week 3

With news of the Frontal wall being breeched, Braxios thought it prudent to dispatch his "best" legate to help stabilize the breech and restore order. Priscilla Laelius Aurelian, daughter of Magnus Chodius Aurelian, arrives to a bloody melee as man and beast scream and die in a thunderstorm beyond reckoning. Several large bolts crash down from the sky, striking foes near and far. In the distance the sound of thundering hooves can be heard, and it would appear that a nearby centurion it mounting up the Equio to lead a counter charge to delay the enemy's advance.

Status of the Frontal Fortress:

>Supplies:

3 Weeks of Food

6 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 2/10

Towers 4-5 Health: 3/10

Tower 6 Health: 5/10

Wall Health: 22/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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9fb425 No.45605

Dice rollRolled 60, 81, 96 = 237 (3d100)

>>45587

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus:

[A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

Having received orders to reinforce the front, Marcus Bobius arrives. He raises his left hand for halt, this ship is taking on water and no hastily applied cork can stop the flow. Those beast-men were fools to bring torches to signal their arrival for a speedy approach. It would make them easy targets for our Equio.

123 Mount up and order the 100 Equites to join my sally to harry the new army.

"They have kindly provided us with lighting. Give prayer to Emperor and Poseidon Lord of Horses. Valour is your guiding light and your brothers bear witness. Sally forth my Unbreakables! FOR THE EMPEROR!"

Bronze Armilla +10

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10d64b No.45606

Dice rollRolled 53, 70, 72 = 195 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 9/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-3: STEAK TONIGHT BOYS! RIP AND TEAR!

+Rip and Tear

+5 Basic Gladius skills

+10 Vitis

-20 to attacks against me (Scutum and Lorica Plumata)

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e0a5e1 No.45608

Dice rollRolled 68, 12, 50 = 130 (3d100)

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Arriving at Front Fort now

Health: 10/10

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor.

1/2. "By Jupiter's Beard, what the fuck happened here?"

Priscilla arrives at a fort in absolute disarray. Most pressingly of which is an absolutely *massive* breach in the damn walls. This need to be fixed immediately, and all available hands are going to be directed to repairing it.

3. Find out who's responsible for fucking up so badly three goddamn weeks into the siege. And publicly whip them. Things are going to change around here, and this kind of failure isn't going to be tolerated anymore.

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e0a5e1 No.45609

>>45608

since people are still actively fighting in the breach just transmute these rolls to joining the combat, giving +10 to other soldiers and +5 to all three rolls

-23 to attacks made

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e0a5e1 No.45611

Dice rollRolled 50, 62, 9 = 121 (3d100)

>>45609

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5ec64c No.45612

File: 73186d69bbeee55⋯.jpg (63.24 KB,600x310,60:31,600full-my-profile.jpg)

Dice rollRolled 30, 78, 92 = 200 (3d100)

>>45585

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Fucking Cave

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3. Throwing his body weight into Boar uses shield bashes the insect throwing away from the women before dragging her out from danger. After that he will move to help the guards protection civilians and organize a proper fucking retreat, these elves lacked backbone that only a Legionnaire of Rome could supply, he just hoped Leo’s shoddy translations skills with a lot of yelling and pointing would suffice for communications.

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a87a1c No.45613

Dice rollRolled 42, 26, 100 = 168 (3d100)

>>45599

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 4/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

>Followers:

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Damn them! no matter, i'll move forward searching for that DISGUSTING singing, they've dispelled every attempt so far, but not this time. They'll be glorious sacrifices to my god!

[Greater Raise Dead] 2/10

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371b4d No.45614

Dice rollRolled 1, 3, 36 = 40 (3d100)

>>45603

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Location: Front

Health: 10/10

Gear: Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

>1 [Small favor] - Can be used to reroll one action involving training, training your men, or requisitioning supplies.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1-3. HOLD THE LINE DUN DUN DUN DUN LOVE ISNT ALWAYS ON TIME

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries.

[Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

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0b8275 No.45617

File: d34a0b7b1b1242b⋯.jpg (10.8 KB,708x398,354:199,1448334983145.jpg)

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76a40b No.45618

File: 43eb7c5ef1e9959⋯.jpg (118.06 KB,900x880,45:44,cave_wizard_by_denmanrooke….jpg)

Dice rollRolled 4, 98, 18 = 120 (3d100)

>>45370

Name: Ugar Nebelson

Class: Acolyte

Location: Front fort

– Do not fill in –

Health: 10/10

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

> Spells

+ [Shape Earth] - You can bend the earth to a shape you would see fit, however at your current level you can only manage to move dirt and lose gravel, no stone yet. 3 turn cooldown, earthworks last for 2 turns before returning to original shape

+ Rock throw 3/15 (one dwarf catapult)

Inventory:

+ [Steel Shovel] - Your people are rare in the empire and without. Some say the dwarves are a dying breed, but you'd rather say they have better stuff to do then dwell on the surface. This is but a mere glimpse of the true power of the dwarven realms, scarce though they may be. + 10 to manual repair/construction/digging rolls

Bonus:

+ [Short Stack] - A dwarf is like flattened hill in that both are short, thick, and obstinate as all hell when it comes to moving when one does not want to. As such you are unable to be thrown involuntarily in combat, and can gain a + 10 to combat rolls when in touch with solid earth (building floors and the base of the wall don't count)

1-2) Shape the ground at the edge of the chasm to create a steep slope that I try to use my knowledge as an engineer from compromising the structural integrity given the lack of weight from the wall right now. The material shall move to the sides to shore up the walls while the slope causes the beastmens improvised bridge to collapse and the rearmost of the beastmen to fall down while making sure to not extend the slope to our men that for some reason broke rank and rushed in.

[Shape Earth]

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Steel Shovel]

3) The sudden almost divine inspiration must be grasped while it's possible! Think more on it and notice the movement from my spell I am casting to get more insight into my new spell.

+ Rock throw 3/15 (one dwarf catapult)

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

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5db4ba No.45619

Dice rollRolled 19, 98, 85 = 202 (3d100)

>>45587

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (1/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (3/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1&2. Wait. Why is a centurion all the way out here? I'm the one that is supposed to rip and tear his way into the enemy lines without a care. Better go reinforce the line before the soldiers buckle. Grab the first poor fuck that gets in my way and use him as a ranged weapon to get to the line. +10

+Muscle Wizard

3. When Biggus gets there he strips to the waist and flexes before the line. (Casts Inspire)

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982a5d No.45629

Dice rollRolled 65, 16, 52 = 133 (3d100)

>>45603

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 8.5/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

1/2. Continue the duel with Screeboscut

[Spatha], [Zhayed], [Bonded Griffin], [Basic Melee]

3. Use dramatic posturing

[Crown of the Preserver], [Sash]

"See how they bleed! Our duty is clear and our cause righteous! Much of the duel has been left obfuscated for only the gods to watch, but the men below must also witness our glory to show the superiority of man and ROME!"

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b163ce No.45630

Dice rollRolled 32, 73, 79 = 184 (3d100)

>>45587

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Pugio] + 2 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

12 [Arrows] - Ammunition for your bow

x3 [Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

actions 1-3

I don't care what it takes, these beasts must not be allowed to leave the dark confines of the forest alive. I will continue to pick them off one by one, I shall become fear itself and if they know not what fear is I shall show them as I make their numbers dwindle. The dark assault on this new army must continue no matter the cost I'll use everything I have at my disposal.

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0b8275 No.45632

Dice rollRolled 97, 32, 27, 26, 54, 37 = 273 (6d100)

>>45605

1/2/3. Beastmen Defense

+ 10 [Fresh]

- 5 [Disorganized]

>>45629

4/5/6. Bleeding and reeling the horsemen conjures up spell, dark tendrils reaching out from the sky and weaving around his hands…

+ [Champion] - + 10

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29e36c No.45635

>>45603

>woman legate

Why have you done this, Scruffy?

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29e36c No.45636

>>45635

Oh, wait, it's Elias new character. Why is Elias such a beta male cuckhold???

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9fb425 No.45637

>>45636

Ash do you wanna join my cav charge as a champion or continue your melee in the breach? Your position was relatively close to the edge so you would have a better chance at breaking out and joining the other equites I brought.

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29e36c No.45641

File: 9b743f082f56f91⋯.jpg (31.76 KB,334x395,334:395,1482352406817.jpg)

Dice rollRolled 14, 87, 33 = 134 (3d100)

>>45597

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

>15 to the initial charge of your Equite unit in the next combat encounter

1-3; He's given me my opening, charge the beast and finish it.

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0b8275 No.45645

Dice rollRolled 12, 76, 9 = 97 (3d100)

>>45641

1/2/3. The Eagleman is stunned. His feathers singed, he stares blankly ahead as the Spaniard rushes him, sword aimed at his twisted heart.

+ 10 [Champion]

- 50 [Thunderstruck]

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29e36c No.45646

>>45645

"NEEEEEEEETTOOOOOOOOOO!!"

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09aa59 No.45648

Dice rollRolled 45, 99, 43 = 187 (3d100)

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

>>45587

There was little room for flourishes, ripostes or magnificent displays of footwork from the bloody Centurion. For hour after hour he dispatched beastfolk with brutal precision, opening throats and piercing hearts with simple thrusts of his gladius. Grinning like a madman and soaked in gore, Vincentus' good humor falters as the line is broken. He lets out an angered cry at the sight, swiping his gladius through the air.

"HOLD YOUR GROUND! THE LINE MAY BE THIN, BUT IT WILL NOT WAVER! NOT WITH US MANNING IT!"

With a snarl, Vincentus began to slog through the gore and mud to reinforce the line himself.

1/2/3. Take the fiercest fighters and reinforce the weak spot left in the battle line. Hold it to the last man. +10 War Dog, +5 Gladius, +10 Vitis

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0823af No.45652

Dice rollRolled 57, 2, 42 = 101 (3d100)

>>45597

>>45603

Health: 1/10

Gear: Magnus – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt. Magnus's prefer to specialize in sword and spell.

+ [Spells]

[Lighting Bolt] - The wrath of Juptier fills your hands as you summon forth a mighty bolt of lighting and hurl it at your foes, alternatively it can also be cast into the ground directly beneath your feet, but doing this will hurt both friend and foe in its area of effect. 3 Turn Cooldown. 2/3 CD

+ [Summon Storm] - Can be used once per combat encounter, can target 3 specific enemies or many general enemies. Does a massive amount of damage to targets hit, can only be used once per encounter on a casting roll that is 60+ without bonus.

+[Minor Lighting Enchantment] - + 5 to large enemies. Last for one combat encounter. 2 Turn Cooldown.

+ [Basic Training] + 5 to Rolls when cooperating with legionary forces.

Basic Melee: 6/10

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Lorica hamata] - 5 to attacks against you

+ [Gladius] + 5 to melee attacks

+ Gladius Enchantment: Lighting - + 10 to large enemies. Last for one combat encounter

+ [Pugio] – A dagger, + 2 to melee rolls

+[Bleeding!] - 1 health/turn until bandaged

Inventory:

+ [Dog Collar] - All that was left of your furry friend, will summon forth said dog in a time of great peril, for a price.

Bonus: [Shaggy Eyes] - You feel a presence guiding you, watching you, you know not its will , but it seems to be helping you. + 10 to casting rolls.

1,2,3) Approach the elderly man somberly. "Is this… am I dead? Have I failed?"

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113bed No.45707

Dice rollRolled 64, 34, 86 = 184 (3d100)

>>45528

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 3/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 7/10

1-3. Well there is my target! As these things keep chasing me I will hope the light of the sun wards them off. To the tower! Bull through anything stupid enough to get in my way.

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64a89c No.45731

File: af3a918d9ea228f⋯.png (1.02 MB,997x2065,997:2065,George.png)

>>43687

Name: Γεώργιος ὁ Σοφός, μάγιστρος τῶν ὀφφικίων

Fluff: George was born in a thriving trade city situated on the eastern coast of the Glorious Empire, before its great decline. His father was an imperial official of moderate standing, and when he came of age young George took up the same profession. He started as a scribe, learning his letters and numbers and performing whatever work he was asked. In the imperial academies, George was seen as something of an oddity. He doted over law and regulation like the boys doted over women, and seemed to have few interests outside his learning. It came as no surprise when he graduated the academy that he was to be given a clerical position within the Empire. His mathematical acumen and keen intuition helped him advance quickly, though he had no particular ambition for higher status. George simply wanted to find the place where he could best ease the Empire's troubles.

Unfortunately, the Empire's troubles found him. As the regency declined into chaos and strife tore up the Lands of the Empire, George was hastily reassigned. He was sent out to one of the few remaining Imperial strongholds, the Fortress of Lavius's Spite. At first he was grateful for the position, an easy magisterial job far from the chaos of the Capital. But the Garrison's numbers dwindled, and from the East dire hordes came roiling, intent on rapine and destruction.

For much of the initial siege, George holed himself in his office at the Rear Fort, ill-prepared for even the threat of combat. He had no heart for war, and the sight of death turned his stomach. So he cloistered himself away and let more competent men lead the batallions.

But duty does not abide weak hearts. Reluctantly, George finally emerges to perform his solemn work. In these dire times, the last loyal men of the legion could use a reasoned mind. Their supplies were scarce and their armaments strewn wasted outside the walls. It would fall to George the Wise to turn this unregulated mass of bloodthirsty soldiers into a disciplined regiment. If he can't, he's as good as dead.

Class: Auxiliary [Imperial Official/Quartermaster]

Location: Rear Fort, Magister's Office

– Do not fill in –

Health: 10/10

Gear: Determined by Class, gained from battle loot and finding stuff

Inventory: Everything you’re not wearing and can’t kill stuff with

Bonus: Determined by fluff

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0b8275 No.45733

>>45731

Health: 10/10

Gear:

+ [Lorica hamata] - 5 to attacks against you

+ [Pugio] – A dagger, + 2 to melee rolls

Inventory:

+ [Big Scroll of Everything] - A magical scroll which George can write down anything he can think of, and if he remembers it can recall upon a moments notice. (Mental Hammerspace Scroll)

+ [Phoenix Feather Quill] - Bright orange and smelling slightly of smoke, a gift from his father when he left for the frontier. Writes in an unlimited amount of ashes when it touches paper or other surfaces. Unbeknownst to George it still possess some of the magic of the bird it was plucked from, and can rebirth him once if he were to die.

Bonus:

+ [Excellent Quartermaster] - When a man reaches such skills of logistics such as George, balancing the books and recordkeeping is mere child's play. He's so skilled he can even, once a day, find something mysteriously buried in the deepest records of the fort, and make it appear.

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64a89c No.45734

Dice rollRolled 17, 76, 3 = 96 (3d100)

1/2/3 - George has had time enough to monitor and inventory the supplies of his own hold. But for now, the Rear Fort is under no danger. It would be easy enough to find something to occupy his time here, but he is needed elsewhere. The Front Fort is dangerously low in supply, as he has heard. He needs to make a personal inspection of the fortress and its quarters, to ensure it is properly stocked. But first, the journey from Rear to Front must be made.

>>45733

Name: Γεώργιος ὁ Σοφός, μάγιστρος τῶν ὀφφικίων

Fluff: George was born in a thriving trade city situated on the eastern coast of the Glorious Empire, before its great decline. His father was an imperial official of moderate standing, and when he came of age young George took up the same profession. He started as a scribe, learning his letters and numbers and performing whatever work he was asked. In the imperial academies, George was seen as something of an oddity. He doted over law and regulation like the boys doted over women, and seemed to have few interests outside his learning. It came as no surprise when he graduated the academy that he was to be given a clerical position within the Empire. His mathematical acumen and keen intuition helped him advance quickly, though he had no particular ambition for higher status. George simply wanted to find the place where he could best ease the Empire's troubles.

Unfortunately, the Empire's troubles found him. As the regency declined into chaos and strife tore up the Lands of the Empire, George was hastily reassigned. He was sent out to one of the few remaining Imperial strongholds, the Fortress of Lavius's Spite. At first he was grateful for the position, an easy magisterial job far from the chaos of the Capital. But the Garrison's numbers dwindled, and from the East dire hordes came roiling, intent on rapine and destruction.

For much of the initial siege, George holed himself in his office at the Rear Fort, ill-prepared for even the threat of combat. He had no heart for war, and the sight of death turned his stomach. So he cloistered himself away and let more competent men lead the batallions.

But duty does not abide weak hearts. Reluctantly, George finally emerges to perform his solemn work. In these dire times, the last loyal men of the legion could use a reasoned mind. Their supplies were scarce and their armaments strewn wasted outside the walls. It would fall to George the Wise to turn this unregulated mass of bloodthirsty soldiers into a disciplined regiment. If he can't, he's as good as dead.

Class: Auxiliary [Imperial Official/Quartermaster]

Location: Rear Fort, Magister's Office

Health: 10/10

Gear:

+ [Lorica hamata] - 5 to attacks against you

+ [Pugio] – A dagger, + 2 to melee rolls

Inventory:

+ [Big Scroll of Everything] - A magical scroll which George can write down anything he can think of, and if he remembers it can recall upon a moments notice. (Mental Hammerspace Scroll)

+ [Phoenix Feather Quill] - Bright orange and smelling slightly of smoke, a gift from his father when he left for the frontier. Writes in an unlimited amount of ashes when it touches paper or other surfaces. Unbeknownst to George it still possess some of the magic of the bird it was plucked from, and can rebirth him once if he were to die.

Bonus:

+ [Excellent Quartermaster] - When a man reaches such skills of logistics such as George, balancing the books and recordkeeping is mere child's play. He's so skilled he can even, once a day, find something mysteriously buried in the deepest records of the fort, and make it appear.

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0b8275 No.45737

Dice rollRolled 32, 32, 63 = 127 (3d100)

>>45606

1/2/3. The Minotaur charges you, summoning a stand of his own. A giant Bull-headed man who mirrors his own form except radiantly white. He draws his own swords and locks blades with your stand.

" TIME TO SEE WHO STRONGEST PUNY MAN "

+ 10 [Bullheaded]

+10 [Champion]

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0b8275 No.45738

File: 1e6f71c38b52433⋯.jpg (14.48 KB,280x180,14:9,download.jpg)

>>45605

>>45632

1/2/3. Mounting up on a free steed the centurion Marcus Bobius Secundus leads that formerly idel Equites out of the front gate, giving a dashing speech as the men ready themselves for the incoming screaming horde.

"MEN, WE RIDE OUT ON THIS DAY, NOT TO OUR DEATHS, BUT TO GLOOOOOORY!"

They pass through the gate, trotting over the bridge that spans the gap that separates the fortress from the plain beyond. The errant arrow and javelin from the beastmen lines hurl past the heads of the Equio, but still they press on. Bobius speaks once more:

"Hold fast men, do not waiver. We must due our duty to man and Empire, we will not fail as others have before us, but triumph!

Let those who sleep back in the safety of the rear fortress forever regret this day, and all who serve with me shall be my BROTHER! And when many years later, in a tavern dimly lit, let every man here rise on this day and bear witness to the scars they have earned on this field of battle! LET THEM CALL OUT, "THESE ARE THE SCARS I EARNED ON FERONIA'S DAY!"

With gladius raised high Bobius gives one final word to the men, spurring them into action.

"CHAAAAAAARGEEEEE!"

The Equio charge down the plain, the beastmen charging in return to meet them. Though the monsters may be half animal, the full weight of the horses allows many to trample many of the smaller beastmen underfoot. The Roman calvary line smashes through the first line of the beastmen, disorganized and unable to muster any real resistance to the mounted legionaries. The second line however, composed of much tougher stock, charges forth and engage the Romans. Bobius was no fool, he could see that while he charge did bloody the foe, he would now have to be forced to commit to a engagement in which he was both outnumbered and in danger of being surrounded if he stayed here, but the seconds slipped by as his window to escape with his men mostly unscathed was closing.

What would he do?

> - 5 to all Beastmen Reinforcement Rolls + [Bloodied by Charge]

>>45606

>>45737

The Bull and his Stand charge you and your own, and in a move that would make the bull-dancers of Hispania green with envy, you effortlessly dodge the charge, while Rip and tear grabs the White Bull stand by the horns and throws him like a pile of chaff. The Minotaur is sent flying along with his stand, and you are quick to press the advantage, cutting through beastmen trying to reach your rising opponent. You reach him just as he is about to rise, and slap him across the face with the flat of your sword, slashing deep along his forehead with the tip of your gladius. It was more a sign of disrespect then intention to hurt, after all, you like to play with your food before you eat it. The Minotaur lashes out, picking you and lifting you over its head, but a quick thrust of your sword into its arm quickly disuades it from its current course of action and he drops you, grabbing at his wrist.

" PUNY MAN THING, HOW DARE YOU STRIKE THE MIGHTY HOFFER, I WILL CRUSH YOU "

With a mighty roar he raises his blades and charges at you once again.

>Tbr Health: 10/10

>Hoffer Health: 23/25

>>45608

1/2/3. The Legate arrives at the frontal wall from her posh room in the rear fort, agitated at the damn monsoon that has rendered her both wet and filthy. Her new assistant, a man by the name of "George" or something or another (damn greeks and their pretentious names, not like functional, beautiful latin) writing down the state of the place as Priscilla makes her own assessment of the battle. The wall was breeched, a massive melee was being fought in said breech. A token force was guarding the gate, which from the looks of it couldn't be shut anytime soon. The sound of horses could be heard in the distance, and far above her bright flashes of what clearly wasn't lighting roiled overhead. This was a cluster to be sure, but she's seen worse. Turning to her aide she gives him one order before running off to join the line of Roman Iron

"Write this down scribe."

Then she's off, adding her relative muscle to the brutal melee that rages on at the breech. Her presence as a legate spurns the men around her to fight harder, but it also makes some of the men 'harder' as well.

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0b8275 No.45740

Dice rollRolled 11, 48, 65 = 124 (3d100)

>>45612

Rolling for baz to help you, if he wants to post an actual turn he can message me on discord and post his actual turn.

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0b8275 No.45741

File: 860fbd920fa7c13⋯.jpg (74.88 KB,736x523,736:523,afae659de0d5dc7c098e129671….jpg)

>>45612

>>45740

1/2/3. Boar rushes screaming into the alley way, Leo directly behind with his rock, practically thirsting for blood. both men rushed the insectoid monstrosity, Boar throwing it into the wall with his mighty shield, powering throw it to the women. Leo quickly brought the rock down upon its segmented face, crushing it under the weight of the rock, squirting bits of gore everywhere. Boar rushes to the women's side before tipping his Galea and holding her shaking hand.

" m'lady, are you alright ?"

After a quick nod and helping her to her feet, Boar turned to see Leo holding off several large monstrosities with his rock, bashing their brains out left and right. There seemed to be even more of them now, and they were moving towards the spire. Fighting continued around the city, and Board realized there was only one proper course of action; They had to leave. Grabbing the Drow women by the hand and Leo off the pulverized corpse of some humanoid monster with the other Boar called out as he ran down the central avenue, having leo Translate for him.

"If any of you fucking pussies want to live, you'll follow me!"

>>45613

1/2/3. With the guards distracted Servius was free to move into the woods. The singing grew stronger here, but it was almost melancholy. A somber tone pierced the air, and one voice seemed distant from the others, almost as if it was isolated, alone, and scared.

Music to your ears.

Following this lone voice Servius came to a clearing, where a lone Siren waited, holding her side where a arrow embedded deep into her flesh. Seeing you she tries to run, but you are upon her in a few seconds, quickly overpowering her. She cries as you drag the knife out of your belt, holding her in place to the floor. You put your gore covered hand over her mouth to stop her screaming, and only her tears remain, and her eyes…

They are wide with fear.

>>45614

1/2/3. A catchy tune filled your head as you stood your ground, holding back the increasingly desperate but conversely ferocious beastmen attack. Distracted, you did not notice the beastmen hoisting the javelin, nor did you notice him throw it. What you do notice is that now its sticking out of your chest, and that every breath you take is now filled with blood… Its dark, so dark…

Father, is that you?

Darkness takes you…

Falling… falling… falling… Then you land. Its a field, a field of golden grain. In the distance you see a man, familiar, talking to one that seems even more familiar. Is that the magus from the fort? Where are you?

>Health: 1/10

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0b8275 No.45742

File: 1e57f60c405a0de⋯.jpg (160.61 KB,1600x900,16:9,maxresdefault (1).jpg)

Dice rollRolled 30 (1d100)

>>45618

1/2. With incredible force of will you urge the ground supporting the beastmen's bridge to give way, and the ground does indeed bend to your will. The first of the beastmen's reinforcements are just finishing crossing the bridge when you collapse the ground from underneath them. A full fourth of the new enemy is sent tumbling into the deep, and for several second all you hear is their scream before the slab impacts the chasm floor below with a loud THUD.

3. The effort is too much however, and when you try to contemplate what you had just done all thoughts of it escape your mind.

>>45619

1/2. Deciding that you could fight better when the other boys are watching you, you stroll on over the front line, standing in front of the line of battered shields you proceed to form a ring of corpses as beastman after beastman charge you only to meet a grisly fate at the end of your fist!

3. In-between forays from the enemy you take the time to flex and inspire the men, their ragged faces glowing with enthusiasm as you do unspeakable things to the enemy.

>>45629

1/2. Several more exchanges pass over the course of the next several minutes, with you clearly coming out on top of the battle. In a shocking turn of events on the next charge Screeboscut ducks underneath your outstretched sword and tackles you clear off Zhayed. The two of you fall, clawing and punching each other. Zhayed caws loudly before his attention is draw to the manitcore currently trying to maul him. You and Screeboscut plummet towards the earth, and now that both of you have managed to draw your swords it has turned into a real fight!

Several swipes and slashes and you've given the horseman another mark, rent black flesh fresh on your Spatha, But how is Zhayed doing?

>Roll a 1d100

1. Manticore Combat Roll

>Your Health: 8/10

>Screeboscut Health: 4/15

>>45630

1/2/3. Eventually you run out of arrows, and eventually your blade is too gunked up with Gore to be of any use. It is then that you resort to your fists, then your fingers, and even your teeth. Many a beastman have died to your hands today, but it when the last beastmen in the woods fall silent that you hear it. A women crying, the sick laughs of a man, a scream. East.

What is this? Who is out here now of all times?

>>45641

1/2/3. The Eagleman stands, staring at the sky. He doesn't even react as you plunge your sword into his flesh. The only thing that marks his passing is the sword he finally releases from his grip.

Falling to his knees the Eagleman still stares at the sky. He utters one sentance in the tongue of man, though you do not understand it.

"Én voltam a sas. Én vagyok Friburd. Emlékezz rám, mint én, bolond."

He slumps over, dead.

>>45648

1/2/3. YOU'LL HOLD THIS WALL FOR A HUNDRED YEARS, FOR A THOUSAND YEARS. THIS FORT WILL STAND LONGER THEN THE EMPIRE. THE SUN WILL STOP BURNING IN THE SKY BEFORE YOU MOVE FROM THIS SPOT.

Vincentus doesn't even notice it when it appears, but a spectral figure much like Virgil's appears above him. Decked head to toe in blackened armor, with two massive shields, one in each hand. Echoing its origin the figure roars and slams its shields into the ground. One step forward, another, lockstep the line presses in on the foe, in classic Roman pace. The beastmen are slaughtered slowly and steadily as your more impatient comrades fight from the inside of the still very dense ball, but the beastmen will know this. When you come to it and you can't go through it you know that you've found THE WALL!

>Gain Stand

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: 10/10)

https://www.youtube.com/watch?v=wMmXCKxwa0k

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0b8275 No.45743

File: 0524fbcf86b3284⋯.jpg (1.71 MB,1600x1483,1600:1483,30fac77c66d87a403443403ae4….jpg)

>>45652

1/2/3. With reverence you approach the man before you, who seems to grow taller and more robust the closer you get. With tepid voice you ask of him,

"Is this… am I dead? Have I failed?"

The figure laughs heartily before roughly slapping you on the back

"My dear boy, you have not failed! Quite the opposite in fact! Because of your willingness to sacrifice yourself for your fellow soldiers, a great enemy has fallen! I thought you could merely use a breather, and a lesson while I'm at it. Don't think I haven't seen you toying around with my bolts, and I can't have you using my signature moves so amateurishly now, can I?"

He takes his fist and drives it into your face, or rather, into your face. You can feel his fingers inside your head, a feeling you'll never forget. But by the time he pulls them out, you can already tell you have learned something that you had not learned before.

+ [Spells]

+ [Lighting Enchantment] - + 10 against large enemies. Allows you to imbue any (metal) object with the power of Jupiter, last 3 turns, can only be used once per combat encounter.

+ [Minor Griffin Affinity] - Birds of a feather take a liking to you, and the giant mounts of the Griffin Knights are no exception. You can find it much easier then most to tame a griffin, and from their to train it.

>>45707

1/2/3. You sprint past some screaming drow being devoured and right onto the main avenue of the city. It is utter chaos, women and children wail as they are consumed, helpless drow warriors fight valiantly as horrors without number overwhelm them. Fires burn as no one is able to fight them. You run right past a Drow child, begging his mother to rise and escape the "munstas", seeing that he is only pulling half of the women's torso, with no idea of where the rest of her is. You even pass what appears to be two Romans fighting the horrors as well, one appearing to be an ultimate gentlemen. Still you press on, and soon you arrive at the base of the tower. A long stairway lies above you, but several small impish creatures dot the path, and quickly descend towards you.

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0b8275 No.45744

>>45734

1/2/3. Following the Legate to the frontal fort you observe several things as you finally reach the blasted man-made mountain. A giant hole for one, a note here about the rough amount of stone… hmm, 2.4 tons, most likely using rubble with a mixture of fresh stone from the hills… that you'll need. Several towers seem to be in disrepair as well. The nearest source of clay for mortar was stream some ways into the woods… Hmmm, some soldiers appeared to be in need of new shields and other pieces of armor, which the armory no doubt had a ample supply of due to the current… short-staffing of the fort. Yes, you could get all of this back into shape in a month. No wait, 2 weeks at most. Yes, and all thanks to proper planning. The legate babbled something at you before running off to get into another fight. Tenacious thing that one.

> + [Frontal Fort To-Do List] - Grants all actions towards repairing the fort a + 15 for the next 4 (noncombat) turns, after which it must be reevaluated

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982a5d No.45745

Dice rollRolled 88 (1d100)

>>45742

*Eagle screech of justice intensifies*

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371b4d No.45746

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0b8275 No.45747

>>45745

>>45629

The Eagle fares well, slashing deep into the manitcores coat before diving down after you, the wounded beast in pursuit.

>Zhayed Health: 16/20

>Manticore Health: 12/25

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0b8275 No.45748

Dice rollRolled 58, 81, 89, 31, 33, 10 = 302 (6d100)

1/2/3. Allied Defense Rolls

+ 10 [Centurions' Presence]

+ 15 [Legate Presence]

+ 5 [Slain Enemy Champion]

- 5 [Fallen Centurion]

4/5/6. Beastmen Attack Rolls

+ 5 [Strong]

+ 25 [Frenzied]

- 10 [Bloodied]

- 5 [Champion Died]

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0b8275 No.45749

File: 7df07625c724e24⋯.png (740.04 KB,800x533,800:533,Spurius2.png)

Day 15.75, Week 3

The Romans press in as a new wave of beastmen arrive at the battle. The First wave is bloodied severely by a timely charge of the Equio led by the centurion Bobius Secundus, but the rest of the force presses on, not eager to return to the woods that they left bloodied as well. At the breech Roman forces begin to close in, and the enemy champions are falling left and right. The New beastmen forces fair little better then their peers, and soon the breech is finally cut off by a Dwarven mage. The enemy must now pass through the main gate, but they have Bobius's Calvary blocking their way.

Status of the Frontal Fortress:

>Supplies:

3 Weeks of Food

6 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 2/10

Towers 4-5 Health: 3/10

Tower 6 Health: 5/10

Wall Health: 22/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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0b8275 No.45750

>>45749

Just kidding post

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5ec64c No.45751

File: 7c3d1cf168686d6⋯.jpg (75.4 KB,540x642,90:107,617fb36b848ef99def557aaa5b….jpg)

Dice rollRolled 90, 90, 42 = 222 (3d100)

>>45741

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Fucking Cave

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3. The Gods must be laughing pretty fucking hard at this point, try to do the best fighting retreat we can with these drow pricks. Boar wants to be done with these fuckin caves but he can't just leave people to be eaten.

"Who taught you pricks to fight! Form a line you miserable cunts!"

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0b8275 No.45752

File: 4b3f0935babe1fc⋯.jpg (716.19 KB,800x1067,800:1067,54fd64fef6614a3b045db1d011….jpg)

Dice rollRolled 91, 38, 50, 86, 91, 94 = 450 (6d100)

>>45751

1/2/3. Drow Defensive Roll

+ 10 [Inspired]

+ 10 [Underdark Denizens in Underdark]

- 5 [Terrified]

4/5/6. Cave Horrors Attack Rolls

+ 15 [Without End]

+ 5 [Enraged]

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5ec64c No.45753

File: 4cb2e52bfa59580⋯.jpg (207.96 KB,700x516,175:129,ff5a21366c9a39b1cb56cabfed….jpg)

Dice rollRolled 27, 14 = 41 (2d100)

>>45752

"Get off the Drow you fuckin ugly cunt looking motherfucker!"

Shield bash that fucker and save the Drow

(Dice per Scruffys order)

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0b8275 No.45754

>>45752

Boar has managed the impossible, The Drow form a firing line and push back the gelatinous tide with bolt and scimitar.

The fight goes well, before a single Drow losses nerve, turns his crossbow upon a fellow drow, and turns and runs. Others follow suit up the main street towards the spire. The wounded drow screams in agony as a giant blind troll meanders towards him, suckers sniffing the blood in the air

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0b8275 No.45755

Dice rollRolled 84, 24 = 108 (2d100)

>>45754

>>45753

1/2. Troll attack

- 20 [Parma Fascinum]

Boar valiantly intervenes to save the drow, his heroic nature getting the better of him. The Troll turns its tentacles towards him!

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5ec64c No.45756

File: 489cd229a340bde⋯.jpg (177.76 KB,763x1046,763:1046,roman_legionary_attack_by_….jpg)

Dice rollRolled 24 + 5 (1d100)

>>45755

[Parma Fascinum] counter

"JUST FUCKIN DIE YOU CUNT!"

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0b8275 No.45757

Dice rollRolled 60, 11 = 71 (2d100)

>>45756

>>45755

>>45754

>>45753

>>45752

1/2. No longer content to watch Leo lifts his mighty rock and leaps at the troll!

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0b8275 No.45758

Dice rollRolled 1 (1d2)

>>45757

>>45756

>>45755

Distracted by the Attacks of Boar the Troll cannot sense the mage until he is cracking his mighty rock against its skull, splattering it against the carved stonework. Screaming he scoops up a handful of troll brains and greedily gulps them down. Boar looks on in amazement.

1. Can the Drow walk? 1 = yes, 2 = no

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0b8275 No.45759

>>45758

The drow gets up, thanks you both and presses a small black stone into your hands, and pulls out his knife and sets out up the hill after the drow that shot him, mumbling something in their strange language

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471dd7 No.45760

Dice rollRolled 19, 50, 23 = 92 (3d100)

>>45749

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

+ Golden Coin (Press into flesh when in need.)

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

——

1. Swoop down on this new wave of batsmen, me and Pinque will tear them limb from limb!

2. Kill as many beastmen as possibly while giving our troops some time to rest and regroup.

3. Continue just killing beastmen.

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982a5d No.45761

File: ae1884674fb53d9⋯.gif (2.24 MB,288x160,9:5,ae1884674fb53d92d659151727….gif)

Dice rollRolled 40, 98, 83 = 221 (3d100)

>>45749

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 8/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

1/2. YOU THINK THAT I COULD BE DETHRONED IN MY DOMAIN! MY BREATH, MY SOUL IS THE VERY WIND ITSELF AND IT SHALL DELIVER MY SALVATION! I REBUKE YOU PRETENDER!

[Basic Melee], [Spatha]

3. take his bow and try to fire at the manticore if I managed to kill him. also get his saber if he is dead as well.

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9fb425 No.45762

File: 011e395d25017fb⋯.png (25.12 KB,1169x765,1169:765,Bobius Secundus Cavalry Pa….png)

Dice rollRolled 18, 54, 90 = 162 (3d100)

>>45749

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus:

[A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

Hearing the -THUD- Bobius glances back to see the beastmen slab sink and disappear from sight along with a score of the enemy. Excellent.

1/2/3. Raising his sword high in the air where it radiantly reflected the light of the fallen torches he began to swing it in a circle, shouting in the commanding voice only a tested centurion can achieve.

"EQUITES DISENGAGE" He then chops his sword back and then sweeps it to the left and right "FORM CUENUS FORMATIONS AND STRIKE AGAIN"

"MOUNTED LEGIONARIES FALL BACK TEN PACES INTO SQUARE FORMATION AND RAISE SHIELDS"

"Weather the storm Brothers, give ground to make them impetuous and when the hammers comes down be ready either pursue a routed foe or rejoin the defenders"

+10 Bronze Armilla +10 Vitis on those who don't keep pace.

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64a89c No.45763

Dice rollRolled 71, 4, 1 = 76 (3d100)

1/2 - Let the Legate have her glory. Westerners were always more headstrong than thoughtful. While they're out trading steel, someone needs to see to the fort itself. Should another wave of barbarians come, we are woefully unprepared to defend. Requisition men to haul in stones that were dislodged from the walls and take them to the towers. As well, bring up wood from the fort's hold. It's not as solid as stone, but in a pinch like this it will suffice to fill in the hole in our forward wall. Instruct any servants to pile in detritus and wasted material behind the wood to bolster it further.

> + [Frontal Fort To-Do List] - Grants all actions towards repairing the fort a + 15 for the next 4 (noncombat) turns, after which it must be reevaluated

3 - Of course, all the stone in the world is empty rock without mortar to bind it. And mortar we have in short supply. That clay deposit must be investigated, even if it means sparing a few men. 10 Equites should be enough to reconnaissance in the woods and find that source. If the area is too ridden with enemies to secure, we must make it a priority to secure it. Even those stone-headed centurions must understand how important these walls are to our long-term survival.

> + [Frontal Fort To-Do List] - Grants all actions towards repairing the fort a + 15 for the next 4 (noncombat) turns, after which it must be reevaluated

>>45744

Name: Γεώργιος ὁ Σοφός, μάγιστρος τῶν ὀφφικίων

Fluff: George was born in a thriving trade city situated on the eastern coast of the Glorious Empire, before its great decline. His father was an imperial official of moderate standing, and when he came of age young George took up the same profession. He started as a scribe, learning his letters and numbers and performing whatever work he was asked. In the imperial academies, George was seen as something of an oddity. He doted over law and regulation like the boys doted over women, and seemed to have few interests outside his learning. It came as no surprise when he graduated the academy that he was to be given a clerical position within the Empire. His mathematical acumen and keen intuition helped him advance quickly, though he had no particular ambition for higher status. George simply wanted to find the place where he could best ease the Empire's troubles.

Unfortunately, the Empire's troubles found him. As the regency declined into chaos and strife tore up the Lands of the Empire, George was hastily reassigned. He was sent out to one of the few remaining Imperial strongholds, the Fortress of Lavius's Spite. At first he was grateful for the position, an easy magisterial job far from the chaos of the Capital. But the Garrison's numbers dwindled, and from the East dire hordes came roiling, intent on rapine and destruction.

For much of the initial siege, George holed himself in his office at the Rear Fort, ill-prepared for even the threat of combat. He had no heart for war, and the sight of death turned his stomach. So he cloistered himself away and let more competent men lead the battalions.

But duty does not abide weak hearts. Reluctantly, George finally emerges to perform his solemn work. In these dire times, the last loyal men of the legion could use a reasoned mind. Their supplies were scarce and their armaments strewn wasted outside the walls. It would fall to George the Wise to turn this unregulated mass of bloodthirsty soldiers into a disciplined regiment. If he can't, he's as good as dead.

Class: Auxiliary [Imperial Official/Quartermaster]

Location: Rear Fort, Magister's Office

Health: 10/10

Gear:

+ [Lorica hamata] - 5 to attacks against you

+ [Pugio] – A dagger, + 2 to melee rolls

Inventory:

+ [Big Scroll of Everything] - A magical scroll which George can write down anything he can think of, and if he remembers it can recall upon a moments notice. (Mental Hammerspace Scroll)

+ [Phoenix Feather Quill] - Bright orange and smelling slightly of smoke, a gift from his father when he left for the frontier. Writes in an unlimited amount of ashes when it touches paper or other surfaces. Unbeknownst to George it still possess some of the magic of the bird it was plucked from, and can rebirth him once if he were to die.

Bonus:

+ [Excellent Quartermaster] - When a man reaches such skills of logistics such as George, balancing the books and recordkeeping is mere child's play. He's so skilled he can even, once a day, find something mysteriously buried in the deepest records of the fort, and make it appear.

> + [Frontal Fort To-Do List] - Grants all actions towards repairing the fort a + 15 for the next 4 (noncombat) turns, after which it must be reevaluated

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64a89c No.45764

File: 64002f0b5bf2f9e⋯.jpg (718.5 KB,1200x701,1200:701,greek_fire.jpg)

>>45763

While examining the fortress's armaments, George stumbles upon something evidently overlooked by the others. A casket of Greek Fire! The container is rather unadorned, but full to the brim. George has only heard stories of the Fire, but they are enough to reassure him of its usefulness. With time and the right materials, he might even be able to make more!

>+ [Excellent Quartermaster] - When a man reaches such skills of logistics such as George, balancing the books and recordkeeping is mere child's play. He's so skilled he can even, once a day, find something mysteriously buried in the deepest records of the fort, and make it appear.

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161b34 No.45765

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

Inspired: + 10 to next design roll

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

>>45759

Inspect the stone. What is it?

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e67b8a No.45766

Dice rollRolled 60, 90, 89 = 239 (3d100)

>>45749

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Location: Front

Health: 10/10

Gear: Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

>1 [Small favor] - Can be used to reroll one action involving training, training your men, or requisitioning supplies.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1-3. Where am I? D-dad, is that you?

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10d64b No.45767

Dice rollRolled 84, 94, 71 = 249 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 9/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-2: HOFFER!? I'LL CARVE THAT NAME IN YOUR FUCKING FACE YOU MONGREL! (Keep attacking commander)

3. AND WHAT ARE YOU PRICKS JUST STANDING AROUND FOR!? WEDGE FORMATION, FORM UP! PUSH THE FUCKS OFF THE CLIFF AND THEN FORM A LINE TO SPLIT THEIR FORCES!

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be560e No.45768

Dice rollRolled 25, 99, 31 = 155 (3d100)

>>45742

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (2/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

Now that the commander's whore, I mean the Legate, has arrived, and my display of glorious Roman manliness, the men should be good and inspired to hold the line, or get themselves killed in a charge to impress what is possibly the only woman in this fort.

1-3. Either way my work here is done, go find myself a commander or champion to duel for glory and prestige.

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0b8275 No.45769

Dice rollRolled 71, 48, 51 = 170 (3d100)

>>45767

1/2/3. The minotaur snorts at your challenge and slams his swords into the ground, before throwing huge chunks of dirt and rock at your face.

+ 10 [Bullheaded]

+10 [Champion]

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0b8275 No.45770

Dice rollRolled 93, 82, 75 = 250 (3d100)

>>45761

1/2/3. Grabbing and punching with rabid ferocity, upon your declaration the horseman goes still. He then begins to glow, his eyes radiating a red light. Its intensity builds as he does no react to any of your stabs or punches.

He opens his mouth to reveal a small point of red light.

This is it.

+ [Champion] - + 10

+ [With my dying breath] - + 25

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29e36c No.45771

File: 1f0ee3e4d6f8b69⋯.jpg (257.99 KB,1241x695,1241:695,1502112193268.jpg)

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29e36c No.45772

File: b3b2ac1670d885e⋯.jpg (982.55 KB,1600x1200,4:3,Byzantine_Mosaic_Doves_Cro….jpg)

Dice rollRolled 59, 60, 70 = 189 (3d100)

>>45742

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

>15 to the initial charge of your Equite unit in the next combat encounter

1; Take the beasts weapon and castrate it, if possible

2-3; Perform first aid on the mage immediately afterwards. He's not dying yet, he deserves to enjoy this honor first.

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b163ce No.45773

Dice rollRolled 39, 92, 52 = 183 (3d100)

>>45742

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Pugio] + 2 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

1 Covered in gore…a scream in the distance…my senses are begging me to investigate….perhaps it is an innocent I shall investigate…I move to the east silenty.

2. My blade is covered in gore, I must find a way to clean it, I shall clean it by hand if need be, but it must be cleaned.

3.I must search for the source of this scream to the east, perhaps someone is in trouble.

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a87a1c No.45774

Dice rollRolled 79, 53, 49 = 181 (3d100)

>>45741

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 4/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

>Followers:

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Finally one of these blasted sirens captured, there's only one thing i need to do now. Sacrifice her in the name of my gods!

[Greater Raise Dead] 2/10

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113bed No.45775

Dice rollRolled 26, 32, 3 = 61 (3d100)

>>45743

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 3/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 7/10

1. Sound my horn so that if the expedition survives they may find me and to signall for the Drow to rally. The Dokkalfar are no friends of my people but they deserve better than… this.

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

2-3. Buy the civilians time to run and my fellows if they yet live a chance to catch up. Kill any of the horrors around and defend the tower until I need to retreat up it. Start with bow and arrow until they close then use my spear.

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9fb425 No.45776

>>45762

I would change my actions to breaking off and harrying their flanks with my equites.

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9fb425 No.45777

Dice rollRolled 24, 37, 28 = 89 (3d100)

>>45776

+10 Bronze Armilla +10 Vitis

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09aa59 No.45778

File: 9a97f78c589b5ba⋯.jpg (49.13 KB,490x490,1:1,SHINDAE KAKYOIN.jpg)

Dice rollRolled 56, 74, 48 = 178 (3d100)

>>45749

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: 10/10)

Vincentus hoists his blade into the air as his forces are granted the briefest of repreives. He knows it won't last– and he doesn't let his troops forget it. "CATCH YOUR BREATH! EMPTY YOUR BLADDERS! TAKE A GULP OF WINE! SOON WE WILL BE AT IT AGAIN– AND WE WILL KILL ANY FLEA-BITTEN -FREAK- THAT SHOWS ITS FACE! ROMA INVICTA!"

1/2/3. Hold the line; use THE WALL to help do so. +10 War Dog, +5 Gladius, +10 Vitis, +THE WALL

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161b34 No.45805

Dice rollRolled 51, 74, 66 = 191 (3d100)

>>45765

1-3. Do whatever is needed to help Boar

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e0a5e1 No.45827

Dice rollRolled 23, 50, 56 = 129 (3d100)

>>45738

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Arriving at Front Fort now

Health: 10/10

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor.

1/2/3: The battle is essentially won, now. All of our free forces should descend upon the newly-arriving wave, to cut off and flank them; with any luck and my careful guidance, a proper application of our artillery and superior forces should finish off any further resistance with minimal casualties. Concentrating the forces, I ought be able to finish off this next wave before it can so much as reach the fort.

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e0a5e1 No.45828

>>45827

+15 to all rolls, +10 to all other soldiers, -23 to attacks made against me.

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0823af No.45873

Dice rollRolled 89, 41, 51 = 181 (3d100)

>>45743

Health: 1/10

Gear: Magnus – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt. Magnus's prefer to specialize in sword and spell.

+ [Spells]

[Lighting Bolt] - The wrath of Juptier fills your hands as you summon forth a mighty bolt of lighting and hurl it at your foes, alternatively it can also be cast into the ground directly beneath your feet, but doing this will hurt both friend and foe in its area of effect. 3 Turn Cooldown. 2/3 CD

+ [Summon Storm] - Can be used once per combat encounter, can target 3 specific enemies or many general enemies. Does a massive amount of damage to targets hit, can only be used once per encounter on a casting roll that is 60+ without bonus.

+ [Lighting Enchantment] - + 10 against large enemies. Allows you to imbue any (metal) object with the power of Jupiter, last 3 turns, can only be used once per combat encounter.

+ [Basic Training] + 5 to Rolls when cooperating with legionary forces.

Basic Melee: 6/10

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Lorica hamata] - 5 to attacks against you

+ [Gladius] + 5 to melee attacks

+ Gladius Enchantment: Lighting - + 10 to large enemies. Last for one combat encounter

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Minor Griffin Affinity] - Birds of a feather take a liking to you, and the giant mounts of the Griffin Knights are no exception. You can find it much easier then most to tame a griffin, and from their to train it.

Inventory:

+ [Dog Collar] - All that was left of your furry friend, will summon forth said dog in a time of great peril, for a price.

Bonus: [Shaggy Eyes] - You feel a presence guiding you, watching you, you know not its will , but it seems to be helping you. + 10 to casting rolls.

—-

1) Tell jupiter what a good boy oneman is

2,3) Ask him to return you so you can take up arms and magic against his enemies once again! (after some nice bed rest I assume).

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0b8275 No.45882

File: 962ed8f3992df66⋯.webm (3.74 MB,640x640,1:1,haram spurdo beats.webm)

>>45751

1/2/3. Following the death of the troll and the mysterious stone given to you by that oddly regal drow, you roughly grab The Drow lass by the hips and throw her over your shoulder, and after allowing Leo to… finish his meal, you three move up the hill towards the spire along with many other drow refugees. Close on the heel is the odd monstrosity, but anytime one gets close Leo shakes violently and lunges at them, and he's back before you can even recall that he left. The man is so thickly covered in ichor that you swore he changed races.

The gates of the spire lie before you. The drow women utters something you can't understand, but thankfully Leo gives a quick translation as he brains another monster.

"She says this is the place where the city keeps all its treasures and knowledge, and that since this place is going down we might as well grab all that we can carry."

>>45760

1. After a sort nap at the rear fort you suit up on Pingue and fly to the battle at the Front, eager to get some action! Egging your massive bird onward you dive from on high towards the enemy lines. This attack is short lived however as a orderly beastmen group of archers sends a volley your way, diverting your dive and keeping you at range.

2. Rather then risk attacking near the archer group again you divert Pingue toward a cluster of enemy units engaged with a sally force of Equio from the front's garrison. They're in danger of being surrounded, and your quick intervention stop what would soon be an encirclement, displacing some odd twenty beastmen ungor with your landing, pingue devouring a few more. This buys the Equio the time to retreat with minimal losses, and the centurion leading them tips his Galea at you as he brings up the rear of the retreating column.

3. Wasting no time you take off again, eager to find a new spot where you talent will not be wasted. However, before you can find a suitable target you spot Zhayed overhead, locking in a brutal brawl with a manitcore. Then a bright red flash, followed by a beam of solid light. Its Caelum! He's falling toward the earth, desperately reaching for something!

>>45761

1/2. You can feel the energy of the horseman bleeding with each strike, he yields more and more to your repeated blows. A look of calm, of peace, overtakes his face as you prepare the final blow.

He whispers some words, you can barely make them out.

"Végre szabad vagyok. Az őseimhez csatlakozhatok az istenek vad síkságain."

His mouth opens, revealing a small red pearl, which quickly grows in size and intensity. With lighting fast reflexes you only barely manage to dodge the resulting energy beam, the hair on a full side of your face singed off. After departing his final blow, the horsemen disintegrates in your arm. Just as the last bits of his body are taken by the wind rushing past you, a voice speaks across the sky…

"Te … voltál … egy méltó ellenség."

His bow and saber are that remains of him, but they are drifting further apart. You are directly over the canyon and only have enough time to get one and hope to be rescued!

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982a5d No.45883

Dice rollRolled 94 (1d100)

>>45882

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0b8275 No.45889

>>45762

>>45776

>>45777

1/2/3. It would seem that the beastmen second line is not as willing to break as the first, and the first screams of wounded are heard from your ranks as you can palpably feel the flanks collapsing around you. It is only the timely intervention of a Griffin rider, riding what is possibly the largest and most intimidating griffin you have ever seen, that manages to free up enough ground for you to get the men into a orderly retreat. Tipping your helm at the man you turn and manage to get the rest of the men inside the walls. Only injuries, as ever man is accounted for. Some are bleeding severely, but no dead yet. The Gate still can't be shut though, and despite the fact that beastman have been slowed, they are still coming…

>>45763

1/2. While one would not normally order men to haul brick and mortar in the middle of a battle, George was not a normal man. Taking what men he can spare spot repair are already underway on the wall, even as arrows still rain down from the encroaching army.

3. The men you need have just came back from their little foray through the wide-open front gate, and with the approval of the legate, who can only manage to scream something at you that you assume is a yes, you send the boys off through a small goat path in the mountains and into the woods. Hopefully they find something great!

>Something horrible has happened.

>>45765

1/2/3. Scurrying up the hill you take time to rub the stone, to stroke it, stare deep into its black depths. It is like the smaller stone you hold, but more brutish, more powerful. It radiates death. You think about this for only a second before the errant growl of a monster sends you into a fiery bloodlust and you loose track of time. Eventually you come too infront of the spire, and manage to hear a bit of what the legionary's drow concubine says. The spire is apparently loaded to the brim with treasure. Sweet.

>>45766

1/2/3. After slapping the man in front of him into some sort of portal, the man gestures to you. His skin tone shifts to match your own, and he seems to grow taller as you approach him.

"Hello my child, you are far from Hellas now aren't you?"

Pissing yourself a little, you manage to stutter out a few words. The man hushes you before gently placing his hand on your chest.

"Learn to dodge it next time will you, I can't keep finding excuses to save all of your asses in this shitshow"

With that he gives you a firm slap on the ass, throws you into a golden portal that suddenly appeared on the floor. You do hear his voice in the distance

"Here, take this, and maybe you'll not die next time!"

You wake up with a start in a sick bay. Next to you is a golden chest plate, with a giant target painted onto its chestplate.

+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

>>45767

1/2. Leaping upon the animal like Vincentus would upon a supple slave booty, you cut deep into the minotaur's flesh, carving a bloody name into the beast's wide face.

Your only thought being; "Damn I wish I could read."

3. While you are busy trying to spell the word you're pretty sure the beastmen gluttered out, you order your men to push the opposite direction towards the other roman forces. They comply and the beastmen are soon squeezed between two lines of Roman Iron.

>>45768

1/2/3. Seeing a centurion mounting and thrusting wildly against a giant minotaur's face you quickly close the distance and punch the beast as hard as you can in the face. The animal goes down limp, reeling from the blow. You knocked it clean out in one punch

>Hoofer is unconscious!

>>45772

1. Grabbing the firm dick with one hand and kissing it, you gently stroke the shaft until it is at its full length, a swollen 2 feet, then slowly and methodically cut it from the base. Considering storing it in your throat you reconsider the option and opt to wear it around your neck as a fashionable dick scarf.

+1 [Birdman Cock] (LARGE)

2/3. You bind the mages wounds, though he does appear to be having a seizure. Stopping him from biting his tongue off you are suddenly shocked when the man jolts straight up and screams, before running off somewhere.

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0b8275 No.45892

File: e14ef89b304708c⋯.jpg (287.17 KB,788x872,197:218,1486410032465.jpg)

>>45773

1. You sprint through the underbrush, ducking underneath treebranch and the odd corpse, dashing towards the screaming.

2. Pausing for a second you vigorously stroke your shaft from hilt to tip, furiously rubbing it up and down until all that sticky goo gets right off and plops down onto the grass, hot and steamy in the moonlight. Your vorpal blade is now speck un span, sharp as a tack, and smells slightly of lemongrass.

+ [Shiny Pugio] + 8 to melee rolls

3. Throwing your arms behind your head and leaning down you return to sprinting through the woods towards the screaming, eventually coming to clearing where a small man is holding a women down while trying to undo his pants, clearly not experienced at this. He holds a knife to her throat and is clearly erect.

What could he be doing, and furthermore, could you join in?

>>45774

1/2/3. Drooling heavily you plan methodically on how to best defile this prize to please your gods. Loosening the belt on your pants, which you haven't washed for weeks now, reveals the shriveled member that you will eagerly use to profane this women as an offering to your dark gods. First though you must consecrate the ground. Tying her to the nearby stone you take a small cup of blood and draw a large circle around the women, scrawling your dark sigils into the earth with ash and wolfsbane. A lemony-fresh scent wafts over the air, and you sense a force observing you from the shadows, but the ritual must continue, there can be no stopping what is to come, the gods' thirst must be sated. Raising your knife you slowly you proceed towards the women, who has openly began bawling and has torn her wrist and ankles bloody against her restraints.

Leaning down on top of her you lower yourself until you are touching her supple, female form. With a quick thrust all 3 inches of you are inside of her, not that she notices. You quickly get to work, defecating and maiming her flesh as ordained per the gods. Still the lemony fresh scent hangs in the air…

With a mighty screech you climax, on her face of course,

" === REEEEEEEEEE === "

you putrid load searing her flesh…

Just one more thing to do now.

>>45775

1. Blowing your horn to signal the party of your intentions, you merely succeed in getting everything in the cavern to move closer to your position. While its true that both Leo and Boar are now booking it towards your position, so are many monsters.

2/3. Standing guard outside of the tower you risk as many combat encounters as you can, cutting down smallers beasts by the tenfold as you allow Dokkalfar to escape into the spire and someplace above. Eventually you realize that you can do no more, and eventually entire the spire. It is a massive building, with a spiral central staircase leading all the way up to what appears to be a source of light. Glittering baubles line the wall, with many adjoining rooms connecting the main staircase. You could take a few minutes to look around, but it would appear that some monsters are already inside of the building as well…

>>45778

1/2/3. With the newly arrived legate at your side you push the line deeper and deeper into the beastmen pocket, and the sound of combat from within grow closer as well. It would seem that Virgil had rallied his men and were pushing to meet you. The beastmen fight on despite tremendous losses, for they are fighting to the death.

Tenacious creatures, though horrible in appearance and odor, you can't help but feel a twinge of respect for their determination to not die without a fight. This twinge is soon lost upon you as you carve a goatman's head and half, and his meal of the day spews out directly into your face.

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0b8275 No.45893

File: 42d6003b2962d8b⋯.jpg (83.05 KB,736x542,368:271,8275eb987c7254f0c5ec8dd3aa….jpg)

>>45827

1/2/3. With regal voice you command the men to focus their attack on the newly arrived wave. A rather large and somewhat grizzled centurion directs you towards the ball of beastmen still persisting on what would be a dangerously exposed flank if left undermanned and not crushed. Not content in letting what are obviously incompetents to finish what is a women's job, you join the fray, announcing your arrival but impaling a beastmen in the throat, lifting it off the ground using the foot of the spear as a fulcrum, and decapitating the beast as it slides down the shaft. Some men are awed, others think you're just showing off. Regardless of the fact you join the fighting and order what artillery remains able to fire and fully crewed to unleash hell upon the incoming waves. At least you would, if it weren't for the fact that the full Calvary contingent were engaged with the enemy forces currently. By the time they return inside the walls the enemy are all but under the firing arcs of the heavier ordnance, still the ballista and the lone scorpion fire away at the larger targets.

Forces at the gate prepare themselves, for the beast are less then 500 feet from the bridge crossing, and advancing rapidly.

>>45873

1. The God looks at you, perplexed at first, then a jolt of recognition flashes across his face.

"Ah yes, the one man, the ideal man. I know of such a man among your people, and you would do well to learn much from him. A fine proper chap that lad. Well now, is there anything else I can do for you lad?"

2/3. "You want to go back eh? Can't say I blame you, fighting the titans was the highlight of my immortal life, and I'd give anything to relive those glorious days! Very well, you may return to the mortal world…"

He opens a golden portal in the ground next to you, it radiates a warm heat

"… but my son, don't die on me again, because I'll be hard-pressed to save your soul from Orcus again."

With that he slaps you square across the face and into the portal. You awaken with a jolt to the face of the Spaniard, who is treating your wounds. You then black out again, and when you come to you are in a field hospital, being treated some distance from the front.

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0b8275 No.45894

Dice rollRolled 11, 36, 26, 69, 62, 2 = 206 (6d100)

1/2/3. Allied Defense Rolls

+ 10 [Centurions' Presence]

+ 15 [Legate Presence]

+ 15 [Slain Enemy Champion]

- 5 [Fallen Centurion]

4/5/6. Beastmen Attack Rolls

+ 5 [Strong]

+ 25 [Frenzied]

- 15 [Bloodied]

- 15 [Champions Died]

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0b8275 No.45895

File: c759ce5e1bd316b⋯.jpg (44.19 KB,736x1132,184:283,8a0c96bf345bb8da01ed9c9845….jpg)

Day 15.75, Week 3

Pushed on both sides and their leaders either dead or incapacitated, the beastmen in the breech are quickly killed or captured, a mountain of corpses a testament to the blood spilled on this day. In the distant mountains an ominous rumbling sound can be heard the battlefield over, and while the roman front-line gets a momentary breather, a mostly fresh wave of beastmen are quickly making their way towards the gate, which is still unable to be closed. The battle has worn on, but victory is in sight, are the Romans men enough to seize it?

>Supplies:

3 Weeks of Food

6 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 3/10

Towers 4-5 Health: 4/10

Tower 6 Health: 5/10

Wall Health: 24/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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0b8275 No.45896

>>45883

In a daft show of aerial maneuvers Caleum grabs the late horselord's bow, and notching one of its giant arrows.

"Zhayed, I shall fight for you as you have fought for me."

He releases the bowstring, and the massive arrow soars upwards like a lighting-bolt, striking the manticore in the face and piercing its skull. The beast releases Zhayed in its death-throws, and falls limply in the sky, plummeting towards the forest.

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5ec64c No.45897

File: 120e6f415ba0cd7⋯.jpg (228.28 KB,1303x624,1303:624,1c4shkt5p_1474084380636.jpg)

Dice rollRolled 49, 94, 55 = 198 (3d100)

>>45895

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Fucking Cave

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

"LEO YOU CUNT STOP PLAYING WITH YOUR ROCK AND FOLLOW ME! "

>>45775

"OI HORN CUNT! GRAB SOME SHINY SHIT AND GET RUNNING!"

1-3. Literally grab everything we can carry, use carpets as sacks if we have too. See if Leo and the Drow women can figure out which shit is the most magical while I focus on keeping them alive, a new sword would be real nice.

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982a5d No.45898

Dice rollRolled 69 (1d100)

FREEFALLING YEAH

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b163ce No.45899

File: ab4d231c69bf24e⋯.jpg (120.06 KB,1019x785,1019:785,Otacilius at work.jpg)

Dice rollRolled 4, 60, 66 + 8 = 138 (3d100)

>>45892

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

Otacilius looks on at the scene unfolding before him, a dark ritual and even darker acts being carried out…as a frumentarii he knew what he had to do.

1-3 I must remember my training, this is not like the beastmen…no…much different…I'm going to take my time here…act with…care…silently I'll creep forward my Pugio poised…I've been trained to do this, no it's what I've been born to do….these foul magicks will be practiced no longer a simple slash is all it shall take…right across the jugular…though I have my suspicion whoever this is won't go down without a fight hopefully I prove myself wrong.

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471dd7 No.45900

Dice rollRolled 2, 62, 57 = 121 (3d100)

>>45895

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

+ Golden Coin (Press into flesh when in need.)

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

———–

1. Before flying back into battle ensure that as many wounded soldiers as possible find their way back to the fort.

2. Now it is time to return to battle, fly to this new wave of beastmen with fierce determination and give them hell!

3. Continue to tear into the beastmen as much as possible, the more brutal the better. Too many good men have died.

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9fb425 No.45901

Dice rollRolled 87, 87, 61 = 235 (3d100)

>>45895

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus:

[A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

That was a fine moment to lead the cavalry charge and bloody the enemy. Their first line fell like so much wheat beneath the scythe. A whispered praise to Neptune Lord of Horses before dismounting alongside his men. "Well done Equites your deeds on this day will be remembered now let the infantry show its prowess."

1 Offer Prayer to Neptune in gratitude. Praise to Neptunus Equester.

23 "TO THE GATES! The enemy is nearly upon us brothers. Man your posts atop the wall and ready your shields you goodly Roman soldiers. BACK RANKS READY PILUM"

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9fb425 No.45902

>>45901

+10 Bronze Armilla +10 Vitis on 2 and 3

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982a5d No.45903

Dice rollRolled 12, 86, 1 = 99 (3d100)

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 8/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

1/3. AHHH MY BEAUTIFUL HAIR! DAMN YOU HORSEMAN YOU WERE THE GREATEST FIGHT IN MY LIFE, BUT YOU RUINED MY HAIR! I am done dealing with these beastmen, this second wave is a poor replacement for the first. Time to find those sirens and end this farce.

Also I make a mark where the manticore fell, I want it's pelt for later.

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0b8275 No.45904

File: 6b3ad44b3e0f43f⋯.jpg (35.47 KB,601x601,1:1,1521906112652.jpg)

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c77525 No.45905

File: 33a1411845e3136⋯.png (308.59 KB,392x714,28:51,1466744477585.png)

>>45904

Scruffy, why are you making this builder really fucking gay?

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0b8275 No.45906

File: 1a5e91c40e651ad⋯.jpg (54.9 KB,445x445,1:1,1519606797457.jpg)

>>45905

>asks to slice off a man's penis

>I'm making it gay

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0b8275 No.45907

>>45772

The last words leave the Eagleman's lips as you take his genitals

"No Homo"

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0b8275 No.45908

>>45907

+ [Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

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c77525 No.45909

>>45906

Castration is the removal of the penii and testicles. People eat Bull Testicles even today, it's not gay, especially considering my character doesn't view them as humans, but as beasts. It's not just me, though, you've made everybody else super gay as well

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161b34 No.45910

Dice rollRolled 84, 30, 40 = 154 (3d100)

>>45897

This. This I understand.

As a wizard using my wizard powers, I GRAB ALL THE MAGICAL STUFF first, then I GRAB ALL THE SHINY STUFF

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a87a1c No.45911

Dice rollRolled 24, 70, 68 = 162 (3d100)

>>45892

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 4/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

>Followers:

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: he quickly slits her throat finishing the ritual, this sacrifice to the gods will be glorious! to make sure nobody interrupts he also casts his fear spells hopefully dissuading anyone from doing anything.

[Greater Raise Dead] 2/10

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a87a1c No.45912

Dice rollRolled 85 + 15 (1d100)

>>45911

detection roll

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10d64b No.45913

Dice rollRolled 42, 95, 30 = 167 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 9/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1. Good, it's on the ground…now to chop off its fucking head to make sure it doesn't get back up and get on with the rest of the battle.

2. MEN, FORM UP AND GET YOUR ASSES BACK TO THE GATES! THEN BUNKER DOWN BECAUSE THOSE FUCKS NEED TO FUCKING DIE ALREADY!

3. ARTILLERY, FIRE WHEN IN RANGE! GIVE 'EM HELL!

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76a40b No.45914

Dice rollRolled 60, 81, 29 = 170 (3d100)

>>45370

Name: Ugar Nebelson

Name: Ugar Nebelson

Fluff: A dwarven geomancer who joined the legions to help support and defend his family. Believing that only the strength and stability can guarantee their safety for generations to come. His work has always been to shape the battlefield. Raising ramparts and blockades where needed. Making ditches to blunt enemy charges and trip up siege engines. Towers for our archers and spikes around them to protect them. Shoring up the defences and generally giving the troops an advantage

Class: Acolyte

Location: Front fort

– Do not fill in –

Health: 10/10

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

> Spells

+ [Shape Earth] - You can bend the earth to a shape you would see fit, however at your current level you can only manage to move dirt and lose gravel, no stone yet. 3 turn cooldown, earthworks last for 2 turns before returning to original shape cd 1/3

+ Rock throw 3/15 (one dwarf catapult)

Inventory:

+ [Steel Shovel] - Your people are rare in the empire and without. Some say the dwarves are a dying breed, but you'd rather say they have better stuff to do then dwell on the surface. This is but a mere glimpse of the true power of the dwarven realms, scarce though they may be. + 10 to manual repair/construction/digging rolls

Bonus:

+ [Short Stack] - A dwarf is like flattened hill in that both are short, thick, and obstinate as all hell when it comes to moving when one does not want to. As such you are unable to be thrown involuntarily in combat, and can gain a + 10 to combat rolls when in touch with solid earth (building floors and the base of the wall don't count)

1) Okay try to regain that understanding. How does the rock shape and move. I need to be able to launch that boulder!

+ Rock throw 3/15 (one dwarf catapult)

2) My temporary shapings of the earth are insufficient. If I could shape the stone permanently it could be so much better. With this much stone around, Breaking stone, thrown stone, scattered stone and more I shall learn from Terra how to shape it permanently to make and repair walls. Raise towers and structures.

3) Use A ballistae to shoot at the approaching horde, aiming for any targets that seem special or high ranked.

Fluff: A dwarven geomancer who joined the legions to help support and defend his family. Believing that only the strength and stability can guarantee their safety for generations to come. His work has always been to shape the battlefield. Raising ramparts and blockades where needed. Making ditches to blunt enemy charges and trip up siege engines. Towers for our archers and spikes around them to protect them. Shoring up the defences and generally giving the troops an advantage

Class: Acolyte

Location: Front fort

– Do not fill in –

Health: 10/10

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

> Spells

+ [Shape Earth] - You can bend the earth to a shape you would see fit, however at your current level you can only manage to move dirt and lose gravel, no stone yet. 3 turn cooldown, earthworks last for 2 turns before returning to original shape

Inventory:

+ [Steel Shovel] - Your people are rare in the empire and without. Some say the dwarves are a dying breed, but you'd rather say they have better stuff to do then dwell on the surface. This is but a mere glimpse of the true power of the dwarven realms, scarce though they may be. + 10 to manual repair/construction/digging rolls

Bonus:

+ [Short Stack] - A dwarf is like flattened hill in that both are short, thick, and obstinate as all hell when it comes to moving when one does not want to. As such you are unable to be thrown involuntarily in combat, and can gain a + 10 to combat rolls when in touch with solid earth (building floors and the base of the wall don't count)

1-2) I boil up and use more pitch on the beastmen.

3) There is not much I can do while waiting for the pitch to boild and carrying it so I spend that time thinking of how I would make a spell that would allow me to launch boulders long distances like a catapult through my magic>>45913

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09aa59 No.45915

Dice rollRolled 26, 87, 71 = 184 (3d100)

>>45892

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: 10/10)

Vincentus wipes his face as the last beastman falls, and a cheer rises up from his cohort. It doesn't last long though: the grizzled centurion clatters his gladius against his shield and marches forward, climbing the mountain of bodies.

"MOVE UP," he cries as he trots towards the gate. "WE FORM UP AT THE GATE, AND WE DO NOT LEAVE IT! THEIR FINAL ASSAULT WILL MEET THE SAME FATE AS THE OTHERS!"

1/2/3. Hold the line. +10 War Dog, +5 Gladius, +10 Vitis.

FREE ACTION: Command the artillery to fire on the advancing beastmen.

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040215 No.45916

Dice rollRolled 78, 15, 37 + 45 = 175 (3d100)

>>45912

>>45911

>>45899

>>45899

>>45899

A black figure exits the woods. Gaunt and with glowing blue eyes he cackles maniacally as he throws his head back

"Nyaaaahhhh"

+ [Master Caster] - + 15

+ [Has your soul] - + 30

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0b8275 No.45919

File: 7b55ff7148a452f⋯.jpg (317.58 KB,1600x1211,1600:1211,draugr_by_vanlogan-d5s1zdv.jpg)

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0b8275 No.45920

>>45903

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damge to ranged attacks but the natural roll must be above a 40 to hit

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5db4ba No.45921

Dice rollRolled 74, 51, 13 = 138 (3d100)

>>45889

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (1/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

Now that the commander's whore, I mean the Legate, has arrived, and my display of glorious Roman manliness, the men should be good and inspired to hold the line, or get themselves killed in a charge to impress what is possibly the only woman in this fort.

>>45913

"Well that was disappointing. Good luck with the next wave centurion."

1-3. Well, it seems like the artillery is firing. Grab a ride on one of the onager to get to the enemy faster. May Zeus guide and Hercules my fist because otherwise this is going to hurt and I am not even going to see the enemy commander. See if I can punch one of those golems on the way down. +10?

+Muscle Wizard

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113bed No.45949

Dice rollRolled 60, 58, 65 = 183 (3d100)

>>45892

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 3/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 7/10

1. Fill what little room my furs have with the trinkets the bloody yelling roman wants.

2-3. Protect them and any other non monsters in the area. By killing the monsters.

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371b4d No.45965

Dice rollRolled 40, 62, 66 = 168 (3d100)

>>45895

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Location: Front

Health: 1/10

Gear: Class: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

>1 [Small favor] - Can be used to reroll one action involving training, training your men, or requisitioning supplies.

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1. Boy that near death experience sure left me famished. May I have some food?

2. Also I'm still about to die. Can the army doctor get working?

3. What happened to my men? Are they safe?

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d57add No.45966

>>45921

I find it risable when you say that name

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64a89c No.45978

Dice rollRolled 66, 34, 79 = 179 (3d100)

1/2/3 - Let the horsemen grumble and whinny, they are bound to serve. The safety of this fortress is more important than any one man's comfort. On that note, George puts himself full-bore into the repairs. He focuses primarily on gate, that they might close it in the future. This is more difficult than simply hauling stone, however, so he personally oversees the work to bring the gate up to full function.

> + [Frontal Fort To-Do List] - Grants all actions towards repairing the fort a + 15 for the next 3 (noncombat) turns, after which it must be reevaluated

>>45895

Name: Γεώργιος ὁ Σοφός, μάγιστρος τῶν ὀφφικίων

Fluff: George was born in a thriving trade city situated on the eastern coast of the Glorious Empire, before its great decline. His father was an imperial official of moderate standing, and when he came of age young George took up the same profession. He started as a scribe, learning his letters and numbers and performing whatever work he was asked. In the imperial academies, George was seen as something of an oddity. He doted over law and regulation like the boys doted over women, and seemed to have few interests outside his learning. It came as no surprise when he graduated the academy that he was to be given a clerical position within the Empire. His mathematical acumen and keen intuition helped him advance quickly, though he had no particular ambition for higher status. George simply wanted to find the place where he could best ease the Empire's troubles.

Unfortunately, the Empire's troubles found him. As the regency declined into chaos and strife tore up the Lands of the Empire, George was hastily reassigned. He was sent out to one of the few remaining Imperial strongholds, the Fortress of Lavius's Spite. At first he was grateful for the position, an easy magisterial job far from the chaos of the Capital. But the Garrison's numbers dwindled, and from the East dire hordes came roiling, intent on rapine and destruction.

For much of the initial siege, George holed himself in his office at the Rear Fort, ill-prepared for even the threat of combat. He had no heart for war, and the sight of death turned his stomach. So he cloistered himself away and let more competent men lead the battalions.

But duty does not abide weak hearts. Reluctantly, George finally emerges to perform his solemn work. In these dire times, the last loyal men of the legion could use a reasoned mind. Their supplies were scarce and their armaments strewn wasted outside the walls. It would fall to George the Wise to turn this unregulated mass of bloodthirsty soldiers into a disciplined regiment. If he can't, he's as good as dead.

Class: Auxiliary [Imperial Official/Quartermaster]

Location: Rear Fort, Magister's Office

Health: 10/10

Gear:

+ [Lorica hamata] - 5 to attacks against you

+ [Pugio] – A dagger, + 2 to melee rolls

Inventory:

+ [Big Scroll of Everything] - A magical scroll which George can write down anything he can think of, and if he remembers it can recall upon a moments notice. (Mental Hammerspace Scroll)

+ [Phoenix Feather Quill] - Bright orange and smelling slightly of smoke, a gift from his father when he left for the frontier. Writes in an unlimited amount of ashes when it touches paper or other surfaces. Unbeknownst to George it still possess some of the magic of the bird it was plucked from, and can rebirth him once if he were to die.

Bonus:

+ [Excellent Quartermaster] - When a man reaches such skills of logistics such as George, balancing the books and recordkeeping is mere child's play. He's so skilled he can even, once a day, find something mysteriously buried in the deepest records of the fort, and make it appear.

> + [Frontal Fort To-Do List] - Grants all actions towards repairing the fort a + 15 for the next 3 (noncombat) turns, after which it must be reevaluated

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41c6d8 No.45986

Dice rollRolled 67 (1d100)

>>45965

I’m going to use the favor to reroll my food turn. Big boy’s gotta eat.

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29e36c No.46010

File: 59f653482538429⋯.jpg (66.29 KB,564x786,94:131,3bdeb1fad84c739a69d562db64….jpg)

Dice rollRolled 95, 74, 56 = 225 (3d100)

>>45889

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

>15 to the initial charge of your Equite unit in the next combat encounter

1-3; Get on my horse and help the counter push against these beasts

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0b8275 No.46127

File: 04cc8278f73dfb0⋯.jpeg (155.11 KB,788x900,197:225,177702.jpeg)

File: 08501d8f42f71e3⋯.png (945.96 KB,880x550,8:5,monstrum.png)

>>45897

1/2/3. The first room boar happens to run into would just so happen to be the lord's chambers, wherein the lord himself was busying being eaten alive by several small creatures. Stepping over his corpse you walk towards his boudoir, tearing the door open as the sounds of flesh being torn from bone echo behind him. Seeing a wickedly curved sword in the back of the room Boar heads straight for it, taking the and securing it to his belt, before turning and walking back out the room. On the way out, over the screams of the dying drow Princeling, Boar also spots a decent looking cuirass as well, snagging that and hurrying out the room.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher then 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

>>45898

>>45903

With no time to spare Zhayed swoops down to your rescue. Blood has run down from his face into his eyes however, and he misses his mark, though you do manage to grab on something loose and furry. Two of them…

The bird caws wildly as you are dropped onto the top of the wall, before mounting up again and heading out into the fray again.

1/2/3. Though you have bigger prey in mind then these petty reinforcements. No, you want a bigger fish, the biggest fish that you can find. A singing fish, 5 of them. Flying off over head in the darkening sky, though thankfully the rain has turned from a torrential downpour into a steady stream, you gracefully soar over the woods. Surveying the foliage below for any sign of the group you do manage to spot something. A pulsing red circle in a clearing, drawn in a shape… A shape that burns your mind, it etches itself into your skull and you feel… wrong the longer you look at it. Suddenly the circle ignites into a lumious glow as arcane bolts of red energy shoot out from its corners. at random. It's one of these such bolts that catch you in the chest, and the last thing you feel is your hands slipping off the reins and you once again falling off Zhayed, and the sword that was in your hand, slipping out…

When you come to the ground quakes beneath your feet, a giant figure walking away from you, from the circle, towards the wall…

Your entire body aches, Zhayed is roosted in a tree nearby. You go to call out to him but blood reaches your lips before words.

>Health: 2/10

- [Spatha]

>>45899

1/2/3. You slowly and steadily advance towards the figure, still reviling in his profane act. This isn't right, this is an abomination. Every bone in your body, every hair on your neck, your very eyes throb as the ritual progresses. This man is a necromancer, one of the few forbidden schools of magic in the empire, one that your master warned you about the most.

These men commune with powers far beyond mortal understanding, and it was the work of the necromancer that almost doomed the entire world not 200 years ago, if not for the noble act of a Frumentarii not unlike yourself. Of course no non-Frumentarii knows this, the empire is far better off not knowing how many times it has stood upon the precipice of destruction. It is only brave men such as yourself, and the one who taught you, that keep this world together, that stand in the darkness and fight for the light. You will not let Zeno down, you will not let his death be in vain. With bated breath you raise the knife, preparing to strike.

The blade falls and pares into supple flesh. The lich-to-be is surprised, but turns around and quickly throws you over his shoulder with superhuman strength. You strike a tree opposite of the ceremony, and as the mage makes his way towards you a terrible cry fills the air

NYAAAAAAAAAAHHHHHH

With this a figure emerges from the treeline, skeletal face bemusing a blue body. He raises a hand and shoots a ethereal blue stream of energy from his palm, striking the other mage and throwing him from the ritual circle to a position roughly a 1/4 the circumference of the ritual circle from you. He raises his hands and cackles towards the skull, and as if following his beck and call bolts of bright red lighting erupt from the ground, arching out into the sky at random. The man can apparently summon swords, as one falls rather dramatically from the sky and right into the face of the siren, killing her and splattering her face across the circle.

=AT LONG LAST, I'LL, SKELETIUS SHALL HAVE THE POWER WHICH I SEEK!=

With this the ground tumbles, cracks, and a giant eye emerges from the circle, encompassing the body of the siren, the lich, and even yourself. The void subsumes you, everything stops. You pass through the eternal blackness before being throw awake outside of the circle. Above you a giant creature of many forms, all horrifying and unknowable, strides from the circle and towards the wall, each footstep shaking the earth.

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0b8275 No.46137

File: c953774f81f812a⋯.jpg (138.54 KB,900x578,450:289,azathoth_____by_lost_of_ex….jpg)

File: 0f457e134ee119c⋯.png (164.52 KB,1280x1024,5:4,truth__s_eye___fma_by_droi….png)

>>45910

1/2/3. Boar takes one room, you decide to take the other. By some divine luck you stumble into the Mage's library for the lord of the town. Said mage puts up a feeble resistance as you impart your rocky greetings upon his face, but he eventually relents. For your compassion you are rewarded with the book the mage was holding, along with a really shiny necklace he was wearing.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn.

>>45911

1/2/3. Rising from your unholy act you begin to feel the power coursing through your veins already. At the height of ecstasy your moment is ruined when you feel the cold iron bury into your neck. A force outside yourself forces your arm to move, gripping the hand which holds the blade and throwing the attached body over your should and far outside of the circle, the form crumpling against a tree.

Returning to the ritual you motion to raise your hands, to beckon the eldritch energy forth from the ground , but a familiar voice stops you cold

"No, it cannot be… not now! NOOOOOOOOO!"

"NYAAAAAAAAHHHHHHH"

"Skeletius, you bastard!"

With this your old master raises a blue arm, shooting a steam of ethereal blue energy from his fingertips, striking you and rending the hole where your soul should be.

"==Dance my slave, my PUPPET, for I Skeletius shall rule over all, my reign shall commence with the shattering of that measly fort of yours, and your SOULS shall be the FIRE from which my BLAZING INFERNO of an APOCALYPSE shall grow!=="

Slamming into a distant tree from the magical attack, you slump down to the ground and can only watch as your old master resumes your ritual. He raises his muscular hands into the sky, and as if answering to his beck and call red tendrils of energy rise as well, arching into the like crimson lighting. As if on queue a sword falls from the sky, dropping and slamming with a wet thunk into the siren's face, quieting her soft sobs at last.

"==AT LONG LAST, I'LL, SKELETIUS SHALL HAVE THE POWER WHICH I SEEK!=="

The ritual complete, the Master has claimed his stolen power from the apprentice, though as he had taken part in this ritual an inkling of favor was granted upon him as well. Though you can feel a fraction of the power granted to your master from this link, and what small amount you can sense is more then you could ever imagine in your entire life. A giant eye emerges from the ground, encompassing the ritual circle and even swallowing you and your would-be assassin whole. You pass into a level of the other world and you have never visited before, a primordial void of utter blackness, the sole inhabitant a pulsating form of utter madness. Your eyes burn, then bleed, then pop; your skin crawls, then you see (without your eyes) that its a shifting mess of flesh and eyes, teeth, and hair. You scream with a mouth you no longer possess as you drift closer towards the shape, it reaches for you with uncountable appendages…

Everything fades, then comes into focus all at once. You awake with a start in the woods, your wounds (excluding the most recent one on your neck) have healed, and you can feel a new power coursing through you. Above you a giant creature of shifting forms and many colors strides towards the wall, the earth quaking with each step…

> Health: 6/10

>Spells:

+ [Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

+ [Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

+ [Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

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0b8275 No.46138

>>45900

1. In your gallant attempt to help corral the wounded towards the field hospital some distance from the frontal fort, your good deeds are only rewarded with an arrow to the leg, and after you manage to snap the shaft off the head still cuts deep.

>Health: 6/10

2/3. Not willing to miss anymore of the battle then you already had, you take Pingue and dive once more into the beastmen ranks, tearing into the enemies flank as they move towards the bridge crossing the chasm, towards the opened gate.

>>45901

1. "Praise Neptune!"

+ [Small Blessing of Neptune] - Use to give a +10 to a roll involving horses.

2/3. Forming up with the rest of the forces atop the corpse wall made by Vincentus and his men, you make ready for the incoming beastmen wave, who charge though the gates and impact with the line of roman iron. You throw the first wave back and the back ranks unleash their pilia into the fuzzy horde, cutting a bloody path in the admittedly stronger beastmen.

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0b8275 No.46140

File: 701c3edab336c19⋯.jpg (111.42 KB,777x437,777:437,Decimation-777x437.jpg)

File: 65103bbec095eaf⋯.jpg (262.89 KB,1920x2501,1920:2501,GFmc66T.jpg)

>>45913

1. You make your way towards the fallen champion, raise your sword high into the air, and with one fell swoop separate its head from its neck. Picking the bull up by the horns you allow the blood seeping from its stump to wash over you, greedily gulping it down in your bloodlust.

2. Turn to your men you raise the vitis to beat those not already running towards the corpse wall at the gate, but half of the men are already there and the ones that aren't are currently sprinting away from you. They form up just in time to greet the first wave of the new wave, which is much larger and better equipped then the prior wave. Still they are driven back, and following the lead of Bobius, the new and up-and-coming centurion, you order the men to let loose with pilum and spear, tearing apart the first line of the enemy forces.

3. Most the beastmen are under the firing arc of the artillery, but the scorpion lets loose with rapid fire, cutting down a multitude of beastmen.

>>45914

1. What is a rock but a fragment of the earth, and what is the earth but one large shape, destined to bring all its pieces together in the end, so all you must do is use the momentum of the earth turning to separate a part of itself from itself, and the earth will do the rest. The only trouble is the proper amount of rotational torque to turn into linear acceleration…

+ Rock throw 7/15 (one dwarf catapult)

2. Part of the issue with your current method is that you are limited in the size of stone you can shape, limited to mere pebbles and loose dirt. If you could take the larger stones and bend them to your will, perhaps then you will be able to make shapes with more permanence.

+ Shape Stone: 5/15

3. The largest of the horde is already moving into the gate by the time you manage to get the ballista loaded and aimed, but you are able to get a shot off by heaving the weapon onto your back and having a nearby engineer fire the weapon. The recoil does do a number on your back however

+ [Sore back] - - 5 to all movement rolls for the next turn.

>>45915

1/2/3. The top of the festering wall is manned all around by stern weary romans, but this time the Romans handily drive the first wave of the beastmen pack, and following suit with the rest of the line, unleash a storm of pilia into their ranks, devastating the first line. The second is all the bigger however, and they come rushing at you with rapid abandon.

>>45921

1/2/3. The enemy has mostly advanced past the point where onager fire would be effective, but the golem still stand, mocking you, taunting you…

THIS SHALL NOT STAND

This is what you think when you are flying through the air, fist outstretched towards the rocky face of one of the siren's protectors. But as you fly you see something else, something much bigger then any golem or mountain that you've seen for that matter. Its form burns your eyes, it meanders across the ground, everything shakes when it steps, and it fills you with a deep sense of dread.

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0b8275 No.46141

File: 2a92d152c0c5ccd⋯.jpg (79.2 KB,736x606,368:303,8a6d762520543b96949da49d37….jpg)

File: 3ceeb7ebee45e88⋯.jpg (94.32 KB,600x600,1:1,255.jpg)

>>45949

1. Glittering Gold, shining baubles. All of these and more are around you in inordinate amounts, but one target strikes you as odd, a large… thing, in a cage. Feathery and cowardly, it shirks from your gaze. You almost disregard it as a odd specimen of the drow, except on thing does manage to catch your eye, one fact about this thing that fills you with rage, with anger, with hatred. A knife is strapped to its waist, long and curled and coated in blood. But more then that, it has a scarp of cloth on it, a very distinct scrap of cloth…

You leave the room several minutes later, your axes filthy with gore and a literal spiritual weight lifted off of your shoulders. You almost trip over a object as you step out of the room and onto the ascending stairwell, being truly the last man in the underdark not dead or dying. You pick up the small, wooden object; A bear, paw outstretched and mouth open in a fearsome roar. A bear of Wōdan, for those who settle debts.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you.

2/3. Everyone has left, but your anger still burns strong. With the favor of Wōdan tied around your neck you draw your axes once more, and echoing the berserkers of old days you dive forth into the crowds, cutting and reaving a bloody path through the monsters to the exit above. Eventually you are touched by… not the light of day, but of a horrid amount of rain and some ungodly stench.

Tiermenschen. The drow are around you, some crying, some tended to their wounded, others nervously training their crossbow on the cave exit just several yards behind you. Boar, who is the legionnaire from your previous expedition to the mountains, how long ago that was, seems to be rallying the survivors and marching them towards the wall below.

>>45910

>>45897

>>45949

You all are only halfway down the mountain when you hear it. A massive, collective roar and the scrabbling of thousands of insectoid feet. They come pouring out of the cave in the thousands, following the scent of blood, and moving straight down the mountain and towards the battlefield.

>>45965

1. You manage to find a new stew boiling in the camp, choicest cuts of goat and bull you're told. It has you feeling much better.

+ [Well-Fed] - You are full and feel great. + 5 to one action next turn, of your choice.

2. You are in perfect health, but the doctor gives you a once over anyway. He is astonished by your wounds, which appear to be freshly healed. The man claims you must be favored by Jupiter, as he personally carried you to the triage center with a spear still in your chest.

> Health 10/10

3. Your men are still engaged in combat you are told, apparently under the command of a new centurion while you recover.

>>45978

1/2/3. Moving into the wall from the side entrance you make your way towards the gate control, under armed guard with a personal detachment of the Legate's retinue to ensure your safety. The Gate mechanism is entirely trashed, the one sigh of what happened being a broken and bent spatha near the wheel that housed the chain used to pull the gate shut. The chain, as thick as a man's forearm, is also sliced in half at its middle link.

You quickly write down a list of what will need fixing in order of highest priority before exiting the room, which could at any point be overrun by beastmen.

+ [Gate Repair To-Do List] - Grants all actions towards repairing the gate a + 15 for the next 3 (noncombat) turns, after which it must be reevaluated

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0b8275 No.46142

File: 4c1c3aa97c4fbae⋯.jpg (107.09 KB,618x435,206:145,article_post_width_Ryse_Sw….jpg)

>>46010

1/2/3. You mount up and ready the Equio for a stabilizing charge for any point in the line where the beastmen could break through, but it is just as you form the lads up that a cacophonous sound comes from the hills to the side of the wall. You spot some… lighter skinned humans, running down the hills, a roman and a mage among them, and a barbarian, covered in black blood. The mage that is…

You ready the men to charge the mass of monsters charging down the hillside, directly at the flank of the roman lines. Only when you give the order to charge do you feel it. The ground quakes beneath your feet.

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0b8275 No.46143

File: b871a43df5961de⋯.jpg (74.88 KB,873x627,291:209,beastmen-charge-alex-boyd.jpg)

Dice rollRolled 84, 67, 25, 13, 76, 19, 15, 1, 34 = 334 (9d100)

1/2/3. Allied Defense Rolls

+ 10 [Centurions' Presence]

+ 15 [Legate Presence]

+ 10 [Successive Victories]

4/5/6. Beastmen Attack Rolls

+ 10 [Very Strong]

+ 15 [Beastmen Elite]

- 10 [Bloodied]

7/8/9. Monster Attack Rolls

+ 15 [Ravenous Swarm]

+ 10 [Bloodlust]

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0b8275 No.46144

File: c2c7adafb426e91⋯.jpg (178.08 KB,960x615,64:41,roman-legions-second-punic….jpg)

File: ebad898539f5a22⋯.jpg (133.48 KB,1920x1200,8:5,1519160074572.jpg)

Day 16, Week 3

A new front forms as the Beastmen elite pushes into the fort across the bridge, and the monsters rushing down the mountain are meet with a steely blade of roman knight as the Equio led by the enigmatic man known only as "The Spaniard". The Beastmen are met with equal pushback by the Roman line, standing triumphant on their mound of corpses. An expedition long forgotten returns, short one roman but a surplus of a few hundred Drow. The beat of the earth, felt by all, forebodes and ominous and deadly power that is making its way to the fort.

Step

By

Step

>Supplies:

2 Weeks of Food

5 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 3/10

Towers 4-5 Health: 4/10

Tower 6 Health: 5/10

Wall Health: 24/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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5ec64c No.46145

File: e800ec64c457408⋯.jpg (55.61 KB,590x814,295:407,3b76793215c712a16206359231….jpg)

Dice rollRolled 5, 87, 70 = 162 (3d100)

>>46144

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Rear Triage Camp

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Black Rock] A black rock given by a drow

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1. By Mar’s hairy ballsack this has been a fuckin long day, find my Centurion and report in all this mess that has gone on.

2-3. Get all the drow women and children somewhere safe while getting the men properly set up on the defense, more of those things are gonna fuckin come out of the hills for sure.

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982a5d No.46146

Dice rollRolled 72, 87, 83 = 242 (3d100)

>>46144

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 2/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damge to ranged attacks but the natural roll must be above a 40 to hit

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

1/2. Shoot the titan

3. ranged training

"ughhh…wtf is that thing…gotta kill it…lost my sword…have to use the bow…hopefully I can learn how to use the damn thing…lets go Zhayed."

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113bed No.46147

Dice rollRolled 24, 9, 22 = 55 (3d100)

>>46141

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 3/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 7/10

1. Once again sound the horn. it's the fastest way I can think of to call out for my brothers at the rear fort, and let everyone know to form up for the beasts coming. The legionnaire is guiding them maybe if they still have spines this can bolster their hearts.

+ [Goat Horn]

2-3. Fight the beasts. Use my bow and arrows until I have none left, then draw my spear and Meet their charge with it ready to rip them to shreds. If it seems that I may be overwhelmed, invoke the totem, but do not do so without dire need.

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9fb425 No.46148

Dice rollRolled 71, 37, 47 = 155 (3d100)

>>46144

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus:

[A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

Small Neptune Blessing

1 Bobius knew the feeling of a cavalry charge and this wasn't it. It was bigger. Vast. Titanic. "BRING MORE AMMO FOR THE BALLISTA! HAVE THE SPARE MOUNTS PULL BARRELS AND BUNDLES TO THE WALLS" +10 Small Neptune Blessing. +10 Bronze Armilla

23 "HOLD THE LINE AND LOOSE YOUR NEXT PILIA. ADD THEIR CORPSES TO THE WALL" +10 Bronze Armilla +10 Vitis

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471dd7 No.46154

Dice rollRolled 83, 84, 16 = 183 (3d100)

>>46138

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

+ Golden Coin (Press into flesh when in need.)

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

———–

1. No time for rest! I continue to assault the beastmen from the skies!

2. Defend the good roman men to the best of my ability, make time for anything that is being prepared.

3. Continue to attack the beastmen, I won't stop until ever last one of them is dead.

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10d64b No.46157

Dice rollRolled 56, 91, 40 = 187 (3d100)

>>45913

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 9/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-3: HOLD THE LINE AND KILL 'EM ALL!!!

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b163ce No.46165

Dice rollRolled 28, 59, 37 = 124 (3d100)

>>46127

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

I have gazed upon the void, the void gazed back and it spoke unto me "I am death, destroyer of worlds heed my cry mortal and perish"

I stared back and spoke thusly "I nolunt"

Action 1-2 I know what I must do, I kneel and I pray to my gods for aid, I know they are always listening and I know in my long career as a frumentarii I have brought them pleasure with my infliction of fear and panic in my enemies, but now I need them more then ever.

"Metus, Pavor, Terror" Lend this humble champion your aid so that I might strike a deep blow into the unholy beast that has been summoned.

Action-3 I shall set out to combat this giant beast, for it is my duty…I tried to prevent this yet I did not thus I am directly responsible…I will kill this thing or banish it whatever the cost

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29e36c No.46166

Dice rollRolled 6, 31, 47 = 84 (3d100)

>>46142

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

1-3; Continue engaging them for as long as possible. We must buy time for the line to push the beastmen back!

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29e36c No.46169

>>46144

When do we get healed from the Rain?

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a87a1c No.46170

Dice rollRolled 43, 96, 53 = 192 (3d100)

>>46137

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Followers:

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3:"That FOOL, ruining me at the height of my power! if he'd hadn't attacked me i could've gained so much more, Yet here we are, being forced into a massive mess. No matter the book will help me deal with this creature." Servius starts looking through the book looking for some sort of bind or ward against the giant eldritch creature, if he finds anything at all he'll use it against the thing.

[Greater Raise Dead] 2/10

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0b8275 No.46171

Dice rollRolled 98, 25, 41 = 164 (3d100)

>>46166

1/2/3. A new wave of fresh and full monster from the deep rush to meet you, some already gorging themselves on their fallen comrades.

+ 15 [Ravenous Swarm]

+ 10 [Bloodlust]

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0b8275 No.46172

>>46146

>>46165

>>46170

each of you please roll a 1d100 Resolve test attached to this post, witch applicable bonuses applied

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a87a1c No.46173

File: d163ef157cbdc0f⋯.jpg (77.71 KB,368x483,16:21,005.jpg)

Dice rollRolled 38 (1d100)

>>46172

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a87a1c No.46174

>>46173

Forgot bonus +15 [A wanderer of the Abyss]

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982a5d No.46175

Dice rollRolled 98 (1d100)

>>46172

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Sash] +5 to resolve to resolve tests to npcs near you

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64a89c No.46176

Dice rollRolled 81, 77, 27 = 185 (3d100)

1/2 -Drow? *Drow?!* What in the Gods' name are these creatures doing on the surface? George doesn't trust it one bit, nonhumans manning the defenses, but it isn't his call to make. If they're here, they're here. And since they ARE here, despite his better intuition, it's his job to supply them. Bring them bows and pila - they do know how to use those, right? - and piles of rocks to hurl down from the battlements, should they need. Make it clear they are not to engage the enemy on the field. That runs us the risk of them turning and joining the foe in battle.

3 - That being done, George still has a gate to fix. He already has a plan in mind, and a few begrudging helpers to make it a reality.

>+ [Gate Repair To-Do List] - Grants all actions towards repairing the gate a + 15 for the next 3 (noncombat) turns, after which it must be reevaluated

>>46141

Name: Γεώργιος ὁ Σοφός, μάγιστρος τῶν ὀφφικίων

Fluff: George was born in a thriving trade city situated on the eastern coast of the Glorious Empire, before its great decline. His father was an imperial official of moderate standing, and when he came of age young George took up the same profession. He started as a scribe, learning his letters and numbers and performing whatever work he was asked. In the imperial academies, George was seen as something of an oddity. He doted over law and regulation like the boys doted over women, and seemed to have few interests outside his learning. It came as no surprise when he graduated the academy that he was to be given a clerical position within the Empire. His mathematical acumen and keen intuition helped him advance quickly, though he had no particular ambition for higher status. George simply wanted to find the place where he could best ease the Empire's troubles.

Unfortunately, the Empire's troubles found him. As the regency declined into chaos and strife tore up the Lands of the Empire, George was hastily reassigned. He was sent out to one of the few remaining Imperial strongholds, the Fortress of Lavius's Spite. At first he was grateful for the position, an easy magisterial job far from the chaos of the Capital. But the Garrison's numbers dwindled, and from the East dire hordes came roiling, intent on rapine and destruction.

For much of the initial siege, George holed himself in his office at the Rear Fort, ill-prepared for even the threat of combat. He had no heart for war, and the sight of death turned his stomach. So he cloistered himself away and let more competent men lead the battalions.

But duty does not abide weak hearts. Reluctantly, George finally emerges to perform his solemn work. In these dire times, the last loyal men of the legion could use a reasoned mind. Their supplies were scarce and their armaments strewn wasted outside the walls. It would fall to George the Wise to turn this unregulated mass of bloodthirsty soldiers into a disciplined regiment. If he can't, he's as good as dead.

Class: Auxiliary [Imperial Official/Quartermaster]

Location: Rear Fort, Magister's Office

Health: 10/10

Gear:

+ [Lorica hamata] - 5 to attacks against you

+ [Pugio] – A dagger, + 2 to melee rolls

Inventory:

+ [Big Scroll of Everything] - A magical scroll which George can write down anything he can think of, and if he remembers it can recall upon a moments notice. (Mental Hammerspace Scroll)

+ [Phoenix Feather Quill] - Bright orange and smelling slightly of smoke, a gift from his father when he left for the frontier. Writes in an unlimited amount of ashes when it touches paper or other surfaces. Unbeknownst to George it still possess some of the magic of the bird it was plucked from, and can rebirth him once if he were to die.

Bonus:

>+ [Excellent Quartermaster] - When a man reaches such skills of logistics such as George, balancing the books and recordkeeping is mere child's play. He's so skilled he can even, once a day, find something mysteriously buried in the deepest records of the fort, and make it appear.

> + [Frontal Fort To-Do List] - Grants all actions towards repairing the fort a + 15 for the next 2 (noncombat) turns, after which it must be reevaluated

>+ [Gate Repair To-Do List] - Grants all actions towards repairing the gate a + 15 for the next 3 (noncombat) turns, after which it must be reevaluated

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e0a5e1 No.46178

Dice rollRolled 1, 29, 17 = 47 (3d100)

>>45893

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Arriving at Front Fort now

Health: 10/10

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor.

1/2/3:

ROLLS TO KILL 'EM ALL. ASTOUNDINGLY LITTLE TO DO BUT KEEP FIGHTING FORWARD SINCE EVERYONE IS ALREADY FUCKING ENGAGED WITH THE MAIN FORCE AND INDIVIDUAL UNITS ARE DISORGANIZED AS HELL.

+15 to all rolls, +10 to men around me

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c59ffb No.46179

Dice rollRolled 31, 58, 8 = 97 (3d100)

>>46140

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (1/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1-3. I can neither change my course mid air nor stop it, so there is only one way to go. Hit that golem in the face! +10

+Muscle Wizard

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b37b8e No.46180

Dice rollRolled 20, 25, 28 = 73 (3d100)

>>46144

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

Location: Front

Health: 10/10

Class: Centurion – A commander, leads men from the front.

Gear:

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1-3. Well, I’m healed, so it would be dishonorable not to fight.

Go to fight personally against the horde

-[Gladius] +5

-[Well Fed] +5

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0b8275 No.46181

>>45764

>>46176

+ 1 [Porphyrogennetos Purple Pot of Greek Fire] - Can be used to set a enemy on fire for 1d6 + 3 Turns.

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29e36c No.46182

>>46178

Roman women are only good for fucking and making babies.

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09aa59 No.46184

Dice rollRolled 49, 38, 56 = 143 (3d100)

>>46140

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: 10/10)

"That noise…" Vincentus stopped in his bloody advance, cocking his head to the side and looking over his shoulder. "What is that…. noise…"

Vincentus had seen many things in his thirty-odd years of warfare, but insectoid monsters from the earth wasn't one of them. In his eyes the legionnaires swore they could see a kindling of fear for the first time.

But then it was smothered.

Vincentus turned about, his back to the carnage at the wall, and clattered his blade against his shield, screaming at the top of his lungs in a voice ragged from so much yelling.

"CENTURY! TO ME! ABOUT FACE! LOOK AT OUR BACKS!" he cried, pointing his blood-soaked gladius at the oncoming tide of bugs. "THE ENEMY BRINGS A HOST OF -INSECTS- TO OUR REAR! IF THEY HIT OUR LINE, WE'RE DONE FOR!"

Vincentus stepped forward, and in a heartbeat most of his surviving century followed him. Those that stood in place were quickly moved by icy glares from the veteran, glares they knew too well: insubordination was harshly punished in the legions, but Vincentus was absolutely merciless in his punitive measures.

As one, the century pulled away from the main line, and hustled towards the oncoming tide of bugs, spurned onward by the continued, rhythmic shield-clattering of their centurion. "RELIEVE THE EQUIO! HOLD THE BEASTS BACK UNTIL OUR BROTHERS FINISH OFF THE BEASTFOLK!"

1/2/3. Meet the advancing monsters head on, engaging and holding them to keep them from carving through our rear flank. +10 [War Dog], +10 [Vitis], +5 [Gladius]

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0b8275 No.46193

Dice rollRolled 20, 5 = 25 (2d100)

Resolve Rolls

1. Beastmen

2. Romans

+ 10 [Leadership]

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29e36c No.46194

File: 49007a3868b69d7⋯.jpg (73.83 KB,677x782,677:782,1494715763016.jpg)

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982a5d No.46195

File: c63417dd50ef974⋯.gif (2.62 MB,576x324,16:9,c63417dd50ef9742e1b154c674….gif)

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10d64b No.46196

File: 17844ec7ae72a2b⋯.png (68.08 KB,387x307,387:307,1448498864495.png)

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64a89c No.46197

File: cfaa519b4705da3⋯.png (41.34 KB,404x168,101:42,129140.png)

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afb840 No.46200

Dice rollRolled 56, 94, 8 = 158 (3d100)

>>43999

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

1-3. Gaius continued down his path.

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0b8275 No.46210

File: fc1f4daf4f677cf⋯.webm (1.16 MB,640x360,16:9,salt level.webm)

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9fb425 No.46211

File: c89aa46016d9204⋯.jpg (169.48 KB,2601x1922,2601:1922,Godhand Guts.jpg)

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b163ce No.46225

File: 4d91c5d47eda7b7⋯.jpg (71.41 KB,529x524,529:524,1507507142342.jpg)

Dice rollRolled 97 (1d100)

>>46172

Been busy, sorry for not posting lol

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09aa59 No.46226

File: c428006d214f00c⋯.jpg (44.53 KB,480x818,240:409,grab the fifty.jpg)

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daf6bb No.46240

File: 9e95101cac1adfb⋯.jpeg (46.34 KB,425x352,425:352,93629DA3-5E2F-4B65-931E-0….jpeg)

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5db4ba No.46241

Dice rollRolled 59 (1d100)

>>46172

I completely forgot about the resolve roll.

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0b8275 No.46347

File: 71f49f9651ee114⋯.jpg (136.25 KB,1170x780,3:2,KF_Yithian.jpg)

>>46145

1. Running from the mass of monsters and through the Equio's charge against them has gotten you very disoriented, and you only barely manage to find your centurion. He is too busy stabbing a beastmen to be concerned with your problems, ordering you to command your "new unit" and hold the rear from the incoming horde!

>Command:

+ 150 Drow Refugees

+78 Drow Crossbowmen

+ 20 Drow Pit Fighters

2/3. You quickly turn about face and order the women and children to return to the rear fort while having the Drow fighters form a defensive line, the fighters and yourself in front with the crossbowmen behind. You hope the wave of beasts will at least be bloodied before they reach you, but clinch your sword with the same mixture of excitement and fear as before…

>>46146

1/2. Mounting your trusty steed you take off, notching the massive spears that this bow calls "arrows". Let the first volley loose at the Beast's underside, as that is as far as Zhayed could fly in the few seconds it takes you to knotch the arrow and draw the string back, or rather that is simply how big the monster is. Several arrows embed themselves into the monster's flesh, which seemingly just subsumes the arrows…

3. With every shot you happen to become more accustomed to the bow, learning its idiosyncrasies and quirks. You feel yourself improving in measures opposite to your effects on the monstrosity in front of you.

Resolve Roll: Flying high you cross one of the many eyes of the beast, staring deep into it you see everything at once and nothing at all, and it terrifies you at such a fundamental level that you feel your very soul burn because of it.

At this moment of utter weakness however, you feel a bright, luminous force well within you, and the terror melts away. Burned out by the glory of the sun within you.

+ [Invictus] - You will not need to roll another resolve for this encounter.

>>46147

1. You are running with the rest of the survivors from the city, and as you sprint towards the roman lines you put the horn to your lips and let loose a mighty blast, but the roar from the battlefield drowns out the horn, and it only seems to spurn the beasts behind you onwards…

2/3. Turning about you fall upon one knee, and arrow already drawn back by the time you have the first target in your sights. The arrow flies from your bow and embeds itself in the flesh of a large monstrous beast beyond description. The beast only seems to be enraged by this, and charges you directly, Snatching you up in its meaty paws, it raises you to its mouth as you hack uselessly at its wrist. You cannot help but gaze into its gaping maw, a circular tunnel of rotating teeth.

You are saved by the grace of the gods, and the pilum of a equio thrown into one of the eyes of the beast. You hit the ground with a wet thud, monsters and romans fighting and dying around you.

>>46148

1. The pieces of artillery that still work and the men that can be spared follow your direction and loaded and spare men are diverted to crew them, on your order that is.

2/3. Returning to the wall, you stand with your men and fight the beastmen wave after wave, brothers falling by your feet, and the corpse will growing both wider and taller.

>>46154

1. From your high vantage point you dive down upon the devils below, Pingue tearing at the beastmen and drinking of their blood, and their pain.

2. Taking a brief reprieve you offer to take the worst of the wounded men back to the rear fort, to the better doctors and medicine then the field hospital some distance away.

3. Your return is hampered however, as the massive thumping in the ground below is revealed in its true terrible form to you, from your high vantage point. A mountain of flesh, meandering upon two legs. The pale imitation of a man, covered in eyes and dragging a massive vorpal blade behind it.

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0b8275 No.46351

File: 2a92d152c0c5ccd⋯.jpg (79.2 KB,736x606,368:303,8a6d762520543b96949da49d37….jpg)

File: c277c5beef92329⋯.png (19.62 KB,819x460,819:460,shittymap.png)

>>46157

1/2/3. The line holds as you slay beastmen after beastmen. A momentary distraction comes in the form of a man that looks familiar to you, a legionary you haven't seen in many days, but not thinking of it you tell the man to handle himself and his charge, and to take care of that damn line of charging monstrosities behind you.

>>46165

1/2. You offer your prayers to the gods of your line of work, gods of darkness and terror. They respond in a wordless whisper, and a single boon. Before you stands a small blade shard, the same size as that of your blade. Picking it up you feel it tear at your soul, but you know the power it wields is immense.

+ [Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

Resolve Roll: Upon looking at the giant monster moving towards the wall, you at first are stricken by how massive and terrifying the beast is. You can't even think of what to call it, as you swear it changes everytime you look at it. You are stuck in place, your feet unwilling to move…

That is until you pick up the shard, and it you feel its power course through you.

+ [A friend to Death] - You do not need to do another resolve roll for this combat encounter.

>>46166

1/2/3. You fight, but it is a losing fight, and before long it is more of an organized retreat as man after man is pulled down from his horse into the flurry of mouths and teeth, or both parties swallowed entirely whole. You do catch a barbarian about to be swallowed whole, and thinking quick grab a pila from a nearby fallen legionary and throw it at the eye of the beast, causing it to drop the man and scream in pain. The line of battle broken as the beast slip through the cracks, and you are forced to pull the Equio out and reform a distance away, putting your men between the horde and the field hospital.

>>46170

1/2/3. The book you lost is still fresh in your mind, and what luck that is for you, though unfortunately there no passage you remember reading regarding attack giant eldritch monstrosities. Perhaps it would be better to attack the creature directly, to damage its form and thus weaken the concentration of the spirit binding it to this world. To make a meaningful effect though you will have to hit the beast quite hard, perhaps it may even take the effects of the whole garrison of the frontal wall to fully disrupt the creature and break the binding spell.

> Greater Eldritch Blast 4/20

>>46176

1/2. The Drow women and children are making their way to the rear lines and fort, and you are already taking their needs and housing into account. The men however are already forming up into a organized battle lines, lead by a roman in very flashy armor. You have the servents secure weapons for the drow who have none, but they scorn your offer of "inferior equipment" and prefer to fight instead using their hands and feet.

3. There is only so much you can do without a reforged chain and a newly carved mechanism, but you do take the men at hand and move them into the wall and begin cleaning up and organizing the beggings of the repair process.

+ Gate Repair: 2/35

>Note: The frontal fort is in combat, so your bonuses do not apply, however, they also do not degrade from their initial 3 turn limit.

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0b8275 No.46356

>>46178

1/2/3. While this wasn't the legate's first fight, it was her first true battle, not some orderly engagement against a small force of scared farmers, or a mop up against a already defeated foe. No, this was something entirely different, and the girl was for lack of a better word, lost…

She was so lost in the chaos that she did not notice the horrors approaching from the flank, nor did she feel the slimy tentacles of one of the creatures until it was already wrapped around her legs, neck, and waist.

Quickly grabbing at the strange feels wrapped around her, Priscilla manages to get out a quick "Owo what;'s thi-" before the beast wraps its tentacles into a vice-like grip and tears her off her feet and towards it, crushing her like some grain under a pestle. Her armor manages to withstand the squeeze so much as to not have her chest caved in, but her throat is caved in under the pressure. When it just seems like things can't get any worse, the tentacles, apparently lined with small teeth, start writhing over her flesh, cutting her severely…

>Health: 5/10

+ [Bleeding] - 1 Health/turn until patched up, which you can do in the field yourself.

>>46179

1/2/3. Falling gracefully and accelerating majorly you descend, fist cocked back in preparation, towards the frozen golem's face. With a thunderous crack you strike the beast on what appears to be its chin, rending a large chunk of stone into dust and descending down its length before coming to a rest on the ground. The creature does not move, infact the force animating it seems to have left entirely.

Its just a pile of rocks now.

>>46180

1/2/3. Feeling much better you grab your gear, suit up, and head back towards the fight. You are greeted just outside of the hospital by a line of wounded proceeding towards the hospital, though not under their own power, for any man who can move himself is a man who can fight. A line of bloodied Equio greet you as you head back into the fray, standing as a equine line between the horde of monsters pouring out of the mountain and the field hospital you just left.

You manage to arrive back at the frontline, to your men, just in time to see every roman and beastmen in sight turn and look in abject terror at the giant figure moving towards the wall, taller then the surrounding mountains.

>>46184

1/2/3. Bringing the remaining men about, along with whatever stragglers that had lost their unit and were looking for some semblance of order, you form a solid line of roman iron alongside what appears to be a grouping of pale, lithe humanoids led by what looks like a legionary who had raided Nero's armory. The first fleshly wave slams against you as the Equio pull back; beasts as large as trolls with chittering maws, and others defying description, claw and snap at your men, only held in place by fear of you and the pressure of the beasts bearing down upon them.

An eager worm slips past your shield, its mouth opening to reveal a chasm of gnashing teeth. With a solid chop you seperate the tip of the beast from the rest, only for the same expression to greet you further down its length. You see the legate, her frail form, snatched up unexpectedly by a monstrous beast, and under duress as the creature attempts to squeeze the life out of its meal with its malicious tentacles before no doubt swallowing it whole. You are about to spurn into action when everything seems to stop, the men, the beastmen, the beasts, and your heart. Everything seems to turn to see the figure, moving through the clouds and towards the wall, towering taller then the mountains and with a undulating form in pale imitation of man, but wrong.

What is this?

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0b8275 No.46357

>>46200

1/2/3. What is time, how long have you been gone, where are your shoes, and now that you think about it, when did you get all this skin on your arms?

Shedding the mortal coil you proceed amicably onwards down the path ahead, further into the realm of madness and gods know what else.

The land shifts and moves like a furious ocean beneath your very feet, but your feet are not your own. You have moved past the form you once held in the land of the living, and should you choose to remain in this world this form will become your own, and this place your prison. The Volcano is nearer now, just over the horizon. It sneers at you.

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0b8275 No.46358

File: 65103bbec095eaf⋯.jpg (262.89 KB,1920x2501,1920:2501,GFmc66T.jpg)

Day 17, Week 3

Fear, it is a strange thing. Animals feel fear when they are sure that that which invokes it in them means them death, but we have refined fear into something more. Fear of a child dying, fear of the infidelity of a lover, fear of the unknown…

Humans have turned fear into a an art form, with their myriad forms of fear, of terror. And in deep places of the world, and in places the world has long forgotten, there are such beasts that feed on this fear, the fear of sentient life. They relish in it, are consumed by it. To them a fearful batch of men is like a feast, waiting to be consumed. If this is the case, then the eldritch thing making its way towards the frontal fort, the earth shaking with every one of its footfalls, has just found a larder stored full for winter. No being on the battlefield can find it within in them to fight the thing ahead, to stand their ground and resist this force. The beastmen retreat from their hold in the wall, scurrying over each other to cross the bridge and up the mountains, or even throw themselves into the chasm below in an effort to escape what comes. The Romans fair little better, men abandoning their posts and running in terror from the incoming form. Only a staunch few can stand their ground, and only barely. Even the beasts from below give pause, before they too make for the mountains overhead, instinctual fear driving them onwards.

Will the defends rally and see off this unholy threat? Or will this beast pass through the fort and ravage the fear filled empire awaiting its arrival? The very air is poisoned by its presence, can the defenders survive the miasma and find victory?

>Supplies:

2 Weeks of Food

5 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 3/10

Towers 4-5 Health: 4/10

Tower 6 Health: 5/10

Wall Health: 24/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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0b8275 No.46359

Also everyone that hasn't done so and is at the wall needs to roll a resolve roll

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9fb425 No.46360

Dice rollRolled 3, 60, 75 = 138 (3d100)

>>46358

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus:

[A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

123 Take Command of the Artillery and Issue the order to fire at will. If I stand with my men we will be unbreakable. "Valiant Romans till the end, and when you meet your ancestors tell them you did not run and you did not hide, but fought bravely and truly."

[A scholar of Zeno] I do not bend and neither do my men.

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9fb425 No.46361

>>46360

+10 Armilla +10 Vitis

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0b8275 No.46362

Dice rollRolled 70, 45, 78 + 25 = 218 (3d100)

1. Summon Shoggoth

+ [Master Caster]

2. Cast Raise Dead

+ [Master Caster]

3. Permanence Ward

+ [Master Caster]

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64a89c No.46364

Dice rollRolled 2 (1d100)

>>46359

Resolve roll for George

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982a5d No.46365

Dice rollRolled 43, 37, 73 = 153 (3d100)

>>46358

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 2/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damge to ranged attacks but the natural roll must be above a 40 to hit

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Invictus] - You will not need to roll another resolve for this encounter.

1. Shoot the Titan

[Blackwood Bow], [Advanced Training]

2. ranged training 4/10

[Blackwood Bow], [Advanced Training]

3. Fly down and get my sword.

"This feeling which arises from my breast, it is like I am being comforted by a magnificent father. A father so great that I can only hope to be so grossly incandescent as him. Sadly however It would seem all the griffin riders but Lucenia have returned to base. Perhaps he and I could engage in some Jolly Cooperation? Regardless there is an impulse which came alongside this comfort, something primal. With every beat of my heart I feel compelled to travel down to the spot where those red beams had come from. I have a suspicion that whatever it is, it is related to the monstrosity before me and therefore must be investigated."

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471dd7 No.46366

Dice rollRolled 81, 78, 41 = 200 (3d100)

>>46347

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

+ Golden Coin (Press into flesh when in need.)

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

———–

1. If we Romans are ever going to be in need it is now. I take the golden coin that was given to me and press it into my skin, even if it is merely a placebo I pray it gives me the strength to protect Rome.

2-3. Kill all thoughts, I shall fly atop my trusted friend Pinque towards this foul monster and will do everything in my power to kill the thing. If I cannot kill it then I will give my life so that the others can/

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64a89c No.46367

Dice rollRolled 89, 11, 2 = 102 (3d100)

For a time, George is furious. These inbred, cave-dwelling nonhumans refuse to even use weapons? Are they masters of some arcane pancration, or simply vain morons?! Let them kill themselves then, trying to fight armed monsters with their bare hands. His anger immediately leaves him, however, at the sight of the *thing* on the horizon.

George quails, nearly stumbling off of the wall. He could scarcely make out the form, but the mere implications of its presence drove all the courage from him. Fifteen years of schooling had steeled him for the rigors of combat and scarcity, but no tutor had prepared him for this. He turns and he runs, scrambling down the ramparts.

1/2/3 - After some time trying (poorly) to compose himself, George orders the artillerymen to gird themselves and fire upon the creature, directing their attacks towards its center mass. Chthonic horror of Hades it may be, but it has physical form, and it can still burn - he hopes.

>>46351

Name: Γεώργιος ὁ Σοφός, μάγιστρος τῶν ὀφφικίων

Fluff: George was born in a thriving trade city situated on the eastern coast of the Glorious Empire, before its great decline. His father was an imperial official of moderate standing, and when he came of age young George took up the same profession. He started as a scribe, learning his letters and numbers and performing whatever work he was asked. In the imperial academies, George was seen as something of an oddity. He doted over law and regulation like the boys doted over women, and seemed to have few interests outside his learning. It came as no surprise when he graduated the academy that he was to be given a clerical position within the Empire. His mathematical acumen and keen intuition helped him advance quickly, though he had no particular ambition for higher status. George simply wanted to find the place where he could best ease the Empire's troubles.

Unfortunately, the Empire's troubles found him. As the regency declined into chaos and strife tore up the Lands of the Empire, George was hastily reassigned. He was sent out to one of the few remaining Imperial strongholds, the Fortress of Lavius's Spite. At first he was grateful for the position, an easy magisterial job far from the chaos of the Capital. But the Garrison's numbers dwindled, and from the East dire hordes came roiling, intent on rapine and destruction.

For much of the initial siege, George holed himself in his office at the Rear Fort, ill-prepared for even the threat of combat. He had no heart for war, and the sight of death turned his stomach. So he cloistered himself away and let more competent men lead the battalions.

But duty does not abide weak hearts. Reluctantly, George finally emerges to perform his solemn work. In these dire times, the last loyal men of the legion could use a reasoned mind. Their supplies were scarce and their armaments strewn wasted outside the walls. It would fall to George the Wise to turn this unregulated mass of bloodthirsty soldiers into a disciplined regiment. If he can't, he's as good as dead.

Class: Auxiliary [Imperial Official/Quartermaster]

Location: Rear Fort, Magister's Office

Health: 10/10

Gear:

+ [Lorica hamata] - 5 to attacks against you

+ [Pugio] – A dagger, + 2 to melee rolls

Inventory:

+ [Big Scroll of Everything] - A magical scroll which George can write down anything he can think of, and if he remembers it can recall upon a moments notice. (Mental Hammerspace Scroll)

+ [Phoenix Feather Quill] - Bright orange and smelling slightly of smoke, a gift from his father when he left for the frontier. Writes in an unlimited amount of ashes when it touches paper or other surfaces. Unbeknownst to George it still possess some of the magic of the bird it was plucked from, and can rebirth him once if he were to die.

+ 1 [Porphyrogennetos Purple Pot of Greek Fire] - Can be used to set a enemy on fire for 1d6 + 3 Turns.

Bonus:

>+ [Excellent Quartermaster] - When a man reaches such skills of logistics such as George, balancing the books and recordkeeping is mere child's play. He's so skilled he can even, once a day, find something mysteriously buried in the deepest records of the fort, and make it appear.

> + [Frontal Fort To-Do List] - Grants all actions towards repairing the fort a + 15 for the next 3 (noncombat) turns, after which it must be reevaluated

>+ [Gate Repair To-Do List] - Grants all actions towards repairing the gate a + 15 for the next 3 (noncombat) turns, after which it must be reevaluated

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161b34 No.46368

EDIT:

Turns out we aren't actually under attack right now. FIXING TURN

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

Inspired: + 10 to next design roll

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

Stat post before actual turn.

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64a89c No.46369

>>46367

While cowering within the most secure part of the fortress, the cellar storehouse, George nearly trips over a large mass. Uncovering it, he finds an old oaken chest. Breaking the lock with his dagger, he opens it to unveil stacks of worn, curling scrolls. On each of them is a red band with the label "τελετή θαυματουργός". Arcane scrolls! He's not sure to their exact property, as he is no mage, but perhaps they can be of some use to the acolytes!

>+ [Excellent Quartermaster] - When a man reaches such skills of logistics such as George, balancing the books and recordkeeping is mere child's play. He's so skilled he can even, once a day, find something mysteriously buried in the deepest records of the fort, and make it appear.

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10d64b No.46370

Dice rollRolled 35, 69, 88, 41 = 233 (4d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 9/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-3:

WHAT THE FUCK IS THAT!?

KEEP YOUR EYES ON THE ENEMY BEFORE YOU, THESE FUCKING INSECT SHITS! WE'RE HOLDING THIS GODDAMN LINE THROUGH HELL AND HIGH WATER!

DO NOT ENGAGE THAT GIANT HORROR! I REPEAT, UNLESS IT COMES CRASHING AGAINST THIS FUCKING LINE AND IF YOU VALUE YOUR LIVES DO NOT ENGAGE! LET THE ARTILLERY HANDLE IT!!!

4. Resolve roll

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0b8275 No.46371

Dice rollRolled 2 (1d6)

>>46369

Scroll Properties

1 - Holy

2 - Elemental

3 - Death

4 - Eldritch

5 - Earth

6 - Cosmic

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5ec64c No.46372

Dice rollRolled 89, 65, 2 = 156 (3d100)

>>46356

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Rear Triage Camp

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Black Rock] A black rock given by a drow

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1. Boar will move to hack off the tentacles currently ripping the Legate to shreds.

2-3. After that Boar will find the biggest and meanest abomination and kill the shit out of it.

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5ec64c No.46373

Dice rollRolled 55 (1d100)

>>46372

Resolve Roll

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d95c90 No.46375

Dice rollRolled 7 (1d100)

>>46358

Resolve Roll.

+10 War Dog?

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d95c90 No.46377

Dice rollRolled 35 (1d100)

>>46375

>>46358

Activating THE WALL to keep Vincentus on the line and not sprinting away like a screaming child

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0b8275 No.46379

Dice rollRolled 73 (1d100)

>>46362

1. LAvius's Ward Attack

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0b8275 No.46380

>>46379

An eldritch lance of blackened energy shoots from the creature's maw and strikes a spot above the frontal fort. The bolts stops and cracks across some sort of sheen.

>Ward Destruction Progress: 2/15

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b163ce No.46382

File: 51c37009e9113c3⋯.jpg (1.04 MB,3840x2160,16:9,otacilius vs eldritch abom….jpg)

Dice rollRolled 91, 63, 82 + 8 = 244 (3d100)

>>46351

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

The time has come, if I must sacrifice everything I have to slay this beast, so be it.

I will fulfill my duty to the empire no matter the cost.

1-3 I grip the shard of death and my pugio tightly, each item resting firmly in one hand a grin of determination resting on my face before I sprint full force towards the massive eldritch abomination lashing out at it with everything I have and if possible attempting to scale it with my blades.

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a87a1c No.46383

Dice rollRolled 55, 4, 70, 48 = 177 (4d100)

>>46351

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Followers:

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Damn, nothing immediately useful then. Nothing to do but unleash every single spell i have at the creature, Hopefully it'll do something at the very least

[Greater Raise Dead] 2/10

Greater Eldritch Blast 4/20

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4ee0a0 No.46385

File: 283dd23cc0960da⋯.jpeg (65.13 KB,1200x675,16:9,964F1009-9E9D-4642-A181-C….jpeg)

Dice rollRolled 54, 83, 51 = 188 (3d100)

>>46358

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

Location: Front

Health: 10/10

Class: Centurion – A commander, leads men from the front.

Gear:

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1. Manuel, hearing of a great evil threatening the Romans, offers a simple prayer to whatever deity is willing to hear.

“Please, give me strength”

2-3. Manuel walks out to the behemoth, ready to do what he can to defeat it. He knows why he was saved. He has to vanquish all that is evil.

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4ee0a0 No.46386

Dice rollRolled 41 (1d100)

>>46385

Oh and resolve roll.

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113bed No.46390

Dice rollRolled 79, 78, 65 = 222 (3d100)

>>46347

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 3/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 7/10

1-3. Fine, if that is how things are, I will do what I must. Invoke the bear totem and Rip and tear these monsters to bit!

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you.

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113bed No.46391

Dice rollRolled 5 (1d100)

>>46390

resolve roll

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5db4ba No.46392

Dice rollRolled 59, 53, 16 = 128 (3d100)

>>46356

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (1/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1-3. Now that big fucker seems like a worthy challenge, and coming straight for the wall. Charge at him, jump on it's leg and start climbing to the top. +Muscle Wizard

https://www.youtube.com/watch?v=M8pTalGpfto

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5db4ba No.46396

Dice rollRolled 28 (1d100)

>>46392

resolve test before I forget again.

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afb840 No.46399

Dice rollRolled 44, 18, 20 = 82 (3d100)

>>46357

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

1-3. As Gaius proceeded further down into the abyss he had made peace with the world. He was a man on a mission. There was no turning back. No fighting it. He would grow more powerful on his journey. Powerful enough to break the chains of this world and any other.

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371b4d No.46408

>>46399

Or not

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22a4dc No.46417

Dice rollRolled 56, 79, 60 = 195 (3d100)

>>46351

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

1-3; Reform ranks and patch up as best we can. Protect the hospital. If an opportunity arises to flank and do serious damage, take it.

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22a4dc No.46418

File: 91e803e1347cb36⋯.jpg (90.23 KB,564x401,564:401,c8976330a82415dd429f03a392….jpg)

>>46358

When does healing rain heal us?

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e0a5e1 No.46434

Dice rollRolled 56, 68, 99 = 223 (3d100)

>>46356

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Front Fort

Health: 5/10, Bleeding

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor.

1-3: I ROLL TO RESIST.

+15 to all rolls, -23 to rolls against me.

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161b34 No.46435

Dice rollRolled 48, 5, 21 = 74 (3d100)

>>46368

1-2. Something big is coming. Something that will take all our efforts to survive.

I don't get a break after leaving the cave, do I?

Go to the siege equipment, and begin working on a spell to invoke the power of Vulcan. We're going to need to hit the enemy, hard. As hard as we possibly can. Maybe there's something in this Druchii spellbook to make this shot hurt. They're always about making things hurt right?

3. George found some elemental scrolls. Take a look at them, see if they can be used for the upcoming battle

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0b8275 No.46437

>>46417

it only heals you, per as it is written

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22a4dc No.46438

>>46437

Fuck does this mean? I figured it would give like 1 point of hp every turn or other.

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0b8275 No.46439

>>46438

it does, to you, when you're injured

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22a4dc No.46440

File: a5e161ea6fd810b⋯.gif (2.36 MB,420x428,105:107,1468526781428.gif)

>>46439

I haven't been prompted to gain health, though

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09aa59 No.46444

Dice rollRolled 30, 7, 32 = 69 (3d100)

>>46358

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: 10/10)

Vincentus slowly steps back as the great entity strides into view, and his soldiers do the same, threatening to shatter and break alongside their Centurion.

Then, though, Vincentus stops in his retreat, gritting his teeth and turning about, away from the monstrosity. Though his men cannot see it, the grizzled old veteran stands tall with a great, muscular figure bearing tower shields billowing behind him. THE WALL has awoken.

"SEE THAT?" Vincentus bellows, hefting his gladius at a nearby swath of corpses– already twitching and starting to shamble. "THAT IS OUR FIGHT NOW! LEAVE WHATEVER THAT -THING- IS TO THE ARTILLERY AND THE MAGICIANS– ITS FOUL SPAWN ARE WHAT -WE- SEEK!"

1/2/3. Get into position to begin fighting the undead as they start to rise. +10 War Dog, + THE WALL, + 5 Gladius

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0b8275 No.46445

>>46440

I figured you could handle it on your own and I wouldn't need to tell you when you actually gained health back

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22a4dc No.46446

>>46445

This is the most retarded thing, you gave me no value and you decided the player should decide when he gains health back.

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a965e0 No.46762

Dice rollRolled 71 (1d100)

roll

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012de5 No.46763

File: 15658a327a38c06⋯.png (322.8 KB,643x504,643:504,ClipboardImage.png)

Dice rollRolled 60 (1d100)

>>46762

Devoratrix Animas Excitat - The Sword of the Damned

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012de5 No.46764

YouTube embed. Click thumbnail to play.

>>46360

1/2/3. Taking charge atop the crumbling wall you urge the men to fight onward, your aura of indifference spreading out amongst the men, rallying them to their post and to their machines.

"FIRE AT WILL, BRING THE BEAST DOWN!"

Screams Bobius as the first salvo flies forth from the wall, men lighting the onager rounds fire with both torch and the odd magic of an acolyte. The Creature does not appear to notice the impacts, as a mysterious light grows in both size and intensity around its "head", if such a beast can claim to have such a thing. With a high whine piercing the air it discharges that apparent magic it had been building up, the beam from its face. The magical lance strikes a field that you can only see by its impact, rising straight from the ground along the same path as the very wall you stand upon. With another command you let loose another volley as the titanic beast pools the light around its face once again.

Hopefully this will be enough, it would have to be…

>>46365

1. Flying around the beast you let loose volley after volley into its shifting mass, the arrows, or more accurately in this case, javelins, sink deep into the undulating mass, before dispersing under the surface, as if swallowed by the sea.

2. Still, with each draw and each release, the bow feels more and more at home in your hands.

>Bow Training: 6/10

3. Taking a respite from your task of bringing down the being which is currently blotting out what sunshine shines through the overcast, you return to the site of the creature's rise, the place where you were knocked once more from the saddle. Landing in the treetops nearby you proceed the last few paces on foot, and what you find there would horrify lesser men.

A pit, one that seemingly has no end, and in the center of it, pulsing with a reddish glow, is your sword. Unafraid, or rather foolishly, you step into the pit, finding that you are walking upon nothing at all as you stride across the blackness towards your sword. A short distance later you reach the blade, though its hilt and cross-guard hardly resemble the blade you lost. Reaching down and grabbing the blade by its leather hilt, you immediately feel a force overpowering you. Screaming, you clutch at the sword handle, unable to let go, and a blackness seeps from the blade into your fingers and up your arm. Your veins burn in agony, your skin cracks and fire smolders in the gaps. Zhayed chirps nervously in the trees nearby, but you tell him to stay away. The blackness has reached your shoulder now, and you can hear a voice in your mind, whispering to you in a black speech the likes of which you have never heard before. It burns your very mind, but you preserve, gritting your teeth you pull at the blade, struggling to remove it from the pit.

You scream in agony and defiance, a bright halo emerging around your head as you do;

"Ego non dabo tibi, bestia!"

A light moves from the halo, filling your form and driving the blackness back into the blade. You yank the lump of iron from the ground, and are thrown back in a magical burst of energy as the pit closes upon itself, the lynchpin holding it open removed.

You examine the sword, it is black as night, the hilt a bone white, with the scene of a maiden being rent asunder emblazoned upon it. The hilt is of a red leather, and the pommel is a iron skull, screaming.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

>>46366

1. With a shaking hand you take the coin you acquired in the far off city of Extremadura from a man who claimed to be from across the great sea, and press the metal into your flesh. You at once dissipate from this world, both you and bird. In the space between this world and the next, you both emerge. Visions pass by you, of wars fought and yet to be fought. Around a mighty table stand gods you recognize and others you don't; Mars, Ares of the Greeks, A men with a rather large hammer, Another with dark skin, who shone like the sun and held a heart in his hand, and some sort of club in another.

All the figure turn to look at you, some nod, others shake their heads, but all take their various weapons and point them at you. All fades to black…

2/3. When you awake your body is not your own. You look down to see your hands are the mighty paws of a griffin, only much larger. A primal rage overtakes you and you careen your new form towards the beast, while still massive appearing just a tad bit smaller. With a thunderous impact your crash into the beast, lifting it off of its "feet" and sending it crashing into the woods beyond, clawing and biting at it the entire way.

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012de5 No.46765

Dice rollRolled 33, 45, 61 = 139 (3d100)

>>46372

Ur-Shoggoth Attack Rolls

1/2/3.

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012de5 No.46766

>>46367

1/2/3. George runs away from the battle, the sight of the giant monstrosity making him soil his pants in the two ways a man can soil his pants. He trips over a body as he runs, dropping a sack he was carrying full of Tracta, a snack for the little legate in case she gets hungry. However, his nerves are steeled by the sight of a centurion nearby, who's very voice seems to cause a dearth of fear from his mind. He quickly returns to his task, ordering the nearby men to properly load and fire their weapons of war at the beast in their beast attempt to kill the beast.

>>46370

1/2/3. Though the insects had indeed left, their ilk was almost instantly replaced by horrors brought forth by the beast outside, somehow more ugly then the insects, and smelling worse to boot. Still, they would taste your blade, and your men's blades as well.

Hell, these beasts could fucking eat the entire armory if they wanted to, it didn't matter to you so long as they bleed, and as you cut into the first beast as it (poorly) tried to eat you, a gush of black ichor answers the only question you had. So long as you could keep the men on the walls firing their weapons, keep these… things! away from them, then just maybe you have a chance!

>>46372

1. Rising into action Boar rushes to save another women in distress, as he is wont to do

"I am coming m'lady! I shall save you from this vile beast!"

He leaps into action and slices the several tentacles holding the legate aloft. She falls momentarily before, in a display of incredible acrobatics, Boar catches the falling legate, gently holding her bound form and running away from the beast. Setting her down gently, he removes the tentacles from her form and says one small phrase before returning the combat the wounded beast.

"My Legate, it was my privilege "

2/3. Returning the same beast which was until recently strangling the legate, Boar sees fit to engage the beast in single combat as his Drow auxiliaries fire and slice at its companions. Leaping at the beast he deflects the first few tentacle thrusts with his throbbing shield, the rest harmlessly bouncing off of his new breastplate. With a mighty roar his raises Eiur's Torment above his head and strikes at the beast; once, twice, three times does the blade cut deeply into the Shoggoth, and three large lumps of foul smelling meat slough off the screaming beast, black ichor seeping violently from its wounds. Chattering teeth come close to the Boar's face, but he catches the fangs of the monster into his two hands, holding the mouth open as the abomination struggles to devour the Roman. Screaming as spittle burns his face, Boar pushes against the crushing force the Shoggoth's jaw, before eventually buckling the creature's bite and tearing the bottom of its jaw clear off, then proceeding to club the beast with it. A high pitched squeal follows, and several smaller Shoggoth swarm over Boar, lifting him away from their comrade, who deftly slithers away from the main brunt of the fighting.

>>46382

1/2/3. With a blade in one hand and shard of death in the other you run towards the beast, your arms stretched behind you and your head ducked over your feet.

"BELIEVE IT!"

You can't help by question as to why you screamed this, but still you did, while humming some tune as well. You manage to run up the first few feet of the beast, before burying your blades into the monstrosity. Several minutes later you are halfway up the beasts leg, but something draws your attention away from the beast itself, and that is a griffin the size of a dragon appearing in the sky somewhat infront of the titan. Before you can begin the descent, the caws of the new giant pierce the air, and you can only scream as the beast collides into the titan, knocking it, and you, into the air and down into the woods below. The fall is both terrifying and exhilarating, and when its done you are hanging on by the Shard of Death, and good thing as well, as if you had fallen you would have been either crushed by the titan, or a smear on the ground.

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6da1c7 No.46767

Dice rollRolled 21, 9 = 30 (2d100)

>>46765

+20 hit for unarmored beast

Counter rolls

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012de5 No.46768

File: 87c0a054cafa6f2⋯.png (1007.47 KB,900x655,180:131,ClipboardImage.png)

File: f51bde37281dbfb⋯.jpg (84.23 KB,736x546,368:273,56d1be67510d8fdfda03bf5815….jpg)

>>46383

1/2/3. You empty every spell you can imagine into the beast, and all have little effect aside from the eldritch blast, which has some effect, but is dampened by a ward that you discover envelops the avatar of the elder god. The raise dead spells have no effect on the beast, but now several beastmen zombies follow your beck and call

> Followers:

+ 3 [Raised Beastmen]

>>46385

1. No answer is forthcoming, but still you feel stronger for it, the very ground quakes beneath you, but not because of some movement by the beast, which appears to have vanished in the time that you were praying, only to be replaced by a monumental cloud of dust and detritus. Rather, it is a different sound altogether, one you recognize almost innately.

Marching feet…

2/3. Not having a moment rest, you stride out to meet the beast, before one of your men grabs you by the shoulder and directs your attention to the immediate threat. Horrible beast have taken the place of the other horrible beast at your rear, and at the wall itself, the dead are rising, rising and moving toward the roman lines once more…

>>46390

1/2/3. Grasping the totem in your hands, you speak the old tongue:

"Wuotan grant mich stregth, zulassen mich nach zerquetschen meine enemies und feast auf ihr Blut"

The totem pulses in your hands, then its eyes open and you are subsumed in a unkindness of ravens. The birds swarm around as your limbs lengthen and thicken, the matted hair on your arms triples in density, and your nails grow into wicked claws.

The flock disperses, and in the place of a man now stands a massive brown bear, 13 feet tall and over 2 tons. It lets out a mighty roar and rushes into the fray, tackling several shoggoths and tearing them asunder in its fury. In the new confines of his furry mind, Morg can only think of instinctual anger, and raw fury. He will attack anything he sees, and luckily now that is the enemy…

>Bear Form:

Health: 20/20

+ [Berserk] - Due to failing a resolve roll when transforming into a bear, you have lost control of the form and are a prisoner to your own instincts, you will attack whatever is closest to you in this form, be it friend or foe.

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012de5 No.46769

File: bacda71e732b257⋯.jpg (139.92 KB,1088x735,1088:735,this_is_not_sparta__this_i….jpg)

>>46392

1/2/3. You climb up the beast after a quick run to its nearby leg. You do not hurt for fist and foot holds, merely punching and kicking your way into the beast and scaling it. You are at the beast's hips when something that manages to make you scream occurs.

A giant griffin, suddenly appearing in the sky before the titan, strikes it in the chest, knocking it off its feet, and you along with it. You scream your lungs out during the descent, and are jolted very much by the landing, thrown from your perch onto the titan's frontside.

>>46399

1/2/3. The road is long, if you could call it that. A more adequate description would be a stream, a river, and you are like a fish, traversing its eddies and currents. You swim against the current, towards the source. others join you now, but they do not speak, and neither do you, you are merely inexorably drawn to this power, this primordial force, and you could not even change your course if you tried.

It is close now, so close you can almost taste it.

>>46417

1/2/3. The enemies from the attack fade as a new enemy joins the field, and with dark magic he raises his own force as the gigantic form assaults a magical field apparently holding him back. Reforming the horsemen under your command in front of the hospital, you assess the situation at hand. It is precisely the same as the situation you had just left, thankfully enough, and you react to it in the same manner as you would if things had not been changed by the giant avatar of an elder god appearing on the battlefield.

"Impetēre!"

The calvary rush onwards to the fray, smashing into the right flank of the monsters summoned by the elder god, cutting deep into their ranks and reach just near a raging bear.

>>46434

1/2/3. You struggle against the thrusts of the beast, its tentacles tightening around your neck and waist as you struggle. All starts to turn to black before you suddenly feel yourself falling, only to feel a pair of strong, tender arms holding you and setting you down gently. Its a legionary, his face harsh yet subtle, a manly amount of stubble on his rock solid chin.

"My Legate, it was my privilege"

He then runs off to engage the very same beast that assaulted you, and not wasting any time you grab your hasta and join him, poking the beast full of more holes then that queer cheese made by the barbarians just north of the Roman Alps. The beast screams and finally slumps over, you both breathe heavily from the fight. This respite from the action is short, however, as even more monstrosities take its place.

>>46444

1/2/3. While the others were more preoccupied with the rear (ironic since that was normally Vincentus's area of interest) the veteran centurion saw to it to but the beast he had recently slaughtered to his front back to rest. With a resounding yell he orders his men and others near him forward, for they must keep those dead from the walls, where the machines of roman might even now strike out at the titantic form which assails both thought and ward. The onagers and ballista must survive, as must their crews, for even he realized that swords and shields would be useless against such a foe. The first shamblers reach the grizzled man, and he relishes the experience of cutting them down.

Killing a dead (beast)man was far cleaner, less blood you see.

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012de5 No.46770

Dice rollRolled 49, 88, 4, 93, 35, 70 = 339 (6d100)

1/2/3. Undead and Shoggoth Attack Rolls

+ 10 [A Power Unrivaled]

- 5 [A Conduit Closed]

4/5/6. Roman Defense Rolls

+ 10 [Centurions' Presence]

+ 15 [Legate Presence]

- 15 [Failed Resolve Roll]

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012de5 No.46771

File: 32f6bcaf154258c⋯.jpg (395.5 KB,1680x1050,8:5,935130-ancient-artwork-ban….jpg)

Day 17, Week 3

A titanic force is brought low before the Romans eyes, the fact that it was by another mysterious form is irreverent to them. The previously thought to be invulnerable was just taken off its feet and put into the dirt like the dirty, stinking ==PAGAN== ==MONSTROSITY== that is was, and if the Romans could defeet it, then they could KILL IT, AND SO THEY SHALL!

All men in combat are reassured by the sight, and fight with a fury in their hearts that can be understood by men who had had their own masculinity, their courage and honor, besmirched, only to discover the thing that made them quiver with fear was just as vulnerable as all the other monsters that have come thus far, and that they have slain like the dogs that they were. On all fronts the Romans excel, and the enemy is bloodied for it.

The only question that remains is this: Can they keep it up?

>Supplies:

2 Weeks of Food

5 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 3/10

Towers 4-5 Health: 4/10

Tower 6 Health: 5/10

Wall Health: 24/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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012de5 No.46772

Dice rollRolled 48, 82, 18, 43, 21, 60, 92, 87, 74, 30, 56, 38, 96, 8, 71, 42, 31, 32, 6, 94, 94, 52, 62 = 1237 (23d100)

Civil War rolls

1-23. Warlord rolls

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276a3f No.46773

Dice rollRolled 15, 17, 80 + 8 = 120 (3d100)

>>46766

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

"Now is my time, this beast shall fall by my blade, and mine alone."

1-3 Otacilius takes the opportunity to quickly scale the beast while it's down and get onto its head, from there he hoped he could cause the most amount of damage as he plunged his blades into it.

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012de5 No.46774

>>46435

1-2. You join the crews on the walls, using what magic you know to make their projectiles fly true and hard, and surely they do, as the beast recoils slightly from the initial impacts of the third volley.

3. Fire Scrolls! Quickly you put them to use, setting the projectiles ablaze as they slam into the massive beast. Such power! Perhaps you should save one for yourself, to learn its secrets for later!

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ebb07c No.46775

File: 51cbd6aa84d4bbe⋯.jpg (1.43 MB,1920x2715,128:181,leg-giordano-he-manfinal.jpg)

Dice rollRolled 54, 72, 63 = 189 (3d100)

>>46771

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Rear Triage Camp

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Black Rock] A black rock given by a drow

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3. That motherfucker thinks it can run from me? Hunt down the Elder Shoggoth like the dog it is and strike fear into the immortal beasty.

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61071d No.46776

Dice rollRolled 68, 99, 37 = 204 (3d100)

>>46764

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus:

[A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

Bobius speaks "Behold men, even the soiled greek finds courage on the Wall. If a greek can find his courage then a Roman can hardly allow his discipline to slip! His ancestors would weep at the sight! Bring down the Beast and all Rome will cheer at our victory!"

1/2/3 Bobius raises his fist and lets out his next command "Hold bolts and hear my orders. The Beast is thrown onto its back and beset by valiant ally. Aim well and do not let your shots strike the griffin. When it rises and your aim is clear we will shoot for the 'head', if the head is out of range then we aim for the 'legs'. Aid the acolyte in any way he requires and stay out of his way as he prepares the blessed shots. PREPARE FOR A VOLLEY ON MY SIGNAL!" +10 Vitis +10 Bronze Armilla

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2264ac No.46777

Dice rollRolled 76, 40, 12 = 128 (3d100)

>>46768

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 3/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 7/10

>Bear Form:

Health: 20/20

+ [Berserk] - Due to failing a resolve roll when transforming into a bear, you have lost control of the form and are a prisoner to your own instincts, you will attack whatever is closest to you in this form, be it friend or foe.

1-3. Incoherent Raging Bear noises. (hopefully aimed at Shoggoths)

+Bear Totem

+Berserk

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652796 No.46779

Dice rollRolled 68, 16, 88 = 172 (3d100)

>>46764

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

——-

1-3: I don't need to think about what is happening, I simply need to put everything i have into assaulting this monster. Continue attacking this beast, give into this primal rage and use it to deliver an overwhelming assault.

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a965e0 No.46781

Dice rollRolled 36, 3, 6 = 45 (3d100)

>>46764

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 2/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damge to ranged attacks but the natural roll must be above a 30 to hit

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Invictus] - You will not need to roll another resolve for this encounter.

Basic range-6/10

1. Heal ourselves before heading out

"The only thing I can think of at this moment is how shit today has been, despite this I try to mount Zhayed so I can finally finish this fight, but in the first time I can ever remember he actually refused to let me mount him. The bastard is actually concerned about my wounds. Well its not like I have the strength to refuse him at this point, so I may as well bandage up. As I remove my armor he starts cleaning my wounds with his tongue. Licking me just like in our youth when my training had seen me bruised and bleeding."

[Bonded Griffin], [Tranquility]

2. Use my sword to attack the titan

"After that nostalgic session, duty has called me and I must answer. when I arrived I noticed a giant radiant griffin tearing apart the elder god. Considering that the only other griffin rider here was Mark, that he and his griffin were always proud of their size and had the mistaken notion that made them better warriors than us, and that I saw no rider meant I had come to the only logical conclusion. That the gods had blessed him while I was away and had fused the two of them into a righteous engine of retribution against this foul abomination. What a lucky asshole. Regardless I have worked hard drilling into him the idea of teamwork and formation to where it should be innate, so even in his altered state we should be able to synchronize our attacks."

[Devoratrix Animas Excitat], [Advanced Training], [Invictus]

3. train melee

"As I fight my sword has proven to be much more effective than what it once was even though I sense that it is quite annoyed by my righteousness. Its peeved nature amuses me greatly and is definitely one of the better highlights today. I do find that as I fight on however that similar to the bow I seem to be gaining an innate understanding of how to deliver my strikes."

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a965e0 No.46782

>>46781

well at least with +30 I managed to perform mediocre.

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6e4cc2 No.46784

Dice rollRolled 53, 92, 70 = 215 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 10/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-3. THEY BLEED LIKE THE REST OF US! KILL 'EM DEAD!

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549aa8 No.46786

Dice rollRolled 70, 82, 55 = 207 (3d100)

>>46769

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1-3. Climb to the face.

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c63022 No.46794

Dice rollRolled 61, 3, 2 = 66 (3d100)

>>46768

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Followers: 3 [Raised Beastmen]

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Damn, nothing immediately useful then. Nothing to do but unleash every single spell i have at the creature, Hopefully it'll do something at the very least

[Greater Raise Dead] 2/10

Greater Eldritch Blast 4/20

Action 1-3: Heal my wounds

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da6a2b No.46795

Dice rollRolled 61, 100, 68 = 229 (3d100)

>>46771

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

With a yell and a thrust of his goresoaked gladius, Vincentus continued to carve away at the hordes of shambling dead. He paid no heed to the towering entity, its wounds or its great seething minions. He had eyes only for the monstrosities before him, so fierce was his discipline.

1/2/3. Kill the undead, hold the line. +10 War Dog, +10 Vitis, +5 Gladius

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301c12 No.46796

Dice rollRolled 74, 48, 91 = 213 (3d100)

>>46771

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

Location: Front

Health: 10/10

Class: Centurion – A commander, leads men from the front.

Gear:

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ [Strange Egg]

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1-3. Manuel looks at the rising dead in front of him. For a moment, he feels the very faint bud of fear.

He crushes it

LEEROY JENKINS

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8dce1e No.46797

Dice rollRolled 63, 92, 52 = 207 (3d100)

>>46769

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Front Fort

Health: 5/10, Bleeding

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor.

1/2/3: I feel vaguely assaulted. Still, there is nothing to do but to continue to lead the men forward, and cutting these filthy creatures down.

+15 to all rolls. -23 to rolls against me.

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06f24d No.46798

Dice rollRolled 37, 20, 36 = 93 (3d100)

>>46769

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

1-3. He could not stop now! It was so close! The goal of his journey!

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b7455f No.46799

Dice rollRolled 26, 46, 8 = 80 (3d100)

>>46769

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

1-3; That Bear creature does not seem to be attacking our comrades, order the men to keep fighting but stay out of the way of that Bear. We will push these abominations back and show them the might of man.

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0fba2b No.46853

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

Inspired: + 10 to next design roll

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

Stat post

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0fba2b No.46854

Dice rollRolled 48, 19, 51 = 118 (3d100)

>>46776

1-3. Summon the blessing of Vulcan, that this great volley might be even greater, blessed by the god of smiths himself.

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012de5 No.46986

File: a48072ac5cb25c7⋯.jpg (30.08 KB,1200x675,16:9,DBBv5EnWAAAbxcW.jpg)

File: 33e3df763106e81⋯.jpg (29.5 KB,424x345,424:345,hercules-mares.jpg)

>>46773

1/2/3. Otacilius rises to his feet on the prone monsters leg, and at an open sprint races up the beast's flesh towards the protrusion that he assumes to be its head. The terrain is rough to say the least, as the flesh of the beast has a consistency more akin to mud then skin, and with each step his foot sinks a foot into the monster, still he makes it to the upper chest of the monster before it shifts its weight, and near him a mountain of a man, Roman in appearance, bounds further up the beast, climbing its massive chin. He can only watch as the massive man crests the chin of the beast as hell starts to fall all around them, giant flaming stones splintering with magical force and cutting deep into the beast's flesh. A ethereal scream erupts from the monster and smoke conceals everything around you. Forms move in the smoke, circling you, something dripping from their maws…

>>46775

1/2/3. Several beast stand between Boar and his prey, they're forms undulating and shifting as they menace with their tentacles and gaping maws. Unleashing the call of the warrior Boar leaps into the cluster of monsters, cutting and bashing with sword and shield, in rabid pursuit of his quarrel. The first beast is bisected with a wild chop from the man, the next two torn asunder in a hail of crossbow bolts from his druchii complement. The next two are slain by the legate's forces, who even now are pushing into the horde. At last Boar has the wounded Shoggoth in his his sights, even now its wound are sealing shut as one of its 30 mouths utters some black speech.

Not giving it a chance to finish that chant, boar launches himself into the beast, grabbing ahold of three tentacles with one hand and removing them with a slice of his sword in the other. With frenzied stabbing he assaults its form, words flowing out his mouth, almost instinctual in their cadence and form

"TO THE LAST, I GRAPPLE WITH THEE; FROM HELL'S HEART, I STAB AT THEE; FOR HATE'S SAKE, I SPIT MY LAST BREATHE AT THEE."

And with that you bury your hand into the beast, grabbing a hold of something hard, something pulsating, and tear it out from the beast, who screams in pain and turns to a black slurry of flesh and teeth before you.

+ [Black Heart]

>>46776

1/2/3. Bobius observes the men loading the onagers; the acolytes, lead by one of their number hunched over and clutching a big black rock, casting a manner of fire spell upon the ammunition, and the various crew testing the torque of the machines. All was going just as close to perfect as one could hope for, and raising one hand in the air, he opens his mouth and draws in a mighty breath, before letting lose a command that rings out among the wall.

"SOLUTAM!"

And with that, a massive amount of flaming boulders sail through the air towards the downed beast, and the rapidly shrinking beast on his chest. The ordnance denonates directly above the titan's form, sending uncountable pieces of flaming shrapnel into it. The beast lets out an ongodly groan as smoke rises from its form, clouding it in the fumes.

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012de5 No.46997

File: 654cd94634262f8⋯.jpg (31.78 KB,378x381,126:127,cb699939b8f8a1e7bf35d157e7….jpg)

File: 2dd45f33f11470f⋯.png (778.59 KB,1024x576,16:9,ForceOfNature.png)

File: d0627ca4a921d73⋯.jpg (673.41 KB,1076x1313,1076:1313,shoggoth.jpg)

>>46777

1/2/3. Filled with instinctual blood-lust and magical rage your new form rushes towards the nearest living thing and starts to tear it apart, and by the grace of the gods said thing is a Shoggoth screaming as your tear into its flesh. Its ichor is as foul as can be, and you discover that you still retain the sense of taste, but your animalistic mind compels you to, you greedily gulp down loads of the monster's mass before finally ending it with a bite and tearing out its black heart. This occurred in only a few seconds, and you repeated this process with slight deviations for another 20 minutes, clearing a broad span of earth of the monsters. Huffing from the slight exertion, you feel a modicum of control resume as the bear spell starts to wain in its effects. You will be able to control this last spurt, you can feel it.

>>46779

1/2/3. This new form is strong beyond belief, with each swipe of your paws, a house sized chunk of the titan flies off, but it is still small compared to the size of the monster itself. With a ferocity foreign to both yourself and your bird, your merged form strikes out at the avatar, but with each blow landed you feel power leaving your form, until finally you and pingue separate into your two forms again. The only difference being a silver mark on your arm. Seeing a multitude of flaming fireballs rushing towards you from the wall, you mount pingue and fly off just as the first of the volley impacts the creature. An unearthly howl fills the air, along with smoke. The flapping of wings, not your own, starts to fill the air.

+ [Silver Mole] - Tear off with teeth when in great need.

>>46781

1. Remembering an old proverb you heard from your days as a child, you take handfuls of dirt and smear them into your wounds. It does wonders to stop the bleeding, what with the wounds being clogged with mounds of earth, but you can't help this nagging feeling that this really isn't as good for you as the old wives' tale told. Zhayed also refuses to lick you, for some reason.

>Health: 4/10

2/3. Casting aside such impertinent thoughts, you once again mount your flying warbeast and take to the sky, eager to get back into the fight; eager to try out your new sword, and eager to earn glory in felling this terrible beast. Flying towards the fusion of man and bird that is currently assaulting the titan. However, Zhayed all but refuses to fly close to the beast, with every turn of your reigns towards it, he pulls away, keeping you at a distance. And the reason soon becomes apparent, as a multitude of flaming rocks shatters over the beast's body, peppering it in shrapnel and creating a massive smoke cloud. You do manage to spot shapes moving about in the cloud though.

>>46784

1/2/3. Joining the rest of the line on this new front, you drive the shoggoth back, hand and hand with the legate and her detachment, and the new dark elf allies of convenience as well. Of particular note is a giant bear that seemingly has manifested out of thin air, who viciously tears at the beasts, clearing out a sizable patch of them in a matter of minutes. Exploiting the gap, you move your section of the line up and drive a wedge between the shoggoth forces, and soon they start to disperse under the pressure, only for the beast that are left to congeal together into a beast the size of a large house!

>>46786

1/2/3. Even though the beast is lying on its back you still want to climb it, so while others in this position would run, you instead bearcrawl upon your hands and feet up the surface of the creature, making great time as well. The consistency of the beast eventually does force you into a sprint if you hope to reach the face before nightfall though, so you regrettably stand up and bound up the beast. Within here minutes you are once again climbing its chin, and just as you crest the last obstacle to your destination, you pick up a strange noise.

"What is that whistling sound?"

You wonder aloud, before the sky answers by exploding around you. You fuck and cover, dodging the various bits of flaming rock that are falling all around you. The titan heaves with pain as the shrapnel embeds itself in its flesh, the mouth on its face opening wide and sucking in a massive amount of air, and unfortunately you along with it. Down and down and down the moist interior of the beast you fly, carried aloft by the force of its sucking breath, before stopping yourself by burying your first into a part of its throat. A good thing you did that as well, because the beast then exhaled a mighty scream, and its all you can do to not be dislodged from your hand hold and flung to gods know where.

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012de5 No.47009

File: b185286f28cd237⋯.jpg (48.41 KB,1024x576,16:9,7gf3sdf7kxv24odgqgnliepbyk….jpg)

File: 79c99431061eed0⋯.jpg (52.13 KB,400x556,100:139,Picture4_andrea-ROMAN-LEGI….jpg)

>>46794

1/2/3. You beckon your new servants towards you, then direct their attention towards some fleeing ungors just a short distance away. In moments they bring the squealing lesser beastmen to you. With a quick cut on your arm and their faces, the blood is mixed and the beastmens' eyes start to glow a sickly green. You drain those living of their energy and take it into yourself, healing some of your wounds.

> Health: 9/10

>>46795

1/2/3. Ordering the men onward with a wave of his sword and the slap of his Vitis, Vincentus takes a moment to stop and catch he breathe. So long in the legion, a lifetime for most, has taken its toll on the man's health, and he is not the spry youngster he once was.

"If only this old body of mine could be young again, I could defend this fort all on my own!"

When he looks up, the world around him has stopped, and before him stands a massive door. A voice unknown but somehow familiar speaks out to him.

"Brave warrior, long have you fought for your nation and your gods, now we shall truly reward you for this service."

The door infront of Vincentus buckles ever so slightly, and the old man grabs a hold of the handle and opens the door. He is immediately cast in a bright light, and with each step through the threshold he feels the years and aches being burned off of him. He finally reaches a set of step, made of alabaster marble, when the voice speaks again.

"Come now Champion, we have restored your youth, now we will grant you another boon."

Following the voice, he ascends the stairs into a vast room, a pool of water set in its midst, and great golden columns holding aloft a vast dome, adorned with a multitude of frescos illustrating events both familiar and foreign to you. A man descends from the ceiling, and places his hand upon your head. This causes at first a great pain, before said pain subsides and a gentle warmth fills you. The voice speaks once again.

"Step out onto the water, and follow what I say Champion. Control your breathing, slowly but steadily."

Doing so, Vincentus places one foot upon the pool, and then the other, taking care to control his respiration. Surprising, his foot does not sink into the water below, but rather he is standing upon its surface, ripples radiating out from where his feet contact the water.

"We have imbued you with the power of the sun, a fraction, as that is what your mortal body can take, but still powerful beyond belief all the same. It can be used to heal or harm, such as you choose to do with it, along with giving you the ability to to innately control the bloodflow in your body. This is our gift to you for your service, now go forth and restore the light of the sun to this dismal battlefield!"

And with that you are shot through the temple, down a beam of straight light, and arise now in the same spot that the door was previously, as men fight and die around you. But as you rise, so to does the sun, disrupting the downpour that has persisted for days and illuminating all.

+ [The Ripple] - Granted by the gods, you can now innately control the energy of the sun within you, manifested as ripples, you can use this energy for any multitude of things. In addition to this, you are restored to your youth, a muscles, dark haired man. And you can also predict what others can say before they say it, much to their chagrin.

(As a jojo autist I don't need to explain its limitations to you)

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012de5 No.47011

YouTube embed. Click thumbnail to play.
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012de5 No.47019

File: f15412ddc3daacf⋯.jpg (480.76 KB,1920x1251,640:417,juan-caratino-legionario-f….jpg)

File: 5275a928139e0ad⋯.jpg (297.96 KB,768x994,384:497,small_dragon_25a_in_color_….jpg)

File: 8349c4a3d6f76fc⋯.jpg (71.87 KB,640x458,320:229,6257155786_91e56fed1e_o.jpg)

>>46796

1/2/3. Rushing forth, Manuel gives a mighty cheer and inspires a great many men to follow, and the slam of shield against metal and bone is soon to follow as the living and the dead clash. From his rear flashes a bright light, as where once the mighty Vincentus stood, now a youthful man in the same garb does, radiating light and power. The very clouds themselves part and the sun shines forth as this man strides into battle, and the sound of thunder and lighting is soon replaced with that of marching feet, though not from the battle, nor the other front. Manuel recognizes the cadence, one familiar to him from the homeland. It is the march of the phalanx, of the hoplite. Over the hill they come, the reinforcements long promised. Their cries can be heard as they march into the exposed flank of the shoggoth lines, it has been long since Greek has been spoken in the presence of Manuel, and he cannot help but shed a tear. Another item catches his attention, a small green flying thing, which for some reason seeks him out. It is a winged lizard, the size of a cat, and it is perched upon your shoulder.

- [Strange Egg]

>>46797

1/2/3. You join the others in driving the shoggoth back, noting the exemplary performance of the man who saved you, tearing the black heart out of the largest of the beast present. You also note a massive bear which had seemingly appeared out of a roar of clouds and thunder, but thankfully it is attacking the monsters as well. AS the fighting wears on the dreary overcast and its constant companions, rain and lighting, disappear in a sudden burst of light, only to be replaced by a glowing sunshine. This illuminates several facts: A Macedonian phalanx has seemingly join the fray, the greek commands and massive spears standing testament to that fact, and that the remaining monsters have seemingly congealed into a massive beast, the size of a large house, which is bearing down upon the Roman lines.

>>46798

1/2/3. Finally! You have reached the light, the source, and your soul is obliterated by its wonderment. As you float among a white space, your old body returns, but so to does a companion as well, an outline of you, but just the outline, a single black line surrounding its form. It greets you in a voice eerily similar to your own, mirroring the greeting you are currently giving.

Perplexed, you reach out to the figure, which also reaches out to you, and when you both touch everything instantly fades to black, only for a single, bright point of light to illuminate the space in which you now inhabit.

You float for what feels like eons around this orb of light, distant but warm, before suddenly you are thrust towards it by an unknown force, and it is now that a voice speaks to you…

"What is life but a cycle? We live off the death of others, and we die so that others may live. But my Roman, my legionary, oh so far from home, what if I told you that there are those who can break this cycle?"

The orb grows more immense and you rocket towards it, and its true form of a giant flaming ball of fire is revealed; the voice speaks once again.

"What if I told you that the gods that you worship are merely these beings that have broken this cycle? What if I told you that the current wars that tear your world apart are merely the result of the candidates for godhood eliminating their competitors? How angered would you be for being nothing more then a pawn for one man's quest for immortality, for ultimate power?"

You are directly above it now, its heat palpable on your skin, but it does not burn. The voice speaks one last time as you hurtle towards the fire, so bright that you cannot see.

"What if I offered you a choice otherwise?"

Gaius awakes in his barracks in the frontal wall, deep within the still intact left section. He is sweating. All of this makes no sense, what was that, why was he back in the fort? Why did he have this Golden coin in his hand now?

+ [Gold Coin] - A choice exists, between order and chaos, between light and dark, and between slavery and freedom. When you are ready to talk again, to make that choice, press this coin into your temple, embed it in your brain, if you are strong enough.

His contemplation is interrupted by a beastmen, maddened with fear, rushing him with its axe raised high!

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012de5 No.47020

>>46799

1/2/3. Joining the others you slaughter the shoggoth horde, forcing it into a corner and aided in this task by many allies, even some new ones as it would seem, as some greeks have joined the fray as well, their phalanx cutting off the only route of escape for the beasts. Those that remain congeal together to form a giant monster, eager to break out from its newly formed prison!

>>46853

1/2/3. Offering a pray to the smith god, the stone before you burst into flames and is covered in strange markings. Noting this you instruct the other acolytes on the wall with you to do the same, and before long several loads of rounds are exhibiting the same properties. The resulting volley with these rounds is impressive indeed, causing the beast to scream in agony as the stone shatter directly above it and embed themselves deep into its flesh. Truly a sight to behold, though the beast is covered in smoke now…

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012de5 No.47021

File: ea525b7890bd096⋯.png (20.31 KB,176x158,88:79,1520528794267.png)

Dice rollRolled 16, 74, 50, 94, 45, 7, 10, 19, 70 = 385 (9d100)

1/2/3. Undead attack Roles

+ 10 [A power Unrivaled]

- 5 [A Conduit Closed]

- 5 [The Sun Shines]

4/5/6. Roman and Macedonian Defense Rolls

+ 10 [Centurions' Presence]

+ 15 [Legate Presence]

+ 5 [The Sun Shines]

- 10 [Failed Resolve Roll]

7/8/9. Titantic Shoggoth Attack Rolls

+ 15 [Gigantic]

+ 10 [A Power Unrivaled]

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012de5 No.47022

Dice rollRolled 26, 66, 16, 55, 55, 25 = 243 (6d100)

1/2/3. The Beast and its brood rush forth to tear the ward asunder, to destroy utterly that which holds them back from their plunder

+ 35 [A power Unrivaled]

4/5/6. Ward of Lavius Defensive Rolls

+ 15 [Roman Will]

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012de5 No.47023

File: c759ce5e1bd316b⋯.jpg (44.19 KB,736x1132,184:283,8a0c96bf345bb8da01ed9c9845….jpg)

File: 2a92d152c0c5ccd⋯.jpg (79.2 KB,736x606,368:303,8a6d762520543b96949da49d37….jpg)

File: 1cf138c6c4f5630⋯.jpg (92.51 KB,540x960,9:16,8df708ad040e3d9cd85f931d7d….jpg)

Day 17, Week 3

On one side of the divide stands a resolute line of Romans lead by a dashing man with black hair, who glows faintly and is quite charming. These forces decimate their undead and skeletal foes before them. One the other side of the divide stands the young legate, leading a diverse force against a constantly changing foe, a foe that has now morphed into a giant monster. But gratuitous size only begets egregious bleeding, and the beast is bleed well by her forces. Out in the field a giant is laid low by a bond stronger then love, and peppered by the fiery hatred of Roma! As smoke covered the field the giant stirs, rising once again, and the sloughs of flesh torn off from its form rise as well, and all run full speed at the barrier holding them from the wall, attacking it with animalistic rage, and the ward starts to crack…

Will the Garrison be able to stand against such rage!

>Supplies:

2 Weeks of Food

5 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 3/10

Towers 4-5 Health: 4/10

Tower 6 Health: 5/10

Wall Health: 24/50

6 Onagers

12 Ballista

1 Scorpion

185 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 48/50

Inner wall: 50/50

Towers 1-8: 9/10

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ebb07c No.47024

File: b4cdb4525360952⋯.jpg (3.02 MB,1478x1992,739:996,1527445515125.jpg)

Dice rollRolled 57, 60, 6 = 123 (3d100)

>>46986

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Rear Triage Camp

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Black Rock] A black rock given by a drow

+[Black Heart] Take from an Elder Shoggoth

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3.

"I'VE ALREADY KILLED ONE OF YOU CUNTS! GETTING BIGGER AIN'T GONNA SAVE YOU"

Using his new knowledge of terrible shoggoth biology Boar shall attempt to find this newly formed Ultra Shoggoths heart and kill the fuck out of it.

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61071d No.47027

Dice rollRolled 74, 72, 99 = 245 (3d100)

>>46986

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus:

[A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

1/2/3 "LOAD THE NEXT VOLLEY! BREAK THE BEAST'S HEAD AND BRING IT DOWN!"

I know those griffin riders will do their duty. I know Romans have my back. Let all beasts and tyrants know that with burning fists of iron I will strike them down if they turn their gaze on my pure Roma.

+10 Bronze Armilla +10 Vitis

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61071d No.47029

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a965e0 No.47033

Dice rollRolled 82, 71, 73 = 226 (3d100)

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 4/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damge to ranged attacks but the natural roll must be above a 30 to hit

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Invictus] - You will not need to roll another resolve for this encounter.

1. shoot moving shapes with my bow

[Blackwood Bow], [Advanced Training]

2. Train with bow [Basic ranged-6/10]

3. Dramatic posturing

[Sash], [Advanced Training], [Blackened Crimson Crown of the Preserver]

"I feel the glory of the sun radiating against my skin, Inspiring me to greater heights and finally allowing me to show some of my prowess that had been hidden in the storming clouds. We are favored here today and by the sun's incandescence the darkness shall know fear. With Mark no longer some sort of weird bird man monstrosity we can now more easily work together against these dark figures that threaten our comrades."

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301c12 No.47034

File: 41790b01123a2ab⋯.gif (137.13 KB,340x340,1:1,729.gif)

>>46997

>fuck and cover

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652796 No.47035

Dice rollRolled 57, 69, 56 = 182 (3d100)

>>47023

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

+Silver Mole (tear off when in need.)

——-

1-3: My mind can't keep up with all this, again I am human. But the battle continues and I must rush to aid my ally Caelum in battle. Assault these monsters again and again until they are no more.

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301c12 No.47037

>>47023

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

Location: Front

Health: 10/10

Class: Centurion – A commander, leads men from the front.

Gear:

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ Dragon

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1. HOPLITES, SURROUND THE BEAST, KEEP IT PINNED.

-Advanced Training +10

-Basic Tactics +5

-Blue Blood +10

2-3. I must see to it that this abomination is brought down.

-Gladius +5

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301c12 No.47038

Dice rollRolled 7, 50, 25 = 82 (3d100)

>>47037

Rolls

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276a3f No.47051

Dice rollRolled 80, 43, 70 = 193 (3d100)

>>46986

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

1-3 I must continue…I will fell this beast no matter the cost…I will stab with my blades until this beast perishes, may the gods guide my blade.

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549aa8 No.47054

Dice rollRolled 29, 45, 68 = 142 (3d100)

>>46997

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (3/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1&2. Keep punching. Try to break the neck.

+10

3. With Rage

+25

+15 Casting

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2264ac No.47095

Dice rollRolled 29, 93, 98 = 220 (3d100)

>>46997

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

>Tracking the Expedition: 3/3

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 7/10

>Bear Form:

Health: 20/20

+ [Berserk] - Due to failing a resolve roll when transforming into a bear, you have lost control of the form and are a prisoner to your own instincts, you will attack whatever is closest to you in this form, be it friend or foe.

1-3. That's the last one, that giant fucking thing. Charge at it with the fully fury of my totem, and rip and tear until it is done!

+Bear Totem

+Berserk

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b7455f No.47103

Dice rollRolled 76, 22, 23 = 121 (3d100)

>>47020

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

1-3; Reform our ranks and then march towards the newly formed devil. We will attack and then reform and then attack again, in an attempt to lower losses while still remain effective as an Equite unit.

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c63022 No.47137

Dice rollRolled 40, 70, 75 = 185 (3d100)

>>47009

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Followers: 3 [Raised Beastmen]

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Where's that assassin? all that power I could've had GONE. Let's track down this animal so i can give him a taste of my vengance!

[Greater Raise Dead] 2/10

Greater Eldritch Blast 4/20

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6e4cc2 No.47138

Dice rollRolled 27, 10, 67 = 104 (3d100)

>>46784

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 10/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-3: FINISH THEM OFF!!!

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da6a2b No.47139

File: 9b1bbb9e28b1ea6⋯.jpg (126.24 KB,713x532,713:532,ROME.jpg)

Dice rollRolled 74, 97, 40 = 211 (3d100)

>>47009

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Rejuvenated by the power of the gods, Vincentus now appears as he was 15 years ago, as a fresh Legionnaire: a tall and fiendishly handsome man bereft of the marks of war and age, his hair restored to a pure black instead of a liberal salt and pepper. He possesses again the stamina and dexterity of youth, but still holds all of his deadly experience and discipline.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

+[The Ripple] - Vincentus can control the energy of the sun, harnessing its pure, rejuvenating energies to heal the damaged or, most importantly, utterly destroy the unnatural foes that skulk in the night. He can also predict what others can say.

Vincentus stood at the forefront of the slaughter, basking in the rays of the sun as they fell upon his form. Restored to his youth! Possessed of black, luscious locks! Brimming with the heat of the sun as it struggled to break the clouds! His men could scarcely believe it, and many of them did a double take when he raised his sword and spoke out in a voice that was youthful and boisterous, but no less authoritative.

"SOLDIERS! LOOK AT ME! BEHOLD! I HOLD THE LIGHT OF THE SUN, THE PUREST GIFT OF THE GODS– FIGHT WELL, FIGHT LONG, AND PERHAPS THEY, TOO, SHALL BESTOW UPON YOU THESE GIFTS!"

Vincentus leveled his blade at the remaining undead, and the blood coating it suddenly began to steam, the blade gleaming strangely with a mysterious heat as he walked forward. "FOLLOW ME! KILL THESE CREATURES! FIGHT FOR -ROME-! SHOW THEM NO MERCY," he screamed, rushing forward to cleave through the nearest abomination with utmost ease. "BITING STEEL -OVERDRIVE-!"

1/2/3. Vincentus uses THE RIPPLE to augment his strikes and lead his troops into battle against the remaining undead. +10 [War Dog], +10 [Vitis], +5 [Gladius], +[The Ripple]

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61071d No.47143

Dice rollRolled 21, 85, 70 = 176 (3d100)

>>47020

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

Inventory:

+ [Empire Machine Manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

Inspired: + 10 to next design roll

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

+ [Fire Scrolls] - Elemental Fire

1/2/3. Saving a single spell scroll for scholarly purposes, the rest go towards empowering the artillery projectiles for this engagement and bringing down the Beast. Directing the other acolytes who have not had a chance to look at them closely in their application. According to the Manual with the enemy closer we will need less torque for accurate shots which means faster volleys, on the other hand more speed and penetration means that the explosive phenomenon of the fire enhanced projectiles could take place -inside- the Beast for considerably more damage. We shall have to experiment.

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012de5 No.47177

File: 626cb03c710bb72⋯.jpg (182.87 KB,507x810,169:270,0ce83a1a133a69df1d6cf8df6b….jpg)

File: ddb7c001ab3ce99⋯.jpg (212.74 KB,1000x1188,250:297,7b83209feb4654aa01fb7dcfac….jpg)

>>47024

1/2/3. Boar runs towards the new creature at full force, using his fellow soldiers and their overhead shields as a platform from which to leap onto the giant beast. He ascends the giant monster, each fistful of putrid flesh putting him closer and closer to his target; that target being a festering hole, from which the most terrible screams emanate. He manages to just reach the cusp of the hole, when a mangled tentacle reaches out and wraps its slimy suckers around your neck, pulling you deep into the beast.

At last freeing yourself from its grip, you are within the writhing belly of the beast, half eaten soldiers and beastmen alike grab at you, screaming as the caustic juices of the monster tear at their flesh. But hope yet remains, for thing pulsates above you, something massive and glowing with a umber light.

>>47027

1/2/3. A nadir of calm in this ocean of madness, Marcus once again has the onagers prepped, the men readied, and the acolytes present enchant the boulders with their magic. Once again the stone are let lose in perfect sync, but something strange happens this time. As the stone soar through the air, they coalesce into one massive stone, and all the various enchantments combine into a giant rock arching with arcane energy, which then soars into the wide open maw of the titan and takes its head clean off. The forms stumbles, before regaining its bearing and picking up its head, some distance away, and hurling it at the ward with great force. With its impact a hole is turn, small enough to fit the head, and quickly seals back up. The head is moving now, behind the wall, but the body and its sires still beat incessantly on the ward.

>>47033

1. The shapes below are minuscule compared to the beast, but still would tower over a full grown ogre. Luckily you are not firing arrows, but rather javelins. With one hand raised the sky you are shocked to see it return glowing, a temporary boon from the gods perhaps? Either way the glow flows from your hands to the bowstring, then to the arrow, and when you let the first arrow fly it too carries the glow, impacting one of the shapes and setting it ablaze. The creature screams in agony before slowly disintegrating.

2. The mysteries of the bow, at once so distant, now within reach.

+ [Basic Ranged] - The bow is no stranger to you. + 5 to all ranged rolls.

3. With the gleaming sun on your back and your pendant resplendent in its rays, you are a sight to behold to all the men below.

> + 10 to turn roll, Dream, and Morgoth's Actions.

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012de5 No.47180

File: 2fc738ece16f163⋯.jpg (46.93 KB,640x853,640:853,1520496991468.jpg)

File: 860fbd920fa7c13⋯.jpg (74.88 KB,736x523,736:523,afae659de0d5dc7c098e129671….jpg)

>>47035

1/2/3. While Caelum rains fire upon the forms from on high, you and Pingue dive down and battle the forms amidst the smoke. Massive fists part the cloud in a foolish attempt to swat you out of the sky, but they are met in kind with vicious chop and terrible beak, and for each strike a finger of lump of flesh is lost to you and your steed. A terrible beast sticks its face mere feet away from you and Pingue, its maw opening wide and an attempt to suck you both in.

With a kick of your heel you oblige the creature, diving with your mount towards the back of its mouth, bursting out of the other side as the creature disintegrates around the hole you left.

>>47037

1. The men try to surround the beast, but find their efforts constantly sabotaged by the writhing of the beast, as its tentacles thrash about and scoop up man after men, pouring them into its many mouths.

2/3. Seeing the line around the beast falter, you take action yourself and begin to cut into the beast, perhaps a weakness can be found inside of it, rather then outside of it. You soon find the light behind you disappear as the beast heals the hole that you had made. Left with no choice, you cut deeper and deeper, the flesh whispering you ill tidings as you cut it. Eventually you do reach something. A pulsating, thick, black vein, glowing softly in the flesh around it.

>>47051

1/2/3. Following the example of the brave, if possibly stupid, ball of muscle that barreled up the monster only moments ago, you begin to climb the last feet to the monsters face, but a sixth sense, one that you have come to trust over your long "career" stays your hand, and good timing too, as the largest rock you have ever seen, along with the most blue and on fire rock, takes the beast's head clean off. Seizing the opportunity you hop into the gaping hole where the beast's throat once was, falling down into its cavernous depths…

>>47054

>>47051

1/2/3. Activating your terrible anger and righteous rage, you set forth to punching and crushing everything in sight, and with each hammer blow chunks of flesh that scream at you fly out. A separate voice rings out though the foul air, a human voice. You take a brief moment to look above, a falling man, frail in form but armed to the teeth. You stick out one meaty hand and catch the man, but stopping his fall pulls you from your foothold, and you both fall into the blackness below…

It is a short fall though, as you both awake in a chamber, with a familiar figure for one of you in the distance, but other, misshapen forms meandering towards you from the walls themselves…

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012de5 No.47182

File: f15412ddc3daacf⋯.jpg (480.76 KB,1920x1251,640:417,juan-caratino-legionario-f….jpg)

File: 9d8c87a603469d2⋯.webm (3.91 MB,323x320,323:320,judas priest.webm)

>>47095

1/2/3. You leap at the terrible form of the Ur-Shoggoth, paws tearing into its flesh even as your form shrinks back to its human form. Like a giant tick you have dug deep into the creature, its mouths nearby screaming in agony as tentacles try in vain to throw you off. As the last will of the beast leaves your body, you instead turn to slicing off every tentacle that comes your way, and with every other chop digging deeper in the creature.

>>47103

1/2/3. As the men follow your lead and reform the charge, you quickly realize that the other men, the footmen, are surrounding the creature as well, thus impeding your charge. Not willing to risk charging through the ranks of your fellow Romans you instead employ a favored tactic from your homeland.

Having every man take ahold of several javelins you instruct the men to ride circles around the beast, following your lead, several paces behind the footmen, and to sink their poles deep into its flesh, aiming for any weak spot they can find. The circle surrounds the beast, and on your command a volley is loosed. Again and again they throw their spears at the beast, who recoils from its assaults as the full might of rome bears down upon it. With one last javelin to each man, your final order awaits as the circle continues.

>>47137

1/2/3. Some of the interlopers blood still lays upon you, and with it you can sense his lifeforce, with all the lose magical energy nearby your powers are amplified, heightened to almost superhuman sense. You spy a form crawling upon the titan overhead, your prey.

Just as you instruct your beastmen to begin to carry you above to your quarry, the flesh of the beast opens before you, and a voice speaks.

" I̫̜̭͕̦̘̟ ̯̰͍͕̤̳o͕͍̼f̙̗̬̙̼̪̺̕f͔̼̪̰͙̟ḛ̶̙r ̛̩̝͙̯̫y͈̣̞o̵̱̙̱͔̤̤u̷̯̥͈͉͙ͅ ̲̞͔̣͚͇̜p̵̹̯̟͇͎̤͔o̶͚̬̤͔we̸̬̭͚̱͉̣ŕ̠̺̤̣ ͓̱̥̼̮P͈̫̮̪͕a̘̣͕̤w͚̜̰̞͇n̻̥,̭͈͢ ͕͖͔̗̮͚͜ͅi̵̖̯f͈̙̫̲̰̫ ̧͔̤y̺ǫu͔͙̖͓͖͢ ̨̥ẁ̦̺̯͍ì̺̠͔͎̼l̥͜l̨̲͎̰͓͓̫̺ ̡̙̹̘͓̠̳͎ḅ̘͔́u̠̪̙͎͈ṭ̴̙̳͙͔͓ ̘̝s͜e̻̥͎r͕ve͎͓̼͚̮̻̬͞ ̲̱̲͜m͖̙͖͝e̮̙̞, ̬a͎͉̲̲͟n͖̻̯̦͍͇d̹̰̮͇̱̲͟ ̫̺͍̦ͅf͍r͟e͎̪͖̭̜̙͟e͇̼͔͝ m͏y̝͚̩͖ͅ ̟̩̯̗͎̰̀i̵̗ṇ͚n͉̳͠a̵̬̱̞r̰͔̖̩͔̻ͅḑ͚͇̭͇̺̫͎s̠͞ ͏͚͓ͅf̬̯̬̹͢ͅr͖̲̤o̖̭̦͉̩͖͞m͖͍̗͇̦̥͚͟ ̺̼͈̘̬͔͚t̪h̰̻́e̡̤͚̗̜̯̮ ̭̰͉͝V̦̞̫̯̠E͕͇͓̮̙̱R̶͕͕̜M͚̗IN͔ ̼̭̥t̟̹̟̳̣̖͖̕ha̙t̶͇̰̜ ̱̱c͉͇̭̰̟̮͇u҉͉r͈̦̼͡r̺̮͔̞͠ḙ̩ń̖t̴͓̬͉l̯̱͚̫̭y̘̥͙̪͔͔͈ ̘͙̠͕͍̙̭o̩̣̺͔̘͙c̵̠̗̰̪̦͉̲cu̟̳͍͚͢p͔͓̼̩̜y̥̥͙͍̞̬ ̦̤̥͇̱͍̩t͈̩̻͖͚͇h̖͈̘̪̕e̼̯̞̣̮̩̯m҉̤̰.̖̬̩͠"

And with that you enter the creature, not as much by choice if by necessity. You find yourself in a chamber, with two figures coming towards you. One is your prey, another is a mountain of a man with a fist made of iron. As flesh constructs emerge from the wall of the chamber the voice rings in your mind once again:

"T̵̋â̸͙̞͚͕̟̲k͈͕̘͙͎̾̾ͅè̙̯͕̣̜̔ ̤̣̹ͥ̆ͦo̬͈̯̬͎̭̠̽f͓̫̣̞̝̮͆̾ͮ̋̅̎͆ ̟̙̰͈́̈̓̑̌t̹͉̲̱̠̺͗͂ͯ͛h̀̉ͣͯ̔̂e̫̓͆͘s̬̟é̡̹̓̅ͯͣ ͎͙͇̹̟̍s̢͖̼̺͖͈͖̓̇ͫ͆͐̚l̲͖̰̪̹̻̟̍ͥìv͈̯̤͙ͮe̱ͣ̈́͋͡r̹̪̱̮͉̭͚ͬ̐͋̔̏ş̯̱̩̬̰̆͑̚ ̘̬̘̫̮͕ͩ̽ọ̞̱͚̑̒f͓̤̱ͪ̑ͮͯ͐͌̏ ̘͔͇͙̺͙ͤͤm͓̖̫͍̰ͨ̐ͣ̀ͅe̗̅ͪ͂̈́,͕̖̫̣̺͝ ̡̜͙̫͆̉̄a̼͙̮ͤͬ̂̊̔̓n͔͍̦ͩ̄̾̃̚d͈͚̟̦̱͖̲̈́ͦ̓ͦ́ͩ ͍̅w̺̯͙̲̜ī̅̒̈́̀͏͖̤͍ṫ̖̙̭̰̰͇͉͘h̞̞̳̖̯ͧ̿͋́ ̜̀̃ͤt̘͖̿ͧ͠h͊e̥̺̝̱̥͛̒̔m̼͛͋̄͐͐ ̲͔̹͎̮͕̄̌̿ͨ́̑͘eͦ̚x̶̟͗p͈͕ͩ̇͂e͚̫͎̭ͤͥ̓̀l̯̝̒ͨͭ̊̚ ̳͓̟̘̩͓̂ͦͬͧͪ̚t͔͎̟͕̬̜͚̎͋͋̊͐́̀h̡̬̯̺͉̉ȅ̥̭̆ͥ͆̿͂̍s̐ͯ̐e̯̜̣̋ ̷̲̺ͭͧi̡̖̲͇̘͔̘͊̃ͨ̐n̝̻ͧt͓̳̫̳̩̖̓̓ͩ̕r̘̰̋̇̈́ͮ̎u͚͕̝̥͋̄̽̅̍͒d̗̱̝̭̞̏̐̒ͪͬe͖̭͈̣̼̼͗̾̓ͪrͅͅs̺͙̜̫͚̀!͍̦͚̼͇͓̂ͦͤ̆ͭ̔̔ ̒ͤͨͩͤ̌ͦ

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012de5 No.47183

YouTube embed. Click thumbnail to play.

>>47138

1/2/3. Joining all others your drive and cut at the beast, its striking back in return with tentacle and maw, swallowing some men whole, other torn asunder by its grabbers or loudly chewed in one of its multitude of mouths. Though you all maim the beast, it still possesses enough energy to regenerate the worst of its wounds, and whats worse, to strike back!

>>47139

1/2/3. AS the sole force holding back the tide of the undead, Vincentus knew it was up to him to ensure his comrades could handle their foe without having to worry about their rear being torn asunder; that was the job of Vincentus alone. Summoning forth his new power, he runs his hand along his blade, the iron weapon glowing orange with small sparks of electricity glowing from its shaft.

Leveling his sword at the nearest unfallen foe, he speaks

"Your next line is ' gurrrgle ughhhhhh rarrrr! ' "

The beastman corpse opens its mouth, a foul call rasping from its blue lips "gurrrgle ughhhhhh rarrrr!" Followed by a shocked gesture from its form and a cursory "Graaaagh?"

With a yell the new man charges into the bone zone, cutting down corpse and skeleton in mere swings, his new power turning the enemy to ash. The last few still unliving corpses are cast down just as a new threat comes soaring overhead. A head, in fact, the head. The head of the giant right outside, now lodged firmly in the dirt directly behind the gatehouse, inbetween Vincentus and the others. A literal castle of flesh, it is as large as the gatehouse and some of the surrounding walls, and its stirring. A thousand red eyes coalesce around and stare in Vincentus's soul, burning a hole in the man powered by the sun.

>>47143

1/2/3. Simple fire would not do, but rather a mix, a combination, of all spells at hand. Some of fire, of earth, water, and air. A dose of life and death magic as well, and perhaps just a taste of blood magic. It was done, a blessing on every stone in this volley, of each school of magic, and perhaps, god willing, something else as well.

This last prayer is answered as the rocks soar towards their target, combining into the largest and most beautiful piece of enchanted stone You have ever seen. Plus taking the Titan's head clean off its body was amazing as well.

The thing that came next was not so amazing, as the body of the beast picked the head up in one hand, and after a short wind up, threw it at the ward keeping the beast at bay. The ward, weakened by the constant assault of the titan, cracks from the force of the attack, letting the head through but quickly reforming after. Good thing too, as the now headless body and the other reformed pieces of the beast restart their assault on the ward.

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012de5 No.47184

File: 74f9cbfc770af57⋯.jpg (53.58 KB,540x450,6:5,Caesar-crossing-the-rubico….jpg)

Day 17, Week 3

With the last of the undead laid to rest on front of this battle is shut, but still the mass of Shoggoths persist on the Roman Rear. To make matters worse it would seem that the ward has been broken, if temporarily, and a fragment of the beast has broken through the rear of the frontal wall. Its other fragments continue to assault the ward, weakening it further. Time is of the essence, can the Romans best this creature before it destroys the one barrier holding it back?

Find out next week on Julius's Bizarre Adventures Z: Latin is Unspeakable!

>Supplies:

2 Weeks of Food

5 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 3/10

Towers 4-5 Health: 4/10

Tower 6 Health: 5/10

Wall Health: 24/50

6 Onagers

12 Ballista

1 Scorpion

173 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 50/50

Inner wall: 50/50

Towers 1-8: 10/10

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61071d No.47185

Dice rollRolled 27, 93, 93 = 213 (3d100)

>>47177

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus: [A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

1/2/3 "A good shot. There is a strong wind blowing in our favor. Prepare another enhanced volley and this time we will force the Beast to kneel. Sever its forward leg and let the Beast and its limb fall down the Pit, if we are lucky. From a kneeling position it will lack considerable leverage, force and balance. If it wishes to pass the Wall it will have to crawl its way forward." +10 Bronze Armilla, +10 Vitis, +10 ???/Good Wind

Ever since the events in the forests of Gaul Marcus has been unhinged. Something serene replaced the balance in his mind between being wound too tight or hanging too loose. A gravitas and gravity that drew people in distinguished him from a typical soldier. He had been separated from his comrades during a campaign to Northern Gaul. When they found him weeks later stained in blood and breathing like an animal surrounded by enemy and allied dead he was a changed man.

A tribe hostile to the tribes that Rome was fighting took him in; offered him knowledge, and warriors to take back to his general that they might help wipe out their mutual enemy. They sacrificed before they left for good luck. On route they were ambushed by superior numbers but the tribal allied warriors took to a a circle to cover their backs. At the behest of Marcus they fought until they were literally dead on their feet with several times their number nourishing the soil with flesh and blood.

Decorated in the torqs of defeated warriors and a prize trophy of a skull shaped helmet his comrades at last found him having heard the battle on the wind. He returned in tow with the remaining warriors and valuable knowledge of the hostile tribe's position to earn his promotion and the honor of an Armilla. The helmet was reworked to sport the centurion plumage and the torqs were sold to pay for his new gear. Even now he wears the skeletal helmet and his presence resonates that unnatural calm all the more keenly in places where he turns his gaze.

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652796 No.47189

Dice rollRolled 27, 85, 73 = 185 (3d100)

>>47180

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

+Silver Mole (tear off when in need.)

——-

1-3: Continue attacking these monsters! There is not time for rest until they have all been slain!

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014661 No.47194

Dice rollRolled 70, 13, 32 = 115 (3d100)

>>47184

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

Location: Front

Health: 10/10

Class: Centurion – A commander, leads men from the front.

Gear:

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ Dragon

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1-3. The Greek thinks to himself “gee, Scruffy sure does love vore”. Then he wonders who Scruffy is. He opts to slash the vein to shreds with his Gladius instead of continuing this shitty “fourth wall” joke.

+5 Gladius

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132803 No.47196

>>47184

>Shoggoths persist on the Roman Rear

Vincentius is pleased

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ebb07c No.47200

File: 940a358e967c3ef⋯.jpg (12.13 KB,350x467,350:467,p7XoX4Q.jpg)

Dice rollRolled 35, 42, 77 = 154 (3d100)

>>47184

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Rear Triage Camp

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Black Rock] A black rock given by a drow

+[Black Heart] Take from an Elder Shoggoth

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3. Grunting Boar begins to ascend the inside of this great beast to hack open the pulsing umbral light which he assumes is coming from it's heart.

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ecc191 No.47201

Dice rollRolled 68, 61, 58 = 187 (3d100)

>>47183

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Rejuvenated by the power of the gods, Vincentus now appears as he was 15 years ago, as a fresh Legionnaire: a tall and fiendishly handsome man bereft of the marks of war and age, his hair restored to a pure black instead of a liberal salt and pepper. He possesses again the stamina and dexterity of youth, but still holds all of his deadly experience and discipline.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

+[The Ripple] - Vincentus can control the energy of the sun, harnessing its pure, rejuvenating energies to heal the damaged or, most importantly, utterly destroy the unnatural foes that skulk in the night. He can also predict what others can say.

The great head of the giant monster lay between Vincentus and the fort– separating him from his legionnaires. The seemingly infinite eyes of the beast turned and looked towards Vincentus, analyzing a man only superficially injured, teeming with power.

But Vincentus' form was supercharged with something more potent than the power of the sun. Every unflinching step forward that he took towards the severed head of the great abomination was filled with pure, righteous hatred. Unrefined loathing emanated from him in waves. He was not scared– he was incensed. Who was this hulk of flesh to separate him from his Empire, his men AND his duty?

It was nothing. Or, at least, it was about to BE nothing.

Vincentus paused in his advance only to raise his shield, level his blade, and take one slow, steady breath, solar potence flooding his being and giving his wargear a spectacular, gleaming quality. "You're in my way, filth.

"Don't bother moving. I'LL MOVE YOU MYSELF."

1/2/3. Carve a path through the head. +10 [War Dog], +5 [Gladius], +[The Ripple]

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b7455f No.47203

>>47184

Can I get an image of the battlefield and where everything is?

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b7455f No.47204

>>47185

czeched

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61071d No.47205

>>46351

>>47204

its basically still like this except instead of beasts its the shoggoth as large a as a house surrounded by pretty much everyone and now a bunch of hoplites. Up by the gatehouse the undead/beastmen are gone but replaced by the severed head of the eldritch God which is also very large but only flanked by Jaundice and his men so you could probably get in edge wise and cut it up good.

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b7455f No.47206

>>47205

I still want an update map pls

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012de5 No.47209

File: 43ac71f5cabe4c8⋯.png (50.55 KB,819x460,819:460,shittymap.png)

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b7455f No.47228

>>47209

Okay, thanks

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6e4cc2 No.47230

Dice rollRolled 92, 16, 39 = 147 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 10/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-3. VICTORY IS NEARLY OURS! FINISH OFF THE SHOGGOTH IN FRONT OF US AND THEN WE CHARGE AND CHOP THAT BIG BLEEDING FUCK OVER THERE TO BITS!

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2264ac No.47232

Dice rollRolled 26, 38, 81 = 145 (3d100)

>>47182

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 7/10

>Bear Form:

Health: 20/20

1-3. Well I am knee deep in the damn thing now, don't stop keep cleaving and stabbing it until it dies!

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b7455f No.47245

Dice rollRolled 18, 76, 56 = 150 (3d100)

>>47182

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

1-3; Reform ranks and charge the Giant Head! We must come to the aid of Centurion Vincentus and stop that devil from destroying anymore wards!

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a965e0 No.47246

Dice rollRolled 67, 64, 60 = 191 (3d100)

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 4/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damage to ranged attacks but the natural roll must be a 25 or above to hit

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Basic Ranged] - The bow is no stranger to you. + 5 to all ranged rolls.

+ [Invictus] - You will not need to roll another resolve for this encounter.

1. Fire on the shapes with Lucenia's support

[Blackwood Bow], [Advanced Training], [Basic Ranged]

2. Advanced Ranged training

3. Dramatic posturing

[Sash], [Blackened Crimson Crown of the Preserver], [Advanced Training]

"Such power runs through me! These creatures cannot hope to stand against the best that the griffin knights have to offer for we have been blessed by the gods to see victory today! With the sun shining high and with the beasts at the walls the entire battlefield can see our wondrous display of skill that I have drilled so hard into the rest of the squad"

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c63022 No.47258

Dice rollRolled 50, 79, 23 = 152 (3d100)

>>47182

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Followers: 3 [Raised Beastmen]

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Start flinging all sort of spells at my adversaries, use my beastmen as distractions if they get close

[Greater Raise Dead] 2/10

Greater Eldritch Blast 4/20

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549aa8 No.47259

Dice rollRolled 29, 90, 16 = 135 (3d100)

>>47180

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (3/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (1/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

>>47051

"I'll take care of the undead, you take the cultist."

1-3. Clear the way of the undead and misshapen creatures, and continue to keep them busy, so that Zeno may fight the cultist (Silius) one on one. May the gods give me strength. +10

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276a3f No.47261

File: e2dd12c5b923143⋯.jpg (97.48 KB,518x680,259:340,Suffernottheheretic.jpg)

Dice rollRolled 40, 14, 78 + 8 = 140 (3d100)

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 8/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

Otacilius gives a nod to his new companion as he brandishes his weapons.

He looks at the cultists that started this mess and prays for the gods to give him strength as he utters a single phrase before attacking "Venit tempus tuam haereticus reputandus"

1-3 Charge the cultist (silius) and attack with all my might, I shall harness everything my master told me to fix what has been wrought.

I shall strike for the frumentarii and for the empire!

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61071d No.47268

Dice rollRolled 18, 20, 67 = 105 (3d100)

>>47183

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

Inventory:

+ [Empire Machine Manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

Inspired: + 10 to next design roll

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

+ [Fire Scrolls] - Elemental Fire

1/2/3 Fascinating. Outrageous. Some of that beautiful stone would need to be recovered after the battle. However, battle is still at hand and the Centurion commanding the Wall ordered another volley. To sever the leg of the beast or perhaps shred it to pieces. While the acolytes reapply their varied magics on the stones I grab the Amulet of Power and begin investing both the Blessing of Vulcan and the Hammer of Vulcan into the center war engine and its projectile respectively. Gods willing the miracle would happen again but this time when mighty hammer strikes unworthy flesh the iron ball will sunder its flesh not once but a thousand times.

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8ccb7f No.47269

Dice rollRolled 55, 63, 39 = 157 (3d100)

>>47019

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

+ [Gold Coin] - A choice exists, between order and chaos, between light and dark, and between slavery and freedom. When you are ready to talk again, to make that choice, press this coin into your temple, embed it in your brain, if you are strong enough.

1-3. Gaius knew not what had happened, a dream? A vision? It has spoken to him about those who had broken the cycle. But who had it been? Sol Invictus itself? The Unconquered and Unconquerable? Or was the Sun itself merely one that had risen above? Gaius was a loyal man, a legionary. He sought Order and Good. But no true Roman would ever be a slave.

Quickly he rolled off his bed to avoid the Beastman‘s crazed strike, hastily looking for his Gladius. The Legionary would dispatch this beast and gather his gear, if they had come thIs far already there was no choice but to throw everything they had at them.

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8dce1e No.47270

Dice rollRolled 68, 51, 42 = 161 (3d100)

>>47019

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Front Fort

Health: 5/10, Bleeding

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor.

1/2/3: This battle is nearly won. All that's left is to do in this final horrid creature, and then things can finally be organized around this deceript hellhole. Forward, to victory!

+15 to all rolls, -21 to rolls against me.

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bc0909 No.47405

File: 253efcc2adc0c2e⋯.webm (3.18 MB,640x358,320:179,comfy- (Times We had).webm)

>>47185

1/2/3. Though the ward extends beyond the pit, you still instruct the men to make the beast kneel before Roma! They comply, and with enough of the advanced shot left to get off one good volley, the onagers are prepped and the ballistas, now in their range, have thick ropes attached to their bolts. With your order the first volley is off, slamming into the beast's right knee, severing it after several consecutive hits with the enhanced, explosive ammunition. Suddenly short half a leg the headless beast falls forward on its stump, hands slamming into the ground to keep it from falling flat on its face. It is then that you order the ballista to fire. The giant barbed bolts sail out, sinking into the soft flesh of the beast. The men on the wall then leave their machines and pull valiantly on the ropes, in an attempt to bring the beast down to earth, but it struggles to right itself. Several of the other chunks of the beast, including the severed leg, help to right the beast, pulling back on its form.

>>47189

1/2/3. With your companion aiding you, the two of you resume your assault on the beast below, but as the sunshine overhead fades the beast seem to grow more resilient, even managing to strike out at the two of you, though the agile and powerful mounts you ride on just barely dodge their blows. This battle is interrupted though as their sire is brought low by the artillery on the walls, and the beast rush to support their lord.

>>47194

1/2/3. Manuel rushes towards the thick vein, slashing at it with his blade. Instead of a rush of black ichor he is instead met with a smell fouling fume is thrown into his face. A faint gurgling is heard, almost like laughter. Around him the flesh of the creature turns into tentacles armed with twisted barbs and teeth that soon strike out against the roman!

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bc0909 No.47406

File: a48072ac5cb25c7⋯.jpg (30.08 KB,1200x675,16:9,DBBv5EnWAAAbxcW.jpg)

>>47200

1/2/3. Ascending the pulsating flesh of the beast with sword and hand boar cuts through what parts he cannot crawl through, until he emerges into a small chamber. Inside said chamber is a black form, humanoid and vaguely the same size as himself. The figure is kneeling, as if in prayer, a similar black sword and shield by his side. Upon Boar fully entering the chamber said figure grabs its sword and shield and rises, turning to face the solider. Its face is pale and eyes are yellow. It is boar's own face staring back at him, with a wicked grin stretched across it. The dark reflection is soon upon him, its shield rushing towards the legionary's face.

>>47201

1/2/3. With each step towards the monstrous head, Vincentus could feel the very earth shake beneath him. In his anger and confidence he imagined this to be himself, but the shaking earth soon revealed the truth, the beast was stirring. With a flurry of dirt chunks the size of horses the head rips itself out of the ground in a fluffy of tentacles. Men are throw back, and some high into the air, but the centurion stands as still as a mighty oak, not shaken by the worst nature had to offer. Gleaming like the sun he watches as the beast stands up fully on its mass of tentacles, before its gaping maw opens wide and lets out a deep, thundering roar. A voice enters the centurion's head as well, like a sword scraping against a rough stone…

"YOU ARE CHALLENGE ME MORTAL, WHEN ME AND MY KIN STRODE THE BLACK VOID LONG BEFORE THE BEINGS YOU CALL "GODS" WERE BUT MOTES OF DUST IN OUR EYES! I SHALL SEE YOUR SOUL SUFFER IN THE DEEPEST PITS OF EXISTENCE FOR YOUR INSOLENCE!"

But the Centurion was already upon the beast, leaping from upturned stone to another, a ripple infused steel gladius thrusting into one of its hundred eyes. A wail of pain comes from the monster, who quickly shakes the centurion off and throws him some distance away. The voice returns, angrier this time.

"YOU WILL PAY FOR DARING TO CHALLENGE ME INSECT, THIS WORLD WILL BURN NO MATTER HOW HARD YOU STRUGGLE, FOR IT WAS NEVER YOURS TO BEGIN WITH!"

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bc0909 No.47407

File: d9c3975e4da475c⋯.jpg (98.71 KB,1280x720,16:9,maxresdefault.jpg)

>>47230

1/2/3. As you and the other forces surrounding the beast close in to finish it off, a strange thing happens. A black circle surrounds the beast, and the first curious soldier to cross it is covered in a black warpfire, his screams ringing out clear in the cacophony of the battlefield. Soon he is nothing more but a pile of black ash, but that pile soon reforms, a pale imitation of the soldier who fell, and then said form became two, then four, and so on and so forth almost to quick for the eye to see until a ring of the shadow warriors separate you from your prey, which has for the moment stopped moving. The warriors are unflinching, standing at guard with black blades and shields raised, and remain so until a errant soldier flings a pilum into the shoggoth, wherein the shadowmen rush out and lock blades with your combined forces. They mean to defend the beast while whatever black ritual it is most likely conducting completes!

>>47232

1/2/3. You take your axes and chop down and down deeper into the beast, until you unexpectedly cleave through what appears to be a roof to a small chamber, and as you wipe the black ichor off your face you notice a women in black rags crying in the center of the chamber you find yourself in. She is holding something small, white, and it is swaddled.

>>47245

1/2/3. The head is giant, and its tentacles form a venerable forest of disgusting flesh and filth. Perfect for what you have in mind. Gathering the men into a loose gaggle you give them the plan.

"The beast is supported by those tentacles, and though they are thick they can bleed, and with our mighty arms we may even fell a few, and with every blow we land the beast is focused on us rather then the much more vulnerable infantry. If we can bring the beast down, then the gods be praised, but if all we can do is distract the beast and allow the others to kill it, then we shall go forth all the same and do our duty. ROMA INVICTA FRATRIBUS!"

And with that you and your brothers ride out to doom or glory, whatever comes!

>>47246

1. As your companion rushes down to meet the beast bleak and sword to giant meaty fist, you instead decide that discretion is the better part of valor and remain aloft, raining down upon the beast with your massive projectiles. though since the sun has decreased in its radiance they seem to annoy the beast more then anything. This brief engagement is marked by the beast responding to you and your partners assaults with attacks of their own, before they ignore you all together and return to the now kneeling greater body of the titan, pressing their own weight against the giant to keep it from falling down.

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bc0909 No.47408

File: 0f4d7c2b8a53948⋯.jpg (405.25 KB,1039x1600,1039:1600,Edward_John_Poynter_-_Fait….jpg)

>>47258

1/2/3. The great beast of flesh come from the walls of the chamber and leap towards your opponents. A giant of a man handles them in short order, but they in response increase their numbers, keeping the brute occupied as you fling spell after spell at your opponents hoping that one sticks. The assassin wields a umber blade, and he is coming right for you. First you conjure the drums of doom, but the man's mind is dearth of fear. Next a spell of minor rot, but the agile foe quickly deflects it with his apparently magical blade, which seems to absorb the dark magic. This man must already be mad, as your madness has no effect on him, but in a last ditch effort to stop his ruthless advance you prime one of your beastmen to detonate and send him after the warrior. Through quick reflexes he just manages to only be caught in the aftershocks of the resulting blast, but the gore cloud has clouded your vision, and where the man is now you have no idea. That is until one of your beastmen falls to the ground limper then it was when you raised it, its head cleanly severed from its shoulders. Turning around you prepare and eldritch blast and turn a form behind you to ash.

Victory! That assassin had it coming, the ritual was almost complete, the power of a god was almost yours!

But this celebration is cut short as you see that all you had merely done was put a flaming hole in one of your former thralls wearing the assassins black cloak. The real trickster was some distance off, steely eyes locked with yours, a trickle of blood running down his exposed arm.

>All of your spells have been used this turn, this note is for me as well as you.

- 2 Beastmen Thralls

>>47259

1/2/3. Leaving the two small men to their quarrel you turn to face the flesh golems literally sloughing off the walls. These are true foes, as one gives you a savage right hook and knocks you to the ground. Smiling at the hammer blow you return it in kind with a righteous uppercut with your caestus, tearing right through the creature's face, it quickly disintegrates around you. But where one is slain 5 more take its place, and soon enough you find yourself to be truly tested as each enemy dispatched spawns more of its kin, but what is a warrior without a battle? You revel in the destruction as you become a hurricane of blows dispatching golem after golem as the sounds of spells right out around you.

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bc0909 No.47409

File: 2344aafa36fe8fd⋯.jpg (393.27 KB,1920x1092,160:91,668114b65049e242895ccd1210….jpg)

>>47261

1/2/3. A negromancer, the worst kind of vile mage. The dead deserve from this wicked world, but here before you stands a man who seeks to claim the power over death for himself. With your companion taking care of the larger enemies you focus on the wizard himself, charging the man and his beastmen thralls. He hopelessly flings spell after spell at you in a vain attempt to break your mind, to make you fear death, not knowing that you are already dead, having accepted this truth the moment you became a serious apprentice to a Frumentarii. A beam of necrotic energy comes your way, and almost innately you raise the blade of death infront it, which seems to absorb and dispell the magic. Unfortunately while you where doing this, the mage had somehow turned one of his thralls into a living bomb, the beast itself and its vice grap latched around your arm. Thinking quickly you severe the beast's rotted arm, but the blast still catches you, shards of bone and magical energy cutting and burning your right arm. The cloud of gore however allows you to maneuver around the mage appearing behind the man as he gloats his apparent victory. You quickly dispatch one of his other thralls, not willing to be tricked twice, but the mage turns quickly with magic fire in his hands to end you. Thinking quickly you wrap your cloak around his dispatched thrall and leap over the man as he blasts his former henchman. Turning to face the man, his one thrall remaining raises its blade, as if bading you to come and fight it.

>Health: 7/8

>>47268

1/2/3. You supercharge your spells and attempt to bind them to the engine of war, but they do not connect, instead the amulet glows a mighty orange color as you yourself start to shake from the power of the spell. The volley fires and drops the beast, who kneels before the wall, who kneels before you. In a moment of sheer instinct you remember that the hammer of vulcan does not improve any weapon, but is a weapon itself, the mighty tool of the forge god that will be used to smash the poor works of evil into something usable, and in do you raise your hands to the sky, as if holding a massive hammer above your head. In response a hammer appears in the heavens, massive and fiery. With a grunt you bring your arms down, and the hammer responds, savagely laying into the beast, destroying the poor attempts at its severed parts to hold it up. The mass of flesh is now but that, a mass of flesh that undulates as it burns from the hammer blow, before a mighty cry echoes out and the beast reforms into its original shape, right in front of the ward and working its fingers into the hole in the ward made by its head, trying to pry its way in. But this is not an act of strength, but desperation. It is spent.

>>47269

1/2/3. Ducking underneath the beast's strike you bring your gladius up and sever its outstretched limb, it screams in pain and falls down to its knees, clutching the stump of its former arm. It raises its other hand to you, as if pleading for mercy, begging for a reprieve.

It would none on this day. You take your gladius and bury it in the beast's face, it screaming in pain as you turn the blade, before savagely ripping it down the beast's body, almost bisecting it to its crotch. You stride out of the room and down the hall, the sounds of battle echoing outside.

>>47270

1/2/3. Vincentus has the honor of first blood against the head, blinding one of its many eyes with his magical attack. A equio follows suit with his detachment, slicing at the tentacles holding the beast aloft. You gather the men around you and join the assault, climbing the upturned ground and jumping on the beast, cutting at it from all sides as it thrashes violently. Some men are crushed underfoot (or undertnetnacle rather) Others are thrown hard enough into the ground that they do not rise again, but you and several others manage to hold onto the monster, climbing ever higher until you finally summit the beast, wherein you find a bright blue spot, pulsating almost as if a heart was beating underneath it. Through the blue ichor inside you think you see the form of a man, or something like it.

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bc0909 No.47410

File: c953774f81f812a⋯.jpg (138.54 KB,900x578,450:289,azathoth_____by_lost_of_ex….jpg)

Day 17, Week 3

The battle is reaching fever pitch as the head of a dark god rampages behind the fortress wall! Meanwhile, the Ur-Shoggoth has seemingly fallen still, only to be protected by a shadowy force of the pale imitation of a fallen Roman! Outside of the walls the God's body has been struck down, only to rise again with a terrible vengeance, but its movements are sluggish, pained even.

Is this it? Can the might of Rome best that of the Dark Gods?

>Supplies:

2 Weeks of Food

5 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 3/10

Towers 4-5 Health: 4/10

Tower 6 Health: 5/10

Wall Health: 24/50

6 Onagers

12 Ballista

1 Scorpion

173 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 50/50

Inner wall: 50/50

Towers 1-8: 10/10

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ebb07c No.47413

File: c237ad963882ba5⋯.jpg (10.64 KB,198x254,99:127,borkbaya.jpg)

Dice rollRolled 40, 75, 79 = 194 (3d100)

>>47406

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Rear Triage Camp

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Black Rock] A black rock given by a drow

+[Black Heart] Taken from an Elder Shoggoth

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3. "Gods be damned you fucking cocksucker, I am sick of this fucking dark magic bullshit!"

Block the shield before slamming into him with by body weight trying to get inside of his guard and stab him in the gut. Focus on murdering this motherfucker and finishing off this monster.

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bc0909 No.47415

Dice rollRolled 85, 95, 98 = 278 (3d100)

>>47413

1/2/3. The shield was merely a feign, as the dark figure instead raises a knee to your exposed middle section

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549aa8 No.47416

Dice rollRolled 26, 20, 64 = 110 (3d100)

>>47408

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (2/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1-3. Continue to keep the flesh beasts off of the two fighting. It does not matter how many this thing creates if they continue to prove to be unable to stand before me. +10

+Muscle Wizard

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2264ac No.47419

Dice rollRolled 16, 8, 68 = 92 (3d100)

>>47410

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 7/10

>Bear Form:

Health: 20/20

1-3. Approach the woman, spear readied for a trick.

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6e4cc2 No.47420

Dice rollRolled 33, 30, 84 = 147 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 10/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1-3 ACTUALLY KILL IT THIS TIME

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61071d No.47421

File: bde5da647f98717⋯.png (635.2 KB,1052x422,526:211,Siege Charm American as Fu….png)

Dice rollRolled 28, 10, 13 = 51 (3d100)

>>47405

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Ever since the events in the forests of Gaul Marcus has been unhinged. Something serene replaced the balance in his mind between being wound too tight or hanging too loose. A gravitas and gravity that drew people in distinguished him from a typical soldier. He had been separated from his comrades during a campaign to Northern Gaul. When they found him weeks later stained in blood and breathing like an animal surrounded by enemy and allied dead he was a changed man.

A tribe hostile to the tribes that Rome was fighting took him in; offered him knowledge, and warriors to take back to his general that they might help wipe out their mutual enemy. They sacrificed before they left for good luck. On route they were ambushed by superior numbers but the tribal allied warriors took to a a circle to cover their backs. At the behest of Marcus they fought until they were literally dead on their feet with several times their number nourishing the soil with flesh and blood.

Decorated in the torqs of defeated warriors and a prize trophy of a skull shaped helmet his comrades at last found him having heard the battle on the wind. He returned in tow with the remaining warriors and valuable knowledge of the hostile tribe's position to earn his promotion and the honor of an Armilla. The helmet was reworked to sport the centurion plumage and the torqs were sold to pay for his new gear. Even now he wears the skeletal helmet and his presence resonates that unnatural calm all the more keenly in places where he turns his gaze.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus: [A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

He could hear the cry of the Griffons or perhaps it was a stray eagle who had wandered to watch the battle. Its voice made Marcus Bobius remember when he first saw the splendor of our legion's Aquila when he joined Braxios's Fighting 15th. The light of that day and the crisp air that invigorated him felt worlds apart now. The Beast was spent just a bit more and it would fall forever.

1/2/3 "Back to your machines men. We've hit it good and hard but its not over yet." Marcus makes his way to a nearby machine and prepares to shoot the Beast himself. "On my mark brothers, we knock the Beast back. The Aquila of Roma, The 15th, the eagles of Jupiter almighty, and Olympus watch over us. Already we have witnessed one miracle, now pray for glory, seize victory, tell your children of the nightmares you have vanquished and the blessings you have received in the days to come you will look back on today as your Triumph Day."

+10 Bronze Armilla, +10 Vitis, +10 Caelum Posturing

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276a3f No.47422

Dice rollRolled 70, 35, 42 + 8 = 155 (3d100)

>>47409

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 7/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

Now is the time, it all boils down to this, it is time to defeat this evil heretical negromancer and then defeat this beast.

I clutch both my blades as tightly as possible and charge forward once more striking at the thrall with my shiny pugio saving the shard of death for the negromancer.

1-3 Finish off the thrall and attack the negromancer with both my shiny pugio and my shard of death.

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9b859e No.47435

>>47409

>Negromancer

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9b859e No.47436

>>47410

Name: Manuel of Cappadocia

Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

Class: Centurion – A commander, leads men from the front.

Location: Front

Health: 10/10

Class: Centurion – A commander, leads men from the front.

Gear:

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

+ Dragon

Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>Loyalty: 9/10

>Basic Endurance: 4/5

> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

> + Basic Tactics: + 5 to commanding large groups of soldiers

1. In this desperate situation, the Greek prays with worry in his heart. He just prays for one thing, survival.

2-3. There is only one thing to do. Assessing the situation, Manuel is going to keep his Scutum at the ready to block the tentacles, while his Gladius is at the ready to cut them off!

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9b859e No.47437

Dice rollRolled 18, 36, 70 = 124 (3d100)

>>47436

Rolls

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61071d No.47439

>>47421

+15 from legate?

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a965e0 No.47454

Dice rollRolled 8, 26, 22 = 56 (3d100)

>>47410

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 4/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damage to ranged attacks but the natural roll must be a 25 or above to hit

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Basic Ranged] - The bow is no stranger to you. + 5 to all ranged rolls.

+ [Invictus] - You will not need to roll another resolve for this encounter.

1. Finish off the eldritch titan with the bow

[Blackwood Bow], [Advanced Training], [Basic Ranged]

2. Advanced Ranged training 4/10

3. Dramatic posturing

[Sash], [Blackened Crimson Crown of the Preserver], [Advanced Training]

"Given what I have learned so far from this battle, I am going to continue staying far away from the titan that has been hit by every kind of magic, miracle, and rock known to man, since I have already been hit by all of those things today. Failing that it is probably also going to explode by the time I get close and I cant imagine that being pleasant."

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c8c623 No.47460

Dice rollRolled 25, 42, 5 = 72 (3d100)

>>47405

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

+Silver Mole (tear off when in need.)

——-

1-3: I shall not let these beasts flee. Ride after them and cut them down no matter what.

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beab76 No.47473

Dice rollRolled 78, 11, 7 = 96 (3d100)

>>47410

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

+ [Gold Coin] - A choice exists, between order and chaos, between light and dark, and between slavery and freedom. When you are ready to talk again, to make that choice, press this coin into your temple, embed it in your brain, if you are strong enough.

1-3. Gaius rushed out onto the battlefield where Dark Gods cut men down like wheat. Too long had he been idle, too long had he let the forces of evil reign free. He had spoken to Sol Invictus, a choice had to be made. Order and Good where what dominated the Roman Doctrine, Free Men fighting nothing but the slaves of chaos, for it was duty that truly set man free. He was but one more man into the fray, but with all his might Gaius hurled his spear and the Black God as if it made a difference. Sol Invictus needed proof of his strength. He would be sure to provide.

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da6a2b No.47521

Dice rollRolled 20, 22, 61 = 103 (3d100)

>>47410

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Rejuvenated by the power of the gods, Vincentus now appears as he was 15 years ago, as a fresh Legionnaire: a tall and fiendishly handsome man bereft of the marks of war and age, his hair restored to a pure black instead of a liberal salt and pepper. He possesses again the stamina and dexterity of youth, but still holds all of his deadly experience and discipline.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

+[The Ripple] - Vincentus can control the energy of the sun, harnessing its pure, rejuvenating energies to heal the damaged or, most importantly, utterly destroy the unnatural foes that skulk in the night. He can also predict what others can say.

1/2/3. Vincentus raises his sword, waving it about in that all-too-familiar signal to the artillerymen to fire– all the while soaking in the rays of the sun, channeling it into the blade of his gladius as he prepares for another vault towards the beast.

It will die. That much is certain.

Kill the Head. +[THE RIPPLE]. +5 Gladius. +10 War Dog.

FREE ACTION: Call artillery down on the head.

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c63022 No.47522

Dice rollRolled 13, 59, 99 = 171 (3d100)

>>47408

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Followers: 1 [Raised Beastmen]

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Just punch the shit out of him now that i've got nothing else to use.

[Greater Raise Dead] 2/10

Greater Eldritch Blast 4/20

Everything on cooldown

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b7455f No.47523

Dice rollRolled 59, 57, 24 = 140 (3d100)

>>47407

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>[Healing Rain] - For the current engagement, the rain will heal all of your wounds. Longer wounds will take longer to heal however, and it won't save you if you die.

1-3; Continue our attack, we will take this false god down!

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8dce1e No.47539

Dice rollRolled 15, 77, 49 = 141 (3d100)

>>47409

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Front Fort

Health: 5/10, Bleeding

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor.

1/2/3: Soon to be a dead man. Stab the creature in its beating blue heart, and bring this foul beast to the ground. A personal kill from the commander will surely inspire the Legionaires to push forward and rout the last of these vile beasts!

+15 to all rolls, -21 to rolls against me,

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012de5 No.47565

>>47415

>>47413

1/2/3. Quickly dodging out of the way of the flying knee, Boar responds to his doppelganger with a swing of his own elbow, which connects with a sickening crunch into the face of his enemy, the force of which twisting its body as it flies backwards. The shadowman lands in a pile, before contorting itself in a way that is just… wrong before coming once more at the Roman!

>>47416

1/2/3. The monsters seem too much, even for the likes of you. This thought persists as the constructs of flesh and bone smother you, leaping over one another in an attempt to choke the life out of you. But a scion of Heracles is not the be bested! To allow such pitiful creatures to best you would not only besmirch your honor, but would shame your ancestors as well! Ill-content to meet them in such a way, you break free of the monsters and resume your path of meaty destruction as your destroy whatever golem crosses your path. You are momentarily stopped however, not by any creature, but by the grunts of your partner as the mage beats his face in. This distraction does cost you, however, as once again you are beset by the beasts!

>>47419

1/2/3. You walk towards the women, your feet sinking deeper and deeper into the flesh floor as you draw closer, until you are up to your chest as you within hand's reach of the kneeling women. A sudden sinking beneath you forces you to reach a hand out, ostensibly to grab ahold of the floor and stop yourself from being subsumed by the floor, but the women turns and faces you all the same, answering your unintentional cry for help.

Your mother's face greets you, as her hand wraps solidly around your wrist. Her face is ashen and distraught, and you soon see why. The baby she clutches is blue and bloated, long dead. It has the same blonde hair as yourself, and though it is rotted and discolored, you recognize your own face. The helping hand soon turns into wicked claws, which dig into your flesh as your mother's face contorts into a terrible form, a wickedly long tongue stretching out from its tooth-filled out, forcing its way into your own. "GIVE MOTHER A KISS MY SWEET MORG!" The beast says as it roughly pulls you out of the floor, claws still digging deep into your arm as it flings you over its head and into the opposite wall.

>>47420

1/2/3. You try to push past the line of figures, but in every opening you discover you quickly find several other figures quickly filling it and pushing you back, despite your anger, despite your rage, it would seem that for every form you slay a new one takes its place. Though with every shadowman that falls their replacement becomes that much easier to dispatch, and down the line you see your fellow warriors gaining the upperhand on the guardians of the shoggoth.

>>47421

1/2/3. The men on the wall ready a barrage to drive back the incoming titan currently tearing its way through the mighty ward that keeps beings of immense power from simply bypassing the fortress, though at the last moment a cry from the Primus Pilate for artillery fire on his position distracts a full half of the machines from their duty, and the fire is divided between the titan incoming and the head behind, damaging both but killing neither, though the barrage has seemed to halt the titan for now, as it regains its strength to finish its passage through the Ward.

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012de5 No.47566

>>47422

1/2/3. The beastmen grows in a guttural tongue and charges you, its wickedly curved blade, a quick swidestep and you cut deep into its sword arm, which as rotted as it is falls limply to the floor. The thrall turns about again and charges you once more, this time grabbing you in a tender embrace and squeezing you tightly, very tightly infact. As your back and torso strain under the unnatural strength of the beastmen you barely manage to worm your free hand, clasping the shard of death, around to its backside, and bury the strange blade deep into it. The husk withers as the blade seemingly sucks the energy from its form, and before long the corpse falls before into a cloud of dust. Taking a moment to catch your breathe, you do no notice the mage, who is now at your side, but you do feel his fist hitting your face, hard . The force throws you to the ground, and several teeth from your mouth. Without a moment's reprieve the mage is upon you, sitting astride your hips, but unlike the last person to do so, a women in that case, he does not come to bring you pleasure, but pain. Blow after savage blow strikes your face, and soon blood obscures your eyes.

>Health: 4/8

>>47436

1. As you bow your head to pray, the tentacles do not grant you the moment reprieve to ask the god's for favor. One punctures your shoulder, and your prayer quickly turns into a string of curses as you assume a defensive posture.

>Health: 8/10

2/3. Shield raised but bleeding from your wound, you weather the furious blows from the numerous tentacles as they rain down upon you, cutting as many as you dare, but not noticing any relent in their attack. Just when all seems lost you are assailed once more, but what is this, a pair of feet, human feet, in the ceiling above you, kicking wildly. To stay here would mean death for sure, but there might by a chance if you climb up these feet above! Acting quickly you grab the feet, but as you make the first attempt to climb up the waist of the man, you are suddenly pulled up with the legs and thrown across a room. It is the barbarian boy, and some monster as well.

>>47454

1. You reach back to your quiver, only to discover that you have no remaining arrows!

2. With no arrows to fire, you can only caress the bowstring, noting some marks the horselord had made to improve your firing form.

Advanced Ranged training 5/10

3. Unable to fire, you're posturing is lackluster at best. truly paling in comparison to you at your prime.

>>47460

1/2/3. The forms have merged, that much is clear to see, but that changes nothing, and you merely assault the giant form that now attempts to tear its way through the ward protecting the fortress from its form. You and Pingue dive straight at the beast's back, digging into its flesh as the telltale thump of the roman Artillery pounds its frontside. Eventually Pingue reaches a orb-like construct, pale pink but almost as hard as stone, it offers much resistance to his claws and beak, but some progress is being made. What is this?

>>47473

1/2/3. Running from the wall to the Free Head of the Dark God, Gaius took his pilum in hand and with all of his might hurled it at the foe. As it soared through the air it was joined by others, including ballista bolts and onager stones, all crashing into the groaning head of the titan, the tentacles supporting the head wavering under the flurry of blows. Seeing some Romans atop the head, you make your way there as well, climbing atop the massive mounds of dirt and stone displaced by the head's crash landing. Soon you are scaling the head itself, and find yourself near a women in roman armor, raising her hasta high as if to strike a bright blue bulge on the head of the beast. Running to join her you leap the last few feet from the blue mound, sword turn down and outstretched, aiming to pierce it at the same time as the women!

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012de5 No.47567

>>47521

1/2/3. AS your command ordering a bombardment rings out, the answering projectiles slam into the head with a cacophony of thuds and the loud sloorps of ballista bolts sinking into flesh. The head buckles under the assault, followed by a brave equite leading his men once again in assaulting the tentacles holding the beast aloft. A full side of its falters, and many men scale the beast, stabbing as they climb its bulk. And you join them, channeling the Ripple into the blade as you run, climbing the side of the head as well. Reaching the crest, you see none other then the legate poised to strike a blow against the beast, standing astride a luminescent blue bump on the beast's head, pulsating as if it were a beating head. She raises a hasta, as if to strike the beast down, but you will not be outdone by a small girl, closing the distance in mere moments and diving towards the probable weakspot of the God, Ripple enhanced gladius mere seconds away from cutting its flesh!

>>47522

1/2/3. The assassin is too busy with your thrall, almost toying with it. His arrogance will cost him derely, but you do give him a few moments to enjoy his sparring match before you strike. Standing next to the man, you tap the other side of his shoulder with your off hand, causing him to look to the left, before you greet him with a wry "Hello." Your fist connects with his jaw, sending it flying to the left, a spatter of blood and teeth leaving his mouth as the man turns his entire body with the force of the blow. He falls to the floor in a heap, but you give him no rest, no respite. HE STOLE FROM YOU THE KEY TO YOUR SALVATION, TO ESCAPING THIS MORTAL COIL AND BEING FREE FROM THE HELL THAT IS LIFE! These thoughts fill your head as you savagely beat the man's face, blood pooling from your hammer blows as his resistance grows weaker and weaker.

>>47523

1/2/3. Forming up once again you take the men through the forest of tentacles holding the beast aloft, cutting at them with a ferocity unparalleled in your days. This dark god must be stopped here, least he make it further inland, to the empire, and gods' forbid, even sweet, sweet Gallaecia. This will not Stand! With a mighty yell you sever the largest tentacle you come across, and combined with the work of your men, the beast groans and falters, before slowly it tilts, and starts to fall. It is a race to escape from under the vast creature as it falls, but just barely you and your men accomplish just that. Turning to look upon the destruction you have wrought.

>>47539

1/2/3. Here you are, as you always knew you would be, about to save the day because you are apparently the only person here who is incompetent and able to actually find the weak spot on a giant god while all of these other children flail about stabbing it, doing little more then an ant would do to a elephant. Caught up in this contemplation you do not notice the other two men running towards the bulge as well, aiming to kill the beast while you gawk at your impending glory. It is in this last second that you snap too, and begin to plunge your hasta deep into the beast…

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012de5 No.47570

File: 626cb03c710bb72⋯.jpg (182.87 KB,507x810,169:270,0ce83a1a133a69df1d6cf8df6b….jpg)

File: 2846dae2237d9e2⋯.jpg (108.9 KB,659x1008,659:1008,35a7547e34c0f27f7663655f8a….jpg)

File: 860fbd920fa7c13⋯.jpg (74.88 KB,736x523,736:523,afae659de0d5dc7c098e129671….jpg)

Day 17, Week 3

In a tale for the ages, a three way tie occurs for the weak spot on the head of the god, as three individuals stab it at the same time. As this occurred, a violent blue light erupted from the daemon's head, its many eyes soon bursting with beams of the same light as its flesh sloughs off of its frame. Soon all on the head are just in a lake of flesh and blue ooze, and the death of the head seems to trigger something else as well. The Shoggoth seems to melt as well, the shadow men it summoned to protect is disappearing in a gust of wind. Even the giant body of the titan itself simply melted away with the banishment of its head, the only sign it was there being a giant pink pearl, rolling away towards the woods. The battle of a era was over, a god had been banished, and finally, for the first time in a long time, the Romans could breathe again.

>All players aside from Druza, Randomperson and Drow are now outside of combat.

>Supplies:

2 Weeks of Food

5 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Fortifications

Towers 1-2 Health: 4/10

Towers 3 Health: 3/10

Towers 4-5 Health: 4/10

Tower 6 Health: 5/10

Wall Health: 24/50

6 Onagers

12 Ballista

1 Scorpion

173 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 50/50

Inner wall: 50/50

Towers 1-8: 10/10

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ae6780 No.47571

Dice rollRolled 95, 79, 18 = 192 (3d100)

>>47565

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (1/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1-3. Grab the beast and use it as a projectile against the cultist because apparently I must do all the actual fighting around here. Once the beast has completed it's purpose as an impromptu boulder approach the cultist and engage in fisticuffs for the glory of Hercules, and because at this point the other guy had plenty of chances to end this fight and wasted them all. +10

+Muscle wizard

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a965e0 No.47572

Dice rollRolled 53, 38, 38 = 129 (3d100)

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 4/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damage to ranged attacks but the natural roll must be a 25 or above to hit

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Basic Ranged] - The bow is no stranger to you. + 5 to all ranged rolls.

+ [Invictus] - You will not need to roll another resolve for this encounter.

1. Go to the fallen manticore and skin it for my trophy

2. Go to the infirmary and get me and Zhayeds wounds properly treated and get my head shaven since half of it has been burned off anyways

3. Go to the dwarfhold with the dwarf and Leo

Free Action: Get my goblin commander halberd from the smith

Free Action: Gloat about my achievements during the battle especially including the duel with the horseman champion and how I conquered the forces of evil with the strength of my spirit.

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012de5 No.47573

Dice rollRolled 68 (1d100)

>>47572

Halberd Quality

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bf888b No.47574

Dice rollRolled 92, 88, 57 = 237 (3d100)

>>47565

Name: Marcus Bobius Secundus

Fluff: First born son of Marcus Bobius. Practitioner of Stoicism. He is the agent of stability and control. The tide of battle ebbs and flows to his commands. In times of war it is the men who do not break under pressure that rise and defy the odds. The men under Marcus know this. Pursuing virtue over material has achieved unmatched professionalism and merit in this Centurion. The assembly of formations and doctrines within his mind has, like Minerva from Jupiter, birthed in our midst the finest cadre of troops and auxiliaries needed to lead a mission to success. Divine calm and stoic charm earned his troops the moniker Bob's Unbreakable.

Ever since the events in the forests of Gaul Marcus has been unhinged. Something serene replaced the balance in his mind between being wound too tight or hanging too loose. A gravitas and gravity that drew people in distinguished him from a typical soldier. He had been separated from his comrades during a campaign to Northern Gaul. When they found him weeks later stained in blood and breathing like an animal surrounded by enemy and allied dead he was a changed man.

A tribe hostile to the tribes that Rome was fighting took him in; offered him knowledge, and warriors to take back to his general that they might help wipe out their mutual enemy. They sacrificed before they left for good luck. On route they were ambushed by superior numbers but the tribal allied warriors took to a a circle to cover their backs. At the behest of Marcus they fought until they were literally dead on their feet with several times their number nourishing the soil with flesh and blood.

Decorated in the torqs of defeated warriors and a prize trophy of a skull shaped helmet his comrades at last found him having heard the battle on the wind. He returned in tow with the remaining warriors and valuable knowledge of the hostile tribe's position to earn his promotion and the honor of an Armilla. The helmet was reworked to sport the centurion plumage and the torqs were sold to pay for his new gear. Even now he wears the skeletal helmet and his presence resonates that unnatural calm all the more keenly in places where he turns his gaze.

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus: [A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

Finally, someone must have found the heart of it in the severed head. By the grace of the Gods and by our strength we have won. There will be time for rest soon but not yet.

1 "Men, you have won. On me and let us descend." Grab the fallen gear from the battlefield, I will grab Hoffer's sword and determine his state; if he lives we will bind him to give to the others and if dead burn him with the rest. Gather it all for the smiths to sort through and melt for new weapons and armor to replace the lost. If we have enough perhaps we can fix the chain of the gate. Then perhaps we can see about our own equipment. +10 Vitis +10 Armilla

2 Start repairs on the Wall, specifically the section shattered. "Find me that Greek, bring him here so I can instill some Roman discipline in him, then start bringing everything he needs to get to work. Some new pants should be foremost on that list." +10 Vitis +10 Armilla

3 Develop a battle-cry that would put fear in my enemies. It is time for self reflection that we may grow stronger and wiser in spirit. Harness the experience of this past battle. As a man may turn his sadness into anger so will I harness the memory of the Beast into a weapon of the spirit. Like a scythe upon the harvest it will cut them down and defeat them in their hearts.

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ebb07c No.47575

Dice rollRolled 29, 58, 79 = 166 (3d100)

>>47565

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Rear Triage Camp

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Black Rock] A black rock given by a drow

+[Black Heart] Taken from an Elder Shoggoth

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1. Gift the Black Heart to my Drow Priestess, that sort of person likes that sort of thing right?

2. Bring my Black Rock to the Smith to see if he can make anything useful out of it.

3. Slump into my bunk and have a long deserved nap.

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1e5d40 No.47576

Dice rollRolled 38, 1, 55 = 94 (3d100)

>>47570

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

+ [Bronze Beet] - From humble roots do the mightiest trees grow, no one knows this better then a farmer. Will give you a reroll on fear checks, and remind you why you're here.

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

+Silver Mole (tear off when in need.)

——-

1. The fight was long and hard but it had finished without proper conclusion, whatever the monster was it had not been slain. This did not sit well with Mark. The beast could return at any time for all he knew and so he must resolve himself to fight wherever and whenever. But first he must aide his brothers back to the fort, back to home. Carry them if it must be done, no wounded man shall be left behind even if he may be beyond saving.

2. Mark thoroughly practices his skills with the sword, feeling inadequate and useless after an encounter with such a monster leaves him with a fiery rage that spurs on his training.

3. After training Mark visits the infirmary himself to have his own wounds treated for once, while there he shall talk with the other soldiers and make sure that they are alright.

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6e4cc2 No.47578

>>47577

Actual turn

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 10/10)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1. Finally, that fucking battle's over…first order of business is to see to the men, make sure everyone's accounted for, get the injured some treatment and replace any losses we might have suffered.

2. Once that's taken care of I'll see about collecting some of the spoils of battle…at the very least I want to find that minotaur head and mount it up above the front gate with the goblin head from that last battle..

3. Then I need to investigate that gate and help with any repairs to it, we can't allow for something like this to happen again..maybe I can figure out what the hell happened to it while I'm at it…and if I can't do anything about the gate then we'll help out with wall repairs.

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276a3f No.47595

Dice rollRolled 8, 91, 47 + 8 = 154 (3d100)

>>47566

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 4/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

My heart beats and stops, it beats more then stops. Am I dead? has this foul mage really bested me? Have I failed my master….the man I considered my father…have I failed him?

No….this is not the end I will win this battle even if it kills me.

1-3 He is sitting atop my hips, he will not expect what is to come, I tightly clutch my shard of death, and my shiny pugio and in one swift motion I will plunge both blades into the base of his neck and sever his spinal chord.

He is blinded by rage, My training prepared me for this sort of pain. I will triumph if it is the last thing I do.

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c63022 No.47596

Dice rollRolled 44, 1, 19 = 64 (3d100)

>>47567

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Followers: 1 [Raised Beastmen]

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Hm what's that, the flesh golems defeated? No matter, I attempt to grab this assasin by the throat and activate my rot spell, if possbie i will use him as a shield for my oncomming opponent, and if not well then i just attempt to kill him, before he gets me!

[Greater Raise Dead] 2/10

Greater Eldritch Blast 4/20

Everything on cooldown

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2264ac No.47674

Dice rollRolled 63, 70, 65 = 198 (3d100)

>>47565

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 7/10

>Bear Form:

Health: 20/20

1. Attend to any ofmy wounds that might have opened themselves up. and the varios nicks and scratches I picked up.

2. Report to the legate about my task and what happened there. Also ask where my battle brothers are.

3. Help clear the battlefield.

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38cd59 No.47842

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

Inspired: + 10 to next design roll

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

Stat post

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38cd59 No.47843

Dice rollRolled 68, 23, 83 = 174 (3d100)

>>47572

1. Join Caelum and head to the Dwarf Hold

2. Try to convince Ugar Nebelson to come with us, maybe he can help being a dwarf himself. He was working on a catapault I believe.

3. Before I go tell the chucklefucks who are the camp aides that are gonna help repair all the damaged shit what to do while I'm gone and to get the job done right in making emergency base repairs. Focus on the critical works.

+ 10 to all repair/building rolls.

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f977bb No.47876

Dice rollRolled 50, 10, 49 = 109 (3d100)

>>47570

>Name: Manuel of Cappadocia

>Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, Manuel has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

>Class: Centurion – A commander, leads men from the front.

>Location: Front

>Health: 10/10

>Class: Centurion – A commander, leads men from the front.

>Gear:

>+ [Scutum] - 5 to attack rolls against you

>+ [Gladius] + 5 to melee attacks

>+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

>+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

>Inventory:

>+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

>+ Dragon

>Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>>Loyalty: 9/10

>>Basic Endurance: 4/5

>> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

>> + Basic Tactics: + 5 to commanding large groups of soldiers

1-2. Assess the situation. See the damages and what I can do to help.

3. Look for loot.

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b7455f No.47886

Dice rollRolled 5, 97, 69 = 171 (3d100)

>>47570

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, you start with one.

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

1-3; We did it.. We've won. There isn't time to rest, though. We must tend to the wounded and gathering of the dead for burial or burning.

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b7455f No.47888

File: de5512abb4d7f1d⋯.jpg (196.55 KB,1920x1080,16:9,1Corinthians.6.13b-14-Resu….jpg)

>>47886

What did the dice mean by this?

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68b7b0 No.48014

Dice rollRolled 52, 83, 41 = 176 (3d100)

>>47570

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

+ [Gold Coin] - A choice exists, between order and chaos, between light and dark, and between slavery and freedom. When you are ready to talk again, to make that choice, press this coin into your temple, embed it in your brain, if you are strong enough.

1-3. Gaius had become as powerful as any man could have ever hoped to become. He had slain a god. With a little help from two others and a barrage of artillery certainly, but he had driven his blade into the head of the titan none the less and put an end to its life. With a deep breath Gaius focused and pushed the coin against his temple. He was ready to talk.

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6e4cc2 No.48015

Dice rollRolled 8, 13, 81 = 102 (3d100)

>>47578

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8dce1e No.48028

Dice rollRolled 98, 73, 74 = 245 (3d100)

>>47567

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Front Fort

Health: 5/10, Bleeding

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor.

1/2/3: This would probably be a good time to continue stabbing.

+15 to all rolls, -21 to counter-rolls.

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da6a2b No.48119

Dice rollRolled 53, 61, 92 = 206 (3d100)

>>47570

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Rejuvenated by the power of the gods, Vincentus now appears as he was 15 years ago, as a fresh Legionnaire: a tall and fiendishly handsome man bereft of the marks of war and age, his hair restored to a pure black instead of a liberal salt and pepper. He possesses again the stamina and dexterity of youth, but still holds all of his deadly experience and discipline.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

+[The Ripple] - Vincentus can control the energy of the sun, harnessing its pure, rejuvenating energies to heal the damaged or, most importantly, utterly destroy the unnatural foes that skulk in the night. He can also predict what others can say.

1. Sheathing his Gladius, Vincentus tilts his chin up as the dawn breaks, bathing in the rejuvinating rays of the sun. His men watch him do this for several minutes, until he turns around and whips out his vitis in one swift motion, snapping it through the air.

"What are you leadfoots doing standing around? There is WORK to be done! Those of you wounded and in need of new equipment, get to where it is you ought to go to RECTIFY that! Posthaste!"

[Send the Century off to recover from their fight. +10 Vitis]

2. "The fortifications are utterly ruined. The towers need reinforcement! Those of you who are best for wear, you are to meet me by the Third Tower upon your full recouperation, and we will begin the process of rebuilding it."

[Rebuild the 3rd Tower. +10 Vitis]

3. "To commemorate our victory, we will take a trophy from these slaughtered wretches! We will hang it upon our standard for all to see our prowess!"

[Find a suitably shiny, unique object from the battle wreckage to use as a war trophy on the century's Standard.]

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012de5 No.48280

File: 74f9cbfc770af57⋯.jpg (53.58 KB,540x450,6:5,Caesar-crossing-the-rubico….jpg)

>>47571

1/2/3. You quickly reach out to grab the beast, only for it to slowly disintegrate in your hands, the slop of the beast falling into your open, screaming mouth. It tastes absolutely horrendous, and you can't help but you bend over and retch, continuously. After several minutes of prolonged vomiting, you stare into the pile of filth that has pooled around you, and a shimmering nugget catches your eye. You snatch it from the muck, and blow the chunks of thing off of it. It is a small purple gemstone, radiating deeply from within its body a crisp, pale light. Momentarily distracted, you return your attention to your partner, intent on pummeling the rogue mage into submission, only to see the assassin sitting bewildered in a pile of ash.

"I stabbed him in the throat, and he just 'poofed, like that."

And just as soon as that happens, the two of you are thrown violently from the chamber, and awaken deep within the woods outside of the fortress.

+ [Mysterious Gemstone] - An unnatural glow fills the body of the gem.

>>47572

1. Luckily for you, you seem to have a photographic memory, otherwise finding the (admittedly large) body of the manticore in these dark woods would an impossibility. After finding the several broken trees that marked the beast's descent, you and Zhayed land in the newly formed clearing, the beast several paces off and covered in vultures, already tearing into its wounds and softer flesh with vigor. Scaring the birds off, you take to your grisly charge. Soon enough, despite this being the first time you've skinned anything, the pelt is wrapped around your waist, a suitable trophy for such a fight!

+ [Manticore Pelt] - Though pocketmarked with wounds both recent and long since suffered, the pelt still shimmers with an unnatural glow, its color differing from where you look at it, no two angels the same, and even the same angles experiencing a subtle difference in tone and hue.

2. The stablehands at the roost take proper care of Zhayed, but inform you that he will need some time away from the skies to fully recover (Lose Zhayed for 1 turn, otherwise incur a -5 penalty to all rolls for that combat encounter). Your wounds are much the same, the camp medice strongly suggesting that you take some time to rest and recoup after doing what little he can now "Your wounds need time to heal, but pushing yourself further won't kill you, at least yet."

3. You first wonder exactly how to transport both a dwarf (who are afraid of flying) and a man across several mountain ranges and several days of flying, all the way to the northern province of germania inferior. The dwarf is the first to suggest something, a harness, which when mounted on Zhayed, will act as a hammock where both men could be carried by the bird, Zhayed himself being far too small to have more then one person ride him. He says he'll need a day (1 turn) to get it together and to ensure it'll be strong enough to not tear when you're several hundred feet in the air.

Free Actions: You pick up your newly fashioned Axe-Halberd from the Smith. "Its not much to look at, considering its a goblin made head, but it will definitely give you a superior reach on the back of your birdie."

+ [StabbiGit Stabba] - Goblin Halberd, Can only be used from Horse/Griffin Back. + 20 Against Armored foes, + 10 Against mounted foes

Free Action: You loudly proclaim your victories in the past battle, standing triumphantly in the sun. You continue to do this for several hours to all who pass, only finally stopped when a man asks you to stop standing on his friend's arm, because he'd like it back.

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012de5 No.48282

File: 57aa7a9cee73f63⋯.jpg (41.48 KB,420x378,10:9,building-site_400x360_1.jpg)

File: b448ada873ff252⋯.jpg (210.36 KB,774x1000,387:500,c14d4ae992402bdb0e7a3430f2….jpg)

File: 8b89878fd5cc6c4⋯.jpg (185.45 KB,544x1000,68:125,drow_female_portrait_by_la….jpg)

>>47574

1. You and the men on the walls come down from their shattered perch, and to no one's surprise, everyone of the beastmen on the battlefield are quite, quite dead. Hoffer's blades are by far to large for a man to use, each one almost as long as you are tall, and thick enough to stand upon their spine. Granted though, there is more then enough steel in this blade alone to be used to fix part of the chain that is used to close the gate, if that only were what was broken. Your men quickly inform you that though the iron here is indeed in abundance and of actual use, unlike the crude material the goblins had, the mechanism that the gate uses to close itself that was destroyed was wooden, and thus a carpenter is what was needed.

+ [Hoofer's Massive Mancleavers] - To large to be used by a man, but perhaps could be melted down and reforged into something more useful…

+ [1/2 Ton of Iron]

2. Repairs began, due to you and others ordering it. The first ardous task was cleaning out of the corpses, so thick that they choke the hole in the wall. Not to mention the wall of corpses surrounding it as well. The amount of dead do have one boon to them though; blood and bone for cement and mortar. You are told as much by the quivering George.

+ [Ample Building "Material] - + 15 To all wall building/repair actions for the next 3 turns

>Wall Health: 27/50

>Towers 3 Health: 5/10

>Tower 6 Health: 6/10

3. One of the issues with being such a devout stoic is that rage is something you have trouble manifesting, when one removes oneself from the emotional world, as any truly fanatical stoic like yourself would, using any of the beneficial emotions becomes all the harder.

+ Warcry 3/20

>>47575

1. You give your maiden her first gift, she duds it a "fitting gift husband, but next time please do ensure the blood on it is still fresh." She states this as she draws her finger right under your chin, her very touch both filling you with a primal lust and dread.

You are scared to retire to your room tonight.

- [Black Heart] - What will this gift bring?

2. You come to the smith, seeing a ragged looking griffin rider exiting with a large polearm on the way out. The smith smiles and looks at you.

"What the fuck do you want?"

Answering his question, you slam the black rock on the counter-top of the smith's shop, he having set one up in the wake of the battle. He picks up the rock with his tongs and looks at it, examines it, scrutinizes it for what seems like half an hour before speaking.

"I can work with this, need a mage though. And your sword too. In return all I ask is that you put in a good word for me with one of those new elf-boys. I like their eyes."

You consider his off (accepting it is a free action) as you exit his workshop.

3. You return to your room, by some luck having obtained an officer's room due to the general under-staffing at the wall, not to mention the fort in general. The room is empty aside from your affects and your bed, having actual sheets as opposed to straw of the general quarters the newest recruits had to make due with. You remove your gear, soon only in the leather thong you had a habit of wearing, before bathing in the attached washbin in a room just across the hall. Returning to your bed, you plop down immediately and begin to drift off to sleep…

CRACK The whip sounds out. "Oh no husband, we are not resting yet

Fade to Black

+ [Alpha Male] - You smell of success, hot oil, and incense. Also whip marks. Still, it impresses the other men, both comrade and commanders. + 30 to one npc action, for pc's they have to roll a morale check to deny your request. One time use.

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012de5 No.48285

File: eabc82ee08796c2⋯.jpg (487.5 KB,1706x1400,853:700,KFOxo9N.jpg)

>>47576

1. Not many men outside of the care of those in the fort were alive, or able to be aided, but those that were you brought home, though the amount of dead you returned to be properly buried was much higher. Depressing, but ultimately Mark found peace in knowing these men died fighting, and that the gods will respect them for that, and grant them mercy.

>Casualties 37% → 35%

2. Mark can't help but tear up as he trains, his anger turning to despair as he realizes that against such a foe, what can a single man do? Even upon his mighty steed he was unable to phase such a beast. Eventually the tears flow freely, and Mark is practicing on a small puddle of his own tears. In his anger his form suffers, and he slips, his sword falling to the ground, and Mark falling on it, it cutting deep into his flesh. Not only that, but he has smashed his Bronze Beet as well, damaged beyond repair. This sends Mark further into despair, as he thrashes in a puddle of his own blood and tears.

>Health: 1/10

- [Bronze Beet]

3. Mark did not travel to the infirmary under his own will, rather he was carried there by his peers, still trashing in his anger and dejection at being so USELESS. Eventually, with some copious use of the milk of the poppy, he is sedated enough to have his wounds treated, and he comes to hours later, in a packed infirmary, and the moon high in the sky.

> Health: 4/10

>>47578

1. When you call your century (or rather half century due to the lack of men in the fort) to attention, only 4 of the 50 men show up, and before you in your anger strike down those 4 for the absence of the others, the fact that they dare to not show up to the call of their centurion, the men present inform you that they are your century, all that left of it, the rest of the men either in the infirmary… or dead.

2. Spoils are sparse in your section of the field, most corpses already cleared, and the fact that you lost most of your century weighs heavy on your mind, clouding your thought and keeping you from looking closely in the field.

3. The gate the gate the gate the gate. The Damned Gate, which was burst open and held there in the midst of a pitched battle. It almost killed them, it nearly did. Virgil was no engineer, he didn't pretend to be, but he recognized destruction when he saw it. He was a soldier, it was his job, and what happened to the wooden mechanism which allowed the gate to be open and closed, and to be barred shut, had clearly had destruction wrought upon it. It looked like some giant of a man went at it with an axe, several axes. The chain itself used to pull the gate was even slightly marred, and its links were thicker then Virgil's arms! Virgil was not an engineer, but he knew when one was needed, and a team of carpenters as well. He immediately set out from the gatehouse and to the rear fort, going straight to the chief engineers workshop, and grabbed the busiest looking men there and carried him outside. He then went to the wood-workers shed, grabbed several men roughly by their tunics and told them to follow him lest the "Wrath of Roma and Mars befall them" in the avatar of wrath that was Virgil. The team took one look at the mechanism and asked if a ogre had gotten into the gatehouse, before immediately getting some parchment and quills and getting to work.

>Gate Mechanism Repair: 5/20

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012de5 No.48287

File: 4b3db932c956067⋯.jpg (53.29 KB,736x552,4:3,57b9f54ef327fb4c8c1de0cf74….jpg)

File: c13a141744d7489⋯.jpg (50.72 KB,564x797,564:797,31608ffb8fc6bf1720c36bde4d….jpg)

>>47595

1/2/3. As the mage pummels your face, you can do naught but think of the last words of your master, when he would do similar to you in your training…

"How do you defeat an opponent who has all but one pupil!" His words inter-spaced with his fists crashing rhythmically into your prepubescent face. "HOW!" Without answering, you shifted your weight under the man, and turning your hips roughly threw him off, suddenly overcoming him and reversing your roles. He catches your first punch, for you are just a boy, but the lesson is clear. Panting, face bleeding, you answer.

"BY EXPLOITING THEIR OVERCONFIDENCE" You scream, suddenly back in the real world. The mage pauses at your sudden, random outburst, and that is all you need. You bring the shard up and into the mans neck, driving it deep and pushing it through, severing his head from his neck with the force of the blow. But as the head flies off the body, a cloud of flies disperses from his mouth and his stump, which instead of blood oozes a black puss. The man disintegrates before your very eyes into a cloud of dust, taken away by a wind that by all rights shouldn't exist in this chamber. You have won, but is the mage really gone?

>>47596

1/2/3. This is it, the moment of your victory, if you kill this welp the muscle-bound but brain weak lout will be easily dealt with next. All you have to do is rot the man's throat, a mercy after what you have done to his face. Just as you are about to menacingly lower your hand to his throat, savoring the look of terror upon what remains of his swollen, beaten face, he screams something unintelligible, the blood soaring from his mouth and one of his teeth becoming lodged in your eye. What happens next is a blur, and you barely realize what is going on until you feel, for the briefest of moments, the blade parting the skin of your neck as it enters you. The force of the blow tears your head the rest of the way off, and the last thing you see is your body as you head goes tumbling off through the air, slowly rotting away into dust. Eventually all goes black, before a voice speaks out to you.

"Oh student of mine, did you really think I would give you up that easily? That trick you pulled with the soulstone was quite clever, I'll give you that, but you forgot who you learned all your tricks from, who wrote the very book that you read. You've grown quite powerful, and made contact with some interesting things. I'll give you a choice now. Serve me, and live anew, or have your essence erased and be forced to live forever as one of my little spare bodies of necrotic energy, for when I need a jolt."

You suddenly feel yourself, or rather, your spirit, appear in a dark cavern, infront of the sitting form of your master. The cavern is filled with the glowing eyes of the raised ded, some skeletal and others not. All look to you.

"Well my pupil, what will you choose?"

YOU DIED

>You may continue the game as a minor lich in service to your old Master, or you may reroll a new character. Should you chose the former, you will keep all of your powers, and gain some new insights as well. I never thought I'd have a player be playing the opposing side (well, one of) in this game, but the choice is entirely yours.

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012de5 No.48288

File: 9f4bc8dc60480db⋯.jpg (539.2 KB,792x650,396:325,a9980d1944e2ff59ee0daed862….jpg)

File: 08501d8f42f71e3⋯.png (945.96 KB,880x550,8:5,monstrum.png)

>>47674

1. The battle over, you can start to see to the various wounds you have earned. Apparently when you get hurt while in your beastial form, it does carry over to your human form, though greatly reduced. Using some salves and bandagesm you patch up the worst of the cuts and stabs, though they'll need time to properly heal.

> Health: 9/10

2. The shorter… Girl? Surely one as young as this cannot hold the rank she does. But then again Romans are a strange lot. You tell the girl of your task, to which she nonchalantly nods her head before asking you "What is you are after, barbarian? Incase you are unaware, I now have a broken fort, masses of dead, and refugees from a city that has apparently been living underneath this fort for gods know how long. I'm very busy, so please, get to the point." You ask her where your brothers are, to which she responds that their unwashed forms are at the rear fort, preparing for the funeral rights of your injured brother, who had passed in the time you had left.

3. Not prepared to see your friend off to the world of the dead, you instead take the time to collect your thoughts and help the Romans clear theirs. It is a monumental task, as the dead beastmen alone account for more then 2,000 bodies, and that is just a rough estimate from what you hear.

>>47843

1. Upon hearing from Caelum that the trip would be delayed a day for his bird to rest up, you instead took to your study to divine more secrets from Vulcan, more gifts from the god of the forge. Etching runes into an object to enchant it was useful, but ridiculous for things shot as ballista bolts or onager rounds, not to even mention using them for javelins or arrows! While the smaller ordance mentioned in the latter could simply be slathered with pitch and set alight, the larger projectiles remain a challenge. That is when it strikes you, perhaps the projectiles shouldn't be enchanted, but perhaps maybe you can cast a spell on them, bypassing the need for a rune! You begin theorizing at once.

> Cast Alight: 4/10

2. The dwarf looks at you confused, before telling you "I'm already going you daft Umgi, now leave me be so I can fix this damned onager, the thing almost toppled with this ramshackle tower you Uzumgi put it on." He continues to mumble as he works, still doing so as you leave.

3. You lend your considerable skill to the efforts to repair the wall, you and the work of the Greek, who is a logistical mastermind, make quick work of what would otherwise be a monumental undertaking. Work continues, but is predictably still slower then what is desired. That being immediate restoration.

>Wall Health: 31/50

Towers 1-2 Health: 6/10

Towers 4-5 Health: 5/10

>>47876

1/2. With the din of battle silenced, now all that fails the air is the moans of the wounded and the dying. You seek to silence as many of those screams as you can, ordering what remains of you men to aid the wounded and save as many soldiers as possible.

>Casualties 35% → 32%

3. But still, one must reward one's self for the efforts put forth in the battle, and while your men toil in the fields, saving their fellows in arms, you search for personal effects, something to show in the chow hall later, to demonstrate your glory. You do find something. A black eye, hard as a rock but clearly staring directly at you.

+ [Black Eye] - A trophy that judges you as you judge it.

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012de5 No.48289

File: 001e501c6f79ae1⋯.jpg (96.58 KB,1280x720,16:9,jojos_bizarre_adventure-17….jpg)

File: 3ceeb7ebee45e88⋯.jpg (94.32 KB,600x600,1:1,255.jpg)

File: 04007ef66b103ff⋯.jpg (66.63 KB,1024x768,4:3,roman_slave_girl__gift__by….jpg)

>>47886

1/2/3. While others began repairs or looted the dead for glory and profit, you saw fit to take the men under your command, ragged but prideful in their victory, and put them right to work saving their fellow Romans. The work is hard, as men you had known for years, or ones you had just met, pleaded with you to help them, to give them aid, when you must concern yourself with others that can be saved, or those in most dire need of aid. Despite the depressing and grisly work, a figure does catch your eye. A lass from the fort, part of the servant staff. You saw her at the makeshift hospital, but here she was now in the field, giving water and wine to men waiting to be helped. You walk over to her, calling to her. A celt, you can tell by her ruddy hair and freckles. She shirks from your call, pleading forgiveness.

"I… I did not mean to shy away from my duties sir, I simply wished to aid the men waiting here for help. I may not be able to carry them or treat them, but at least I can ease their thirst, or their pain."

>Casualties 32% → 28%

>>48014

1/2/3. The coin seemed to meld with his flesh, and suddenly Gaius was thrown away from himself, his form growing small beneath him. Then the world itself was but a small blue and green ball beneath him, and then blackness. A voice, deep and powerful, booms out to Gaius.

"SO, SON OF MAN, YOU FIND YOURSELF READY TO MAKE A CHOICE?"

Gaius could only respond with a small, but confident "Yes."

"VERY WELL, THEN I WILL TELL YOU THE SECRET OF THIS WORLD, OF ALL WORLDS, AND ONLY THEN WILL YOU DECIDE TO BE THEIR ARBITRATOR, OR MY ARBITER."

(check your pm's)

>>48028

1/2/3. The Titan had fallen, but you keep stabbing. Though all that was beneath you was a puddle of blue goop, you continued stabbing, even when the men around you asked for orders, you kept stabbing. Maybe it was rage, or maybe your mind had broken from the battle, whatever it was while the work around you commenced; the dead gathered and piled high, the wounded cared for, and the enemy looted, you just kept stabbing the same spot, the spot where you were but a few moments ago. You could still see the form, the thing in that pulsating blue mound. It smiled at you before you stabbed it, before all three of you stabbed it. Whats more, it GAVE YOU THE FINGER. The insult, the nerve! To give you the finger! Such confidence, in the face of certain defeat, of death! It drove you mad! Still, all of your work for not for naught, as in the little hole you made did the blue ichor pool, and in that pool something congealed, before hardening. A blue spear, with a lighting bolt running across its form. It hummed with a magical energy, either that or your hearing was shot from all the screaming. Either way, you would need a mage to see what this thing really was, and what it could do.

+ [Azure Spear Pendent] - A magical artifact, taken from the congealed pool of the blood of the titan.

>>48119

1. It would seem that your ascension rejuvenated your men as well, as despite the horrendous battle, very few casualties were incurred, and those that were were already in the medice's care. After reequipping at the quartermaster, your entire century was ready to go and raring for orders less then an hour after the order was given.

2. The best course of action was of course the same focused determination that Vincentus carried into battle. Roma was a machine, and for it to truly work you must allow its other pieces to do their job, so Vincentus did just that and took his 50 men and set on repairing the 3rd tower. With the help of the servants and a cadre of engineers your other centurion, Virgil, had press-ganged into service, you have the tower almost restored!

>Towers 3 Health: 8/10

3. Not even having to go far, Vincentus stepped out from the entrance to the wall after finishing the day's work on the tower before almost tripping over a large red rock. A large red gemstone. It would make a perfect crown for your standard, but something tells you to keep this for yourself, particularly the way it glows when you send a experimental ripple wave through it. Though you do not it seems depleted, as it it hungers, for something…

+ [The Red Stone of Alpina] - A red gemstone that you seem oddly attached to, or is it the other way around. Thirsts for the blood of enemy champions.

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012de5 No.48290

File: 3de92d1bd456b3a⋯.jpg (318.84 KB,1920x1200,8:5,1529077430810.jpg)

File: 2e8b301c7d53984⋯.jpg (127.61 KB,900x713,900:713,diana-and-endymion-jean-ho….jpg)

File: 605fad6b4367205⋯.jpg (209.75 KB,1024x640,8:5,rome_fantasy_by_lotharzhou….jpg)

Day 18, Week 3

The Long battle had ended. Some wept, other cheered, some simply fell over asleep after the literal days of fighting. Regardless of how the individual reacted, the task ahead still remained. There was a massive hole in the wall, and what wasn't destroyed was damn near it. Throngs of dead covered the field, some Roman, but mostly beastmen and undead, not to mention the odd giant subterranean insectoid and odd pile of shoggoth slush. Almost all got straight to work, some to help, others to loot, and some just took the chance to finally get some sleep. Whatever the case, all that was certain is that they had won, and the day was theres. They should cherish it, for though the strength of men had won the day, could it prevail forever?

>Supplies:

2 Weeks of Food

5 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

300 Macedonian Hoplites

548 Legionaries + 14 Wounded

12 Centurions + 1 Wounded

14 Acolytes + 1 Wounded

234 Auxiliaries + 5 wounded

100 Equites

190 Camp followers and Laborers + 10 Wounded

>Casualties: 28% (Applied to Garrison in 1 turn)

>Fortifications

Towers 1-2 Health: 6/10

Towers 3 Health: 8/10

Towers 4-5 Health: 5/10

Tower 6 Health: 5/10

Wall Health: 31/50

6 Onagers

12 Ballista

1 Scorpion

173 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

1000 Macedonian Hoplites

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 50/50

Inner wall: 50/50

Towers 1-8: 10/10

Casualties will be applied at the end of this turn to all roman forces at the front gate, players can provide actions to reduce the casualty rate, but be forewarned, failures will increase it.

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012de5 No.48291

File: 51bc87459a35e71⋯.jpg (60.54 KB,490x750,49:75,2f43dcfaa88ba2425186fc59d6….jpg)

File: a55f4e39f44ab8d⋯.jpg (1.17 MB,1275x1650,17:22,05jKXNJ.jpg)

File: c88c914761f8005⋯.jpg (70.73 KB,736x1018,368:509,7a31a85ca5b9391a57911e8620….jpg)

>>48290

The Fallen Champions of the Enemy (Not all Pictured)

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012de5 No.48292

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you. Cooldown is once per combat encounter or once every 3 turns ooc

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2264ac No.48293

Dice rollRolled 33, 60, 29 = 122 (3d100)

>>48288

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you. Cooldown is once per combat encounter or once every 3 turns ooc.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 9/10

>Bear Form:

Health: 20/20

1. Going scouting around the forest both for enemies and healing herbs for the medics. I do not doubt they are running low by now.

+Like the Trees

2. Go to the rear forts and reunite with my brothers, and attend the funeral of the one who was lost.

3. Go visit the Smiths, see if they can make something worthwhile from the bug bits I have.

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8292d7 No.48294

Dice rollRolled 29, 6, 1 = 36 (3d100)

>>48282

Name: Marcus Bobius Secundus

Fluff: https://pastebin.com/g4KTyVu4

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Hoofer's Massive Mancleavers]

[1/2 Ton of Iron]

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus: [A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

[Ample Building "Material] - + 15 To all wall building/repair actions for the next 3 turns

1 "Brothers gather to me. We charged the enemy on the field bloodying them and it was glorious. WE took not a single casualty from that charge and it was glorious. We held the line against the beastmen and it was glorious. Stood on the wall against the Beast and did not flinch, witnessed the valor and blessings of the Gods, severed foul head from blighted shoulder and brought the Beast to kneel before Roma. It was glorious. Take a moment and say farewell to those who fell when we did not. Then tend to those who live." +10 [Bronze Armilla], +10 [Vitis]

2 Repair Wall. George is a boon to our efforts. Odd that the Legate has not taken command of the repairs, but no matter, I believe I spy the Primus Pilate upon the walls near the 3rd Tower. He should be informed of the giant pink pearl that was seen rolling away from into the forest after the Beast was vanquished. I shall see to my duty that these men know their orders and the chain of command while I see to matters. The Wall must be rebuilt. +15 [Ample Building "Material], +10 [Bronze Armilla], +10 [Vitis]

3 Acolytes. A battlecry? Foolishness. The fatigue of the men must have been wearing on me, but I am tireless and swayed from my path no longer. I will re-purpose this inspiration, this second wind, into words that can sway men. I brought order to the Wall's crew and acolytes. Together we accomplished great deeds and were blessed with a powerful miracle. Will my valor in battle sway an acolyte to my side and my purpose? "Hail you priests of the Wall, you who enlighten Roma to the glory of the Gods. It is you men who I ask for favor this day. Without your miracles our stand together on the Wall would have been in dire straights. Without my presence the men would have fled before the Beast. A single rod breaks where as many rods will not. Gather to my rod that we may break the next foe, and the next, and all who challenge. Who will join me?" +10 [Bronze Armilla]

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c63022 No.48295

File: 4db1dc9f9a4543b⋯.png (294.79 KB,816x1200,17:25,014.png)

Dice rollRolled 84, 68, 34 = 186 (3d100)

>>48287

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Followers: 1 [Raised Beastmen]

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Of course i accept! These romans betrayed me i see no reason not to tear down all that they stand for!

Now what's my first task?

[Greater Raise Dead] 2/10

Greater Eldritch Blast 4/20

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6e4cc2 No.48296

Dice rollRolled 16, 74, 85 = 175 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 10/10, 2/2 uses left)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

1. What the fuck is this shit? Get to the damn infirmary, I need to make sure as many of my men as possible are able to fight again and then I need to replace those that died so I can have a proper century again!

2. Then we're getting back to repairing this fucking gate, we can't just let the enemy waltz in here whenever they please! I'm gonna find out what happened to this gate and make sure it never happens again! (Progress: 5/20)

3. Where the FUCK is that stupid fucking COW I killed!? I want its fucking HEAD! And I'm gonna get out there and find whatever else might be useful too!

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1e5d40 No.48297

Dice rollRolled 15, 66, 68 = 149 (3d100)

>>48285

Name:

Mark Lucenia Cicero

Fluff:

Mark was born to a humble family of farmers, they had been that way for many generations and did not have much hope of rising above that. At least that was until Mark. As a boy Mark was very capable and it led his parents to believe that he could go on to do great things. The hopes of his parents spurred him on and gave Mark the determination that he needed to reach for his goals. As soon as he could he joined the Empires forces as a soldier, and a promising one at that. He was young, fit and intuitive. Over his years of service he grew into a formidable soldier and a well respected man, Mark was able to rise through the ranks by developing his skills, body and mind through experience and rigurous training. Eventually rising to the ranks of an Equite he now lives to carry out his families wish.

Class:

Equite

Location:

Rear Fort

————–

Health: 6/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Spatha] + 10 to melee attacks, + 5 in CCQ

+ [Griffin (Pingue)] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory:

Bonus: [Family Man] - Strong bonds at home, and the military is naught but a second home. The men of the legion are more likely to help you, for look at you not like a comrade, but a brother. + 15 to npc related rolls and +5 to all roles related to working with Legions.

+ Basic Training: + 5 to all rolls cooperating with fellow griffin Riders

+ [Bonded Griffin] - Your beast is massive and foreboding. Incapable of love you shall only earn its respect, and this will do as you expect a beast of war, not one of play.

>Basic Swordsmanship (9/10)

>Basic Spatha Skills (+5 to rolls using Spatha.)

+Silver Mole (tear off when in need.)

——-

1. He had been useless. Absolutely useless/ Unable to fight the foes that threatened his brothers, unable to even spare one from the clutches of death. He could not bring himself to move from the infirmary. He would continue to lie there and heal his body.

2. Although he had been broken, he had already brought shame to his brothers through how he has acted. Mark lends support to his brothers the the infirmary. It is the least he can do for now.

3. Although it may all be useless. Mark prays to the gods to give him the strength he needed to fight on, the will, the hope. Not to a specific god but to any god that would be willing to listen. Of course he is doing so with no expectations of an answer. But still if he was not praying for himself he was praying for the sake of his brothers.

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a965e0 No.48298

Dice rollRolled 69, 52, 99 = 220 (3d100)

>>48290

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 4/10

Zhayed Health: 16/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damage to ranged attacks but the natural roll must be a 25 or above to hit

+ [StabbiGit Stabba] - Goblin Halberd, Can only be used from Horse/Griffin Back. + 20 Against Armored foes, + 10 Against mounted foes

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

+ [Manticore Pelt] - Though pocketmarked with wounds both recent and long since suffered, the pelt still shimmers with an unnatural glow, its color differing from where you look at it, no two angels the same, and even the same angles experiencing a subtle difference in tone and hue.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Basic Ranged] - The bow is no stranger to you. + 5 to all ranged rolls.

+ [Invictus] - You will not need to roll another resolve for this encounter.

1. Bah! right when I was about to take my well deserved rest Mark, the damn bleeding heart immediately gets up and starts tending to the wounded. The lummox is obviously distraught right now and as his comrade I should do what I can to calm him. I will do this by assisting him attend to the wounded.

[Advanced Training], [Blackened Crimson Crown of the Preserver]

2/3. After I believe that my presence has done all it can to aid Mark. I quickly leave back towards my quarters, thoughts heavy with the memory of that battle and the duel in particular. Grasping my manticore pelt I also started to think about the legend of Hercules and Nemean lion, drawing parallels to both our epic slayings. Remembering the rumors of the men who spoke of a musclebound mage who had devoted himself to Hercules and had inspired them during the battle. It is this inspiration I wish to invoke in others and with my trophy I hope that Hercules finds me worthy and listens to my prayer.

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ebb07c No.48300

File: 4ceb114ad790a69⋯.jpg (117.64 KB,673x782,673:782,39916_1339819200.jpg)

Dice rollRolled 35, 70, 36 = 141 (3d100)

>>48282

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Legionnaire

Location: Rear Triage Camp

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Alysandra]-Hot Drow Waifu

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3. If I’m going to be forced to take command over this fucking knife eared bastards I’m sure as fuck gonna get paid properly for it. Go find my way up the chain of command till I get the proper officer pay and perks I deserve!

+ [Alpha Male] - You smell of success, hot oil, and incense. Also whip marks. Still, it impresses the other men, both comrade and commanders. + 30 to one npc action, for pc's they have to roll a morale check to deny your request. One time use.

—–

Free Action: Accept the deal from the Smith

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2b885c No.48301

Dice rollRolled 88, 26, 62 = 176 (3d100)

>>48289

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, (2)

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

1-3; I gave her a soft smile before responding, "wait there for a second." Turning around to look at my men I yelled, "THOSE WHO WISH TO ABANDON THEIR COMRADES CAN GO BACK AND GET SOME REST!" I turned back quickly to the girl and gestured down, "help me here with this man, it looks like there's still some life left in him."

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2b885c No.48302

>>48301

palindrome 26 62

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ae6780 No.48312

Dice rollRolled 77, 11, 23 = 111 (3d100)

>>48280

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (1/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

+ [Mysterious Gemstone] - An unnatural glow fills the body of the gem.

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1&2. Go around the battlefield on my way back to the back walls and see if there are any survivors I can carry to the medics. +Muscle Wizards

3. Then go find a more knowledgeable Acolyte and see what they make of this crystal. Might as well find out what this loot of mine is.

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276a3f No.48699

Dice rollRolled 17, 93, 33 = 143 (3d100)

>>48287

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 4/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

1-2 I need to make my way back to the fort and get medical aid, I'm not doing too good.

3 See if there's anything useful around me, maybe I can find something that'll help me out.

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ecc191 No.48874

Dice rollRolled 36, 30, 10 = 76 (3d100)

>>48289

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Rejuvenated by the power of the gods, Vincentus now appears as he was 15 years ago, as a fresh Legionnaire: a tall and fiendishly handsome man bereft of the marks of war and age, his hair restored to a pure black instead of a liberal salt and pepper. He possesses again the stamina and dexterity of youth, but still holds all of his deadly experience and discipline.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

+[The Ripple] - Vincentus can control the energy of the sun, harnessing its pure, rejuvenating energies to heal the damaged or, most importantly, utterly destroy the unnatural foes that skulk in the night. He can also predict what others can say.

[Red Stone of Alpina] - A gemstone that thirsts for the blood of champions.

1. "We will spread out our efforts among the wall as a whole! Fix the towers as needed– get to it!"

[Spread reconstruction efforts out among various towers.]

2. "This pretty red stone, on the other hand, is mine alone… it'll look great in the pommel of my gladius!"

[Insert the Red Stone of Alpina into the pommel of a Gladius]

3. "There are corpses EVERYWHERE! If they are not cleaned they will breed disease, and be a ripe target for the foe. Clean them."

[Clean up the corpses and see to it that they are burned properly.]

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8dce1e No.49121

Dice rollRolled 31, 21, 63 = 115 (3d100)

>>48290

>>48289

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Front Fort

Health: 5/10, Bleeding

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor.

1/2. Get the wounded out to the healers! Every man in this fort is a resource, and we can't afford to lose any more than we need. Priscilla is going to be organizing these horribly incompetent Centurions into efficiently and quickly gathering the battle's wounded and delivering them to the healers as quickly as possible to reduce our casualties.

3. Once the battlefield is cleared of wounded and corpses, the sorry state of this fort's defenses need to be attended to immediately. What the hell were these centurions doing? There aren't even any ditches around the goddamn fort! Before ANYTHING else gets done, a set of two ditches need to be dug around the walls. We can worry about the spikes and caltrops later; the fact that there aren't even the most basic of defensive measures in place is a large part of why the last wave was able to nearly destroy every individual part of this fort. If they hadn't been able to freely clomp up to our walls, we wouldn't be seeing such a massive amount of damage to EVERY DAMN TOWER. Getting our ditches in place is even more important than repairs - and find the Centurion in charge of the fort's defenses for public disciplinary action. This is a completely unacceptable state.

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b086a6 No.49160

Dice rollRolled 24, 28, 91 = 143 (3d100)

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

+ [Gold Coin] - A choice exists, between order and chaos, between light and dark, and between slavery and freedom. When you are ready to talk again, to make that choice, press this coin into your temple, embed it in your brain, if you are strong enough.

1-3. Gaius would try to be as helpful as possible to aid with whatever he could.

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8abf04 No.49190

Dice rollRolled 37, 4, 37 = 78 (3d100)

>>48290

>Name: John of Cappadocia

>Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, John has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

>Class: Centurion – A commander, leads men from the front.

>Location: Front

>Health: 10/10

>Class: Centurion – A commander, leads men from the front.

>Gear:

>+ [Scutum] - 5 to attack rolls against you

>+ [Gladius] + 5 to melee attacks

>+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

>+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

>Inventory:

>+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

>+ Dragon

+ [Black Eye] - A trophy that judges you as you judge it.

>Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>>Loyalty: 9/10

>>Basic Endurance: 4/5

>> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

>> + Basic Tactics: + 5 to commanding large groups of soldiers

1. Well, I think it's time to feed my dragon. I'm going to go out hunting and bring as much food as possible for it.

2. I will rally my century and see how many men are left. If need be, I will fill up the gaps with Hoplites.

3. It's been a long, grueling, arduous battle. I will take a nice stroll through the fortress and talk to people.

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38cd59 No.49193

Dice rollRolled 82, 64, 49 = 195 (3d100)

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

Inspired: + 10 to next design roll

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

Stat post

Cast Alight 4/10

1. Keep training Cast Alight 4/10

2. Keep helping with those wall repairs

>Wall Health: 31/50

Towers 1-2 Health: 6/10

Towers 4-5 Health: 5/10

3. Tinker with the Drow Crossbow a little. See if I can apply my special Magazine idea, to make it a Magazine fed Drow Crossbow.

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012de5 No.49196

File: 2a84d19918d70f3⋯.webm (3.67 MB,640x480,4:3,you're hurting me baby.webm)

File: 12ccdfacba6e2d9⋯.png (168.61 KB,600x362,300:181,colour_study___funeral_pyr….png)

>>48293

1. Like the wily ferret you slip past the battered stone of the wall, dancing about the tall grass, gorged on the blood and rain from the previous engagement, the desicated corpses of beastmen and the odd goblin bones littering patches of ground. A massive cygor corpse, bloated and torn apart by crow and vulture alike, sneers at you as you stride past it. The woods are quiet, the trees scorched in some places from the little stunt that the necromancer pulled some days ago, but still growing quiet strong. These woods were magical, that much was apparent. Though the woods of your youth were not nearly quite as enchanted, they still had some of the old magic in them, but this place was like out of a fairy tale. As you prowled deeper in the woods, the glades your tribe had rested at on their way to the wall greet you, their greenish, vibrant water greeting you as the odd unicorn sips from its waters. Unfortunately for you, its also drinking by some useful herbs. You attempt to distract it by throwing some pebbles , only for the beats to become incensed and charge straight at you. A quick dive out of the way and rushing up a tree saves you, but the beast awaits below, circling the tree. Eventually it leaves, but to your disappointment most of the herbs have been eaten. You manage to gather a handful, but hardly enough to be of use outside of your interests.

+ [Satchel of Healing Herbs] - Can be used to heal up to 8 HP, 3/3 uses.

2. Your people are one of the wilderness, shunning the stone and hatched buildings, as such, the funeral is held deep within the woods behind the rear fort. Its empire land proper, but the chieftain refuses to risk more lives by holding the funeral deep within the woods beyond the broken frontal fort. You demand the honor of lighting the funeral pyre, and you are granted it, as you were the closest to the fallen brother. The stars above shine bright as the funeral commences, the women wail and the men are dressed in the bloody rags of battle, each wearing a war mask stain in the blood of the enemy. You wear your own, freshly carved and smeared in the blood of the man who murdered your brother. You toss the first torch into the pyre, and the other men follow. You bring the last piece, the head of the man, the killer, now deformed into a mutant chicken-man. With a swift chop of your ax the skull is split, and the contents spill out. The feast begins, and soon all is left is the misshapened skull of the monster. The sun rises, and you all leave the ash pile, the funeral complete.

3. The smith, already busy with much work, says he'll take a look but can't promise anything useful as he "hasn't fucking worked with bug bits before." He further says that such thing would more likely be the domain of "you fucking barbarians, seems like a thing you lot would do, tying together bits of monsters and prancing around in them."

>>48294

1. The moment is solemn, as it should be, but the men do not look any better for your speech, if anything, they look emotionless. Empty.

2. When the time comes for the men to meet to begin repairs in your section of the wall, none of them appear, and you by yourself set to the task. A massive block challenges you, but this is no matter to a true Roman like yourself…

3. That is until the block falls upon you when you try to lift it, and it throws you from the wall. The Front of the wall. You grasp at the air as you fall backwards, the top of the wall moving away from you. You tumble as you fall, but the ground, far away, inches ever closer. You try to steer yourself towards the water of the river at its bottom, but it is of no use. You slam into the ground forcefully, the last thing you feel before all goes dark is most of the bones in your legs and chest breaking…

>Health: 1/10

>Legs Broken: You cannot walk, not for now at least.

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012de5 No.49197

File: a15994886331b26⋯.jpg (90.88 KB,840x560,3:2,1533540859504.jpg)

File: d950b7c13d6e390⋯.png (43.71 KB,512x512,1:1,Storm_Ruler.png)

File: ac1eca1a6069f11⋯.jpg (71.42 KB,600x780,10:13,b1850eb078eb79fbe9518ca550….jpg)

>>48295

1/2/3. Your master tells you of your task, one that will serve two purposes, to bolster his army and to strike fear into the same Romans who had defeated both him and you once already. The master was a man of wealth and influence in the Empire, and privy to the new of its triumphs far and wide, but also of its defeat. And the past of General Braxios contained one of the worst defeated in Roman history. In these same woods, several years ago, the general was leading his legion along with 2 others and several hundred auxiliaries, mostly composed of local tribesmen. This was one of the many expeditions into the deeper heartland of Europa, trying once again to push the borders of the empire past the Rhine Mountains. Braxios himself lead the expedition, with his trusty aide, Morgen Gleizson, a barbarian from a local tribe recently subjugated, guiding him through the lands he knew best. But like a knife in the dark, Morgen had only murderous intent in mind. He lead the legions into a trap, where several massive warhosts and warious creatures of the woods descended upon the Roman camp, most of the forces destroyed aside from a small core of Braxios own legion, saved by the horn of one watchful legionnaire. Thousands died, and the once illustrious Braxios was condemned to the post he holds now, himself falling into a drunken stupor for trusting a barbarian, and losing so many of his men, whom he considered like sons to him. This battlefield was never cleaned, the tribes soon leaving the area for unknown reasons, and the Romans reluctant to venture that far in to retrieve their own. Your mission, your task, was to journey to this massive grave and, with the help of some other minor liches, raise a vast army of the Roman dead, which the master and you all will use to finally overcome the forts, and to conquer the vast empire that scorned you both.

>Allies: + 5 [Minor Liches]

- 1 [Raised Beastmen]

>>48296

1. The infirmry is not much better, the men you do find that are under your command in no shape to return to duty, some for quite a while. Reinforcements will have to wait as well, as the chaos of rebuilding the wall before the next wave is the central focus of the Legate and Primus Pilus.

2. Returning to the work on the gate with all the piss and vinegar you can muster, you take your eight men and yourself and put them at the full disposal of the men working there. They gladly accept your aid, and though most of your work is dumb labor, it helps quite a bit, allowing the skilled craftsmen to do their job.

>Gate Mechanism Repair: 9/20

3. Someone had already claimed the swords, but the Bull's body was still lying in the sun, roasting in its rays and starting to stink something fierce. It was yours to do with as you please (you sick fuck), but the only interesting thing you can find is a giant sword, large enough that it requires two hands to use.

+ [Sword of the Eagle Champion] - + 20 to all melee attacks, deals lighting damage. + 10 to attacks against you.

+ [Body of the Bull Champion] - A giant, rotting corpse.

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012de5 No.49198

File: 1bf9659605a03fa⋯.jpg (385.81 KB,1280x914,640:457,Warriors_Armor_Cloak_44679….jpg)

File: f89a2ecb987e3cf⋯.jpg (103.97 KB,700x560,5:4,quaintance-spartan-soldier….jpg)

>>48297

1. Mark lied there, and he only felt worse. He was on the downward spiral, and only the cute female slave girls could cheer him up, that was until one pointed out his wounds, and told him "I bet you got those fighting those horrible monsters, you must be very brave." To which the man could only sob.

2. Better to help them to cry all day, and when you feel up to it, you help the other wounded as you can, be it wrapping wounds with new gauze, or simply telling them a amusing story. It helps you feel better, and the men in the ward are noticeably better in spirit.

> Health: 8/10

3. Mark prayers, and though no one seems to answer at first, when he prays for the health of his brothers, asking for their valor to be rewarded, and it would seem that the men in the room are visibly healther, some men who were unconscious rousing, and others amazed that their cuts had healed so quickly.

>Casualties: 27%

>>48298

1. You help Mark in the infirmary, the two of you doing wonders to aid the men in their. Bathing them, comforting them, stroking their big strong muscles. Its tiring, and you both are beat by the end of it. Mark asks you for a shoulder rub as he returns to his hammock, and you are all to quick to eagerly stroke the man's broad-set shoulders. You rub vigorously, stroking the hard, stiff slab of meat, content in aiding your brother as best as you can.

"Caelum, can you adjust your sword? Its pommel is poking me in my back." Mark quips up.

2/3. The cloak shimmers, before it warps before your very eyes. What was once raw leather with fur soon turns into a stylish cloak, but sadly you do not feel any different. Though it does look very stylish, the color changing depending on how you look at it, you are saddened by the cloak not seemingly doing anything to you. This is until you try to open the door to your room, and accidentally tear the handle out of the wood.

- [Manticore Pelt]

+ [Manticore Cloak] - Grants a +15 to all hand to hand combat rolls, and a + 5 to all rolls in a fight against a stronger opponent.

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8dce1e No.49207

Dice rollRolled 92 (1d100)

aaa

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012de5 No.49208

File: 8f945e7e7a85313⋯.jpg (295.13 KB,1200x749,1200:749,james-nathan-roman-legion-….jpg)

File: 962181b49a1c728⋯.jpg (50.53 KB,600x301,600:301,roman-military-camp-german….jpg)

Dice rollRolled 1 (1d2)

>>48300

1/2/3. You bitch and complain and moan your way through your century, the command staff at the frontal fort, and eventually you are directed at the Legate. The short girl is busy directing the flow of wounded when you approach her, but for some reason as you talk to her, she smiles coyly and twirls her blonde hair. "No." She flatly says, before turning back to her duties. A nearby centurion pities your case however, and takes the case to Braxios himself.

1 - Yes

2 - No

>>48301

1/2/3. You both aid the man, bleeding from several stab wounds, but fighting on all the same. The slave girl speaks. "Its amazing isn't it? We humans are so fragile, yet so resilient as well. Even though this man has more wounds then a gutted boar, he still fights for each breath he takes." You both reach for the same wound, your hands grazing one another as you both reach to apply pressure to the cut. She withdraws her hand, her cheeks blushing, which she tries to hide by tending to a wound on the man's leg. You speak to her, tenderly but stern, as a man should be to a women "Come girl, help me apply pressure to this wound." You both hold the bandage down as you secure it with a strand of cloth. She helps you as you both treat a score of men on the field, several other moments like the previous occur. Finally the sun sets, and all of the wounded have been evacuated from the field, the girl turns to leave, but not before asking you a question.

"I thank you for your help, but what is your name, if you do not mind my asking. I am Aoibheann."

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012de5 No.49209

>>48300

You have been ordered to take the Drow that have centered around you and transform them into a real fighting force for the fort, an auxiliary century as it were. With this comes a new rank and a new pay, but also more responsibilities as well.

>New Class: Centurion (Auxiliaries)

>New Gear:

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

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012de5 No.49210

>>48312

1/2. The woods are deep and dark, and you have some trouble finding your way, though the fires on the horizon tell you that you are nearing the fort. You are still about a day from the fort, and the forest beckons, you and your compatriot could depart from here and explore, or return. No soldiers are here, but you do manage to find a large sword stuck in a tree trunk. You'll have to pull it out.

3. AS you are in the woods, no one is here to help you with the crystal. You palm it in your hands, running it through your fingers, toying with it. A sharp edge catches your finger, drawing some blood. The stone almost drinks it up, it quickly disappearing into the stone, which glows brighter the more blood it draws in.

>>48699

1/2. You and your compatriot quickly realize you are a day from the fort after wandering for the first two-thirds of the day. After grasping this, you devote your effort instead to gathering some herbs for a salve and biding your wounds. The first aid helps, but the wounds are still healing and will need time without proper care. Your companion waxes about how the wilderness seems to call to you both, and you feel it too.

3. You find little but the odd goblin skull and beastmen corpse, but your companion finds an absolutely massive sword in a tree.

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012de5 No.49211

>>48874

1. Reconstruction is slow, as most of the men in the fort have taken their time this day to aid those still wounded, in an attempt to save as many men as possible. Because of this the repairs are slow-going, but you do make some progress.

Towers 1-2 Health: 7/10

Towers 4 Health: 6/10

2. You try to force the stone into the pommel of the gladius, but it seems to reject this, as if it finds it demeaning. It eventually relents, but it loses some of its luster, as if shunning your treatment of it.

3. There are literal tons of dead bodies around, some of them massive bloated forms of cygor or minotaur, or the odd shoggoth flesh mound. Other, more numerous corpses abound, the beastmen and insectoid monsters, and the unfortunate human. Your men clear the field of the roman dead first, the men slain given proper burials, but the other dead is much more dangerous, some men already complaining of felling ill when touching the corpses of the undead and the monsters. You yourself feel terrible as well, and later that night when visiting the commode some watery stool answers as to why your stomach has been killing you.

+ [Cholera] - Explosive Diarrhea slows your actions. - 5 To all physical labor for 2 turns.

>>49121

1/2. The battlefield was a mess, many biological hazards as well as rubble acting as an disincentive to the impetus of the recovery of the men. Things progress, but slowly, though at this point is cannot be helped.

>Casualties: 26.5%

3. Your rant is cut short by your attendant, the Greek named George, pointing out the massive canyon that separates the wall from the opposing land and the forests beyond. It is over 50 feet wide and over 300 feet deep, and the only point of ingress being the sole bridge which covers the gap. The main reason the beastmen had been able to ford the gap at all was the massive stone pillar they had carried with them, after smashing the wall clean through with sustained boulder bombardment. You insist on ditches being dug anyway, and men otherwise used for ferrying bodies or repairs are instead devoted to digging trenches some distance from the shore of the opposing land. You ask around for the man in charge of the frontal fort (the fact that you already do not know being embarrassing slyly remarked by George, though you do not notice it) and all men direct you to a man by the name of Vincentus, the Primus Pilate of the Legion. He is described as a older man, with a penchant for the younger men of the legion, though your sustained wanderings yields no luck in finding a man of such a description. Eventually you settle with asking a nearby centurion where the "damn idiot by the name of Vincentus is." Only for the man (>>48874) To reply as to what you wanted with this "Damned Idiot".

>>49160

1/2/3. Gaius would work hard, and talk little. He ferried wounded, tended to the men who could not be aided yet, and spent his day in the infirmary aiding the doctors and their aides in saving the men who still live.

>Casualties: 25.5%

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012de5 No.49212

File: 8349c4a3d6f76fc⋯.jpg (71.87 KB,640x458,320:229,6257155786_91e56fed1e_o.jpg)

File: 3d29c6ec4872a8e⋯.png (3.33 MB,2500x1522,1250:761,1519173839841.png)

>>49190

1. You bring some choice cuts of meat to the little lizard, who has now grown to the size of a cat. It flaps around your quarters, before sniffing the offering you lay at its feet. It scorches them before guzzling them down, looking at you greedily for more, as what you've brought is not enough.

2. 4 Men report for duty, 4 soldiers tell you that they are all that's left, all that can report for duty, the others either dead or in the infirmary. The hoplites offer to let you lead them, but to do so you'd have to relinquish your command of the legionaries to do so.

3. Most are cleaning up bodies, aiding the wounded, or cleaning the dead. You stroll through all of this with a whistle and a skip in your step. Men look at your queer actions, some with disgust, others with pity, thinking you have lost your mind. None of it bothers you, because you're going to end this day off on a high note damnit!

>>49193

1. Training continues from first light to midday, and you learn much. The fire dances from your fingertips and arcs out to what you command it to, and it won't be long until you can turn it from a parlor trick into a usable skill.

> Cast Alight 9/10

2. After a progressive morning, you lend your extensive experience to the repairs to be made, speeding along a slow process. Much labor had been diverted to several side projects, be it aiding the wounded, cleaning the dead, or in an odd case, digging a trench on the land opposite the canyon below the wall. Instead of focusing on one section, you dispatch several work teams on several small projects at once, as in the case of an attack, a partially repair wall was better then a broken wall and 2 repaired towers.

> Wall Health: 34/50

Towers 1-2 Health: 7/10

Tower 3 Health: 5/10

Towers 4-5 Health: 6/10

Tower 6 Health: 6/10

3. Lacking an actual crossbow, you take to engineering a bolt that will allow compact storage in a "magazine" as it were, while still allowing the mass and fletching needed to maximize the admittingly superior structure of the bolt.

> Crossbow Magazine: 3/5

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012de5 No.49213

File: b448ada873ff252⋯.jpg (210.36 KB,774x1000,387:500,c14d4ae992402bdb0e7a3430f2….jpg)

File: 880c22e7c6e90e9⋯.jpg (124.12 KB,800x344,100:43,romsol-camp4.jpg)

File: 2fc738ece16f163⋯.jpg (46.93 KB,640x853,640:853,1520496991468.jpg)

Day 19, Week 3

Scores of men are dead, others confined to the hospital, but such is to be expected of the battle that passed, in which the skies themselves shook with anger and hatred. The men spend the day cleaning the dead, gathering the wounded, and repairing the wall. Others decided to try for advancement, and still others looked to place blame. The fort was being rebuilt, slowly but surely, but the men lost haunted all of them, as well as the horrors to come.

>Supplies:

2 Weeks of Food

5 Weeks of Water

3/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

300 Macedonian Hoplites

409 Legionaries + 68 Wounded

9 Centurions + 2 Wounded

11 Acolytes + 2 Wounded

175 Auxiliaries + 35 wounded

75 Equites + 15 Wounded

142 Camp followers and Laborers + 30 Wounded

>Fortifications

Towers 1-2 Health: 7/10

Towers 3 Health: 5/10

Towers 4-5 Health: 6/10

Tower 6 Health: 6/10

Wall Health: 34/50

6 Onagers

12 Ballista

1 Scorpion

173 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

3/16 Ton of Pitch

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

1000 Macedonian Hoplites

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 50/50

Inner wall: 50/50

Towers 1-8: 10/10

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ae6780 No.49214

Dice rollRolled 42, 42, 46 = 130 (3d100)

>>49210

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

+ [Mysterious Gemstone] - An unnatural glow fills the body of the gem.

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1. Pull the sword out of the tree. Seems like the gods have gifted me a boon.

+Muscle Wizard

2. While looking for something to attack this sword to my back try to force the gem into the pommel of the sword. Might do something.

3. Then grab my companion by the collar and head deeper into the woods. The gods clearly demand it of us and who am I to refuse the call to adventure.

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a965e0 No.49215

Dice rollRolled 54, 25, 52 = 131 (3d100)

>>49213

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 8/10

Zhayed Health: 20/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Manticore Cloak] - Restored to its fully glory. The pelt shimmers with an unnatural iridescent glow. Grants a +15 to all hand to hand combat rolls, and a + 5 to all rolls in a fight against a stronger opponent.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damage to ranged attacks but the natural roll must be a 25 or above to hit

+ [StabbiGit Stabba] - Goblin Halberd, Can only be used from Horse/Griffin Back. + 20 Against Armored foes, + 10 Against mounted foes

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Basic Ranged] - The bow is no stranger to you. + 5 to all ranged rolls.

+ [Invictus] - You will not need to roll another resolve for this encounter.

1. Train Melee to advanced

2. Train unarmed to basic

3. Travel to the dwarfhold with my companions

"Waking up from his own bed in what seemed like ages Caelum actually feels somewhat content with everything around him. His wounds are mostly healed, He had won a duel what many would consider a superior opponent, slayed an elder god, inspired and healed his fellow man, and had even been blessed by gods. For someone who is always so driven to succeed it is rare for him to actually bask in his accomplishments despite him proclaiming them for hours on end. "That is just for the others of course, it is my benevolence that I share what I have done with them in hopes that they follow my example". Despite this peaceful moment he had no time to delay. To begin with he had to get used to the strength endowed by the cloak so that he can maintain his precise form, after that he needs to practice his skills with both sword and halberd if he were to hope to challenge mark in a direct duel. Once he is satisfied he went to the dwarf Ugar to see about attaching that basket to Zhayed and then goes to gather Leo from his work so they can finally begin the journey."

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8292d7 No.49216

Dice rollRolled 16, 87, 78 = 181 (3d100)

>>49213

Name: Marcus Bobius Secundus

Fluff: https://pastebin.com/g4KTyVu4

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 1/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Hoofer's Massive Mancleavers]

[1/2 Ton of Iron]

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus: [A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

>Legs Broken: You cannot walk, not for now at least.

Marcus awakens. Coughing up blood he moves his eyes around in the dark. The light of the sky is far away. He is more wound then man at this point. More dried blood then flesh. And he is alone. Propping himself up with only his arms he cannot feel his legs nor see them. As in life, the way was clear but shrouded in darkness. He placed one hand toward the wall grasping for a handle and began to pull himself forward. There was only forward, only the next perch of dirt and stone bought with his remaining strength. One hand over the other he began his climb towards the sky.

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2b885c No.49222

>>49216

>>49214

dubz

>>49215

palindrome

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b2afba No.49245

File: d757c02ef0870bb⋯.jpg (62.01 KB,445x630,89:126,8855ed81ebb2fa340fa6293e30….jpg)

Name: Taranis

Fluff: A barbarian from Gaul, Taranis (named after his patron deity) weilds a runic sledge hammer, that creates a thunderous echo when impacted, and wears the pelt of a large bear over his head and back that protects him from the elements. He is quick on his feet, barely hindered by his hide armor, and a formidable opponent in physical might alone, but his true strength comes from his ability to imbue objects with magic. As a chosen of the divine, Taranis can tap into the natural energies of the world and imbue items with runic carvings.

Class: Auxiliary (Celtic Battle-Druid)

Location: Front (Forest)

Spells:

> Runic Carvings: Can imbue items with known magical spells through runic carvings.

> Thunderous Echo: Creates a loud crack of thunder deafening foes.

– Do not fill in –

Health: 10/10

Gear:

Inventory:

Bonus:

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c63022 No.49247

File: e2a1e535c780181⋯.jpg (58.66 KB,564x704,141:176,d72d752c702b006e6ce1e8f74c….jpg)

Dice rollRolled 82, 30, 90 = 202 (3d100)

>>49197

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Allies: + 5 [Minor Liches]

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1: Start the journey, that assassin would pay for his crime of murdering me! Now it was only a matter of time before getting my revenge, During this trip however long it will be Servius would start evolving his raise dead abilities, he needed more strength if he was to get revenge.

[Greater Raise Dead] 2/10

Greater Eldritch Blast 4/20

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2264ac No.49248

Dice rollRolled 70, 85, 39 = 194 (3d100)

>>49196

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

Location: Front Fort

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you. Cooldown is once per combat encounter or once every 3 turns ooc.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

+ [Satchel of Healing Herbs] - Can be used to heal up to 8 HP, 3/3 uses.

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 9/10

>Bear Form:

Health: 20/20

1. Seek out one of my brothers who excel in crafting parts of animals into useful things and give him the bug bits. Perhaps he can make something of use out of them.

2. Train my melee ability

3. The fortress is still being rebuilt, and somehow I doubt the enemy will let us rest. So I will go out into the woods, and scout out the woods both for resources, and for our foes.

+Like the Trees

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276a3f No.49250

Dice rollRolled 48, 70, 84 = 202 (3d100)

>>49210

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 4/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

"Thats a big fuckin sword, yeah I might be strong, but not that strong you can have that one friend." Otacilius said upon noticing the sword

1. Head deeper into the forest with my new friend I feel the call of the gods, they have a task for us and we must accept it perhaps they will reward us with a great power for doing so…

2.Keep an eye out for anything useful as we make our way deeper into the woods, perhaps the gods left us something to aid us in the quest ahead of us.

3.I need to clear my mind again, my master said you always perform everything better if your mind is clear he drilled that one into me from day one.

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884518 No.49342

Dice rollRolled 80, 46, 62 = 188 (3d100)

>>49208

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, (2)

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

1-2; "I am Agrobrigos, son of Belubrigos, the Chieftain of the Nantu Tribe of the Gallaeci." I took a step towards Aoibheann and almost tripped. I made a face and grunted in pain. "Ah, Aoibheann, I fear my injuries from the battle have caught up with me. It's fortuitous that you're here, you could take a look and treat my wounds. Come with me to my quarters, I have my own being an officer."

3; After my session with Aoibheann, report to my ranking officer and give an overview of the events of the battle. If no orders are given, work on repairing the walls

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b95493 No.49463

Dice rollRolled 81, 56, 6 = 143 (3d100)

>>49213

>Name: John of Cappadocia

>Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, John has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

>Class: Centurion – A commander, leads men from the front.

>Location: Front

>Health: 10/10

>Class: Centurion – A commander, leads men from the front.

>Gear:

>+ [Scutum] - 5 to attack rolls against you

>+ [Gladius] + 5 to melee attacks

>+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

>+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

>Inventory:

>+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

>+ Dragon

+ [Black Eye] - A trophy that judges you as you judge it.

>Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>>Loyalty: 9/10

>>Basic Endurance: 4/5

>> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

>> + Basic Tactics: + 5 to commanding large groups of soldiers

1. John is going to leave behind the remains of his old century in order to lead his countrymen, yet the guilt of having so many men die under his command will never lead him. He will inform the hoplites of his command, and get to know them, welcomed by the culture he was cut off from for so long.

2. If the dragon won’t be satisfied with butchers meat, then he must tase live prey. On the next hunting expedition John will join with the dragon on his shoulder.

3. Find out a use for the black eye.

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acf535 No.49465

Dice rollRolled 85, 8, 54 = 147 (3d100)

>>49213

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

+ [Gold Coin] - A choice exists, between order and chaos, between light and dark, and between slavery and freedom. When you are ready to talk again, to make that choice, press this coin into your temple, embed it in your brain, if you are strong enough.

1. Gaius needed to keep an eye open for any opportunity that presented itself. Perhaps he could learn something arcane to proceed with the plan? Sure he had no magical aptitude whatsoever, but hadn't even the gods been mortal once? Who knew, perhaps Sol Invictus would share its wisdom.

2. Gaius would practice his scouting techniques by lurking in the areas ahead of the gates. This time he would not venture beyond reality and the physical world but just far enough to report any sightings of enemies that could threaten the garrison once more.

3. The Art of healing was always a necessary one. Gaius had done his fair share aiding those in need and preventing death wherever he could have, however perhaps he could convince some of the more knowledgable members of the Legion to teach him how to be of more assistance.

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96369a No.49474

File: f399973f73125f5⋯.jpg (118.67 KB,625x1076,625:1076,commis10.jpg)

Dice rollRolled 68, 45, 69 = 182 (3d100)

>>49209

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Centurion (Auxiliaries)

Location: Fort

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Alysandra]-Hot Drow Waifu

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-2. Do a full catalogue of all Boar’s new charges, those with useful skills would be helped acquiring proper tools, those who can fight would be organized into tent parties and a Optio chosen from among them. The woman and children would be properly housed would help around the Fort as servants.

3. Have Alysandra gather any of them that know magic or have magical potential to form a mage support squad.

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da6a2b No.49475

Dice rollRolled 87, 56, 11 = 154 (3d100)

>>49211

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Rejuvenated by the power of the gods, Vincentus now appears as he was 15 years ago, as a fresh Legionnaire: a tall and fiendishly handsome man bereft of the marks of war and age, his hair restored to a pure black instead of a liberal salt and pepper. He possesses again the stamina and dexterity of youth, but still holds all of his deadly experience and discipline.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

+[The Ripple] - Vincentus can control the energy of the sun, harnessing its pure, rejuvenating energies to heal the damaged or, most importantly, utterly destroy the unnatural foes that skulk in the night. He can also predict what others can say.

[Red Stone of Alpina] - A gemstone that thirsts for the blood of champions.

+ [Cholera] - Explosive Diarrhea slows your actions. - 5 To all physical labor for 2 turns.

1. While Vincentus may be waylaid with cholera, his men aren't. With a look of concentration on his face, he brutally whips his men into finishing the repairs on the towers. +10 Vitis

2. If the corpses are too blighted to be safely handled, we will burn them. Let the cleansing fires of pitch and torch burn away this foulness. Vincentus helps in these efforts by channeling his powers into the bodies, further incinerating them.

Burn and cleanse the enemy dead. -5 Cholera, +The Ripple

3. Vincentus puts in a requisition order for more pitch.

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96369a No.49476

>>49474

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Centurion (Auxiliaries)

Location: Fort

Health: 9/10

Gear: Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Alysandra]-Hot Drow Waifu

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

Current Command:

+150 Drow Refugees

+78 Drow Crossbowmen

+20 Drow Pit Fighters

—–

Updated sheet with current men under command

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8dce1e No.49501

Dice rollRolled 34, 43, 91 = 168 (3d100)

>>49211

Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Front Fort

Health: 5/10, Bleeding

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do what you tell them to do, within reason and law.

+ [Aurelian Family Pendant] - A symbol of your birth, and a signal to all others of what you are, despite your shortcomings. NPC's are more willing to trust and help you.

Bonus:

+ [B.O.D.] - Whole it can be said that no man would openly disrespect Priscilla, no man can be said to respect her either. A women in an all male army for one, and somewhat of a prudish bitch too boot! Still, what she lacks for in gravitas she makes for guts. She didn't make it this far off of her father's good graces alone. Can Reroll one failed roll per combat engagement, along with the ability to wear heavy armor.

1: Have the man responsible for such utterly negligent management publicly flogged. Allowing such a despicable state of affairs is nothing less than unacceptable, and the men need to understand that such failure will not be tolerated in the future, no matter the rank or status of the man in question.

2/3: Begin the construction of anti-cavalry ditches around the entrances of the Fort. Keeping the enemy from being able to easily reach the frontline or harrass our walls is of tantamount importance, and even such simple measures will provide a dramatic advantage to us as defenders - something that these braindead morons clearly haven't understood.

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a965e0 No.49503

>>49501

This is why women are not allowed to command.

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da6a2b No.49504

File: 747a1eb060f0040⋯.jpg (31.07 KB,470x470,1:1,dicaprio.jpg)

>>49501

>near-singlehandedly hold the line on several occasions

>have been doing nothing BUT repairing the wall and cleaning the corpses since the battle ended

>"ahyuck, flog him publicly for misconduct and sloth"

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884518 No.49505

>>49501

palindrome

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6e4cc2 No.49508

Dice rollRolled 10, 54, 29 = 93 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Sword of the Eagle Champion] +20 to all melee attacks, deals lightning damage, +10 to attacks against me

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 10/10, 2/2 uses left)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

In Progress: Gate Mechanism Repair: 9/20

1. Fine, we're rebuilding the wall then!

2. And the gate too! And I want this fucking bull head mounted right on top for everyone to fucking see what happens to people who fuck with us! (Progress: 9/20)

3. As for this sword it might be useful but I'm gonna need to learn how to use it better because it leaves me wide fucking open. I need to learn just what this bad boy can do too. (Train with Sword of the Eagle Champion)

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38cd59 No.49541

Dice rollRolled 86, 48, 69 = 203 (3d100)

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

Inspired: + 10 to next design roll

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

Stat post

Cast Alight 9/10

1. Finish training Cast Alight 9/10

2. Keep tinkering on the Crossbow Magazine 3/5

3. Make plans for the final wall repairs and give it to the builders before I go on this trip. (and go on the trip)

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38cd59 No.49542

>>49474

Also offer to help with the Mage Support squad thingy when I get back. The Drow make interesting crossbow stuff.

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799daa No.49664

File: 5bd2cb786694c83⋯.png (30.59 KB,510x546,85:91,IronLegionaire_.png)

Name: Quintus Claudius Maximus

Fluff: A man born to a Centurion serving on the germanic frontiers years prior and a Germanic tribeswoman. He lived in Mediolanum on money his father sent home. He was schooled in the city but when his father fell in battle on Maximus' 17th year, Maximus was left out income and enrolled in the Legions. Unit assigned as per imperial directive. He is taller and broader than most romans being Germanic orgins from the wild tribes across the Rhein, Strength being a "strong" attribute for him making his case to join the legions while still underage seemingly easy to cover up.

Class: Standard Legionary

Location: Front Fort

New Recruit

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3815d2 No.49665

>>49664

Why did you put your email lmao?

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794362 No.49668

File: bece156a443aec4⋯.png (146.72 KB,921x886,921:886,1527811448942.png)

>>49214

1. You grab the sword by its very long, rectangular grip. The sharkskin grip gives none, giving credibility to the sword's apparent fine craftsmenship. You pull with all of your heft, but the sword does not budge. You try once more, and instead bring an entire section of the trunk free, with the sword still lodged in it. Its heft is noticable even for you, and through you struggle, you cannot liberate it from the section of tree it is embedded in. You have, for now, a rather larger and sharp mallet.

+ [Ultra Mallet] - + 30 to Attacks, - 15 on Defense.

2. The pommel of the sword is of solid metal, and to try to force the gem into it would no doubt shatter the gem. You relent after still trying when the gem sends a shock of energy up your arm on the 4th attempt.

3. You grab the assassin by the collar and drag him deeper into the woods, the trees themselves growing larger and larger the further you go until they dwarf the wall itself.

>>49215

1. You set to work developing your prowess in close quarters, sparring with Mark. The man's large form begets him much strength, but he is quick as well. You two dual late into the afternoon, before Mark departs to do other things, but you still have learned a fair bit by training with the man.

+ Advanced Melee 3/15

2. Leaving the Roost, you journey to the frontal fort to train with the battle-hardened men there, even now resuming their tireless training as they work to restore the wall to its operational state. Man of the regular men are working on the wall, but a large man; a gladiator by the look of his mishmash of imposing, if impractical, gear, offers to spar with you, unarmed of course.

You are solidly trounced by the man, he bent your joints in ways you didn't even know could happen. Walking away quite sore, you feel that you just really learned how to take a hit.

>Basic Unarmed 1/5

3. As the night comes, you gather the men you are taking with on this expedition to the northern dwarfhold of Thirn Dorahl. First amongst you is the Engineer Leo, and shortly behind him is the short stout dwarf. They carry with them the net both have made in their spare time to carry them, for only one man could fit on Zhayed's back. You depart at sunset, with the voyage expected to take a "day or two" according to the dwarf. The fires of the fort and its village soon fade behind you, and you are soaring over the mountains and woods of the wilds.

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794362 No.49671

File: 1e13f8984230c4f⋯.jpg (200.53 KB,1200x882,200:147,50a7378278df2ec3e596459988….jpg)

>>49216

1/2/3. Marcus could only crawl as of now, coming too after spending a night in the bottom of the gorge. One handful of dirt after another, as he crawled onwards towards the only thing he could see, the cave that the river Rhine flowed into, under the mountains above. Soon he was surrounded by darkness, with only the glow of the giant mushrooms deeper in the cave to light his way.

>Health: 2/10

>>49245

– Do not fill in –

Health: 10/10

Gear:

+ [Bearskin Cloak] - - 10 to Rolls against you, +10 to intimidation rolls

+ [Bear-Head Hammer "Yogi"] - +15 against armored foes, large foes, +5 against unarmored and smaller foes.

Inventory:

+ [Runic Belt] - Grants you the knowledge of your ancestors, bestowing you with the knowledge of runecraft. Further reflective insight and communions with your ancestors allows you to gain more knowledge, and spells.

Spells:

> Runic Carvings: Can imbue items with known magical spells through runic carvings.

> Thunderous Echo: Creates a loud crack of thunder deafening foes. Rolls a 1d5 for status effect and duration on rolls higher then 50 to cast.

Bonus:

+ [Old Blood] - Your people were apart of the woods of evrvpa since before the first men of Roma claimed the banks of the Tiber as their own. As such the woods are like a second home to you, and you can sense danger when in their embrace.

>>49247

1/2/3. With your cohorts you depart in the dead of knight. The location of your master's lair is apparently in a dark, depressing cavern that opens up in a vast wood. The trees all around you are taller then the wall you once defended. Even thinking about that place fills your white skull with anger, your teeth rattling in their hollow sockets. You don't notice, but one of your fellow liches points out that your skull is on fire, as the green fire in your eyes is now steaming out of your ear holes, and your hood is starting to catch. Quickly patting yourself down, you and the liches depart, mounting your black steeds and riding far into the woods. The stars above light your way through the woods, and eventually you reach a small gathering of hovels built into tiny hills in the clearing. Windows are alight, and the laughter of tiny halflings fill the air.

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794362 No.49672

File: 7f27be2cfcf2159⋯.jpg (126.38 KB,900x503,900:503,orc_shaman_by_markmolchan-….jpg)

>>49248

1. You rise early in the morn, as you are wont to do. Your people have risen as well, and in their makeshift camp in the woods behind the village, already set to work on making a new home for the time being. You find Dingl and Fingol, the tribes' craftsmen, at work already, tanning deerhide and sharpening spears. You walk into their longhouse, and before you say a word a spear is already flying your way. You raise the insect scale in self defense, and it stops the spear dead in its tracks

"Impressive" Says Dingl

"Fet, it came from one of those Drrkthulu, of course its tough!" Fingol retorts.

"Yes, but can you make me something from it?" You ask. The brothers laugh. "Of course we can, but it will cost you!" They say in unison.

2. After this you join some of your spear-brothers in the sparring circle, a simple dirt ring. The training is hard, as the tribesmen don't hold back, for the monsters of the forest and the Romans won't either.

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

3. As evening comes you depart from the frontal fort and into the woods. A thick rut is worn into the soil from the Titan's core, which rolled deep into the woods after the beast's shattering. You come to the decrepit tower, on the edge of the woods and still as dilapidated as the day your tribe first came to this fort. Restoring it would be wise, you imagine, as you go deeper into the woods. You eventually stumble across a band of wayward orcs, some distance into the wood, where even the wall itself is out of view. They speak in a guttural language you do not understand, but they gesture at a piece of parchment they are gathered around.

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794362 No.49673

File: 71f49f9651ee114⋯.jpg (136.25 KB,1170x780,3:2,KF_Yithian.jpg)

File: e1fcbc3acb5fa2c⋯.jpg (305.83 KB,552x700,138:175,knight_gnome.jpg)

>>49250

1. You go to head deeper into the woods, before you companion, who had just pulled a massive hunk of iron from a treetrunk, grabs you by the collar, mumbling "wrong way" before dragging you into the woods.

2. AS you both wander deeper into the woods, you do find something useful to you. Another quiver of poison arrows, and the dead goblin its attached to. He bears axe marks, and a few bite marks as well.

+ 15 [Poison Arrows]

3. You lose yourself in the woods, and in the dearth of your thoughts you find clarity.

+ [Clarity] - Next turn only. +10 to One action, does not count for combined dice.

>>49342

1/2. "But Agrobrigos, you are much to large for me to help, I shall return with ample assistance to aid you sir." Aoibheann returns with a women larger then you, larger then most men you have seen. "This is my friend, they call her Big Olga, she'll carry you to your quarters." Olga gives a stern "Ja" sweeping you off your feet and carrying you to your quarters, with Aoibheann right behind. You are deposited in your bed by the women. And both leave you, the smaller of the two with a wry smile on her face. "Good night Agrobrigos of the Nantu tribe."

3. You sleep for a bit, before reporting to the commander of the frontal fort, which just so happens to be the centurion, and Primus Pilate, Vincentus Lucius Dedicatus, hero of the Frontal Fort, who is currently being screamed at by a short women in Legate gear, demanding he be whipped for his "incompetence" at defending the fort.

>>49463

1. The remains of your century are absorbed by your peers, and the small crisis of who would lead these greeks is resolved in one fell swoop. The contingent at the frontal fort is under your command, but the larger, main force is still under the command of the Centurio Auxilia Adrastos, to whom you now report. Accordingly so, your new room is now closer to where the greeks have set up camp, and by that I mean your new room is a tent.

2. Before you had even left the walls, the dragon departs your shoulder. It is gone for the entire duration of the hunting expedition. Small screams are heard from deep in the woods, and as the sun sets and party returns to the wall, the dragon returns. You pat the creature, which feels a bit plumper, and notice a small knitted hat in its maw.

3. You stare deep into the black eye, pondering its uses, and the eye stares back at you. Your mouth opens wide in a scream and you black out. When you awake the eyes is gone, and your face hurts.

- [Black Eye]

+ [Black Eye] - One of your eyes is now pure black, and it occasionally throbs in your skull.

>>49465

1. As the work continues and the day starts, the drums from the forest of so long ago start back up, but now it has a noticeable rhythm to you, a beat. As you listen closer, letters start to fill your mind. A repeating message…

Go below…

2. As many others have, you too depart for the woods, and in the shadows of the tree you stalk, working on blending in the shadows and hiding in plain sight. Your attempts are quickly revealed to be for not when a passing Gnome asks you what you are doing, before throwing a spear at you as you move towards him, silently.

>Health: 9/10

3. Returning to the fort with the toothpick in his cheek, Gaius takes the chance to ask one of the medicus treating your wound about the art of healing. He dumbs it down for you, and you understand what little he reveals as he removes the small stick and cleans your wound.

>Basic Healing 3/5

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794362 No.49674

YouTube embed. Click thumbnail to play.

>>49474

1/2. The Drow are rebellious at first to your command, chaffing under it, but the way you put down the first lad who raised a hand to you has the rest becalmed by the midmorning, and all Drow present gather so that you may account for them. Almost 250 Drow are present, 98 of them are fighters, armed and in some cases armored, while of the remaining 150 Drow, 55 are men of fighting age, the rest being the women, children and elderly. Your wife does indicate however, that of those 95 civilians, 7 of them are Drow sorceresses, of which your "wife" is the leading member of their coven, or at least the most senior one still alive.

3. You ask your mistress to gather the magically inclined compatriots of hers, and she is all to happy to oblige. She asks you to meet them later that night for a show-casing of their abilities, and you agree. You meet her at the stroke of midnight, at the edge of the woods outside of the fort, and the chanting of women fill your ears. You are hesitant at first, but slowly, you are drawn into the woods. What follows next is a blur, but by the time you wake, naked in a field, the sun is high in the sky, and you can't fell your legs.

+ 7 Drow Sorceresses

>>49475

1. At first being glued to the pot was an inconvenience to Vincentus, but simply having it placed on a litter and being carried by 4 of your troops, where from your point of elevation you can whip with impunity and added reach. The men are inspired and disgusted, as they should be.

2. Using the last bit of the pitch and a little bit of your own powers, you manage to get all of the corpse piles alight, and the few stragglers as well. They smell… sweet. You're feeling quite hungry.

3. As you are preparing your requistion order for more pitch, you ponder as to who it should be addressed so as to abide by the chain of command. The answer appears before you in the form of a short women of strawberry blonde hair and poor disposition, demanding that you be flogged for your negligent action in the lack of defense of the frontal wall. You are accused of many things; gross misconduct, incompetence, foul odor, poor disposition, dereliction of duty, cowardice and a complete disregard for your superior officers. The men around are confused, do they listen to the superior officer, a women who has just arrived and been nothing but a pain in the ass tothem, or to the commander who has saved their bacon several times, but is failing to comply to the order to be flogged.

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794362 No.49675

File: b2a847411ca4b78⋯.jpg (73.72 KB,652x300,163:75,Ancient-Rome’s-Military-Ma….jpg)

>>49501

1. You approach the man, the Primus Pilate of the Legion, and commander of the Frontal Garrison, and lay against him charges innumerable for failing to defend this bastion of Roma. The men around you fail to seize the man at your order, as you are but a new face, and he is a hero to many of these men. Furthermore the Pilate challenges your order, saying that a real commander does not need her men to carry out such and order, and invites her to try it herself.

2/3. Diverting men from the wall's repair, you continue your project on the ditches in the frontal fort. Nevermind the large chasm separating the base of the wall from the wilderness beyond, a proper fort has additional defenses aside from a giant chasm and a 50 foot wall. The men dig as your confrontation continues with the Primus Pilate, wood being taken to construct pikes upon which enemy Calvary would impale themselves.

> Anti-Calvary Ditch 6/10

>>49508

1. Rome wasn't built in a day, but if this wall fell it would fall within a month, so the most important thing would be reestablishing the defensibility of the fort, and the first part of that would be restoring the wall to its proper state. Others were already working, and you devote your men to that task as well. However, you attention is torn away as the Legate demands that all available men loyal to Roma seize the Primus Pilate and flog him for his complete and total ineptitude at defending the fort.

2. The engineers, however, are not soldiers and are not beholden to such tasks, and continue their work on the gate unabated.

3. While observing the confrontation, you heft the sword above your shoulder, though training at the current time would be impossible, you do begin to understand exactly how you should use the sword.

> Basic Heavy Weapons 1/5

>>49541

1. Finally, after a long and ardous process, you are able to set things on fire with a flick of the wrist and a small uttering of words. Glorious

>Spells

+ [Cast Alight] - You can set any object (that is flammable) on fire, but as it is fire, you cannot control it after you bring it forth (for now). Must roll above a 40 to successfully summon a blaze that is ideal, not to small to smother out or a raging inferno that will burn more then you intended.

2. With this revelation comes another, and you finally construct a proper magazine that can not only store almost 20 Bolts, but store then in such a way that when one is fired, another drops in its place when the string is redrawn.

+ Crossbow Magazine Plans

3. You observe the final stages of the walls repair process, as most of the work has been laid out, it was only the labor that needed to be done now. The destruction of the wall was a small blessing, but working in certain new features discovered recently by Roman Architects, you could actually strengthen it. You draw up plans and leave them with the Legate's Attendant, the Greek, who ensures you that it will be put to good use. You then meet with the dwarf, helping him carry the tarp that Zhayed, the Griffin Rider's Griffin, will use to carry you. Hooking it up to the bird is an easy task, and soon you are off. The ride is smooth, and the dwarf rests, but something on the Griffin keeps slapping you in the face ever so often, two large lumps hanging from his pelvis, and what most closely resembles a fuzzy sausage. Other then this the ride is excellent, and the view is gorgeous. The rider and the dwarf estimate that the trip will take about 2 days until you reach the dwarfhold.

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794362 No.49676

File: 07e094395eb618e⋯.jpg (41.26 KB,400x598,200:299,MAT16007.jpg)

>>49664

– Do not fill in –

Health: 10/10

Gear:

Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Talismen of Teiwaz] - Granted to your Father by the father of your Mother, it is the symbol of the Germanic God of War, and it brought your father luck until the day it didn't. It is one of your most prized possessions, and seemingly grants you luck in combat despite your age and inexperience. Can be used to move a roll up a success level (barring nat 1's and 100's) once per combat encounter.

Bonus:

+ [Green as Grass] - You are young, inexperienced, and generally naive when it comes to war. As such your commanders tend to view you more as child then a man. This irks you, but the less lashes you receive the better. When training and assisting around the fort, failures (barring nat 1's) are less severe, as reflective of your failures being attributed to your age rather then your stupidity or laziness.

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794362 No.49677

File: d3ccb3992b41413⋯.jpg (407.88 KB,1748x2480,437:620,fadly-romdhani-griffin-kni….jpg)

File: bacda71e732b257⋯.jpg (139.92 KB,1088x735,1088:735,this_is_not_sparta__this_i….jpg)

Day 20, Week 3

Repairs continue as tempers flare! The Legate, demanding to be taken seriously, may have overstepped her bounds, but if the men refuse to heed her orders, are they are disorderly and untrained as she claims? Meanwhile, others venture into the wilds, or to far off lands in search of a boon to the survival of the fort, while others wrest with questions of loyalty, truth, and the future. In the deep reaches of the forest, an old friend begins to repay the Romans for the kindness granted him, and the sky is filled with the laughter of thirsting gods.

>Supplies:

2 Weeks of Food

5 Weeks of Water

1/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

300 Macedonian Hoplites

409 Legionaries + 68 Wounded

9 Centurions + 2 Wounded

11 Acolytes + 2 Wounded

175 Auxiliaries + 35 wounded

75 Equites + 15 Wounded

142 Camp followers and Laborers + 30 Wounded

>Fortifications

Towers 1-2 Health: 9/10

Towers 3 Health: 7/10

Towers 4-5 Health: 8/10

Tower 6 Health: 7/10

Wall Health: 42/60

6 Onagers

12 Ballista

1 Scorpion

173 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

1000 Macedonian Hoplites

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 50/50

Inner wall: 50/50

Towers 1-8: 10/10

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8292d7 No.49678

Dice rollRolled 6, 92, 99 = 197 (3d100)

>>49677

Name: Marcus Bobius Secundus

Fluff: https://pastebin.com/g4KTyVu4

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 2/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Hoofer's Massive Mancleavers]

[1/2 Ton of Iron]

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus: [A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

>Legs Broken: You cannot walk, not for now at least.

1 Pick some giant mushroom bits. IF they continue to glow after picked perhaps I could use them for a bit of light. Otherwise they would become my rations and my future strength.

2 With my Vitis and some of the decorative straps from my armor perhaps I could set my legs and stop them from scraping every rock on the ground and improve my chances at recovery.

3 It was darkness further in, I would need to rest here for a little while and let my eyes get accustomed to the lack of light.

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6e4cc2 No.49680

Dice rollRolled 57, 89, 69 = 215 (3d100)

>>49508

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Sword of the Eagle Champion] +20 to all melee attacks, deals lightning damage, +10 to attacks against me

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 10/10, 2/2 uses left)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

In Progress: Gate Mechanism Repair: 9/20

Oh, so the fort's token whore thinks she can pull her bullshit after we defended this fort from a horde of beastmen, a bunch of siren bitches and a fucking ELDER GOD with a gate jammed open, half our men down in the dungeon because they went batshit insane, and our esteemed legate in question doing absolutely NOTHING noteworthy through it all except sucking some monster dick? Fuck no, I ain't listenin' to a word of this bullshit. I stand with the Primus Pilate.

1-2. Wait a second, I just remembered…half my century's probably fuckin' around in the dungeon wondering what the hell happened to 'em…I'll go see if the spell or whatever's broken and they're fit for service and if they are then they can go ahead and come out. I'll go check on the men in the infirmary if I have time too, I got a feelin' we ain't gonna have a long time to rest up.

3. Then it's back to work with gate and wall repairs, we need that shit back and fully repaired yesterday! (Progress: 9 + whatever I got last turn/20)

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cea235 No.49682

File: ab64094a3952413⋯.jpg (127.22 KB,1238x644,619:322,drow_city_by_donmalo-d5tth….jpg)

Dice rollRolled 42, 93, 73 = 208 (3d100)

>>49677

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Centurion (Auxiliaries)

Location: Fort

Health: 9/10

Gear: “Drow Centurion” - Badass cave exploring motherfucker

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Alysandra]- Hot Drow Waifu

Command:

78 Drow Crossbowmen

20 Drow Pit Fighters

55 Untrained Drow

7 Drow Sorceresses

88 Drow Civilians

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-2. Hmmm, we don’t really have enough equipment for all these Drow. Talk to Alysandra and some of the others if they know of any Drow outposts we could search for equipment that may not have been destroyed by the horde.

3. While equipment is the most needed I wonder if they know of any caves with things that could help us here of maybe treasure hordes hidden away from their main city.

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a965e0 No.49683

Dice rollRolled 43, 93, 10 = 146 (3d100)

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 8/10

Zhayed Health: 20/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Manticore Cloak] - Restored to its fully glory. The pelt shimmers with an unnatural iridescent glow. Grants a +15 to all hand to hand combat rolls, and a + 5 to all rolls in a fight against a stronger opponent.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damage to ranged attacks but the natural roll must be a 25 or above to hit

+ [StabbiGit Stabba] - Goblin Halberd, Can only be used from Horse/Griffin Back. + 20 Against Armored foes, + 10 Against mounted foes

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Basic Ranged] - The bow is no stranger to you. + 5 to all ranged rolls.

unarmed to basic 1/5

1. Train Melee to advanced 3/15

2. See if there is anything of interest as I am flying

3. Continue flying to the dwarfhold

"We are making good progress and the net seems to be quite sturdy. since I am always one for innovation I will see how well this net holds up and whether it would be feasible to have flying mages around the battlefield considering I have never heard of a griffin knight sorcerer. Perhaps doing a few simple dives and sweeps will be enough as I practice with my new halberd. if there is any danger along the way it would be best to see how these two react when things start to go F A S T."

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799daa No.49685

Dice rollRolled 30, 12, 56 = 98 (3d100)

Name: Quintus Claudius Maximus

Class Legionary

Health: 10/10

Gear:

Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Talismen of Teiwaz] - Granted to your Father by the father of your Mother, it is the symbol of the Germanic God of War, and it brought your father luck until the day it didn't. It is one of your most prized possessions, and seemingly grants you luck in combat despite your age and inexperience. Can be used to move a roll up a success level (barring nat 1's and 100's) once per combat encounter.

Bonus:

+ [Green as Grass] - You are young, inexperienced, and generally naive when it comes to war. As such your commanders tend to view you more as child then a man. This irks you, but the less lashes you receive the better. When training and assisting around the fort, failures (barring nat 1's) are less severe, as reflective of your failures being attributed to your age rather then your stupidity or laziness.

1. Volunteer for patrols and foraging parties to suck up and get experience.

2. Train up my Pila throwing skills

3. Swap my latrine fatigues with one of my contubernium for any breakbacking work to improve strength and fitness. >>49676

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ae6780 No.49688

Dice rollRolled 60, 58, 12 = 130 (3d100)

>>49668

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 12/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

+ [Mysterious Gemstone] - An unnatural glow fills the body of the gem.

+ [Ultra Mallet] - + 30 to Attacks, - 15 on Defense.

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1&2. Continue to follow the directions the gods will, dragging my companion who is not as in tune with the will of the gods along, and keep an eye out for anything of interest along the path.

3. During one of the rests place the sword with the tree section down and take out my Caestus. Punch down on the tree section until a proper crack forms and use that to tear it into chunks enough so that I may free the sword. +10

+Muscle Wizard

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56dc7e No.49690

File: 3e24bdf342c910a⋯.jpeg (76.09 KB,750x1000,3:4,vexillarius-06c54a9f-12a9….jpeg)

>>49677

Name: Agrippa Duronius Aurelian

Fluff: Agrippa should be dead all things considered. He's had several misadventures during his service time, this fort being his most recent. His misfortune started 5 years ago, during a routine border shift, the garrison that he was stationed with was nearly slaughtered to a man by a small army of assorted bandits and barbarians. Fortunately reinforcements arrived in time. His second misadventure occurred 2 years later, during an excursion into the east. A revolt rose up in one of the neighboring provinces, and much of the force was called away, what remained establish a frontline fort, which was beset upon by a rouge mercenary band of Numidians and Egyptians, which eventually dispersed after a period of infighting. Now he has been assigned to yet another fort, perhaps this one may be different? Probably not!

Class: Standard Bearer

Location: Front Fort

– Do not fill in –

Health: 10/10

Gear: Determined by Class, gained from battle loot and finding stuff

Inventory: Everything you’re not wearing and can’t kill stuff with

Bonus: Determined by fluff

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276a3f No.49691

Dice rollRolled 12, 24, 28 = 64 (3d100)

>>49673

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 4/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x15[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

[Clarity] +10 to One action

1:Continue along the path the gods have set out for us, keep an eye out for anything that might be of interest.

2-As we stop to rest I take time to clean and polish the shard of death.

3 +10 -I notice the Muscle bound wizard struggling with freeing the sword, perhaps he is doing something wrong…I may look lithe, but make no mistake I am powerful…my master told me you must speak to the blade let it accept you before you wield it. Perhaps if I whisper to it…I might coerce it to slide free of the tree.

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c63022 No.49692

Dice rollRolled 54, 9, 70 = 133 (3d100)

>>49671

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Allies: + 5 [Minor Liches]

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1-3: Slaughter all the halflings, once it is done look into raising their souls/spirits, their bodies would be of little use compared to the ones we're going to raise eventually, although i will keep two to three incase i need to make them implode.

[Greater Raise Dead] 2/10

Greater Eldritch Blast 4/20

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3815d2 No.49713

Dice rollRolled 18, 79, 68 = 165 (3d100)

>>49673

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, (2)

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

1-2; Assist in reparations of the Towers first. If they fall, our offensive capabilities diminish greatly. There will be time for training later, as well as love…

3; Take the side of the Legate. The Chain of Command is what made Rome so strong, it must be respected, even if you disagree with the Order.

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2264ac No.49744

Dice rollRolled 61, 5, 43 = 109 (3d100)

>>49672

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

Location: Front Fort

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you. Cooldown is once per combat encounter or once every 3 turns ooc.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

+ [Satchel of Healing Herbs] - Can be used to heal up to 8 HP, 3/3 uses.

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 9/10

>Bear Form:

Health: 20/20

1. Wait until the orcs rest and pick off their sentries.

+Like the Trees

2. Infiltrate the camp, find the parchment, kill who I need too to get it.

+Like the Trees

3. GTFO

+like the Trees

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da6a2b No.49762

Dice rollRolled 86, 9, 83 = 178 (3d100)

>>49674

>>49501

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Rejuvenated by the power of the gods, Vincentus now appears as he was 15 years ago, as a fresh Legionnaire: a tall and fiendishly handsome man bereft of the marks of war and age, his hair restored to a pure black instead of a liberal salt and pepper. He possesses again the stamina and dexterity of youth, but still holds all of his deadly experience and discipline.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

+[The Ripple] - Vincentus can control the energy of the sun, harnessing its pure, rejuvenating energies to heal the damaged or, most importantly, utterly destroy the unnatural foes that skulk in the night. He can also predict what others can say.

[Red Stone of Alpina] - A gemstone that thirsts for the blood of champions.

1. Vincentus snorts at the accusation. Sloth? Dereliction? He had been leading clean-up and repair efforts since the battle's ending– a battle wherein he held the line and saved the fort!

He spits at the feet of the woman, this supposed Legate. "You're out of your mind, you airheaded gash. Get out of my sight and don't sully my ears with any more inane orders– I have been doing nothing but work for the good of the fort, and the heroes under my command are BUSY. Get a move on– I have work to do."

[Refuse to be flogged and put the Legate in her place.]

2. As his bowels cease to be a singularity of blood and water, Vincentus puts in another requisitions order for more Pitch.

3. Vincentus musters his men into repairing the Wall, working alongside them and beating him when necessary! +10 Vitis

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38cd59 No.49763

File: 9a6951620b99f1b⋯.jpg (26.76 KB,600x600,1:1,windlass-for-traditional-c….jpg)

File: 9b95f310acbb3c3⋯.jpg (71.31 KB,760x425,152:85,romancrane-760x425.jpg)

Dice rollRolled 57, 86, 50 = 193 (3d100)

That one architect mage guy named Leo something

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

[Cast Alight]

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

+ Crossbow Magazine Plans

1.Talk with Zhayed and learn about the Dwarves and of Griffons. How many griffons are available at any time? What of the Dwarven people and the stronghold. Our base needs allies, allies who can trade in much needed supplies, ammunition, etc. we've got a battlefield littered with broken blades and pig iron that might be easier smelted at the Dwarves.

Use my engineering mind to develop a [Trade Plan] where we can send collected iron to the Dwarves in exchange for forged goods, so we can have less people forging here and more able to fight. The dwarves may even have better forges than us.

2. As with all roman things, the next stage of any design is simple. Make it bigger. Start pondering on a Ballista Magazine based on my Crossbow magazine, that can store several ballista bolts at a time.

3. Pulling crossbows or ballista's takes time and is very slow. You have to pull back a crossbow with great strength, or take many turns on a peg to pull back a ballista.

The wheel is one of the best mechanical tools for continued and swift movement. Even cranes often use a Wheel wherein a man steps to turn it. I wonder if a smaller wheel design can be used for a Crossbow or a Ballista.

Design a [Windlass/Human Wheel] Mechanism for Crossbows and Ballista faster reloads by turning a crank/wheel.

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012de5 No.49799

Dice rollRolled 88 (1d100)

1. Ugar's Grip

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012de5 No.49800

Dice rollRolled 12 (1d100)

>>49683

1. Baz's Grip

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012de5 No.49801

>>49678

1. Marcus can only crawl forward, deeper into the cavern carved by the mighty Rhine that flows under the mountains along most of its length. He struggles with each handful of dirt, until the light from the outside fades, and only the glow of the incandescent mushrooms that light the cavern in their eerie blue glow guide him. A rumbling fills the empty air, and Marcus quickly realizes its his stomach. Clutching it, he doubles over on the ground from the sharp pain. He's starving. He greedily shoves handfuls of the glowing mushrooms into his mouth, they pop with a earthy, robust flavor. Delicious. Quickly stuffing both a sack and his mouth, he is content and continues his crawling; a little more content and somewhat stronger for the meal. It is as he crawls that he notices the ground melting beneath him, and the mass of bugs crawls up his arms and into his mouth. He screams as he claws at his throat before the ground swallows him…

He awakes hours later, in complete darkness aside from his glowing mushroom-filled pouch, and covered in some unknowable slime. And blood, not his own.

2. When you come too, you quickly realize that the shrooms made you hallucinate. You've been out for several hours, and your legs hurt even worse then when you broke them. You must set them if they are to heal even a bit properly. Using some "bark" from a large, dead mushroom and your whip, you bind up both your legs, reinforcing the splints with leather from your belt.

>Legs splinted: You can crawl better now that your legs aren't flopping all over the place.

>Health: 3/10

3. With your strength failing, you use the sack of glowing mushrooms, now quickly fading, to find a small grotto to crawl into to sleep. Figuring that the mushrooms would do less harm to you when you sleep as opposed to when you are actually traveling, you down the now slimy sack in a few gulps, and to your surprise the fermented mushrooms, instead of getting you as high a a griffin, grant you the ability to see in the dark! The cave is vast, and your vision is decent, but nothing compared to the predators that roam this expanse, though this will no doubt improve your chances of surviving tenfold!

>Other Stuff

+ Fermented Cave Mushrooms Knowledge- Allowing the glowing mushrooms of this cave to ripen will allow you to see in the dark. They taste terrible however.

>>49682

1/2. Your umber bride contemplates your question before opening her mouth. There is deep thought in her dark eyes, after all of this talk of being your spouse and calling you husband, this is the first time she is really wondering "Can I trust him?". In the end the answer is revealed to be yes as she hands you a torn and soot-covered scroll of the underdark, the common name for the caverns beneath the rock, with several dark towers dotting the map, and a large central citadel marking the location of the fallen city.

3. "The many passages off of the main cave system are full of surprises and mysteries my love, but even the Druchii dare not go there. I trust in your strength, but I caution you before going there." "But be wary husband, not all of the passages are marked, and they have been known to shift."

+ [Recent map of the Underdark]

>>49683

1. You dive and duck and roll despite the pleas from your passengers, learning little but risking their lives greatly. Poor Leo gets flung from the sack, and only the stern grip of Ugar saves him, but not before one of the ropes lashes the man across his back, cutting him.

>Advanced Melee 5/15

2. You note several items of interest as you soar overhead. A collection of towers admist the mountains, shrouded in what seems to be a perpetual overcast, and a collection of standing stones arranged in a crude hexagon in a clearing of willows some distance from a swamp. These two locations are separated by a vast distance, but you make a mental note of them for your return trip.

3. Unfortunately, your day dreaming has gotten you lost, and you actually lose progress on your flight as regain your sense of direction.

>Trip to the Dwarfhold of Thirn Dorahl 2/12

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012de5 No.49802

>>49685

1. You offer yourself up for foraging duty amongst your century, something the veteran troops are gladly willing to allow you to take over for them. Better to train with the sword then spend the day picking berries and digging for roots. you join a small party from the other 5 conterburnia of your century, and set out at dawn into the wilds to forage. A small band of goblins assails your party, and you manage to stick one in the face as he tries to assault the Decanus leading the group, but not before the little blighter throws a batch of his excrement into your eyes.

2. In and effort to save face, you attempt to skewer the largest of the lot of goblins with your pilum, but the throw goes wide and soon the loud cry of Rodarius, one of your contubernales, fills the air. As you wipe for face clean you can see why. The Man has a Pilum lodged squarely in his foot, pinning him to the ground. You quickly tactically reposition yourself to the other side of the formation as the rest of the goblins are dispatched. Rodarius is freed as the last of the ilk are dispatched, and the party wonders loudly how in the hells did someone manage to hit him.

3. Returning home with the spoils of the battle; A fat boar the goblins had slain, you offer to swap with the injured Rodarius his heavy duty assignment of hauling fresh stone and mortar to the Wall. He gladly agrees and thanks you.

The din of dull hammer blows and the sing-song rhythm of men working fills your ears as you haul the 80 lb sack of stone to the wall. The last attack did a number on it, but soon it would be back to shape. It had better be, for if the next attack was anything like the last one, the mighty 50ft fortification would need to be in its best form to repulse an attack. After a day's work you feel the tight knots of muscles aching in your arms, back, and legs. You are getting stronger…

+ Basic Strength 3/5

>>49688

1/2. The wilds abound as the two of you venture deeper and deeper into the lands of the barbarians. Small hamlets can be seen in the distance, and at night the howls of wolfs and more savage creatures can be heard as well. This is truly the wilds, and no more clearly is this point illustrated then when you arrive at a small gnome hovel. It is completely destroyed and gnomish corpses abound. Not even the women and children where spared.

3. Something indeed does crack, but it is your hand against the wood, and by the gods does it hurt.

>Health: 9/10

>>49691

1. You and the gladiator turned soldier arrive at the same conclusion when you reach the burned out hovels of what was once a gnomish village. Evil forces are at work here. Corpses abound the rubble and soot, and one measly child cries in the center of town, before dying from some unseen wound. The scene is silent except from your companion loudly punching the wood stuck to his sword, before screaming "FUCK" and grabbing his hand.

2. In such a place of death you'd think polishing a piece of it would be easy, but you almost nick yourself on the blade and decide to stop and take in the smells of roasting gnome.

3. You attempt to speak to the blade as the massive man nurses his fist, but in your attempts to whisper to it, you merely coerce it to almost cut you in twain as the blade falls from the upright position the wizard had it placed at.

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012de5 No.49803

>>49692

1/2/3. It is bloody, it is terrible, and it is anything but quick. The halfings attempt to put up a paltry defense, but as you and your kin rot the faces off of the meager militia they muster; the sight of their bravest men clawing at their disintegrating faces, screaming all the while as their very throats rot and fill with pus and bile. Soon the remaining halflings can do little but stare as they are slaughtered wholesale. All the women, the children, the elderly and the infirm. They are roused from their homes with fire and the undead, their own recently deceased family rising and cutting them apart with their cutlery. Eventually all are dead and those that are whole enough to follow.

>Followers

+ 45 Halfling Zombies (split amongst your 5 allies and yourself)

>>49713

1/2. You put your waking hours primarily into aiding the reparation of the towers, along with quite a few other men as well. Repairs are progressing quickly, and at this rate it'll only be a few more days until the wall is fixed.

3. You rally a small cadre of men to support the Legate, only for her to quit the field. Or at least you think she had, as the women had disappeared. Still, you have a few good men with you, espousing the values of Rome and the respect for leadership that made the legions work.

> Followers:

+ 20 Equites

>>49744

1. Night falls and the orcs celebrate and fight late into the night. Finally, at twilight, the majority of their number go to bed. Only three remain, pissing ,eating and watching the others respectively. You take out the most sober orc first, a arrow to the back of the head. The next to fall is the one shoving his face with gnome-meat. Finally, the orc taking the literal piss is before you. You creep behind the easily 6'6" monster and raise your axe, only 2 steps away from the beast. A twig betrays you, and the orc, still urinating, turns around, dousing you in his fluids as you bury your axe into his confused face.

2. Absolutely reeking, you saunter through the sleeping orcs, making your way to the commanders tent. Before you enter the crude construction, you hear a bestial grunting, and soon the source reveals itself. The orcs have taken some gnomes as slaves of a sort, and the largest of the orcs, the Chief, is taking his liberties with them. Their faces, gaunt with terror, stare at you as the massive orc impales one of the gnomes on his member. You take the open distraction to find what you are looking for. A rolled up scroll, the same marks you had seen from earlier, the only problem being that a rather large gnome as sitting upon it. You try to quietly pull the paper out from under the gnome, but the little lad won't stop trying to hit you, his eyes pleading for your aid. You get the paper loose, but the gnome starts grunting loudly, and suddenly the orc stops his macabre act. He sniffs the air.

"OI! WHAT SMELLS LIKE PISS?!"

You turn and run out of the tent, the orc picking up his axe and screaming loudly == "GET UP YOU GITZ, SOMEONE IS TRYIN, TO STEAL OUR MAP TO THE SHINY BITS!" ==

3. You sprint out of the camp, the orcs roused and trailing you for a few hours. Eventually you manage to loose them and head out into the darkness. By the moonlight you examine the map you snagged, while the screams of gnomes fill the air in the distance. The writing is crude, but you can see that the target of their search is nearby.

+ [Map to dey Shiny biz!]

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012de5 No.49804

>>49762

1. You raise you hand as if to challenge the Legate, to turn the other cheek as those strange Hebrews are wont to do, only to see that your quarrel is no longer there. One moment you were up in arms and about to lay hands upon this upstart, and the next she is gone. Not one to question a gift from the gods, you turn and return to your duties. Behind you an Iberian Equio pontificates about the case of the Legate, and how every true Roman should show respect to the chain of command of the legion, least they risk angering the gods.

2. Hearing of his distress, the General himself had sent to his Primus Pilate a personal supply of bathing salts and cleansing herbs for his rear. In addition to this a map as well, and some orders. The swamps from which the peat for pitch was gathered lay out in the wilderness, and in order to more acutely exploit the resources of the wilds, the old watchtower on the edge of the forest is to be restored as well.

> Mission

+ [Restore the Old Watchtower] - 3 Turns Remaining.

+ [Map to the Swamps of Der Elbmarsch]

>>49763

1. You talk to the Griffin, which not surprisingly is not one for conversation. Ugar, the dwarf, shakes his head as you talk to the bird.

"Lad, Greater Griffins haven't been seen in 500 years, and you will have as much luck talking to that there common griffin as you will getting a Druchii to be compassionate. Now as fer yer questions about us Dawi, well that's quite a story indeed."

He goes on to explain to you the rather complex history of the Dwarves, who claim to be born from the earth itself, and can be found in all mountain ranges in the region, from the Mountains of Italia to the Great Zargos in Persia. For many years the Dwarves have been treasured allies of the Romans, both profiting from mutual trade, while both realizing it would be a waste of effort to try to conquer one another. Thus did the Dwarves enjoy a sense of Relative independence as "Treasured Allies" in their various mountain holds. At hearing of your plan, the Dwarf shakes his head "We've enough iron in our homes, but the mountains of the fort are queer to us Dawi, no hold remains there, and the metals beneath the fort are said to be both powerful… and dangerous. Bring some of those, like the big fucking rock you haul around, to the smiths at Thirn Dorahl, and they'll give you whatever you damn well want."

2. Caelum must have fallen asleep, as Zhayed quickly dives and turns and soars all in the span of a few seconds as you attempt to bring out parchment to sketch your plans. After almost falling to your death and being whipped like a dog, you get to work.

>Health: 9/10

+ Ballista Magazine 4/20

3. After stashing that, and still thinking of Ballistas, you begin to wonder if you can miniaturize the mechanism used to crank the device for use by a man. It would require some choice materials, but you're just drawing at this point anyway.

+ Hand-cranked Crossbow 3/15

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012de5 No.49805

>>49690

Health: 10/10

Gear:

+ [Scutum] - 5 to attack rolls against you

+ [Lorica hamata] - 5 to attacks against you

+ [Legion Standard] – Passive + 10 buff to all players near you

+ [Black Khopesh] - Taken from a deadman in your time in Egypt, it frightens the barbarians of the north with its sickly hook and strange make. + 10 To melee attacks.

Inventory:

+ [Black Khopesh] - Taken from a deadman in your time in Egypt, it frightens the barbarians of the north with its sickly hook and strange make. - 10 To barbarians rolls against you.

Bonus:

+ [A dance with Death] - When you would normally die, you gain a saving throw, a dance with the Death. Should you roll higher then Death, you live, but if you roll below death, you die. The DC to beat death gets higher with each death.

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012de5 No.49806

File: e82f6e5ddba79b1⋯.jpg (152.76 KB,2148x1072,537:268,X7IZ5.jpg)

File: ba6e31161316bc1⋯.jpg (179.04 KB,707x1130,707:1130,zems___banner_of_the_legio….jpg)

Day 21, Week 3

The fortress is abuzz with work and progress. Men resume their normal routines as other venture far and wide for the glory of Roma! But as repairs are made and bonds reforged, dark forces stir in the West, and perhaps even in the fort itself.

>Supplies:

2 Weeks of Food

5 Weeks of Water

1/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

300 Macedonian Hoplites

409 Legionaries + 68 Wounded

9 Centurions + 2 Wounded

11 Acolytes + 2 Wounded

175 Auxiliaries + 35 wounded

75 Equites + 15 Wounded

142 Camp followers and Laborers + 30 Wounded

>Fortifications

Towers 1-2 Health: 10/10

Towers 3 Health: 8/10

Towers 4-5 Health: 8/10

Tower 6 Health: 8/10

Wall Health: 47/60

6 Onagers

12 Ballista

1 Scorpion

173 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

1000 Macedonian Hoplites

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 50/50

Inner wall: 50/50

Towers 1-8: 10/10

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cea235 No.49807

File: c22916516fdb218⋯.jpg (185.48 KB,700x943,700:943,627df7a727dbeaf5e4f45ab9c5….jpg)

Dice rollRolled 15, 71, 87 = 173 (3d100)

>>49801

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Centurion (Auxiliaries)

Location: Fort

Health: 9/10

Gear: “Drow Centurion” - Badass cave exploring motherfucker

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60.

+ [Ward of Y'golla] - - 15 to all attacks against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Recent map of the Underdark] Spooky tunnels and shit

+[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Alysandra]- Hot Drow Waifu

Command:

78 Drow Crossbowmen

20 Drow Pit Fighters

55 Untrained Drow

7 Drow Sorceresses

88 Drow Civilians

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-2. Well no time like the present, take a group of the twenty most skilled drow warriors and lead them down in the Underdark to retrieve a weapon caches to arm our recruits.

+[Recent Underdark Map]

3. Check the map for any shiny things or areas of note that may be of use.

+[Recent Underdark Map]

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f8958a No.49808

Dice rollRolled 11, 27, 60 = 98 (3d100)

>>49677

>>49213

>Name: John of Cappadocia

>Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, John has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

>Class: Centurion – A commander, leads men from the front.

>Location: Front

>Health: 10/10

>Class: Centurion – A commander, leads men from the front.

>Gear:

>+ [Scutum] - 5 to attack rolls against you

>+ [Gladius] + 5 to melee attacks

>+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

>+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

>Inventory:

>+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

>+ Dragon

>+ [Black Eye] - One of your eyes is now pure black, and it occasionally throbs in your skull.

>Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>>Loyalty: 9/10

>>Basic Endurance: 4/5

>> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

>> + Basic Tactics: + 5 to commanding large groups of soldiers

1. John sighs and puts down the heated knife. For as dangerous as he knows his new eye could be, he did not have to heart to take the ultimate measure. But he could do the next best thing. Scourging around for material, he set out to fashion an eyepatch to cover his new abominable feature. If there are any questions, he would simply state “I got an infection”.

2. The new troops under the Cappadocian’s command were not necessarily his countrymen, due to the fragmented nationalities of Greece. He will, however, build a bond of shared language, and work towards making a cohesive and effective unit.

3. Teach the dragon to do tricks.

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012de5 No.49811

>>49680

1/2. The under the siren's spell rejoined your legion during the battle once the nymphs had quit the field, but still some men had become lost in the walls. Eventually all 10 of them return to you, ready for orders. Furthermore, an additional 3 are discharged from the medicae after a couple days' rest, bring you up to 2/5's strength.

3. You and the men decide to aid in repairing the wall. The day is hot so most of them, yourself included, elect to work in the nude. Hard, burly men taking heavy loads back and forth, swapping them in a chain until the gift is delivered to the last man in line, who drops his bricks in place before grabbing the next man's sack (of mortar) and laying down a fresh coat for the next. Soon the wall, much like yourself, will be erect(ed).

>>49808

1. Failing to find any spare scrap for an eyepatch, John is forced to use one of the spare (used) loinclothes of one of his new troops. It covers his face quite nice, but the odd smell is off-putting.

2. The troops all hail from the same region of Macedon, scions of Alexander as it were. They consider a turk like yourself kin in only so much as it befits them to follow a fellow "greek". They'll listen to you for now, more of a liaison with the Romans then a commander, but should you fail and prove inept, they'll surely look to their own to lead them.

3. The dragon, smaller then a cat, can't fly for prolonged periods of time, and its fire is more like a brimestone cough, but you do teach it to blow little smoke rings inside one another, and fly circles around your head. This is greatly entertaining to those who would otherwise wish to slay the beast, as they are commonly seen as heralds of destruction.

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a965e0 No.49813

Dice rollRolled 3, 98, 53 = 154 (3d100)

>>49683

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 8/10

Zhayed Health: 20/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Manticore Cloak] - Restored to its fully glory. The pelt shimmers with an unnatural iridescent glow. Grants a +15 to all hand to hand combat rolls, and a + 5 to all rolls in a fight against a stronger opponent.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damage to ranged attacks but the natural roll must be a 25 or above to hit

+ [StabbiGit Stabba] - Goblin Halberd, Can only be used from Horse/Griffin Back. + 20 Against Armored foes, + 10 Against mounted foes

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Basic Ranged] - The bow is no stranger to you. + 5 to all ranged rolls.

unarmed to basic 1/5

Melee to advanced 5/15

1. Talk to Ugar and Leo to pass the time. See if their combined knowledge of engineering, materials, and forging would be enough to design armor that would protect Zhayed without hindering his flight.

2/3. Continue flying to the dwarfhold 2/8

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8292d7 No.49818

Dice rollRolled 91, 4, 2 = 97 (3d100)

>>49801

Name: Marcus Bobius Secundus

Fluff: https://pastebin.com/g4KTyVu4

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 3/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Hoofer's Massive Mancleavers]

[1/2 Ton of Iron]

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus: [A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

+ Fermented Cave Mushrooms Knowledge- Allowing the glowing mushrooms of this cave to ripen will allow you to see in the dark. They taste terrible however.

>Legs Broken: You cannot walk, not for now at least.

>Legs splinted: You can crawl better now that your legs aren't flopping all over the place.

1 Continue to gather mushrooms.

2 Look around the cavern. With this fermented boon I can find my way through the dark. When was the last time a man has tread through a place so low as this? I have no doubt that it has been a long time since mortal eyes have seen foundations of the fort so low.

+ Fermented Cave Mushrooms Knowledge

3 Upper Body Strength. A man's arms do not usually have to take him from place to place. It is exhausting. However, in this too there is a mastery to be achieved. Exertion then rest. Exertion and rest. Roman method is supreme. It is through superior methods that Rome conquered the world one step, or fist, at a time. The stronger I become the safer I will be. The stronger I become the faster I can be. The stronger I become the further I can go.

Mushrooms and Muscles.

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c63022 No.49819

Dice rollRolled 93, 42, 93 = 228 (3d100)

>>49803

Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

[Pugio] – A dagger, + 2 to melee rolls

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

Allies: + 5 [Minor Liches]

Followers: 45 Halfling Zombies (split amongst your 5 allies and yourself)

Inventory:

Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

Action 1: Grab two of the halfling zombies and use my magic to force them to merge, hopefully bringing them up in size among other things, as they currently are they're borderline useless!

Action 2: Increase the power of the Eldritch blast, it will be needed for the coming siege.

Action 3: Move towards the dead battlefield, soon we'll raise an army!

[Greater Raise Dead] 2/10

Greater Eldritch Blast 4/20

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ae6780 No.49823

Dice rollRolled 13, 74, 72 = 159 (3d100)

>>49802

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 11/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

+ [Mysterious Gemstone] - An unnatural glow fills the body of the gem.

+ [Ultra Mallet] - + 30 to Attacks, - 15 on Defense.

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1. Bandage up my hand. It seems the gods are not going to let me get this sword so easily.

2&3. Then track down those who have caused this slaughter. Clearly the gods seek justice and retribution for this most heinous crime, and who am I to deny the will of the gods?

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012de5 No.49824

>>49762

>>49807

+ [Eiur's Torment With Deathstone Pommel] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60. Kills with weapon grant a +25 to the next combat phase, unique enemies only, damage taken is doubled.

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56dc7e No.49831

Dice rollRolled 62, 58, 7 = 127 (3d100)

>>49805

Name: Agrippa Duronius Aurelian

Fluff: Agrippa should be dead all things considered. He's had several misadventures during his service time, this fort being his most recent. His misfortune started 5 years ago, during a routine border shift, the garrison that he was stationed with was nearly slaughtered to a man by a small army of assorted bandits and barbarians. Fortunately reinforcements arrived in time. His second misadventure occurred 2 years later, during an excursion into the east. A revolt rose up in one of the neighboring provinces, and much of the force was called away, what remained establish a frontline fort, which was beset upon by a rouge mercenary band of Numidians and Egyptians, which eventually dispersed after a period of infighting. Now he has been assigned to yet another fort, perhaps this one may be different? Probably not!

Class: Standard Bearer

Location: Front Fort

Health: 10/10

Gear:

+ [Scutum] - 5 to attack rolls against you

+ [Lorica hamata] - 5 to attacks against you

+ [Legion Standard] – Passive + 10 buff to all players near you

+ [Black Khopesh] - Taken from a deadman in your time in Egypt, it frightens the barbarians of the north with its sickly hook and strange make. + 10 To melee attacks.

Inventory:

+ [Black Khopesh] - Taken from a deadman in your time in Egypt, it frightens the barbarians of the north with its sickly hook and strange make. - 10 To barbarians rolls against you.

Bonus:

+ [A dance with Death] - When you would normally die, you gain a saving throw, a dance with the Death. Should you roll higher then Death, you live, but if you roll below death, you die. The DC to beat death gets higher with each death.

1. Is there a bounty board of some sort around here? It'd be helpful to know any odd jobs that need doing.

2. Now that I think about it, it'd probably be best to map out the fort for myself, it will make navigation that much easier.

3. Finally, if no jobs ARE available, I'll just volunteer for an excursion outside our walls. Nothing to get the blood pumping like an old fashioned skirmish.

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276a3f No.49843

Dice rollRolled 54, 30, 19 = 103 (3d100)

>>49802

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 4/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x15[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

1-3 Looks like we found our quest from the gods, track down who did this foul deed, they will meet a fate worse then that given to these poor gnomes.

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2264ac No.49870

Dice rollRolled 58, 36, 43 = 137 (3d100)

>>49803

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

Location: Front Fort

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you. Cooldown is once per combat encounter or once every 3 turns ooc.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

+ [Satchel of Healing Herbs] - Can be used to heal up to 8 HP, 3/3 uses.

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 9/10

>Bear Form:

Health: 20/20

1. Find somewhere to get the smell of piss off me. That makes me far to easy to track.

+Like the trees

2. Find the shiny bits place with the map.

+Like the Trees

3. Scout it out next, if the close is clear, grab it.

+ Like the Trees

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6e4cc2 No.49874

Dice rollRolled 59, 91, 34 = 184 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Sword of the Eagle Champion] +20 to all melee attacks, deals lightning damage, +10 to attacks against me

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 10/10, 2/2 uses left)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

In Progress: Gate Mechanism Repair: 9???/20, Basic Heavy Weapons 1/5

1. I need to keep on finding more men, see if I can pull some reinforcements from the rear fort…

2. Then I'm gonna get fucking GOOD with this sword so I can shove it up the ass of whatever else dares to touch this fort. (Progress: 1/5)

3. Speaking of the fort we still need to repair the damn gate and walls! Let's get to work! (Progress: 9 + GIB PROGRESS / 20)

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166f34 No.49877

File: 9f02ad84075eea4⋯.jpg (97.01 KB,652x300,163:75,Teuterbergwald1.jpg)

Dice rollRolled 27, 29, 42 = 98 (3d100)

Name: Quintus Claudius Maximus

Class Legionary

Health: 10/10

Gear:

Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Talismen of Teiwaz] - Granted to your Father by the father of your Mother, it is the symbol of the Germanic God of War, and it brought your father luck until the day it didn't. It is one of your most prized possessions, and seemingly grants you luck in combat despite your age and inexperience. Can be used to move a roll up a success level (barring nat 1's and 100's) once per combat encounter.

Bonus:

+ [Green as Grass] - You are young, inexperienced, and generally naive when it comes to war. As such your commanders tend to view you more as child then a man. This irks you, but the less lashes you receive the better. When training and assisting around the fort, failures (barring nat 1's) are less severe, as reflective of your failures being attributed to your age rather then your stupidity or laziness.

1. Strength Training

2-3 Go out kill barbarians and get loot

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da6a2b No.49932

Dice rollRolled 16, 32, 36 = 84 (3d100)

>>49804

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Rejuvenated by the power of the gods, Vincentus now appears as he was 15 years ago, as a fresh Legionnaire: a tall and fiendishly handsome man bereft of the marks of war and age, his hair restored to a pure black instead of a liberal salt and pepper. He possesses again the stamina and dexterity of youth, but still holds all of his deadly experience and discipline.

Class: Centurion

Location: Front Fort

Health: 9/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

+[The Ripple] - Vincentus can control the energy of the sun, harnessing its pure, rejuvenating energies to heal the damaged or, most importantly, utterly destroy the unnatural foes that skulk in the night. He can also predict what others can say.

[Red Stone of Alpina] - A gemstone that thirsts for the blood of champions.

1/2. Not one to shirk orders from a LEGITIMATE superior, and seeing the tactical advantage to be offered by a steady supply of pitch, Vincentus leads the bulk of his century– sans a few of the greener, weaker men– to personally head out to the old watchtower and restore it! +10 Vitis, +Map to the Swamps

3. Those men left behind were tasked with helping to repair the walls ahead of the next attack.

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19ff7e No.49957

Dice rollRolled 1, 1, 7 = 9 (3d10)

>>49673

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 9/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

+ [Gold Coin] - A choice exists, between order and chaos, between light and dark, and between slavery and freedom. When you are ready to talk again, to make that choice, press this coin into your temple, embed it in your brain, if you are strong enough.

1. Before continuing onto new adventures Gaius would recover from his GRIEVOUS BATTLE INJURIES.

2-3. Go below. Certainly a message, letters did not simply run through someone's mind for no reason. Gaius would have to find a way to go below. Some cave or cavern, maybe an old mine or something of the sort.

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19ff7e No.49958

Dice rollRolled 71, 21, 72 = 164 (3d100)

>>49957

Fake nat 1s

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82353e No.50049

Dice rollRolled 54, 53, 60 = 167 (3d100)

>>49806

>Name: John of Cappadocia

>Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, John has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

>Class: Centurion – A commander, leads men from the front.

>Location: Front

>Health: 10/10

>Class: Centurion – A commander, leads men from the front.

>Gear:

>+ [Scutum] - 5 to attack rolls against you

>+ [Gladius] + 5 to melee attacks

>+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

>+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

>Inventory:

>+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

>+ Dragon

>+ [Black Eye] - One of your eyes is now pure black, and it occasionally throbs in your skull.

>Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>>Loyalty: 9/10

>>Basic Endurance: 4/5

>> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

>> + Basic Tactics: + 5 to commanding large groups of soldiers

1. Try to drill my men in order to increase the efficiency as a unit.

2. Continue endurance training.

3. Try to look around for some work.

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a71ac0 No.50058

Dice rollRolled 21, 47, 48 = 116 (3d100)

>>49804

That one architect mage guy named Leo something

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

[Cast Alight]

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

+ Crossbow Magazine Plans

1. It took me a good unknown amount of time, nearly losing my life, and running it almost afoul of some Dark Elves just for this rock.

See if the Dwarves might have some willing explorers or spelunkers who might come back with us and help do more mountain exploring around the fort.

Otherwise, see if there's anything that can help in mountain searching because the last time was a clusterfuck.

2. + Ballista Magazine 4/20

3. + Hand-cranked Crossbow 3/15

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012de5 No.50074

File: 61d7b4e619db750⋯.jpg (158.7 KB,736x1177,736:1177,a8f31e010aa8898387596c408c….jpg)

File: 36b8b5b5ce522d8⋯.jpg (91.18 KB,1536x934,768:467,b190921195417012aa371d9036….jpg)

File: 8478dab4a0d48d1⋯.jpg (266.96 KB,1000x482,500:241,cave_creature_by_cebob-d4j….jpg)

>>49807

1/2. Taking a mixed party of both Drow Warriors and some wytches for good measure you depart for the Underdark. The first crisis arises as you rise into the cold mountains to find one of the many reported passages into the caverns beneath the mountains. Some Drow, it would seem, are plotting foul play against one another for the right to be your second in command in this mission. This is quickly resolved when the two grovelers come before you, only for you to slap both of them across the face and put them in their place. The rest of the march goes relatively uneventfully, and soon you are in the familiar darkness you never hoped to see again. The map indicates that the nearest cache to your entrance is 10 leagues west, but the quickest way there will take you right under the wall. The Drow estimate that it will take a day or so to reach the cache, but you will pass close to the lair of the creature that cannot be named.

3. Plotting a course and departing you do observe that a smaller unmarked depot is on the way to the cache, and none of the Drow present know what it is. Perhaps it would be a good idea to check it out, perhaps not.

>>49813

1. You lean back to talk to the two, the roar of the wind requiring you to scream to be heard. All of this effort and still you cannot hear the men, so you learn over more, not noticed the incoming large swam, who fails to notice you as well. The two of you collide in a flurry of feathers, and you are once again torn straight from your saddle. You fall for a few hundred feet, landing hard in a soft bog below. The fall wasn't that hard, but the old sword you landed on cut you decently.

>Health: 5/10

+ [Loose in the Saddle] - You are quite prone to being unsaddled, and any critfail in combat or while on Zhayed will result in you falling off the bird in addition to any other consequence.

2/3. Zhayed was quick to retrieve you, and Leo aids Ugar in binding your wounds. With but a momentary delay you continue on your journey, the Dwarf guiding you onward as the sun rises in the sky.

"There it is Umgi! The Great Hold of Thirn Dorahl! We've Arrived!"

>>49818

1. You Gather quite a bit of mushrooms, so many that every single pocket you have is full, but for some reason you decide you need more, stuffing your mouth full of the mushrooms.

+ 6 [Blue Cave Mushrooms]

2. But unfortunately you eat the mushrooms, far too many at once, and start hallucinating. The once dark cave becomes a vibrant meadow, flanked on both sides by giant mountains. The field feels familiar, but all together different as well. You feel the familiar weight of armor, but somewhat lighter. What's this? You're wearing lorica hamata, and your vitis, its gone! All the men around you are dressed the same, such antiquated equipment, what is this? Before you can ponder, the horns of war start and all the men around you begin marching forward, the distant call of the centurion next to the standard urging you forward. You start marching forward as well, not under your own power, the thunderous noise of the wind overhead. Far across you lies some impossibly tall woods. Suddenly you realize why everything seems so familiar, this is the site of the fort! But only there is no fort. From the woods pours out inumerous creatures of the wild, Beastmen, orcs, barbarians and many others, some even unfamiliar to you. You look around and see an absolutely massive Roman host gathered, easily 60,000 legionaries alone, with hundreds of Griffin riders flying overhead. Equio charge across the field, ahead of the marching Legionaries, meeting terrible monsters and their steads in a flurry of clashing steel and screams. Suddenly the ground beneath you shakes, not with the usual rythm of marching feet, but with something much more powerful. A massive dragon appears overhead, larger then any you've even heard of, and it shoots forth blue fire from its maw. As all the men around raise their shields, and a nearby acolyte implores Minerva for protection, all goes black…

3. You awake with a start in a part of the cave foreign to you. The ground is relatively dry compared to the moist soil near the river, which you can barely hear now when it was once a mighty roar. You're bleeding again.

>Health: 1/10

Just as you move to bandage your wound, a sound stops you dead in your tracks. Long, deep breathes, as if something very large was sniffing very intently for something. Then the whole cave seems to shift, as if something massive has moved…

You are being hunted.

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012de5 No.50092

File: 84f14ff731cee5f⋯.jpg (56.53 KB,400x516,100:129,9f9a3e337721e2d80fbb385df6….jpg)

File: 448c766165a6bbe⋯.jpg (93.25 KB,478x640,239:320,1418_GoblinToken.jpg)

File: f0ffbcfadfd82d2⋯.jpg (33.56 KB,413x600,413:600,a25758f54b128f5f5ddfd7b540….jpg)

>>49843

>>49819

1. It is easy enough to get the two balls of decaying flesh into one ugly monstrosity, but its another thing entirely getting them to move together, as this in indeed a work of two tortured souls working in tandem. Through some minor assistance from your peers, much older then you in their undeath, you finally have it! A stumbling mass of flesh about the height of a man, only much more rotund and leaking fluids everywhere.

- 2 Halfing Zombies

+ 1 Fulling Abomination

2. Your new allies are a font of knowledge, some of them peers of your old master back when he was alive, others older then the empire. With their vast repertoire of knowledge you improve your own when it comes to the Eldritch Blast, a mainstay of any lich worth their salt.

+ Greater Eldritch Blast 7/20

3. Continuing your march, you and the growing party move through the deep woods, retracing the path of Braxios all those years ago, the woods silent as you pass. Not even the woodland creatures will approach you as you march. Eventually days pass and you reach the site, still littered with rusted gear and the occasional bleached skull. You can feel the death around you, and you gorge on its presence.

> [Greater Raise Dead] 5/10

>>49823

1. You've got nothing to bandage your hand up with, or at least nothing comes to mind. It must for now roast and fester in the sun. Smells kind of funky truth be told, and its oozing a yellow puss.

2/3. The blades scattered about and odd splotch of black flesh makes the culprits unmistakable… Orcs. From the looks of these marks, it was about 25 of the massive things, and they headed west at speed. You and the spy head out after the tracks, more akin to a path of destruction, torn through the undergrowth, and night falls as the sounds of guttural chanting fills the air.

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012de5 No.50093

File: 2e8b301c7d53984⋯.jpg (127.61 KB,900x713,900:713,diana-and-endymion-jean-ho….jpg)

File: b64589d82471223⋯.jpg (198.54 KB,736x1082,368:541,fa97808088ecdc3189e0878dfa….jpg)

>>49831

1. As a soldier there aren't many tasks for you to do that would already be assigned to you before the day break, but there is a volunteer board for extra labor. The jobs on said board are as follows: Latrine Cleaner, Medicae assistant, Guard Tower Laborer (With Hazard Pay) and finally, Griffin Feeder

2. You pay a man for a small map of the fort, and its really not as complex as one would imagine. You are currently at the frontal section of the Fort, which is really just a massive wall as it were. 50 feet high and deep enough to have 10 men walk abreast its length, it truly is a marvel of engineering. Inside of it are accommodations for at least 1000 men to room comfortably, and perhaps 3000 with hot-bunking and shared rooms. Directly behind it is what one would expect of a military outpost. Tents of the lower ranks and camp followers, workshops for fletchers and smiths, tanners and tailors. A few training grounds and a medicae post as well. Then its a few miles to the Rear Fortress, which is truly massive fortification; a Citadel built at the narrowest point in the pass and room to house 20000 men, and with the paltry 5000 men left at the fort, it stands mostly empty at this point, though with the addition of the Greeks, it is a bit more lively. The Fort is basically a small town with enough firepower and defenses to deter an entire army, though its wall it less impressive then the Frontal wall. Its highest point is the Roost of the Griffin Knights, one of the most prestigious ranks in the Roman military, Currently 15 of the original 100 remain in the fort, and their steeds can be seen flying around the rear fort in the early morning. Far behind, in the lush valley behind the rear fortress is a small village, established to support the fortress with its harvest. Soldiers are known to venture there for some alone time with the girls of the village, but being caught doing so is a guaranteed flogging, still, it is a small source of fresh recruits for the fort since its founding, with some lads looking strangely similar too some men in the legion.

3. It just so happens that there is a planned patrol outside of the walls, and you are graciously "willing" and "capable" to go, so you go. You depart at night with the rest of your patrol, 25 Legionarries with 10 Skirmishers and 1 Optio, with the Mission of scouring the woods near the fort and chasing off any enemy forces while keeping an eye out for any signs of troops movement. You camp for the night some distance from the Treeline, a small fire at the center of camp with a kettle of stew composed of a few rabbits a skirmisher bagged with his sling being the gathering point that the men trade stories around. You yourself entertain several of the men with stories of your ill luck. Eventually you all retire for the night, to tents or sleeping. You are one of the lucky ones sleeping outside, and slowly you drift off to sleep…

…and are awoken by someone sliding your Khopesh out of its sheath, you are quick to grab at the hand reaching for your weapon, only to have a small green arm bury a knife deep into your shoulder. The howls awaken the camp, and soon it is apparent, you are beset by goblins!

>Health: 8/10

>Shoulder Stabbed: Its hard to swing a sword or hold a shield up when you have a hole in your shoulder! You can attack or defend, but not both! (in combat you have to dedicate 1 dice to defending or attacking, and if you fail to do one then you will not do it, for example failing to defend will guarantee you taking 1 point of damage in combat).

>>49843

1/2/3. Your companion can only stare at the carnage, and whats more he appears to be drooling as well. As the lout stares out in the distance, you get to work identifying the culprits of this gruesome and ruthless attack. Its not hard, its clearly the work of orcs, as demonstrated by the black blood puddles, piles of excrement littered with bones (orcs are known to swallow small animals and sometimes people whole) and the semen stains around the piles of gnomish women. Leading the big lad, who by this point had come to the same conclusion, you both follow the trail into the woods. Its a long walk, but as the sun sets the sounds of orc chanting start to fill the air. You are close.

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3815d2 No.50094

Dice rollRolled 16, 69, 19 = 104 (3d100)

>>49803

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, (2)

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>Followers:

20 Equites

1-2; Work with the men to repair the walls. This will also help build comaraderie amongst my new unit.

3; Actually train with the unit. Now that we've learned about each other, it's time to actually know how to fight together.

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3815d2 No.50095

>>50094

fuck, pls no

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012de5 No.50096

File: 25ad3655dee502a⋯.png (1.26 MB,732x1036,183:259,cave_monster_by_mikkel_mul….png)

File: 8c5faf8225ad6bc⋯.jpg (172.29 KB,752x1063,752:1063,centurio_klein_by_bbarends….jpg)

>>49870

1. What you need is some Herbs, but luckily for you you are in the woods, a very rich woodland. You find a dense patch of mint and roughly roll around in it. Eventually you loose the smell of urine, and instead gain a fresh, minty scent. How pleasant.

2. Setting out and leaving the orcs far behind, you head off in the direction of the "shiny fings" as the orcs so eloquently put it. The pile of junk, as most of it appears to be trinkets looted from various camps and other places, graves included, the orcs have raided, glimmers with a dull glow in the torch light. Along with the crude torches is a even cruder being. Its either an ogre or a troll, or some mix of the two. The point is is that it's large and ugly, and its walking around the pile, a club 2 feet longer then you and about 3 times as thick being dragged behind it.

3. You attempt to make it to the pile, waiting for the big lout to be distracted by something. You get your chance when a owl flies overhead, the large creature swinging its club overhead and screaming incoherently. You sprint the short distance and dive into the pile, and quickly hide yourself from the giant's gaze. The mass of meat and little brain resumes its patrol circle, well worn as a testament to how often he does this. You do notice something in the distance though, the chanting of orcs, and its growing closer. What's more, it looks like two men are nearby as well, as you can faintly see the outline of two men in the brush far off.

>>49874

1. You are sent some new troops, new to being troops themselves. Some lads from the village out back and some camp followers that have gotten tired of being servants. It brings you up to full strength, but you'll need to train these men to be a competent fighting force.

> Green Recruits: Until you train your legion up to snuff, the men will incur a -15 to all combat rolls involving them. However, since they are blank slates, you can impose upon them any training regime and specialization that you like.

2. Both pleased an indignant with the new recruits you go off to vent in the mountains above the fort, where you run into a giant insect, no doubt one of the ones fleeing from the battle. You decide to do some live target practice on the creature, and in the resulting battle you emerge both victorious and competent enough in the art of large blades to be considered "basically skilled"

+ Basic Heavy Weapons (Blades) - + 5 to all combat rolls utilizing your Large Sword

3. As most of the fort has moved on to other tasks, repairs are still ongoing but not at the same rate as previous days.

Scruffy Put the Gate progress on the turn post you lazy ass

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012de5 No.50097

>>49877

1. Working out is hard, really hard. Almost as hard as your erection for the nice lad down the… Wait, stop, you're here to train, not to question your… You know what, never mind. You need to work out, but those biceps on the Centurion, my god they're so…

+ Strength Training 1/10

2/3. You join one of the excursions out of the fort and into the wilderness. While going out by yourself for loot and plunder was normally met with a fierce flogging, if not Fustuarium, these excursions served to dual purpose of keeping the barbarians and beast at bay and letting the men release some of their pent up aggression. The scouting party consists of yourself, 24 other legionaries, 10 skirmishers, one of the new standard bearers (an ill omen considering the fall of one of the previous standard bearers of the legion) and an Optio, a stern old veteran by the name of Albus Vita, who reminded all of you that this was a patrol, not a raiding party. Any man found leaving the patrol route without the order of the Optio was to be thrown in a sack of snakes and tossed into the nearest river. After a long days march, wherein your feet hurt so bad you were holding back tears, the announcement of Albus that you all were making camp for the night brought a single tear to your eye. A skirmishers managed to bag a few choice rabbits, and the men gather around the small fire and eat well, of hearty rabbit stew and fresh bread from the Village to the rear of the fort. The men regale with tales of their various service records; some tell of great battles, others of the women they have bed and their beauty. The Standard bearer tells his tale, one whose twist and turns have the men howling with laughter. As the moon begins to rise, everyone packs it in for the night under the Optio's orders. Some men are sleeping outside, but you end up being lucky enough to snag a spot in the sole tent. You slowly drift off to sleep, only to be jolted awake some time later by the sound of a man screaming, followed by a horrible laughter, cacophonous and piercing. The men in the tent quickly grab their gladii and throw on their lighter armor, some of them uttering "Damned Goblins…"

It leaves you wondering as you rush outside, what is a goblin. The question is quickly answered as a diminutive green creature launches itself from a nearby hillock and tackles you. It stabs at your face, but you manage to dodge all the blows thus far!

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012de5 No.50098

File: ebcf7d1a702c6cb⋯.jpg (147.71 KB,564x1117,564:1117,65fc3b62413abd0c10863f1a99….jpg)

File: b85c8d1253c2f38⋯.jpg (62.18 KB,736x465,736:465,121e98e9ee5fb25cf2ce4d1ec9….jpg)

>>49932

1/2. With almost all 50 men you depart from the wall at dawn, bringing with you almost the same amount of camp followers for labor, and march to the treeline, where the dilapidated ruins of the Great watchtower lays, crumbled in ages long past and a pale shadow of what the old art depicted it as. This will take work, but you are confident that constructing it will be a great boon to the fort, and no doubt instrumental in further proving your competency to the General and his Staff. As the Primus Pilate of the Legion, success was all but expected of you, of course. Establishing a base camp at the Watchtower, itself a rough couple leagues from the fort. If you were attacked, aid can be expected, but you will be forced to hold your own for at least a half hour before help could arrive. With the base camp set up, you set out with the men to the Swamps of Der Elbmarsch, leaving your Optio with a set of orders to accomplish in the meantime and trusting the man too keep the men in line.

3. As Virgil was quick to learn, much of the fort had returned to their normal duties, and the men he left behind followed his orders dutifully to work on the increasingly small repair crew.

>>49957

1. A horrible thing has occurred. First your genitals fall off and then you find out your mother is your sister! As if its not bad enough your wife reveals that she is also your sister, and that she is dating your son! But wait, you don't have a son, or a sister…

You awake with a start, a horrible nightmare indeed. Washing yourself up, you decide to visit the medicae and seek aid for you wounds. The man takes one look at you, slaps some pumice on your scratch, and sends you on your way. For such a harrowing ordeal you reward yourself by sleeping in till noon.

>Health: 10/10

2/3. Tagging along with a queer Roman fellow at the head of a pack of Drow, the dark elves, you head in the mountains that surround the fort, and from a hidden entrance in those snow-covered peaks, below. You follow them only so far as you are needed, before voices draw you off into a darkened corner of the cave, where you seem to know the way. The darkness surrounds you, but you are within the light.

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012de5 No.50099

File: 346c4d0fafb69fb⋯.jpg (20.35 KB,400x220,20:11,669505_phalanx.jpg)

File: 8349c4a3d6f76fc⋯.jpg (71.87 KB,640x458,320:229,6257155786_91e56fed1e_o.jpg)

>>50049

1. The Greeks are Drilled quite competently, as a phalanx requires very skilled coordination. Still, they can benefit from learning in how to cooperate with the Legionaries, so you elect to teach them that. It turns out that the two work quite well together when properly synchronized. A Roman Pila Bombardment will ruin an enemy shield wall, followed up by a wall of advancing pikes, will shatter any enemy's spirit. If terrain turned rough then the Legion could move in, utilizing their lack of a necessity for tight formations and excellent close combat swords to cut an enemy to ribbons, the close by pikes deterring any large enemy or cavalry from attacking the engaged heavy infantry. This will take time, but working together could make a truly unstoppable force.

+ Hellenic-Roman Infantry Synthesis 3/10

2. The next batch of Endurance training is your ultimate test. You don the full armor of the hoplite, and several bags of rocks as well. You then have your men throw you into a lake. You will either sink or swim, and luckily in your case, you swim, and you swim hard.

+ Basic Endurance - You are now made of Hardier Stuff, it is reflected in your Health Pool, which is increased by 1.

>Health: 11/11

3. Plenty of jobs to be done in the fort, plenty of work to be done. The most pressing of matters is a subject of hot debate, whether it be finishing repairs or establishing further defenses, or drilling in preparation for whatever enemy the fort will face next.

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012de5 No.50100

File: ea525b7890bd096⋯.png (20.31 KB,176x158,88:79,1520528794267.png)

>>50058

1. A Dawi would be hard pressed to leave his hold, even moreso in a time of crisis such as this. As such none take you up on your offer, and fewer are willing to discuss your stone. Finally one grants you a small mercy, and tells you to visit Gruni One-Eye down in the depths, for "He'll be tha only one willin' to look at yer cursed rock."

2. As you plan your trip down to the Depths, you continue work on your plans, which come along nicely.

Ballista Magazine 7/20

3. + Hand-cranked Crossbow 6/15

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012de5 No.50101

>>50094

expanded dong

1/2. Its hard work putting all this stiff rock into place, but you and the boys manage to get to work. All the grunting and thrusting is driving you thirsty, you cradle the necklace of Priapus you wear around your neck, your own little god stiffening in response. Gods this work is hard, but not as hard as the abs of that centurion, whatshisname, Vincentus? Friendly banter soon turns to mild flirting and soon enough even you are joining in on it. It's like a day in the Greek Bathhouse on this wall, but you get a lot of work done.

3. All that hard work is simply too much, and the men go to bed content in filling each other up with their hot, creamy compassion.

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012de5 No.50102

Dice rollRolled 48, 38, 48, 48, 67, 3, 57, 18, 22, 20, 18, 41, 98, 82, 10, 74, 29, 6, 48, 92, 61, 97 = 1025 (22d100)

1-22. Warlord Rolls

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012de5 No.50103

Day 22, Week 4

The Fort is scantly populated by its usual shakers and movers as they spread out across the countryside to make the world a little bit safer for Roma. In the Empire, things are heating up as The Illyric provinces have been united under a single Banner as the warlord Urion has vanquished his foes. In the Eastern Realms the self-stylized Satrap of Armenia has fallen ill of a arrow wound from the Celtic Raiders of the upper Bosporus. In the Capital, the child Emperor holds a 30 day long Bread and Circuses, with many games being held. tragedy occurs when a caged giant breaks free of his bonds and just so happens to eat/crush the most rebellious part of Roma, before being killed by the Emperor's own Griffin Knights.

>Supplies:

1 Week of Food

4 Weeks of Water

1/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

300 Macedonian Hoplites

409 Legionaries + 68 Wounded

9 Centurions + 2 Wounded

11 Acolytes + 2 Wounded

175 Auxiliaries + 35 wounded

75 Equites + 15 Wounded

142 Camp followers and Laborers + 30 Wounded

>Fortifications

Towers 1-6 Health: 10/10

Wall Health: 55/60

Gate Repairs: 12/20

6 Onagers

12 Ballista

1 Scorpion

173 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

1000 Macedonian Hoplites

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 50/50

Inner wall: 50/50

Towers 1-8: 10/10

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f033e2 No.50104

Dice rollRolled 94, 83, 21 = 198 (3d100)

>>50092

>Name: Servius Silius

>Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

>Class: Location: Front

>Health: 10/10

>Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

>[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

>[Pugio] – A dagger, + 2 to melee rolls

>[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

>[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

>[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

>[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

>[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

>[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

>[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

>[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Allies: + 5 [Minor Liches]

>Followers: 42 Halfling Zombies (split amongst your 5 allies and yourself) 1 Fulling abomination

>Inventory:

>Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

>Action 1: Finally, the goal has been reached, prepare the ritual to raise the horde, personally Servius focuses on getting the acolytes rasied first, perhaps they have residue magic or still keep their abilites, in which case he could absorb it to make himself more powerful.

>Action 2: He keeps attempting to improve his eldritch blast, it would be his trump card against that assassin!

>Action 3: Thinking on his abilities and on the fort, he realizes that if he's to bring it down he needs to create an opening quickly so as to prevent several casualties, the undead explosion was powerful yes, but it would not be enough, but what if he merged it with the rot? making the explosion rot everything around it? He starts attempting the unholy combination of the spells.

>[Greater Raise Dead] 5/10

>Greater Eldritch Blast 7/20

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ff0c7e No.50105

File: 0b32d2b53614cf2⋯.jpg (401.2 KB,2000x1217,2000:1217,Bandage.jpg)

File: e5020d1f8aabd53⋯.jpg (108.28 KB,1820x1024,455:256,Marcus covered in cave mud.jpg)

File: b38edc3274e96af⋯.jpg (38.87 KB,800x450,16:9,Survive.jpg)

Dice rollRolled 64, 98, 54 = 216 (3d100)

>>50074

Name: Marcus Bobius Secundus

Fluff: https://pastebin.com/g4KTyVu4

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 1/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Lorica plumata] - 15 to attacks against you

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

[Hoofer's Massive Mancleavers]

[1/2 Ton of Iron]

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus: [A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

+ Fermented Cave Mushrooms Knowledge- Allowing the glowing mushrooms of this cave to ripen will allow you to see in the dark. They taste terrible however.

>Legs Broken: You cannot walk, not for now at least.

>Legs splinted: You can crawl better now that your legs aren't flopping all over the place.

+ 6 [Blue Cave Mushrooms]

1 Bandage wound, heal up. I can feel my strength fading but this must be done, and carefully

2 Use cave mud to cover scent. The soil wasn't as wet as the dirt near the river but it would have to do, but it wouldn't be too hard as most of my body had already been through the dirt of this cave from the look of it. The beast was hunting the trail and I can only pray it is a long and divergent one.

3 Survive with patience. once the beast had moved to a different part of the cave I could use a fermented mushroom and look for a way away from it.

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a965e0 No.50107

Dice rollRolled 35, 53, 2 = 90 (3d100)

>>50074

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 5/10

Zhayed Health: 20/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Manticore Cloak] - Restored to its fully glory. The pelt shimmers with an unnatural iridescent glow. Grants a +15 to all hand to hand combat rolls, and a + 5 to all rolls in a fight against a stronger opponent.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damage to ranged attacks but the natural roll must be a 25 or above to hit

+ [StabbiGit Stabba] - Goblin Halberd, Can only be used from Horse/Griffin Back. + 20 Against Armored foes, + 10 Against mounted foes

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Loose in the Saddle] - You are quite prone to being unsaddled, and any critfail in combat or while on Zhayed will result in you falling off the bird in addition to any other consequence.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Basic Ranged] - The bow is no stranger to you. + 5 to all ranged rolls.

unarmed to basic 1/5

Melee to advanced 5/15

1. Before I go and reestablish old connections I should quickly bathe and have my wounds properly treated.

[Airya Pendant], [Blackened Crimson Crown of the Preserver]

2. In the time of my great grandfather our family had commissioned some truly exquisite pieces from this dwarfhold. While they were originally done by an apprentice runesmith, given it has been 100 years or so surely he has had the time to improve his craft and status. This armor I have, while serviceable, will not be able to keep up against all the monsters and demons I have had to fight on a regular basis and poor Zhayed does not have much to protect him either!

[Airya Pendant], [Blackened Crimson Crown of the Preserver]

3. After such a productive day I would be remiss not to take advantage of legendary dwarven ale and so I shall go to the tavern. While it is the perfect place to relay tales of the fort and I's heroism in all the challenges we faced, but these Dwarven brutes Believe that I am embellishing the story! It would appear that I will get some more practice at knocking together heads and showing them how true my tale is.

[Manticore Cloak], [Basic Melee], [Blackened Crimson Crown of the Preserver]

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a965e0 No.50108

>>50107

good thing my basic training and cloak save my ass from actual failure

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56dc7e No.50110

File: 166a142088dd0e6⋯.jpg (20.86 KB,236x354,2:3,9ab2f77b3e86b5dde784496b83….jpg)

Dice rollRolled 65, 3, 9 = 77 (3d100)

>>50093

Name: Agrippa Duronius Aurelian

Fluff: Agrippa should be dead all things considered. He's had several misadventures during his service time, this fort being his most recent. His misfortune started 5 years ago, during a routine border shift, the garrison that he was stationed with was nearly slaughtered to a man by a small army of assorted bandits and barbarians. Fortunately reinforcements arrived in time. His second misadventure occurred 2 years later, during an excursion into the east. A revolt rose up in one of the neighboring provinces, and much of the force was called away, what remained establish a frontline fort, which was beset upon by a rouge mercenary band of Numidians and Egyptians, which eventually dispersed after a period of infighting. Now he has been assigned to yet another fort, perhaps this one may be different? Probably not!

Class: Standard Bearer

Location: Front Fort

Health: 8/10

Gear:

+ [Scutum] - 5 to attack rolls against you

+ [Lorica hamata] - 5 to attacks against you

+ [Legion Standard] – Passive + 10 buff to all players near you

+ [Black Khopesh] - Taken from a deadman in your time in Egypt, it frightens the barbarians of the north with its sickly hook and strange make. + 10 To melee attacks.

Inventory:

+ [Black Khopesh] - Taken from a deadman in your time in Egypt, it frightens the barbarians of the north with its sickly hook and strange make. - 10 To barbarians rolls against you.

Bonus:

+ [A dance with Death] - When you would normally die, you gain a saving throw, a dance with the Death. Should you roll higher then Death, you live, but if you roll below death, you die. The DC to beat death gets higher with each death.

1/2. Well, I think the first thing I should be doing is obvious, killing all the little buggers who are closed to me.

3. After those Goblins are slaughtered, I'll make my way to wherever the Optio has taken to sleep, to make sure he's not been gutted by them.

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56dc7e No.50111

>>50110

I forgot to add

+Shoulder Stabbed: Its hard to swing a sword or hold a shield up when you have a hole in your shoulder! You can attack or defend, but not both! (in combat you have to dedicate 1 dice to defending or attacking, and if you fail to do one then you will not do it, for example failing to defend will guarantee you taking 1 point of damage in combat).

Sue me

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cea235 No.50112

File: f955628c95bf9fd⋯.jpg (135.12 KB,1191x670,1191:670,4d87302f720baad97a939f65ad….jpg)

Dice rollRolled 2, 99, 47 = 148 (3d100)

>>50074

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Centurion (Auxiliaries)

Location: Fort

Health: 9/10

Gear: “Drow Centurion” - Badass cave exploring motherfucker

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment With Deathstone Pommel] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60. Kills with weapon grant a +25 to the next combat phase, unique enemies only, damage taken is doubled.

+ [Ward of Y'golla] - - 15 to all attacks against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Recent map of the Underdark] Spooky tunnels and shit

+[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Alysandra]- Hot Drow Waifu

Command:

78 Drow Crossbowmen

20 Drow Pit Fighters

55 Untrained Drow

7 Drow Sorceresses

88 Drow Civilians

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1. See if Alysandra can tell me more about the Deathstone now socketed in my sword and maybe make it less lethal to me.

2. Go check out the smaller cache, no reason to waste. I’m sure we can murder anything we find here.

3. Continue on the most direct path to the large cache, I wonder why these Drow are such pussies? Must be because of the fact that females lead them.

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2264ac No.50162

Dice rollRolled 22, 89, 76 = 187 (3d100)

>>50096

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

Location: Front Fort

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you. Cooldown is once per combat encounter or once every 3 turns ooc.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

+ [Satchel of Healing Herbs] - Can be used to heal up to 8 HP, 3/3 uses.

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 9/10

>Bear Form:

Health: 20/20

1. Check the hoard of goods for useful things, without alerting the troll.

+15 Like the trees

2. After looting what needs to be looted, get out of the hoard without drawing the attention of anyone or anything.

+15 like the trees

3. Interrupt that greenskin ritual via arrow to the throats of the casters via range, and slip back into the forest, towards the Fort.

+15 like the trees.

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a71ac0 No.50163

Dice rollRolled 83, 44, 40 = 167 (3d100)

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

[Cast Alight]

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

+ Crossbow Magazine Plans

1. Go see if Gruni One-Eye can help explore the mountains around the fort, if not himself than give me something that can help me from getting lost and/or killed like before.

2. + Ballista Magazine 7/20

3. + Hand-cranked Crossbow 6/15

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ae6780 No.50164

Dice rollRolled 15, 30, 23 = 68 (3d100)

>>50092

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 11/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

+ [Mysterious Gemstone] - An unnatural glow fills the body of the gem.

+ [Ultra Mallet] - + 30 to Attacks, - 15 on Defense.

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1-3. No time to wait. Get as close as I can to the chanting without being spotted, probably will not make it too far, then charge to kill the vile worshipers of the dark gods before they can complete whatever sacrament they are doing. +30

+Muscle Wizard

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5b2cc3 No.50173

Dice rollRolled 5, 44, 53 = 102 (3d100)

>>50097

Name: Quintus Claudius Maximus

Class Legionary

Health: 10/10

Gear:

Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Talismen of Teiwaz] - Granted to your Father by the father of your Mother, it is the symbol of the Germanic God of War, and it brought your father luck until the day it didn't. It is one of your most prized possessions, and seemingly grants you luck in combat despite your age and inexperience. Can be used to move a roll up a success level (barring nat 1's and 100's) once per combat encounter.

Bonus:

+ [Green as Grass] - You are young, inexperienced, and generally naive when it comes to war. As such your commanders tend to view you more as child then a man. This irks you, but the less lashes you receive the better. When training and assisting around the fort, failures (barring nat 1's) are less severe, as reflective of your failures being attributed to your age rather then your stupidity or laziness.

Strength - 6/10 or something

1. Break some goblin skulls, as in Purge the greenies

2 PURGE

3. Train Strength

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6e4cc2 No.50179

Dice rollRolled 43, 33, 65 = 141 (3d100)

Name: Virgil Pyrrhenius Laurentinus

Fluff: A hardened fighter leading the charge and surviving through many a battle, Virgil has earned his way to the rank of centurion through a combination of luck, skill and smarts. He was from a noble family, raised to be a philosophers in the great academies of old, until the horrors of war struck and changed him. He still has much of the knowledge taught in the war colleges, and has an intimate knowledge of tactics and strategies that have turned the tide of past battles and will likely do so in the future. He is a strong leader of men as well, whipping his troops into a righteous fury to turn the tide of battle.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Sword of the Eagle Champion] +20 to all melee attacks, deals lightning damage, +10 to attacks against me

Inventory:

+ [Locket] - In this brass clasp is the last of what remains of your family, your wife and son, lost to the fires of war. Taken from you while you were on campaign in a foreign land. Those animals, from beyond the pass you currently find yourself in, they took her, and they did things to her, they made your son watch before slaughtering him as well. They will pay, every last on of their rotten kind will pay so long as Virgil watches over this world. Fighting against barbarians drives you into a unstoppable rage, giving you a passive + 10 to attack rolls and -10 to rolls against you, however any damage you do take is doubled.

Bonus: [The Voice of a Empire] - You chastise your men with the rage of Eurdan (Roma to citizens) itself, and the men are filled with the values she represents. Duty, Honor, Glory. + 15 to all soldiers and PCs within earshot, can be used once per combat encounter.

[Rip & Tear] - A magical spirit awoken from the sheer rage and determination of your fighting spirit, will appear in large combat situations when you reach a certain level of RAGE. Rage progresses as a progression according to the roll chart, and combat actions contribute to rage buildup. Can only be used twice per combat encounter. (Rage Meter: 10/10, 2/2 uses left)

Other stuff:

-Advanced Training - +10 to all rolls commanding your 50 legionaries

-Basic Gladius Skills - +5 to all rolls with just your gladius

Basic Heavy Weapons (Blades) - +5 to combat rolls with big swords

Green Recruits: Until you train your legion up to snuff, the men will incur a -15 to all combat rolls involving them. However, since they are blank slates, you can impose upon them any training regime and specialization that you like.

In Progress: Gate Mechanism Repair: 9???/20,

1-2. Alright you maggots like it or not you're stuck with ME now, and I'm gonna make you WORK for your fucking SALT! I want a full strength training and endurance regime, standard army protocol times ten! We're gonna be the best damn half-century there is out here but that shit don't come for free! Now get to work maggots! (Train the greenies)

+Advanced Training

3. Don't forget your wall and gate duties either! Lift those fucking bricks, carry those fucking gears! It builds muscle dammit! (Repair gate)

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da6a2b No.50187

Dice rollRolled 13, 11, 67 = 91 (3d100)

>>50103

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Rejuvenated by the power of the gods, Vincentus now appears as he was 15 years ago, as a fresh Legionnaire: a tall and fiendishly handsome man bereft of the marks of war and age, his hair restored to a pure black instead of a liberal salt and pepper. He possesses again the stamina and dexterity of youth, but still holds all of his deadly experience and discipline.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

+[The Ripple] - Vincentus can control the energy of the sun, harnessing its pure, rejuvenating energies to heal the damaged or, most importantly, utterly destroy the unnatural foes that skulk in the night. He can also predict what others can say.

[Red Stone of Alpina] - A gemstone that thirsts for the blood of champions.

1/2/3. This watchtower must be rebuilt! The swamps must be watched over! Put your godsdamn BACKS into it! Hew down the trees, carve out the stones, and refurbish this damn tower! On the double!

[Repair and Reclaim the Watchtower.] +10 Vitis

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3815d2 No.50188

Dice rollRolled 84, 48, 65 = 197 (3d100)

>>50101

Name: Agrobrigos Nantu Gallaeci

Fluff: Son of a Gallaeci Chief, ever since the Romans conquered our lands there has been relative peace in the region. Several revolts but relatively peaceful. The Romans let us conduct our affairs with little interruption, but they do when things don't go as they please, such as when certain clans attack other clans in their pocket. We were a powerful tribe before, but the wars took much of our power and playing by the rules have been hard. Agrobrigos partook in a raid deep into Roman territory with the Cantabrii and Asturii but, the raid failed and they were captured. His Clan's status allowed him to simply be taken as a hostage and he learned some of the Roman ways. After a few years, he realized that if he served in the army, he could gain land and send it home. This would give how clan the power it needed to become a dominant power, and possibly, free.

Class: Equites

Location: Front

Health: 10/10

Gear: Equites – Calvary troops, though not as useful when the actual siege is occurring, they will be useful for harrying supply trains and siege constructions.

[Lorica segmentata] - 10 to attacks against you

[Parma equestris] - 5 to all attacks against you

[Spatha] + 10 to melee attacks, + 5 in CCQ

[British Longbow and Quiver]

[Blade of Fiburd] - + 15 to Melee attacks, Lighting Enchanted. Can only be used two handed.

[Horse] – A mount which you must take care of, and if food runs out will most likely become food.

Inventory: [Clan Fetish] - A gift from your father, bearing the sigil of the clan and enchanted by the clan shaman. The Old Gods blessing's are with so long as it is close to your chest. + 5 to combat actions and 1 (read 1) saving roll for death per enemy champion you kill, (2)

[Troll Cock Stew and Tendies Recipe] - Requires 1 set of troll genitals, restores 2 health per serving.

[1 Birdman Genitals](Large)

Skill: ([Basic Cavalry Training]: + 5 to all actions involving your unit of Equites.); ([Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.); ([Basic Longbow Skill] - +5 to attacks using only your longbow)

Bonus: [Never Conquered] - Your people are proud and stubborn, which is why the Romans have had such difficulty subduing them. This wildness translates will into combat, wherein you can enter a trance during combat for 2 rounds, during which you do double damage to a single enemy target.

>Followers:

20 Equites

1-2; Where did I get this necklace from, what God is this symbol for? Eh, I'll throw it away and forget about it. We need to focus on our training. We need to train together as a unit because war is soon to come again.

3; Help repair the gate, it's one of the weakpoints and needs to be at its fullest

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87384a No.50192

Dice rollRolled 36, 67, 83 = 186 (3d100)

>>50098

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

+ [Gold Coin] - A choice exists, between order and chaos, between light and dark, and between slavery and freedom. When you are ready to talk again, to make that choice, press this coin into your temple, embed it in your brain, if you are strong enough.

1-3. Was it Sol Invictus guiding Gaius in this far away cave beneath the mountain? He would continue to follow the path laid out before him and walk into the light of his benefactor.

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312a34 No.50260

going to use my talisman to wipe that 5 fail to a success >>50173

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38b9f8 No.50267

File: 0134f178507c616⋯.jpg (32.85 KB,425x425,1:1,51iuI33As L._SX425_.jpg)

>>43687

>Character sheet

Name: Publius Traianus Quintilius

Fluff: Young Publius hails from the heartlands of the Empire. The son of the thief Invisible Publius, who was invisible until a city guard shot him in the night thinking he was some sort of ghoul. As a youth, he inherited his father's profession and became known as Invincible Publius due to his capability of surviving risky situation after risky situation that came with the crumbling Empire. Eventually, he angered an important magistrate and got conscripted to Braxios' 15th, which was undermanned at the time. The magistrate had it out for him because -supposedly- Publius stole his hard-earned laurels. The magistrate could prove nothing, but still ensured that the next draft would include Publius' name in it.

Publius made a little money on his way to Braxios' with the sale of the laurels. And readied himself for the hell that awaited him there, hoping his name was more than just for show in this place.

Class: Legionnaire

Location: Front Fort

– Do not fill in –

Health: 10/10

Gear: Determined by Class, gained from battle loot and finding stuff

Inventory: Everything you’re not wearing and can’t kill stuff with

Bonus: Determined by fluff

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276a3f No.50268

Dice rollRolled 11, 37, 66 + 5 = 119 (3d100)

>>50093

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 4/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x15[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

1-3 My musclebound friend will provide a good distraction, I shall slink closer to the chanting unseen and unleash a hailstorm of arrows upon my foes, my arrows shall blot out the sky. (x2 damage for attacking unseen, +5 for ranged attack)

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955d68 No.51177

Somehow this was bumped. Who THE FUCK deleted their post?

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012de5 No.51368

File: 918bcbec20454e7⋯.jpg (577.37 KB,2560x1920,4:3,1436040520559.jpg)

>>50104

1. The preparation for the Great Raising begins, but first comes the ingredients for such a massive ritual. Whereas one can raise a paltry 50 undead with a few incantations and raw black magic, raising as many corpses such as found here (you and your companions guess around 5000 at least, that number being only roman dead) the list is long, but it just so happens that for each of the 6 key ingredients (things that you liches don't keep handy) there are 6 of you to retrieve them. After drawing "straws" or more accurately, gnome ulna, you get the most obscure and potentially dangerous ingredient; A live Black Gor, possessing 6 Horns most fierce. The Elder Gods are a strange bunch, but above most others things they are eclectic and obsessed with the deviant and the strange, perhaps a strange kinship they share with these worldly things? It matters not, you all depart, dividing your minions amongst yourselves to aid you in your tasks.

- Allies: 5 [Minor Liches]

- Followers: 35 Halfing Zombies

+ Followers: 7 Halfing Zombies

>Other:

+ The Great Raising: 1/25

0/6 Special Ingredients

2. While the journey continues underfoot into the depths of the great forests, you are left with much time to contemplate the nature of your powers, to experiment and delve into the dark arts that you have become quite adept at. At the surface, the Eldritch blast is a simple enough spell, with a very observable effect. But to the more learned necromancer there is nuance and subtlety, and by refining the (admittingly crude) verbiage of your inital incantation, you begin to refine the spell, increasing both its potency and reducing its taxing effect upon your power reserves.

> Greater Eldritch Blast 13/20

3. But such deep thoughts distract you from other works, and when the time comes for you to begin piecing together the somewhat complex merger of two unrelated spells, you can only get one to two words out before you start habitually reciting the words for Eldritch Blast. Eventually, after several attempts you manage to get past the first 4 words of this new combination spell, only to unwittingly follow the 6th word with the rest of the incantation of eldritch blast, causing a massive ball of necrotic, explosive rock to form infront of you, exploding moments later and hurling you into a tree trunk.

>Lesser Undead Rot Mine 1/10

>Health: 9/10

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012de5 No.51369

File: eead8ed69ff4e9f⋯.jpg (391.79 KB,1920x1080,16:9,1394105756868.jpg)

>>50105

1. With the lack of any real medical supplies progress is slow, but by tearing apart your already meager clothing and gear, you are able to fashion several bandages and wraps to aid your mobility, at the cost of your armor's viability as anything other then a pile of metal, as the leather and cloth once used to bind it together are now binding you together. You keep the scales in the same pouch you carry the rest of your meager belongings with, that way you can at least have the armor rebuilt when you eventually return to the fort. The lack of the rippling scales will also help you move more quietly.

- [Lorica plumata] - 15 to attacks against you

>Health: 5/10

2. Your body is still sticky with blood and mud and sweat, so a few quiet turns in the softer soil coats you very heavily in what you assume is brown dirt. As you have been quiet as a doormouse when doing this, your hunter has not managed to track your current position as far as you can tell, and the dirt and detritus will no doubt mask any other sent you emit, so heavily and thoroughly you are coated in the stuff. Granted you will probably need to scrubbed down with charcoal and dipped in the river a few times to get the color and odor off of you, but for now that is a non-issue.

> Mud-Caked: You are covered in dirt and mud, reducing the likelihood of you being detected by Cave Predators (Raises Detection DC to >65)

3. You hear the beast skulk about, it moves almost silently now, but everyone once in and while you hear the tell-tale sound of scale scraping over some outjutting of rock. You sit quietly, so quietly that you barely breath. All you feel is the slow, rhythmic beat of the Earth's Heart, and soon even the ponderous, deep breathes of the Shard Dragon resonate in your ears. Suddenly they grow distant, and after a whole hour of remaining in the same spot, you feel confident enough to move onward towards what you presume is salvation. Crawling for what feels like hours, following the flow of the river, you eventually pass into a cavern with more light then the utter blackness you were growing accustomed too. The shift is so noticable that as you were under the effects of the mushrooms at the time, you are almost blinded from the light. Once your eyes adjust (and the mushrooms wear off) you discover that unfortunately the light is not from a hole to the surface, but rather glowing blue orbs far above on the cavern roof, with smaller blue orbs hovering near them, some so far down to even be able to be grasped by someone on the cavern floor.

- 2 [Blue Cave Mushrooms]

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012de5 No.51370

File: 72162c2f3a84a62⋯.png (977.36 KB,900x527,900:527,cave_fin_by_allisonchinart….png)

1. The Dwarves greet their fellow Dawi with open arms and much rejoicing, but only give the briefest gruff to the acolyte who follows, and while they treat the beast you came in on with the utmost respect (the dwarves considering the Griffons, creatures of such power and regal bearing, more akin to people then animals) they do not even seem to acknowledge your existence. You scoff at the indignation and indulge in entertaining such coarse and unfitting treatment for now, as the ride had left you barely energized enough to fight a goblin, let alone a throng of ornery, stocky sons of the mountain. The dwarven diplomat of the Hold talks to Ugar, who upon explain your all's purpose there and the duration of your visit, shakes the dwarf's hand the directs you all to your rooms. Ugar has his own accommodations, but it would appear that you and the Acolyte are sharing a room for now. Regardless of that, the bunkroom is still a lavish room sporting 4 engraved walls, bronze trappings and furniture, and stone slabs (dwarven "beds") with some of the softest goat-fur blankets you've ever touched. You find a bowl filled with dwarven healing herbs and several tonics, and some cloth nearby for bandages. It seems you are left to tend to yourself, which you do after a bath in a rather small bronze tub. Water is nice and hot though, one perk of living so close to the earth.

>Health: 7/10

>As an added note, Dwarves are not folk impressed by fancy clothes and trophies (of humans at least) your charm buffs will find no purchase here.

2. Describing the Dwarf as best as you can remember to Ugar, he asks the Diplomat, who directs you to the Runesmith known as Svjar Stelhulm, who indeed does recognize your general features.

"Aye, I helped a wee nancy lad like yerself about 100 years back, looked like ya, spoke all womenly like like yerself as well!"

Throwing the greeting aside, you present your armor that you wish to have engraved, and furthermore, enchanted. Adding on to this you ask for Armor for your Griffon as well. The Dwarf rubs his chin through his massive red beard, before returning to his task at hand, cold forging a iron-alloy breastplate. Just when you are about to storm out the dwarf answers your request.

"Aye, I'll do this fer ya, but it'll cost ya. I want that fancy cloak ya be wearin, and I need something else as well. A Drake's Heart. It dunnae need ta be a large one, but just a few decades old."

3. Leaving the Smiths both constipated and aroused consternated and seeking to get soused, you head into the nearest Dwarven tavern, which despite your complete ignorance of the language of the Folk of Durin, is easy to find from all the shouting and the giant Iron Kegs dominating the surrounding buildings, frost magics keeping them just cool enough to get the perfect frost when poured. You order 1 flask of their finest mead, slamming down some gold coin on the stone countertop. Not showing how badly such a move hurt your wrist, you slam back the mead in one over-exaggerated gulp, ignoring the burning from the stone drink and the sheer volume of it. Some dwarves mumble, and not content in that you order several more jugs of mead. Downing them all in rapid succession, you almost vomit, but manage to choke it down. The dwarves all cheer, and the drinking continues, the room spins and eventually all fades to black. When you come too it is in a dark room, the only light being the soft orange glow of a fire, shining through a small metal grill which is your only contact to the outside world in the new dingy little cell you find yourself in. Also you are naked. A voice calls out from the darkness;

"Mornin' Umgi, thought you was dead for a good minute I did. Naow tell ol' Urist here what ya did to end up in this ere cell, and I might not pummel ya fer shits and giggles."

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012de5 No.51371

Dice rollRolled 90 (1d100)

>>51369

Shard Dragon Tracking Roll

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012de5 No.51372

>>50107

>>51370

this is meant for oneman

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012de5 No.51373

Dice rollRolled 16, 23, 60 = 99 (3d100)

>>50110

>>50173

1/2/3. Goblin Rolls

-15 [Starving]

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012de5 No.51374

Dice rollRolled 69, 90, 76 = 235 (3d100)

>>51373

1/2/3. Roman NPC Rolls

+5 [Standard Bearer]

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012de5 No.51377

File: 2c879b4cc8d75f0⋯.jpg (27.75 KB,300x213,100:71,Goblin-Slayer-rape.jpg)

1/2. Quickly grabbing your Gladius you join in the defense of the camp, holding the Standard high as a rallying point for the defenders to gather around. Soon a ring of Roman Steel is centered around you, fighting bravely against the green tide. Near you is a familiar face, a man by the name of Quintus, a solider of the line. You see him beset by goblins, though struggling greatly. A arrow nearly takes the man's head off, but a gleaming amulet on his chest seems to make the arrow bounce off. You plant the Standard firmly in the ground, and using the long reach of your khopesh, lop off the heads of several goblins clammering over the shields of your brothers in arms. The flow of battle ebbs back and forth, indecisive, until finally the goblins are broken and retreat off into the woods, scattering to the winds.

3. The battle won, and no men killed on your side, you decide to head to the Optio's tent to check on the man, seeing if the crafty goblins had gutted the lead man before starting their assault. Much to your relief, the man is not in his tent, but rather out ordering the men to clean up the mess from the battle and start packing up camp. You still had 25 miles of ground to cover before you began the return journey to camp, and it was already midmorning. The optio does tell you to check on a slave he had in his tent, a younger female. You go to check the man's tent, a large canvas work with several decorations befitting the man's rank adorning it. The flaps to its entrance seemingly undisturbed, but there is a rustling in the tent. Gingerly you pull back one of the flaps, to reveal the scene of a goblin attempting to force himself on the young women inside. You draw your sword and lunge at the beast, but behind you another goblin lurks. You manage to slay the beast besetting the girl, but not before the goblin to your rear buries a knife deep into your ribs. Screaming in pain you throw the beast off of you, but before you can the goblin jumps from your back and barrels off into the woods, hooting and hollering all the while.

>Health: 7/10

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012de5 No.51379

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012de5 No.51388

File: 17afbfa9a65009e⋯.jpg (12.53 KB,600x338,300:169,Dragon_Eyes_1024x576_d61cc….jpg)

>>50112

1. Your wife starts to explain to you the nature of the stones. They are essentially the dark magic of the Elder God's materialized, they are voids that drain the life from everything they touch, unless utilized as a weapon, wherein it takes instead the life of those the weapon takes. Given long enough without bloodshed however, the stone will start to once again take the life of the user. She then goes on to explicate the stone and its properties, but you cannot understand anything past the 2nd word of her new speech, as her own becomes slurred and slowed, and the room seems to have taken on a mysterious hue. It is only when the expression of her faces changes from one of dull emptiness to one of concern and horror do you truly understand what is occurring, but by then you are already halfway to the floor…

You awake some time later, your wife over you and her hands on the side of your face. There is a wetness to her cheeks, and when you raise your hands to your own face your fingers come away with the vibrant red color of blood coating them. Your wife explains to you some time later what is occurring. The sword is killing you, it must be sated soon, else the life it takes be your own. furthermore it is bound to your soul, and magic far beyond her own will be required to break said bond and not render you a soulless husk.

>Health: 7/10

- + [Eiur's Torment With Deathstone Pommel] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60. Kills with weapon grant a +25 to the next combat phase, unique enemies only, damage taken is doubled.

+ [Soul-bound Eiur's Torment With Deathstone Pommel] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60. Kills with weapon grant a +25 to the next combat phase, unique enemies only, damage taken is doubled. You must kill at least 1 beast every 3 turns or lose 2 points of health.

2. Recovering somewhat from the whole "eventual death" ordeal, you strike out once more with your little expiditon, noting now that the Drow seem to be watching you more closely, perhaps for a sigh of weakness, or perhaps out of concern from what respect you've built amongst them, you cannot tell. What you can tell, however, is that the cave seems to be more active. Various creatures skitter overhead, and the distinct sound of running water fills your ears.

"We are close, Son of Edain" one of the Drow Scouts reports, and a sort while later you are upon the entrance to the smaller cache marked on the map. The Doors are black, standing in stark contrast to the grey stone around them, and upon their surface various words in the elvish tongue are carved. At least you think they're words. Before you can ask what it says, you wife steps forward and utters a few lines under her breath. The figures on the door glow a bright purple, before the doors part and reveal the contents of the storehouse to you.

>Dark Elf Storehouse Contents:

5 Suits of Galvorn Armor

10 Cold-Iron Swords

15 Repeating Crossbows

A mysterious Tome

A purple Egg

3. Gathering the supplies and stowing them upon the Drowish Pack animals (some form of blind lizard, or at least they don't have any eyes you can see) You continue one to the track towards the stockpile, despite the protests of several Drow. Your wife, though not questioning your judgement, is uneasy. You follow the river, leaving it at several points to bypass natural formations, but eventually returning to it through the various caverns it runs through. Eventually you leave it at the last leg, journeying further into the bowels of the earth. Soon the sound of flowing water leaves you far behind, and you enter a vast cavern, illuminated somewhat by glowing blue orbs high above. Smaller orbs run from them, seemingly suspended in mid-air, some of these orbs close enough to the ground that you can grab them. As you enter this cave, the Drow become tense, and terse. When you ask your wife what seems to be the issue, she tells you that you are in a very dangerous part of the Underdark, the preying grounds of a Angulócë, a Dragon. The Stockpile is just ahead, but you must pass through this chamber first. Your own 6th sense is screaming at you as well. Something is amiss.

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012de5 No.51403

File: 4d967ec6fd9bf03⋯.jpg (75.39 KB,736x736,1:1,2355b394dc59786902c7322e40….jpg)

>>50162

1. You rummage around the refuse and occasional good item, trying your best to be quiet and generally succeeding at it. You eventually eye something that looks valuable, but in your effort to get to it you disturb something soft, fleshy. Surprise quickly turns to horror when the unknown object reveals itself to be a man, though its hard to tell under all the blood. He looks at you and starts to scream, no doubt from the pain from the numerous lacerations. The noises draw the attention of the ogre, which stumbles over to the pile and slams it with his massive club, crushing the man and almost you, but you do manage to escape, along with a sack you grabbed filled with something metal.

+ [Sack]

2. As the Troll smashes the pile continuously, you sneak out the other side, giving subtlety no thought as any noise you possible could make is overshadowed by the large swings of the tree-trunk wielding ogre. Running from the pile and entering the woods you continue on for several minutes before darting behind a tree. You stop and check to ensure that you are not being followed, and as it turns out, you are not.

3. Returning to the site of the ritual, you remember that the orcs had chased you away from the very same site that you now sought to ambush and render into a mass grave. As such the camp is deserted, everything taken down or smashed, and the refuse, blood and ash are the only signs that orcs were there. And the gnome corpses.

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012de5 No.51413

File: 529822e09d0a12b⋯.jpg (39 KB,736x423,736:423,d43848ba1fda0e187ea6d8c35c….jpg)

>>50163

1. You descend deep into the depths of the Dwarfhold, perhaps far further then any human has delved before. You move downwards, leaving behind the bustling arcades and causeways of the upper Dwarfhold, and soon the air becomes moist. You pass far from the opening of the vast cavern the hold is primarily based in, and soon the air become more stale as less of the fresh air from above passes through. The chill leaves as well, slowly replaced with a warmth not uncommon from being near a fireplace, then it becomes sweltering. You eventually see why, as the torches and laterns that light the paths and causeways soon cease to occur, only to be replaced by the orange glow of flowing magma. It is here that you see the vast workshops of the Dwarves, and din of hammerblow and the hiss of quenching metal fills the air. Orders are barked inbetween the tings of pounded metal, and stocky little men carrying boulders of raw material gruffly ask you to "Get the hell out of the way". You descend deeper, past the workshops, down a lonely staircase into the darkest depths of the Hold (barring the mines themselves). Eventually you reach a small house carved into the rock, above its door a sigil is etched into the rock. It is a Eye. All craftsdwarfship is of the highest quality. The Eye menaces with spikes of bronze. The eye menaces with spikes of Gypsum. The eye is staring at a horse. The Horse is Screaming. You step into the home, being told that this was the Dwelling of ol' Gruni One-Eye. The place is a mess, tatters of scrolls everywhere, but also the most obscure trinkets and baubles; a stuffed carp here, a elephant skull there. A giant sponge in a massive tank, filled with various fish. This Gruni is an eclectic fellow for sure, even more emphasized when you hear a voice, unmistakably dwarven, uttering some words, followed by the floor beneath you vanishing. You just manage to catch the lip of the hole that just formed beneath you, a bubbling pool of magma awaiting you a few hundred feet below. The Same voice calls out to you "Wat do ya want Umgi! Answer quick before I drop ya into a ocean a molten slag!"

Pleading your case as you clawed desperately at the lip of the hole, the Dwarf first seemed disinterested, then intrigued, and ultimately, bored. He hoisted you up from the hole with one hand, closing it with another phrase, before tossing you a strange metal device, no bigger then an apple. "That there is a augur, whenever ya delve beneath the earth, it'll point ya to the nearest opening to above. Best I can do, take it or leave it Umgi."

+ [Augur] - Points to the nearest opening to Ground level when underground

As you pocket the device and turn to walk out, the Dwarf speaks up again "Dunnae think I work free o' charge. You'll be paying for that contraption, and what I want from ye is a set of Wrym scales, no less then 30! Fail to pay me an I'll break all the bones in yer limbs, then use ya like a Scarecrow fer me Giant Mole Farm!"

>Quest: Obtain some Wrym scales for Gruni One-Eye

2. Departing from the Dwarf's Workshop, you return to Caelum and your's shared rooming, and while the man departs for a knight on the town, you elect to work on your crafts. The Magazine for the crossbow. It progresses somewhat, but not as much as you would hope, perhaps you are distracted by the unfamiliar surroundings, or perhaps it is the dwarf you see out of the corner of your eyes. The Dwarf menaces with spikes of iron. The Dwarf is screaming.

+ Ballista Magazine 10/20

3. A similar story comes from the crossbow, as your work progress slowly, and you swear you can hear a vaguely dwarven voice in the back of your head, laughing.

+ Hand-cranked Crossbow 9/15

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5c4749 No.51424

Dice rollRolled 82, 11, 42 = 135 (3d100)

>>50103

>Name: John of Cappadocia

>Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, John has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

>Location: Front

>Health: 11/11

>Class: Centurion – A commander, leads men from the front.

>Gear:

>+ [Scutum] - 5 to attack rolls against you

>+ [Gladius] + 5 to melee attacks

>+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

>+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

>Inventory:

>+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

>+ Dragon

+ [Black Eye] - A trophy that judges you as you judge it.

>Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>> + Loyalty: 9/10

>> + Basic Endurance

>> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

>> + Basic Tactics: + 5 to commanding large groups of soldiers

>> + Hellenic-Roman Infantry Synthesis 3/10

1. Continue to work on Hellenic-Roman Infantry Synthesis

2. Collect supplies, we are going to go on an expedition and we need to be prepared.

3. Request leave from Braxios to take my Hoplites and deal with the Celtic raiders in the Bosporus. I have connections in Byzantium and they may aid us (or help me personally).

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012de5 No.51542

File: b799cd25f4898c9⋯.jpg (77.92 KB,1280x720,16:9,meat.jpg)

>>50164

1/2/3. You sneak as well as a man of your statue is able to, which is to say not very well. You tumble through the undergrowth, unaware of exactly how loud you are being. Twigs snap underfoot, branches are torn off of trees when they resist your ingress, and small animals scitter and scatter out of sight as a lumbering brute tears its way through their undergrowth. You drag your large, sharp club behind you, it forming a pit about half a foot deep, occasionally bouncing off of rocks in the soil. Luckily for you the Orcs are even louder, and fail to notice you sneaking up on their ceremony. All of this effort in concealing yourself is wasted however by your opening move in attacking them in the most overt and distracting way possible. Crashing through the small brush separating you from the dancing beasts, you heave your massive bladed club forward and cleave one of the orcs on the edge of the ceremony clean in two, while simultaneously crushing the skull of the one infront of him into its own chest cavity. The Orcs all turn and scream, pulling weapons or charging you with their bare firsts. Now that you've revealed yourself this battle will be much harder, but that's what you wanted now, wasn't it?

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012de5 No.51548

File: f2aee124d90d822⋯.jpg (131.24 KB,564x819,188:273,0d7a87fc6d19786c523fdb9f48….jpg)

>>50173

1. Rousing with the other men at the sound of the Goblin attack, you quickly draw your sword and rush out of your tent, sleeping in your mail. A goblin quickly appears before you, sword rushing towards your throat, but a ray of sunshine hits your amulet just right, glinting brightly and blinding the creature. As it shields its eyes, one of your comrades steps forwards and cuts it down, almost bisecting it with his gladius. You step over the small and still-twitching body and rush to join the forming battle line with your brothers…

2. A familiar sight catches your eye as you rush to join the other men attempting to ward off the goblin lines; a Standard, the Triumphant Aquila standing in Defiance among the crude arrows and roughly-shaped pebbles being shoot and hurled by Goblins from the woods. Its bearer stands among a circle of Romans, and you quickly join their ranks. The Goblins close from all sides, pushing against your formation, but locked Scutu and hurled Pilum and rock along with the rapid cutting and stabbing of multiple gladii keep them at bay. Like a rock in a tumultuous harbor the formation weathers the green tide, the bodies of the horrendous beast breaking upon the Red Bastion of Latin Might. Eventually a massive wave of goblins charge out from the woods, at least 75 of the creatures, and after a prolonged melee they are finally broken and retreat. You stand Victorious, and unmarred.

3. With the melee finished, you try to find time to train your strength. However the Optio takes this as you slacking off and trying to avoid camp duties, and despite your explanation refuses to budge. The man's face suddenly changes, and his lips curl upward into a wry smile. "Well then Quintus, if you are so eager to grow in mass and strength, then how about you, and you alone, carry these corpses off into the woods and dispose of them. You'll need a trench as well, at least 5 feet deep and 30 feet wide and long, so get to work, the sun sets in less then 7 hours!"

Its quite and effort, and you almost want to join the stinking corpses when you are finished. You arms ache and burn, along with everything else, but you can already tell you're getting stronger.

>Strength 9/10

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012de5 No.51549

File: 1a1369b09674081⋯.jpg (98.56 KB,770x544,385:272,10_Facts_Roman_Legionary_3.jpg)

>>50179

1/2. In a morning in which the sun is shining high in the sky, the birds are singing, and the morning dew glows in the radiance of the light, by far the most noticeable thing to all around the wall is the loud groans and shouts of pain of your green troops, who by now have been up for at least 5 hours training. Reminding the men they aren't even half-way done you take them for another run around the top of the wall, relay runs with sacks of bricks. All of this way done in preparations for repairs that would no doubt need to be done in future battles. Following this you had the men scale the wall by hand, with 2 of their brothers suspended from there backs with ropes. Several other brutal exercises followed, and at the end of the afternoon you reward the men with a meal; Chicken and oats and water, fuel for them to improve and grow.

>Recruit Training 3/15

3. The meal is over mere minutes after it began, and soon you are marshalling the men towards the wall to continue repairs. The men, languid and despairing from the mornings torture exercises, are slow to work at first, but a few beatings and beratings later are working very quickly and accurately. The work is slow, and the craftsmen you have cajoled into aiding you are far from the level of obedience that your own men are, but progress is made, and the gate is nearing function once again.

Gate Mechanism Repair: 13/20,

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012de5 No.51551

File: 57aa7a9cee73f63⋯.jpg (41.48 KB,420x378,10:9,building-site_400x360_1.jpg)

>>50187

1/2/3. It is a long march to the Swamp, nearly a full day away from the fort, yet with your stern commands and roguish good looks, you inspire the men and the accompanying laborers to march at almost triple time, reaching the swamp in record time, as the sun was only just starting to kiss the horizon. Ordering the men to find some dry land and to start working, they set out at once. A work camp quickly forms, the men pitching tents in the various dry patches around, and small parties start to form to harvest the peat needed for more pitch. The men begin by opening the earth with their entrenching tools, throwing aside the muck and slop in a makeshift rampart around the most vulnerable parts of the camp, before striking pay dirt in the next layer. A few of the men in your group are Hiberians, and as such have extensive experience in this task. They quickly come to head up the workforce gathering the peat, cutting and forming it into bricks and loading them up on to the carts you brought with you, of which there are 2 drawn by a single large draft horse. Soon however the sun is setting, and the men turn from gathering peat to reinforcing the camp, after all, if you are ambushed out here there is no hope of help arriving, and not getting caught with your tunic down would be ideal. All in all you have gathered roughly a 1/8 of the peat needed, and will need a few more days work at least.

> Peat Gathering: 1/8

Meanwhile, back at the Watchtower, your men you had left behind under the watchful command of you Optio Icterus get to work beginning the reconstruction of the watchtower with the help of laborers dispatched from the fort. The First task would be the construction of both scaffolding to work around the ruins of the structure, and a large crane with which to move stone about it. Several large trees are felled from the forest and trimmed down to size, and the frame of the crane is set up, with wheels allowing it move around being attached as well. However soon the sun is setting here as well, and the men turn to establishing their position, pulling back as best as they can into the relatively safe stone structure as the sun sets.

> Watchtower Repair 4/25

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012de5 No.51601

File: c958cb93005944b⋯.jpg (201.45 KB,736x882,368:441,d26681fcebd81d30c4f105708e….jpg)

>>50188

1/2. Tossing the necklace aside, you feel some measure of vitality leaving you, but casting your shriveling member behind you instead focus on the task at hand, and that task is forming a closer bond in both companionship with your twenty good men. Your score and yourself rid a ways to the field behind the frontal wall, flat and open, perfect for cavalry drilling. You begin the exercises by having the men form a line, and testing their competency in the most basic cavalry formations, before moving on to the more intricate and specialized formations of the Equio. This drilling continues long into the day, and come sunset you break off and order the men to make camp in the foothills of the mountains. Then several of you journey into its passes, returning with 3 fat goats. Quite the feast is had, and after packing up your items and discarding the last few scraps and bones of your meal, you and the men return to the fort for the night, content and closer then when you left that morning.

+ Companionship I: With a closer bond with these men, you operate better as a group. + 10 to actions involving your friends, does not stack with Training.

3. You end the day by returning to the fort, and after stabling your horses, taking your new friends and helping the effort to repair the gate. Most of the day crew have long since left, but you aid the few men working long into the night with their tasks, and further speed along the repair of the gate itself.

>Gate Mechanism Repair: 17/20 ( >>50179 )

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012de5 No.51606

File: 72162c2f3a84a62⋯.png (977.36 KB,900x527,900:527,cave_fin_by_allisonchinart….png)

>>50192

1/2/3. Though you were blind, the gods have given you sight, the cave is just as dark as it was before, but you find yourself tripping over no stone, stepping into no crevice, and falling befoul of no monster. You realize that you are heading upwards, guided by something other then your own senses. Soon you are climbing a rock face, careful no to disturb any loose stone or nesting horror. Eventually the light fades, and you return to darkness, but something else is glowing. Your sword, it is red hot, you can feel the warmth on your calve as it sits in your hand, at your side. Did you draw it? You don't remember. What does become apparent from the soft glow of the sword is that you are perched over a hole, from below you can hear voices, those of the Drukhari, the Drow, and that of a stern Roman man. What's more, you can see something in the shifting shadows below; something massive. It moves with the grace of flowing water over the rocks, glinting blue scales reflecting the light coming from the cavern below, the cavern you stand perched above. The beast is coiled, ready to strike. It is easily the width of a carriage, and from its head you see two large, red eyes, staring at the direction the voices are coming from. It is a drop in excess of 90 feet, but you face a choice; Act now and save the lives of others, or delay and find another way to aid them. Or leave them all to die and pursue other wonders in this strange place

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012de5 No.51609

>>50267

The fort has endured many battles so far, and you have earned no particular distinction in any of them. This is because you are part of the garrison in the rear fort, or rather, you were. Now you've been moved to the frontal fort to replace some causalities endured, and find yourself under the Command of one centurion by the name of Virgil Pyrrhenius Laurentinus, known for his hard glutes and being a hard ass. The Centurion had just lost almost his entire century, and as such could you some men like yourself; unkillable.

Health: 10/10

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak of Invisibility] - Allows you to disappear from conventional sights, however your position can still be ascertained by other means, and players and enemies can roll to detect you. + 15 to Evasion Rolls

Bonus:

+ [9 Lives] - You can an uncanny ability to just not die when it seems like by all rights you should. Upon dying you will roll to determine whether you kick the bucket or not, and must roll above a 20 on a 1d100+10, with 1 freebie

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012de5 No.51610

>>50268

1/2/3. You companion barrels through the trees, in his best approximation of quiet. Quite the distraction it is, and while he is busy deforesting a large section of the woods in front of him, you take the opportunity to sneak quietly around the ceremony, pausing when you hear the sickening crunch and squeal that results from the opening move of your ally. Soon he has the entire orc congregation at his neck, and their backs all turned to you…

Perfect. Arrows are notched and let loose, finding their mark in a few brawny orks backsides. Though they are too enraged to notice the first few of their comrades who stutter and fall, soon more are turning to engage the both of you, about 25 in number from what you can tell.

- 4 Poison Arrows

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012de5 No.51627

>>51424

1. Another day of drilling, and another day of combining the mighty wall of Macedonian pikes with the bastion that is the Roman Legion. You learn the art of rotation that the Romans use to keep the fresh troops in the front while still maintaining formation, and from the Macedonians the Romans observe a new lockstep cadence that allows them to maneuver both more tightly and more quickly. The learning progresses, as does the bonds between the men.

> Hellenic-Roman Infantry Synthesis 8/10

2. No supplies are forth coming, it would appear that there is a lack of them due to the several expeditions already underway. You must provide for yourself when it comes to food and water, the quarter master informs you, and in regards to your auxiliary troops, there is no extra gear to give to them, as most of the inventory at the frontal for is for Roman soldiers exclusively.

3. While miserly to allow soldiers to leave the fort at junctures such as this, aiding the empire is something that Braxios cannot deny, even more so when a senator asks for you directly. You are to leave at once, taking only your men and your gear and heading southeast through Germania and down through Illyria to the Straits of the Bosporus.

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012de5 No.51628

File: b64589d82471223⋯.jpg (198.54 KB,736x1082,368:541,fa97808088ecdc3189e0878dfa….jpg)

Day 23, Week 4

The men of the fort are on mostly outside of it, its great defenders on a variety of expeditions and missions to ensure that the Fort and the Empire stand, even it if is for just one more day. They ply the depths of the Earth, seeking knowledge, plunder, and maybe something more. Still other dwell amongst the wildlands, taking the fight to the enemy head on, slaying him in his camps in the dead of the night, repaying many a debt owed to Roman Colonist along the frontier. And still others seek to restore past sections of the Fort to their former glory, where once gilder towers stood now there is only shattered ruins!

Stranger still is the stories that are running amongst the wildmen of the East, far from prying Roman ears. They tell of a undead lord, raising a great army and making many sacrifices to dark gods. Even the most fierce barbarian now treads carefully in the night, for even dead men can now kill you.

>Supplies:

1 Week of Food

4 Weeks of Water

1/4 Ton of Wood

1/4 Ton of Stone and mortar

Feed for Horses

>Garrison

300 Macedonian Hoplites

477 Legionaries

11 Centurions

13 Acolytes

210 Auxiliaries

90 Equites

172 Camp followers and Laborers

>Fortifications

Towers 1-6 Health: 10/10

Wall Health: 56/60

Gate Repairs: 17/20

6 Onagers

12 Ballista

1 Scorpion

173 Onager Rounds

478 Ballista Bolts

30 Scorpion Bolts

Rear Fortress:

1 Year of Food

Water from Well: Untainted

2 Tons of Wood

1 & 1/2 Tons of Stone and mortar

>Garrison:

1000 Macedonian Hoplites

4400 Legionaries

82 Centurions

45 Acolytes

800 Camp Followers

2250 Auxiliaries

400 Equites

15 Griffin Knights

>Fortifications

Outer wall: 50/50

Inner wall: 50/50

Towers 1-8: 10/10

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a965e0 No.51629

Dice rollRolled 19, 93, 72 = 184 (3d100)

>>51628

Name: Caelum Alerius Airya

Location: Rear fort, Griffon Knight barracks

Health: 7/10

Zhayed Health: 20/20

Gear:

+ [Sash] +5 to resolve to resolve tests to npcs near you

+ [Manticore Cloak] - Restored to its fully glory. The pelt shimmers with an unnatural iridescent glow. Grants a +15 to all hand to hand combat rolls, and a + 5 to all rolls in a fight against a stronger opponent.

+ [Lorica segmentata] - 10 to attacks against you

+ [Parma equestris] - 5 too all attacks against you

+ [Zhayed] – A mount which you must take care of, and if food runs out will most likely eat unruly legionaries.

+ [Devoratrix Animas Excitat] - What was once your sword, now changed. + 15 to melee attacks, + 30 against good aligned characters.

+ [Blackwood Bow] - Fires custom made comically over-sized arrows. Double the damage to ranged attacks but the natural roll must be a 25 or above to hit

+ [StabbiGit Stabba] - Goblin Halberd, Can only be used from Horse/Griffin Back. + 20 Against Armored foes, + 10 Against mounted foes

Inventory:

+ [Airya Pendant] - A sign of your family, respected in the Inner Provinces. You keep it however as remind of what you're defending, and why you're doing it. Honor, duty, such is the way of the Airya. + 10 To resolve test/fear rolls.

+ [Blackened Crimson Crown of the Preserver] - Awarded to those who have shielded and saved any of the citizens or allies. + 5 To NPC conversation and interaction rolls.

Bonus:

+ [Bonded Griffin] - While some would say that the Griffin is an unruly beast to smart for its own good, and unfit to be used as a beast of war, you would say otherwise, for your griffin Zhayed is more like a brother then a mount, and will defend you till its dying breath.

+ [Dramatic Posturing] - Can expend an action in combat to flaunt your stuff and grant a +10 to all who witness Zhayed's splendor that turn.

+ [Loose in the Saddle] - You are quite prone to being unsaddled, and any critfail in combat or while on Zhayed will result in you falling off the bird in addition to any other consequence.

+ [Tranquility] - You have learned to become totally calm under fire, and it shows. - 5 to enemy attacks when mounted on Zhayed.

+ [Advanced Training] - + 10 to all rolls cooperating with fellow griffin Riders

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

+ [Basic Ranged] - The bow is no stranger to you. + 5 to all ranged rolls.

unarmed to basic 1/5

Melee to advanced 5/15

1. Tell the amazing story of Dragon Bone Pass and my role in it to the fine gentleman standing in the dark corner of the room. "Paying no heed to his state of undress Caelum quickly puts upon an air of pride and Dignity. Of course you desire to hear my story good fellow! Now it all started when I was first assigned my post…Then I saved several people from falling to their death… Let me tell you those trolls are no joke… So there I was falling several thousand feet in the air dueling a horseheaded man…At some point I encountered a portal to hell, but my sword was there so of course I had to retrieve it…Beastmen are quite weakwilled you see, as they fled at the sight of unspeakable evil… After the battle a dwarf wanted me to take him back to his hold and needed someone who could fly…I dont remember much but I think someone said that embellished my story and I threw him in the oven and said "Hows that for half baked you dough bodied, long nosed, money lender!"… Anyways it has been nice talking with you, but I am going to hunt down a drake now."

[Dramatic Posturing]

2. Go back to my suite and take a cleansing bath to restore myself. "Ugh that place was absolutely filthy. I cant go out adventuring in this state! I must take a bath and launder my clothes if I am to go hunting."

3. Grab the nerd to help me and go hunt down a drake. "Drakes are quite annoying creatures, always thinking they are superior to everything else. Can you imagine having to deal with that everyday! Anyways with Leo's knowledge and Zhayed's sense of smell we should be able to hunt one down and then bring back its body to the hold."

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012de5 No.51630

File: 53a41aa1499ea47⋯.png (477.09 KB,389x600,389:600,ClipboardImage.png)

But what is this? In the dead of the night a voice fills the heads of all the men in the fort, a hearty laugh and visions of a fat man in a red tunic. He speaks softly, his voice sweet and honeyed, like that of a kind grandfather; "Well, haven't you all been quite good boys, I'd say you deserve a gift in the very least." He reaches deep into a large buckskin sack he carries, and pulls out…

>Merry Christmas and sorry for the long wait, here's a present. Roll a 1d100

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a965e0 No.51632

Dice rollRolled 39 (1d100)

>>51630

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cea235 No.51633

Dice rollRolled 18 (1d100)

>>51630

gib gifts

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012de5 No.51634

Dice rollRolled 83 (1d100)

>>51629

The Burly Dwarf rushes you, exclaiming in a Drunken slur "TOO MUCH TALKIN' YA GIT" It appears he was just another drunk, same as you

+ 25 [Angry Drunk Buff Midget]

>You have been attacked! Roll a 1d100 to defend yourself!

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a965e0 No.51635

Dice rollRolled 43 (1d100)

1. Have at thee you cad!

+5 to melee

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cea235 No.51636

File: 634cbc9e86bb519⋯.jpg (417.52 KB,1920x960,2:1,tj-foo-lone-survivor.jpg)

Dice rollRolled 31, 76, 9 = 116 (3d100)

>>51388

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Centurion (Auxiliaries)

Location: Fort

Health: 7/10

Gear: “Drow Centurion” - Badass cave exploring motherfucker

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Soul-bound Eiur's Torment With Deathstone Pommel] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60. Kills with weapon grant a +25 to the next combat phase, unique enemies only, damage taken is doubled. You must kill at least 1 beast every 3 turns or lose 2 points of health.

+ [Ward of Y'golla] - - 15 to all attacks against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Recent map of the Underdark] Spooky tunnels and shit

+[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Alysandra]- Hot Drow Waifu

Loot:

+5 Suits of Galvorn Armor

+10 Cold-Iron Swords

+15 Repeating Crossbows

+Mysterious Tome

+Purple Egg

Command:

78 Drow Crossbowmen

20 Drow Pit Fighters

55 Untrained Drow

7 Drow Sorceresses

88 Drow Civilians

Bonus: [A Warning] - Almost like a 6th sense, you are somehow keenly aware of danger before it occurs.

—–

1-3. Well if this stone is slowly sucking out my soul I wonder how the guy hauling around that huge chunk is doing. This Dragon is here and I got a sword that needs blood then that’s what I’m going to do. I can feel my 6th sense burning, take a defensive position and trust in my Parma Fascinum to be able to withstand any blow the creature can deal before striking back at it. -41

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bad8d9 No.51637

Dice rollRolled 100, 36 = 136 (2d100)

>>51606

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

+ [Gold Coin] - A choice exists, between order and chaos, between light and dark, and between slavery and freedom. When you are ready to talk again, to make that choice, press this coin into your temple, embed it in your brain, if you are strong enough.

1-2. A magnificent beast. If he were to capture it. Tame it even? Besides, what was that Roman doing consorting with the likes of the Drukhari? And yet the creature was ready to strike, the Golden Coin in Gaius pocket weighing in heavy. He had made his decision. He had given his word. No gods, only men.

In silence Gaius descended rapidly through the darkness, his cloak thrashing violently as he raced downwards towards an ever uncertain fate, his glowing blade descending with him like the setting sun, pointed downward and readied to strike through the beast's skull.

Sol Invictus protect him.

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ff0c7e No.51638

Dice rollRolled 6 (1d100)

>>51630

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ff0c7e No.51639

Dice rollRolled 5, 36, 97 = 138 (3d100)

>>51369

Name: Marcus Bobius Secundus

Fluff: https://pastebin.com/g4KTyVu4

Class: Centurion – A commander, leads men from the front.

Location: Front Fort

Health: 1/10

Gear: Centurion – A commander, leads men from the front.

[Scutum] - 5 to attack rolls against you

[Gladius] + 5 to melee attacks

[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory

[Hoofer's Massive Mancleavers]

[1/2 Ton of Iron]

[Bronze Armilla] - Earned in your actions as a legionary in the Forest of Gaul, this mark of distinction grants you credence with men of lower and higher rank alike. + 10 to all rolls involving convincing NPC's of a course of action, furthermore commanding officers must pass a resolve check to directly order you to do something that you do not want to do.

Bonus: [A scholar of Zeno] - You, like many other romans, are a stoic. You will not suffer the same weakness of will that other men in similar plights would, you will not bend when the wind blows. You will be like the Wall, and Walls don't bend. Immune to psychological effects and do no have to pass resolve rolls.

+ Fermented Cave Mushrooms Knowledge- Allowing the glowing mushrooms of this cave to ripen will allow you to see in the dark. They taste terrible however.

>Legs Broken: You cannot walk, not for now at least.

>Legs splinted: You can crawl better now that your legs aren't flopping all over the place.

+ 4 [Blue Cave Mushrooms]

1/2/3 I can hear words echoing in the cavern, and one of them sounds like a brother Roman. None saw me fall, but they are here regardless. I must warn them of the beast. Aid them if I am able. If they are here for the dragon itself or its hoard? Then I would see the deed done. I can but offer the keen eyes of a centurion, and courage. It will have to do.

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ff0c7e No.51640

>>51639

Health is 5/10*

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c63022 No.51642

Dice rollRolled 39, 88, 96 = 223 (3d100)

>>51368

>Name: Servius Silius

>Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

>Class: Location: Front

>Health: 9/10

>Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

>[Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. 15 to casting rolls.

>[Pugio] – A dagger, + 2 to melee rolls

>[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

>[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

>[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

>[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

>[Undead Mine] - You can make the dead blow themselves up. 5 turn cooldown.

>[Necrotic Drain] - By killing a large amount of people you can steal their lifeforce to shorten recharge times on your spells. 6 Turn cooldown, reduces the cooldown on all spells by "x" turns as related to the roll value according to the chart from 50 up (i.e. 50/1, 60/2 etc)

>[Madness] - By projecting what you have seen in the darkness into the mind of other, you can shatter their psyche and render them a gibbering, psychotic madman. Only works on sentient targets, 2 turn cooldown.

>[Eldritch Blast] - Summon a ball of eldritch energy for direct damage against an opponent. Negated by holy spells and wards. 4 turn cooldown.

>Allies:

>Followers: 7 Halfling Zombies (split amongst your 5 allies and yourself) 1 Fulling abomination

>Inventory:

>Bonus: [Dark Child] - Your life of pain and experiences have taught you much of death, and you did more than just plot your escape all those years, you listened as well, and you learned. + 5 to dark arts casting.

>Action 1. Alas, to get a black gor would be hard, it is a most strange creature. /but/ Servius is one of the greatest necromancers of all, having been able to conjure forth a great eldritch being all on his own, so obviously he sets out, to search. Deeper into the forests where the beastmen came.

>Action 2: He looks for more humans or animals to turn into undead servants, need to bolster his numbers after all

>Action 3: Keep developing eldritch blast, no else to do during his search for the greater ingredients

>[Greater Raise Dead] 5/10

>Greater Eldritch Blast 13/20

The Great Raising: 1/25

0/6 Special Ingredients

>Lesser Undead Rot Mine 1/10

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56dc7e No.51644

Dice rollRolled 11 (1d100)

>>51630

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c63022 No.51645

Dice rollRolled 43 (1d100)

>>51630

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da6a2b No.51647

Dice rollRolled 9, 61, 86 = 156 (3d100)

>>51551

Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Rejuvenated by the power of the gods, Vincentus now appears as he was 15 years ago, as a fresh Legionnaire: a tall and fiendishly handsome man bereft of the marks of war and age, his hair restored to a pure black instead of a liberal salt and pepper. He possesses again the stamina and dexterity of youth, but still holds all of his deadly experience and discipline.

Class: Centurion

Location: Front Fort

Health: 10/10

Gear: Centurion – A commander, leads men from the front.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

Inventory:

+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personal).

+[Homosexual]

+ [The Wall] - A giant armored figure with two massive greatshields, grants you increased defense, will not allow you to be pushed back, and grants all men near you with a increased defense. Fills with Determination, which increases with every successful defense roll according to the roll chart. Can only be used twice per combat encounter. (Determination Meter: ???/10)

+[The Ripple] - Vincentus can control the energy of the sun, harnessing its pure, rejuvenating energies to heal the damaged or, most importantly, utterly destroy the unnatural foes that skulk in the night. He can also predict what others can say.

[Red Stone of Alpina] - A gemstone that thirsts for the blood of champions.

1. I don't care how much it smells and I don't care how it clings to your clothes! Cut the peat up, push it along, get the job done! Every minute we spend harvesting swamp-muck is a minute we could be ambushed.

[Gather Peat.] 1/8

2. Exposed as we are it would be remiss to take some time to plan for a possible attack. We will construct spikes and pitfall traps at various points around our work area to stymie attempts at ambushing us. The Wall WILL have that peat!

[Erect traps around the peat-harvesting operation.]

3. If we get back to that thrice-damned watchtower and it's still in ruins, the Optio's backside will be torn asunder! It had better be done!

[Continue repairing the Watchtower.] 4/25

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56dc7e No.51649

File: 939f8b70f8ffa77⋯.jpg (44.65 KB,480x720,2:3,wpa1c5e208_05_06.jpg)

Dice rollRolled 22, 65, 14 = 101 (3d100)

>>51377

>>51379

Name: Agrippa Duronius Aurelian

Fluff: Agrippa should be dead all things considered. He's had several misadventures during his service time, this fort being his most recent. His misfortune started 5 years ago, during a routine border shift, the garrison that he was stationed with was nearly slaughtered to a man by a small army of assorted bandits and barbarians. Fortunately reinforcements arrived in time. His second misadventure occurred 2 years later, during an excursion into the east. A revolt rose up in one of the neighboring provinces, and much of the force was called away, what remained establish a frontline fort, which was beset upon by a rouge mercenary band of Numidians and Egyptians, which eventually dispersed after a period of infighting. Now he has been assigned to yet another fort, perhaps this one may be different? Probably not!

Class: Standard Bearer

Location: Front Fort

Health: 7/10

+Shoulder Stabbed: Its hard to swing a sword or hold a shield up when you have a hole in your shoulder! You can attack or defend, but not both! (in combat you have to dedicate 1 dice to defending or attacking, and if you fail to do one then you will not do it, for example failing to defend will guarantee you taking 1 point of damage in combat).

Gear:

+ [Scutum] - 5 to attack rolls against you

+ [Lorica hamata] - 5 to attacks against you

+ [Legion Standard] – Passive + 10 buff to all players near you

+ [Black Khopesh] - Taken from a deadman in your time in Egypt, it frightens the barbarians of the north with its sickly hook and strange make. + 10 To melee attacks.

Inventory:

+ [Black Khopesh] - Taken from a deadman in your time in Egypt, it frightens the barbarians of the north with its sickly hook and strange make. - 10 To barbarians rolls against you.

Bonus:

+ [A dance with Death] - When you would normally die, you gain a saving throw, a dance with the Death. Should you roll higher then Death, you live, but if you roll below death, you die. The DC to beat death gets higher with each death.

1. Then I suppose there's no point in chasing after them alone. I should consult a Medicus, see if I can't get this wound patched up.

2. Check on the girl as well, she could have lacerations or worse.

3. Rally the men outside the tent.

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ae6780 No.51656

Dice rollRolled 17, 33, 92 = 142 (3d100)

>>51542

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 11/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems so distant now. Plated iron with nuckles, it will beat through any armor or flesh. + 10 to melee attacks with fists

+ [Mysterious Gemstone] - An unnatural glow fills the body of the gem.

+ [Ultra Mallet] - + 30 to Attacks, - 15 on Defense.

Bonus:

+ [Muscle Wizard] - You are unlike other acolytes in that you are not a small, frail man. Rather the magic bestowed upon you grants you strength not found in mere men. In addition to negating the normal penalty for wizards in close combat, you have an additional 2 health

1-3. Now they are all clumped up. Cleave and smite! +30

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955d68 No.51671

Dice rollRolled 19 (1d100)

>>51630

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2264ac No.51675

Dice rollRolled 82 (1d100)

>>51630

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2264ac No.51676

Dice rollRolled 68, 62, 94 = 224 (3d100)

>>51403

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

Location: Front Fort

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you. Cooldown is once per combat encounter or once every 3 turns ooc.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

+ [Satchel of Healing Herbs] - Can be used to heal up to 8 HP, 3/3 uses.

Bonus: [Like the Trees] - A life in the wilderness, tracking, stalking, and killing prey much more keen of sense then man has made Morg a silent killer, who can fade into the woods as quickly as he appears. + 15 to stealth rolls in woods

>Health: 9/10

>Bear Form:

Health: 20/20

1. Search this charnel field for anything usable or any sign of what the orcs want.

2-2..Go seeking that artifact the twins want.

+Like the trees.

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38b9f8 No.51875

Dice rollRolled 46, 53, 6 = 105 (3d100)

>>51609

>Character sheet

Name: Publius Traianus Quintilius

Fluff: Young Publius hails from the heartlands of the Empire. The son of the thief Invisible Publius, who was invisible until a city guard shot him in the night thinking he was some sort of ghoul. As a youth, he inherited his father's profession and became known as Invincible Publius due to his capability of surviving risky situation after risky situation that came with the crumbling Empire. Eventually, he angered an important magistrate and got conscripted to Braxios' 15th, which was undermanned at the time. The magistrate had it out for him because -supposedly- Publius stole his hard-earned laurels. The magistrate could prove nothing, but still ensured that the next draft would include Publius' name in it.

Publius made a little money on his way to Braxios' with the sale of the laurels. And readied himself for the hell that awaited him there, hoping his name was more than just for show in this place.

Class: Legionnaire

Location: Front Fort

– Do not fill in –

Health: 10/10

>Gear:

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

>Inventory: Everything you’re not wearing and can’t kill stuff with

+ [Cloak of Invisibility] - Allows you to disappear from conventional sights, however your position can still be ascertained by other means, and players and enemies can roll to detect you. + 15 to Evasion Rolls

>Bonus:

+ [9 Lives] - You can an uncanny ability to just not die when it seems like by all rights you should. Upon dying you will roll to determine whether you kick the bucket or not, and must roll above a 20 on a 1d100+10, with 1 freebie

1. Find out who my new comrades are and try to establish a friendly relationship with them. See if any of them have some good contacts to gain some… forgotten supplies.

2. Help out with whatever task is assigned to Laurentinus. Battle or just repairs, whatever works.

3. Try to find out ways to gain some money here. Maybe somebody needs some extra help and would be willing to part with some coin.

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38b9f8 No.51876

Dice rollRolled 24 (1d100)

>>51630

Ho ho ho

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955d68 No.51879

File: e015d7ddb6741bb⋯.jpg (141.72 KB,1024x575,1024:575,1523460237383m.jpg)

I quit this game.

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5c4749 No.51894

Dice rollRolled 97, 68, 67 = 232 (3d100)

>>51628

>Name: John of Cappadocia

>Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, John has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

>Location: Front

>Health: 11/11

>Class: Centurion – A commander, leads men from the front.

>Gear:

>+ [Scutum] - 5 to attack rolls against you

>+ [Gladius] + 5 to melee attacks

>+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

>+ [Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

>Inventory:

>+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

>+ Dragon

+ [Black Eye] - A trophy that judges you as you judge it.

>Bonus: [Blue Blood] - Some men are just born to lead, some say its the will of the Gods, other say its just luck, either way you have a natural talent for it. + 10 to command actions.

>> + Loyalty: 9/10

>> + Basic Endurance

>> + Advanced Training: + 10 to all rolls commanding your 50 legionaries

>> + Basic Tactics: + 5 to commanding large groups of soldiers

>> + Hellenic-Roman Infantry Synthesis 8/10

1-2. We will march on the Bosporus in an orderly fashion, making sure to both check for potential dangers and formally (and peacefully) requisition supplies from the unwashed masses.

3. Continue to train my men in Greco-Roman infantry synthesis to prepare for the coming fight.

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a71ac0 No.51931

Dice rollRolled 61 (1d100)

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

[Cast Alight]

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

+ Crossbow Magazine Plans

+ Ballista Magazine 10/20

+ Hand-cranked Crossbow 9/15

>>51630

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a71ac0 No.51932

Dice rollRolled 87, 63, 87 = 237 (3d100)

>>51931

>>51629

1. Work with Alerius. Where there are drakes, there are probably Wyrms. Pray to Vulcan, god of weaponsmiths, for insights how to kill the beasts, and to Minerva, for wisdom on how to aquire the scales.

2.Devise and plan on what we will need to hunt drakes and wyrms and gather any supplies we need. Knowing is the first step.

3. We might need my hand-cranked crossbow soon! Keep tinkering on the idea of it on the side.

+ Hand-cranked Crossbow 9/15

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0e8033 No.51934

Dice rollRolled 14, 74, 65 = 153 (3d100)

>>51627

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 4/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x11[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade in the Dark] - You are trained in the ways of the assassins of Rome, though they do not consider you one of their number. Still, your skill with the blade is notable, and you deal twice the normal damage when attacking unseen.

[A friend to Death] - You do not need to do another resolve roll for this combat encounter.

1-3 Master taught me well, I know how to deal with a situation when I am outnumbered, I could fight a hundred men by myself if need be, gripping my pugio tightly I flit from ork to ork keeping light on my feet so I can dodge flawlessly from ork to ork. I am a whirlwind on the battlefield

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