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The King Is Dead; Long Live The King!

File: ea899f3d8052370⋯.jpg (169.96 KB,450x321,150:107,Clarent.jpg)

File: 572ed9dcd053799⋯.jpg (128.34 KB,800x426,400:213,Fortress Falling.jpg)

51536b No.44488 [View All]

The Kingdom of Clarent, once a shining land, full of peace, prosperity before you and your masters declared war on it. Such a weak area, no strife, no struggle, nothing to keep them motivated and strong. It was the will of the Council of Five that Clarent would fall and it's land and resources taken, it's people enslaved, it's magics learned and it's false gods destroyed. Thus the Seventh Imperial Army Marched to war.

The Pass of Kargas fell within a month, the fortresses of the pass totally shattered. Their soldiers fell under the hordes of orc barbarians, kobold zealots, human soldiers, and skeleton walkers. Their mages killed before taking the field by Darkblade Assassins, Drow Shadows, and misty vampires. Their walls cracked by the sheer might of Rock throwing giants, Mighty Dragons, Drow Magisters, Demons of Grond, and undead juggernauts. The victory of the Seventh was absolute and total, in other words, perfect.

Normally, this sort of momentum would be celebrated, and it WAS celebrated, but each Imperial Army is a microcosm of the Council of Five. The Church of Grond and it's human supplicants, the Orcish and Greenskin Hordes of Great Chief Gundebax, the Bound undead of the Archlich Thrayze, the Progeny, mates and zealots of the Dragon Queen Svezen'la'hareth and The scions of the great ClanCity Mandozelan all struggle to progress their faction's agendas, and most importantly, themselves in various and sundry ways. With the easy victories they accumulated at the pass followed by taking cities and towns with ease, the army slowly became less concerned about forces of Clarent and more concerned with internal politics. This in turn made what followed even more damning.

The seventh took city after city, rampaging across the land and sowing despair and ruin upon the natives of Clarent as they went. Soon all that still stood bright and proud was the Capital, and the fringe cities too far away to levy an effective force to reinforce it in time. The Seventh march and broke the defenders on an open field with contemptuous ease. It was so easy that many forces broke ranks and charged after the retreating defenders, the wary either being forced to follow to not be caught alone in an easy to take fragment or forgetting themselves trying to gain glory. This lead the Seventh into a most cunning and devastating trap. First once the Seventh and run pasts most of it's stationary wards and defenses a grand banishing happened. Undead were burned to ash or sent fleeing away at best speed for hours into ensorcelled night that was receding away. Demons of Grond simply were returned home, with great force, bound to their Hell until re-summoned. The Seventh reeled as more than a fifth of it's power was stripped away, then the enemy started fighting back in earnest. The formerly utterly defeated army wheeled about and stood it's ground, even as cavalry hidden from the sight of divination hit the flanks like a falling hammer. Angels summoned or perhaps just forcing their way into the material for Justice fell upon the beleaguered Imperial army. Spell, stones and siege ammunitions fell upon them as well. killing scores or more a strike. Heroes fought the remaining leadership, catching them flat footed and killing most. What was to be the day of the seventh's victory in Clarent instead marked the turning point of the war.

Shortly after this massive loss, the ailing kingdom revolted against their betters all over, throwing down imperial banners and slaughtering those who had aided them. Raiders and reavers were hunted down and executed. Cities and town retaken, all excepting Karagan. Their the shattered remains of the Seventh rallied and called the Council for support. But no support would come. The Empire has too many conflcits across the world to waste another Army on Clarent. The Seventh WOULD take Clarent, and do so without support of another Imperial Army. This specific wording gave carte blanche for hiring mercenaries and attracting the personal forces of various lords, ladies, and others as well as seeking allies with Clarent's neighbors. This was followed by a small trickle of forces released into the Seventh and promotions for many survivors.

You are one such officer, loyal to one of the Five, you seek to make you fame and fortune in the ruins of this war at Clarent's expense. Be brutal, be cunning, be unpredictable, because Clarent is rebuilding their ruined land to wipe you off the face of the map, and they will not be your only problem…

27 postsand19 image repliesomitted. Click reply to view. ____________________________
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b1f725 No.44531

Name: Dipirahc Kenath

Faction: Drow

Race: Drow

Class: (only for those applicable)

History: Dipirahc, or Dip as he is known to the few associates he allows close to him and his wife, is the husband of a powerful priestess and clan leader in a somewhat unknown and not so great city of the underdark. Unlike many families he is not treated as little more than a muscle and breeding slave but is treated with with respect as an almost equal by his wife making him ferverantly loyal to her in contrast to most drow relationships. His wife sent him to the surface so as to bring more wealth and power for her from the council. His primary job and goal is not to “win” the war but to build riches and a powerful army to bring back home and wipe out the 2 families currently above their own in the city. His army largely consists of non drow preferring them over his kindred as he does not trust other drow. He will generally only keep other drow around for contacts and a few sub commanders for the few he does “trust” (and of course driders). This has hampered his ability to work within his faction but has made it a little easier to work with the other factions, since he learned from his wife to at least pretending to see other people as equals will make them less likely to betray you.

DON'T FILL OUT

Forces:

Lieutenants:

Abilities:

Skills:

Reputation:

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51536b No.44551

>>44494

Forces: 300 Kobold zealots

Lieutenants: None

Abilities: Flight, Breath weapons, natural weapons, superior senses

Skills: Basic evocation, Skilled tactics

Reputation: Up and comer

Bonus: Ostentation of Opulence: You like gold and show it off, this boosts your chance to recruit minions and improves relations with others of your faction, but also increases the chance of someone nicking your stuff.

>>44497

Forces: 150 Men At Arms

Lieutenants: Durax, Wizard

Abilities: N/a

Skills: Skilled swordsmanship, Skilled tactics

Reputation: Someone to watch carefully, for many reasons

Bonus: Fuck you, I'll do it myself - You doubt in Grond and his church's teaching this strains your relationship with much of the church in general, but improves it with those who too doubt it, for good or ill. Additionally, instead of rolling for divine intervention you roll for (un)Heroic second wind in case of an emergency.

>>44500

Forces: 200 freed slaves of variety of races

Lieutenants: Mari'll, Elven Rogue

Abilities: Na

Skills: Basic swordsmanship, Basic Evocation, Basic tactics,

Reputation: Up and comer and Drow hater

Bonus: Firebrand- Something about your words runs deeply into the hearts of the downtrodden and oppressed, you gain minions and lower level followers more easily, at the expense of higher level ones typically not wanting to deal with your shit.

>>44511

Forces: 300 goblins, 50 Orcs

Lieutenants: none

Abilities: Natural Magic, Great strength and endurance

Skills: Skilled Evocation, Skilled Macemanship

Reputation: Mutant Brute

Bonus: Knightslayer - Gain bonus enemies ranked knight or higher, however if one is on the field and is fighting you, you MUST fight them back tot he best of your ability, expect your troops to suffer without a leader.

>>44512

Forces: 150 Goblins

Elites 10 Ogres

Lieutenants: Stabsquee, Goblin engineer.

Abilities: Great strength and endurance.

Skills: Basic siege, Basic tactics, Basic Smushing things

Reputation: It can Think?!?!

Bonus: It can Think?!?! - Gain bonuses on coming up with and training your brethren on simple tactics. Complicated ones still hurt your brain.

>>44520

Forces: 50 zombies, 10 Basic abominations

Lieutenants: none

Abilities: unnatural vigor, Natural weapons, night vision

Skills: Skilled biomancy, skilled necromancy

Reputation: Freaky mad scientist the boneheads like to attract

Bonus: Thinker, not a fighter: You are brilliant! this allows you to make and create new monsters more easily, at the expense of all that book learning making you kinda shit at fighting in general.

>>44521

Forces: 150 Drow Women at arms

Lieutenants: None

Abilities: Night vision, stealthy step

Skills: Skilled stealth, Basic daggering, basic tactics

Reputation: Who?

Bonus: Listen, and learn- You're a nonentity among the drow making it hard for you to attract new troops, but you listen so very well, schemes and plots against you suffer for it greatly.

>>44527

Forces: 200 Skeletons 100 Zombies

Lieutenants: Granth: Human Necromancer

Abilities: Superior senses, smoke form, Call creatures of the night, natural weapons, Flight, breath weapons

Skills: Basic tactics, Basic necromancy, basic combat

Reputation: That thrall of Tarkand's.

Bonus: Vampire dragon- You are a Dragon Vampire, this costs you a lot of face with your former racial associates, but makes you very impressive to your new allies of the dead.

>>44530

Forces: 300 Kobold Zealots

Lieutenants: none

Abilities: Superior senses, Breath weapons, natural weapons, flight

Skills: Basic combat, Basic diplomacy, Basic Tactics

Reputation: Aren't they supposed to be on the other side?

Bonus: Treacherous words: You're good at getting into people's heads and dang regal to boot, bonus to talking to others, assuming you can get past their guards given your coloration…

>>44531

Forces: 100 Drow women at arms

Lieutenants: Syrena, Drow Spellblade, Morena, Drow Cleric

Abilities: Night visions, stealthy stride

Skills: Skilled Archery, basic tactics, basic Diplomacy, basic daggery

Reputation: I didn't even know they had male Drow nobles….

Bonus- I am a MAN! - As a man in Drow society your are much more likely to suffer attempts to usurp your command, but they also have the atrocious habit of underestimating you.

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51536b No.44552

>>44551

Still working on opener so gimme a few and do not post

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51536b No.44567

File: bd76619f1dbfeb4⋯.jpg (455.39 KB,620x923,620:923,Kerad.jpg)

File: 13bdf694fb0b7df⋯.png (55.23 KB,1152x648,16:9,Provisional map for game #….png)

>>44552

Everyone of you as well as quite a few other Junior officers are brought to the Main hall of the keep of Steadfast, the only city of Clarent the Seventh still holds. You see within a rather large campaign maps on the main table as well as one Knight Commander Kerad. Leader of the Nightmare Calvary for the church of Grond, and one of the few senior officers still extent in the campaign. He turns to his rapidly assembled audience.

"You lot are all here, good. Long and short of it no help is coming from the Empire. We had this campaign in the palm of our hands until we cocked it up with be too fucking impatient, so now we're to clean up this mess on our own or die trying." He levels a steely stare at all of you, and none yet try to take him to task for it.

He then grabs some documents by hiss ide and waves his hand. An imp of Grond takes them and begins to pas them out to the audience. "Because of that I've been made acting General of this Gronddamned shit show, and my first order is giving you sorry lots commissions as captains. We need more officer and more men. The only reason the Clarentians have not come to clean our clock is because of the number we did on them coming in and they still think we have support. If we don't have our situation unfucked by the time they've gotten themselves unfucked we're all dead. or redead in the case of the corpsefuckers," he adds as several undead bristle noticeably.

"So what I want you lot to do is take your commands and secure supplies by any means necessary from the hills of Crassack or from The city of Grentel and it surrounding towns. We need more of everything and we left a lot of units, supplies an d other sundry things behind as they booted our asses back here. Gather them together and put the hurt on those light fearing lickspittles. I want you to delay their counterstrike as long as possible." He commands.

He turns around and starts walking away, "I expect most of you to be ashes by the end of the month, but those of you who survive and manage not to shit this up will be rewards. Get the fuck out of my office, dismissed."

Campaign Goals:

-Acquire Supplies

-Acquire personnel

-Dismantle and delay the recovering Clarent War industry

-Survive

You are currently at Steadfast.

Action's are 2d100

You can go solo or group up as you see fit. Remember, Smaller bands are less noticeable but much easier to destroy.

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6f1f7b No.44568

File: 894acaa8ea11869⋯.jpg (65.62 KB,620x453,620:453,ld36_singeArt.jpg)

Dice rollRolled 82, 1 = 83 (2d100)

>>44567

Name: Karadun Knightburner

Faction: Great Horde

Race: Ogre Magi

Class: Warrior/Sorcerer

History: Ogres are the biggest and dumbest of the orckin races, prone to being used as little more then cannon fodder by the smaller but smarter races, however one in every ten thousand is born a ogre magi, one blessed with magic. Karadun is one such ogre and has grown in rank within the Horde by a combination of martial prowess and raw magical power. His favored tactic is luring in the elite knights of enemy armies before igniting a large area with magic burning the knights in their armor and any of his army caught fighting them.

Forces: 300 goblins, 50 Orcs

Lieutenants: none

Abilities: Natural Magic, Great strength and endurance

Skills: Skilled Evocation, Skilled Macemanship

Reputation: Mutant Brute

Bonus: Knightslayer - Gain bonus enemies ranked knight or higher, however if one is on the field and is fighting you, you MUST fight them back to the best of your ability, expect your troops to suffer without a leader.

—–

1-2. Karadun will head into the hills with his band of miscreants, among the hills he would search for the harsh tribes that dwelt there no matter the race before murdering their chieftains and press ganging their warriors in his service. For villages that had no warriors they would have one choice, hand over the majority of their foods stocks or die.

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b67d1e No.44569

Dice rollRolled 27, 89 = 116 (2d100)

Name: Dr. Bartholomew Fenkelstein

Faction: Undead of the Archlich

Race: Formerly human, now undead/necropolitan

Class: Mad scientist/necromancer

History: Dr. Bartholomew Fenkelstein, more commonly known as just Dr. Fenkelstein, was once a respected wizard and scholar amongst the people of Clarent, devising many magical potions and spells and authoring many mystical tomes explaining the mysteries of the world. However, everything changed when the Empire attacked. He was killed in the initial raids and brought back to life by the powers of the Archlich. His mind was warped and twisted by the necromantic powers, leading him to become much more sadistic and deranged than he he ever could have been in life. Instead of making miracle cures, he now stitches together undead monstrosities using his necromantic powers and great intellect. Now he has joined the ranks of the Seventh Legion, eager to begin collecting "test subjects" to be slain and revived as horrific abominations to torment the lands of Clarent and gather ever more subjects so that Dr. Fenkelstein can create even more monstrosities to add to his horde.

Forces: 50 zombies, 10 Basic abominations

Lieutenants: none

Abilities: unnatural vigor, Natural weapons, night vision

Skills: Skilled biomancy, skilled necromancy

Reputation: Freaky mad scientist the boneheads like to attract

Bonus: Thinker, not a fighter: You are brilliant! this allows you to make and create new monsters more easily, at the expense of all that book learning making you kinda shit at fighting in general.

Oh yeeeees, very good, I finally got all the damn paperwork out of the way and now I can conduct my research! The great Dr. Bartholomew Fenkelstein can now work his miracles once more! MWAHAHAHAHA!

1. But wait, what kind of GREAT SCIENTIST doesn't have an assistant!? I should go find myself a great scholar of these lands, almost as brilliant as myself, and turn him over to the side of EVIL! Or, failing that, I can always just make one.

2. I'm also running dreadfully low on parts and specimens, I'll need more if I want to do my research…plus this gives the perfect chance for me to test drive my new creations..I'll just go ahead and let them loose for a bit…oh, but I should be sure to tell them to bring me the corpses, they should be able to follow a simple order as playing fetch, after all I was the one who stitched them back together!

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d61580 No.44570

Dice rollRolled 19, 73 = 92 (2d100)

>>44551

Name: Brittany

Faction: Drow of Mandozelan

Race: Drow

Class: Questionmark?

History:

It's complicated.

Forces:

+ 150 Drow Women at Arms

Lieutenants: None

Abilities: Night Vision, Stealthy Step

Skills: Skilled Stealth, Basic Daggering, Basic Tactics

Reputation: Who?

Bonus: Listen, and learn- You're a nonentity among the drow making it hard for you to attract new troops, but you listen so very well, schemes and plots against you suffer for it greatly.

1-2. Brittany would head West towards the nearby city. Laying siege to it would be more than pointless with her less than sufficient forces. Surely someone must have noticed that the city was closest to the remains of the Empire's forces and they would either be fleeing the city or bringing in more supplies for a prolongued siege. Either way Brittany would use her Drow at Arms to lay ambush to any supply caravans or refugees. They would take whatever they could grab, including the people and vanish into the night. With a bit of luck the Clarent would be distracted by some of the less clandestine 7th Army forces.

If they ran out of luck and only managed to nab refugees Brittany was certain someone in this moloch of an army would be willing to trade more useful goods for humans. Whether it be as slaves or food.

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b67d1e No.44571

>>44569

Do this OUTSIDE the city, preferably in less-defended areas

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b67d1e No.44572

>>44569

>>44571

LESS DEFENDED ENEMY SETTLEMENTS TO THE WEST

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e55e52 No.44576

Dice rollRolled 76, 32 = 108 (2d100)

>>44567

Name: Vangelis the "firebrand"

Faction: Church of Grond (formerly drow)

Race: Human

Class: Spellblade (desires to become a blackguard)

History: Vangelis was a lowly slave soldier for the drow where he used his skill with both blade and evocation to destroy their foes. Unsurprisingly Vangelis did not find this arrangement satisfying and throughout the Clarent campaign used his secret talents in enchantment and his powerful personality to slowly subvert the slaves against their masters. During the mass route after the capital had revealed their trap, Vangelis used this opportunity to rally the rebellion leaders against the drow while they were vulnerable. During the ensuing conflict all the leaders were "tragically" killed in their fight for freedom with Vangelis appearing to be a hero to the former slaves. With no rivals to contest him for leadership he immediately took over the army and pledged his allegiance to the Church of Grond for protection against the drow and to gain legitimacy.

As a sign of his aspirations of becoming a true blackguard his closest ally, a cleric of Grond named Amatus who rallied to Vangelis after his declaration of faith, bequeathed unto him a consecrated set of armor and weaponry that shall grow in power as he gains more favor. Vangelis shall gain this favor by subjugating both the drow and the Clarent along with their slaves and hostages respectively. Under the guise of freedom Vangelis shall bind all to his will.

Forces: 200 freed slaves of variety of races

Lieutenants: Mari'll, Elven Rogue

Abilities: Na

Skills: Basic swordsmanship, Basic Evocation, Basic tactics,

Reputation: Up and comer and Drow hater

Bonus: Firebrand- Something about your words runs deeply into the hearts of the downtrodden and oppressed, you gain minions and lower level followers more easily, at the expense of higher level ones typically not wanting to deal with your shit.

1. Recruit the city folk into the army

Firebrand

2. train the freemen into something more respectable and bring them closer to Grond

basic tactics, Firebrand

"Hear me people of Steadfast! Grond gives you the opportunity to slacken the shackles of destiny and be able to rule your own fate! Those who have dared to make trespasses against you shall tremble when you take up axe and spear for they know that you will show no mercy and will suffer dearly for it! Through conquest the heathens shall bow down and beg for succor showing where true power lies! If you are a man enough to accept this gift than join us on our grand crusade!"

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2e23d7 No.44577

>>44567

Name: Reynauld - The Hammer of Grond, The Apostate

Faction: The Church

Race: Human

Class: Frontline General and Shock Troop

History: Reynauld was born in the Empire, far from the once vibrant hills of Clarent. He was raised in small hamlet on the outer edges of a vast wood in one of the empires many territories, and it was on this same patch of land that he would build his own family. A loving wife and a young son, only a babe when his father left. As is wont in the Empire who venerates a god of conquest, a crusade was declared on some trivial nation in the east, and Reynauld was one of many who answered the call. With only a pair of leather bracers, a tunic, and a long sword, he set out to join the newly formed crusade. For years he fought in the army to subdue foreign lands and throw down the idols of weaker gods. He burned strange people (and things that weren't even people) out of their homes, salted their fields, and destroyed their livelihoods just like all those beside him. Yet unlike these men, Reynauld was different. He possessed that most uncanny abilities of the fodder that composed the crusader armies; He was good. Good with his sword, good with his tactics, and when the time came to "discuss" matters with his superiors, good with his words. It was this skill that saw him rise in the ranks, until he was the commander of a small army of several hundred men in one of the more recent campaigns of the Empire. It was here that he earned one of his monikers, the one spoken aloud by those who both know and do not know Reynauld. "The Hammer of Grond" Reynauld thought the name egregious, and in line with his other moniker, trivial. It was in a valiant action, where he and several dozen of his best men, brought down a section of a vast fortress's reputedly impenetrable gate with a battering ram in the visage of the hand of Grond himself. A sally sent out to stop the ram saw most of Reynauld's men slaughtered, but it was he alone who managed to swing the final blow that cracked the gates, allowing the rest of the army to flow into the city like a malignant flood of steel and blood, sacking it like so many before, and so many after.

It was also on this day that Reynauld gained his second moniker, "The Apostate", though this was spoken only to himself in hushed whispers. Why had he and his men had to have been the ones to bash in the gates of this infernal city, why in the midst of battle did the god of conquest and rule send mortals and demonic servants in his stead? Why would a being of unimaginable power rely on beings of limited life to do his bidding? Reynauld did not question the existence of Grond, he merely no longer subscribed to the teachings of the Church. He still kept up appearances by all means, which is why he ended up in Clarent instead of in the Imperial Capital on a pyre; albiet in a much reduced role as a leader of a cavalry wing. It was also this that allowed him to survive the uprising and subsequent purge of Imperial forces in the now rebellious province of Clarent, as while the slaves of Grond and his "church" were busy observing their daily benefactions to the God of Rule, Reynauld was already checking his gear and polishing his faithful longsword. So when the rebels burst into the barracks with their long knives and swords, while his peers fell to them Reynauld was able to fight his way out and make for the countryside, rallying with other survivors in the city of Karagan. News of the lack of further Imperial support did not surprise Reynauld, as he at this point had already realized that the supposed "strength" of the Empire of Grond was just as real as that of the strength of Grond himself. It was the men beside him who won these battles, not Grond. It was the brave souls dying in droves to beat down the doors of impenetrable keeps that they wrote songs about, not religion, not the Church, and damn well not Grond. The Seventh would win back the land of Clarent, and just as every other time Reynauld marched off to war, he would do it without the support of some incorporeal "god". Grond had never helped Reynauld, or anyone else for that matter, in the past, and he bloody well wasn't going to start now.

Forces: 150 Men At Arms

Lieutenants: Durax, Wizard

Abilities: N/a

Skills: Skilled swordsmanship, Skilled tactics

Reputation: Someone to watch carefully, for many reasons

Bonus: Fuck you, I'll do it myself - You doubt in Grond and his church's teaching. This strains your relationship with much of the church in general, but improves it with those who too doubt it, for good or ill. Additionally, instead of rolling for divine intervention you roll for (un)Heroic second wind in case of an emergency.

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2e23d7 No.44578

File: 44988b7d63dff33⋯.jpg (525.51 KB,2020x1600,101:80,Band_of_the_Hawk.jpg)

Dice rollRolled 98, 51 = 149 (2d100)

1. The enemy will no doubt be eager to test our strength after that fight, and most likely already have scouting parties out searching for our army or any signs of what we're up too. Reynauld had dealt with this issue before, and would handle it the same way then as he did now. Well armed parties of his best men, laying in ambush around the country side and scouting on their own, after crushing the feeble men of this land we would hang their corpses from the trees along the paths, or failing that crucify them. Doing so would have a twofold result; Keep the enemy blind to our actions,

And make them fear…

2. After that, Reynauld would venture the countryside with his retinue, offering the men of the villages a new life in the service of the empire, with the promise that men such as them may rise from a lowly peasant to one such as myself, commander of armies and razer of cities. Those that join will join us in the return to the city to train into proper men, those that decline shall either give tribute, or face the consequences…

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fd461f No.44580

File: 7cdbce57f2e1add⋯.jpg (200.03 KB,786x1017,262:339,aurum__gen_con_50_golden_d….jpg)

Dice rollRolled 84, 85 = 169 (2d100)

>>44567

Name: Givad Gul'ried

Faction: Scions of the Dragon Queen

Race: Dragon (Gold)

Class: Warrior? Dragon Warrior?

History: Givad Gul'ried is a young, golden dragon of purer blood than some of the other hatchlings of his generation, born from a nest that did not accept anything less but peak performance and loyalty to the Queen. Givad, though a fervent follower of his Queen, is sometimes regarded by his brothers as being a bit more underhanded and sly for a dragon. Though he has yet to prove himself in the fields of battle, he's already done good work making a small following for himself within the Scions, speaking with a golden tongue and keeping in good communication with those who would further his ambitions - ambitions that may one day shift the balances of power within the draconic hordes. He has a natural charisma , majesty and nobility to him that beguiles the dark intent he has for his race.

But what could such a young whelp do? Only time will tell.

Forces: 300 Kobold Zealots

Lieutenants: none

Abilities: Superior senses, Breath weapons, natural weapons, flight

Skills: Basic combat, Basic diplomacy, Basic Tactics

Reputation: Aren't they supposed to be on the other side?

Bonus: Treacherous Words: You're good at getting into people's heads and dang regal to boot, bonus to talking to others, assuming you can get past their guards given your coloration…

1. Givad was amused, if not somewhat pleased with the forwardness of the other warbands as they moved and scrambled to kick off a campaign against the steadily regrowing Clarent. It signed them off as. . .predictable, but also paved the way into the very heart of the land for which Givad was eager to claim. However, the golden dragon was no fool. As the lesser creatures scramble to carve out new territory, being caught razing villages in their petty lands was bad for business. Better to bide his time, and build his draconic horde in service of the Queen. He and his zealous army took flight to the hills, mountains and highlands to rally more desperate kobolds to the cause of the Queen. Though Givad's treacherous golden scales made things hard enough, he made for a good public speaker.

2. During his time in the mountains, Givad himself would take some time to practice his flight patterns and combat skills. In the eyes of a dragon, faceless mountains made for good target practice. And Givad, as opposed to some his other kin, is perceptive enough to not accidentally slaughter half of his warband in process.

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d3e8c8 No.44585

Dice rollRolled 50, 73 = 123 (2d100)

Name: "General" Ugluck-Rokk Smasha

Faction: Great Horde

Race: Mountain Ogre

Class: "General of da Arty'"

Forces: 150 Goblins

Elites 10 Ogres

Lieutenants: Stabsquee, Goblin engineer.

Abilities: Great strength and endurance.

Skills: Basic siege, Basic tactics, Basic Smushing things

Reputation: It can Think?!?!

Bonus: It can Think?!?! - Gain bonuses on coming up with and training your brethren on simple tactics. Complicated ones still hurt your brain.

1. Da first thing we needs is Roks. All kindsa Roks. Big roks dat take two hands to throw, and little roks dat take one hand to throw. Gather the Roks boyz!

2. Where's my little un? Da shouty goblin. He's good at shoutin' my orders when I ain't there to do the shoutin'. Runs pretty fast too. Find 'im and bring 'im to me!

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8de1bb No.44586

Dice rollRolled 15, 83 = 98 (2d100)

>>44551

Name: Gal'golath

Faction: Scions of the Dragon Queen

Race: Young Green Dragon

Class: Dragon/Wizard

History: Gal'golath is a young green dragon, and the runt of the clutch to boot. Thankfully like many green dragons he had a sharp mind, and he used this to his advantage. He rapidly learned the ways of magic and strategy. Due to this he was given a chance to serve the queen in Clarent despite being young and untested.

Gal'golath is as greedy and prideful as his brethren, but he is much more of a show off. Where other dragons would hide their horde in swamps or caves filled with traps Gal'golath plans to take over a city and make it into his horde. He will make a gem of one of these cities and it will forever be his.

Forces: 300 Kobold zealots

Lieutenants: None

Abilities: Flight, Breath weapons, natural weapons, superior senses

Skills: Basic evocation, Skilled tactics

Reputation: Up and comer

Bonus: Ostentation of Opulence: You like gold and show it off, this boosts your chance to recruit minions and improves relations with others of your faction, but also increases the chance of someone nicking your stuff.

1. Head toward the mountains with Azaak.

2. Cast invisibility on myself and Azaak and set off scouting for mining villages in and around the mountains that have yet to fall to the empire.

+Flight

+Enhanced Senses

+Basic Evocation

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bada9f No.44587

Dice rollRolled 62, 44 = 106 (2d100)

>>44551

Forces: 200 Skeletons 100 Zombies

Lieutenants: Granth: Human Necromancer

Abilities: Superior senses, smoke form, Call creatures of the night, natural weapons, Flight, breath weapons

Skills: Basic tactics, Basic necromancy, basic combat

Reputation: That thrall of Tarkand's.

Bonus: Vampire dragon- You are a Dragon Vampire, this costs you a lot of face with your former racial associates, but makes you very impressive to your new allies of the dead.

1) move out to the Hills with gal’golath.

2) scout for villages and settlements while invisible from the air to find places with supplies, people and graveyards with bodies (places with lots of one should have a lot of the others too)

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8de1bb No.44588

>>44586

addendum, I'm talking about the brown blob to the north.

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bada9f No.44589

Dice rollRolled 58, 24 = 82 (2d100)

”Felloooooow officeersss of darknessssss. I knowww that glory and plunderssss iss tempting to sssseek out on your own. But I imploreee that you all partneeeer up with an appropriiate officer to ssssafely and more powerfully ssssack and sssubjugate thessse landsss”

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b67d1e No.44590

>>44589

A letter returns to the dragon, with the following written on it.

"Eheheheh, yesss….bring me corpses and I'll cooperate with you as much as you want."

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d3e8c8 No.44592

>>44585

Evidently messengers are already part of the package. So just have the Ogres start ripping up trees from the ground for wood. We'll need for uh. .. things. Lotsa things.

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b1f725 No.44596

Dice rollRolled 55, 78 = 133 (2d100)

Name: Dipirahc Kenath

Faction: Drow

Race: Drow

Class:? Primarily a bow sometimes a bastard sword

Forces: 100 Drow women at arms

Lieutenants: Syrena, Drow Spellblade, Morena, Drow Cleric

Abilities: Night visions, stealthy stride

Skills: Skilled Archery, basic tactics, basic Diplomacy, basic daggery

Reputation: I didn't even know they had male Drow nobles….

Bonus- I am a MAN! - As a man in Drow society your are much more likely to suffer attempts to usurp your command, but they also have the atrocious habit of underestimating you.

1.2..move into the hills enslaving and looting the small villages we come across.

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51536b No.45318

>>44569

1.You seek out a great mind, someone who shares you passion and could coherently add too your brilliance. The only candidates are either already working for the various paltry "lords" that have sprung up in the absence of true leaders, or have fled to the resurgent Clarent front. You do have ideas to build an assistant, but that take time and supplies you lack.

2. You and your abominations head west towards Grentel. Not too far though, as you find a most charming cave complex on the outskirts of it's reach. Even more lucky you find some legion deserters, who you turn into research specimens with your abominations in short order.

+Cave

+3 human cadavers.

>>44570

1.Brittany's force move west towards Grentel but their progress is slowed by the sun and it's infernal light. still they get within range of the city. However they will need to find shelter soon lest they be caught out in the open.

2.The Drow commander's forces come upon a small farming caravan filled with food and a few young boys and women.

+2 wagons of food

+3 slaves

>>44576

1. You recruit a few young men who are probably too young to fight of yet, and some women to your army. Most of them lost everything when the seventh came in, and the join in desperation more than anything else. You can see a handful who might make a handful of themselves though. More welcome are the various men who lacking a proper over officer look to you now for leadership.

+150 Clarentian Paupers

+25 Trained Men at arms

2.However the training has very poor results, mostly because you're trying to train a large amount of new people who've never held a weapon before. You've made progress but only the new regulars and your lieutenant are any good.

>>44578

1. Reynauld's men are spoiling for blood after the drubbing the seventh took. They fall upon Clarentian scouts with horrible abandon, hacking them up. Often to the point it's dismembered limbs strung up instead of whole bodies.

This campaign while gruesome in the extreme is certainly effective. no more scouts are sent into Steadhold's sphere, at least for now. That will likely change as they solidify their control and mobilize to march, however.

2.Before he can make the rounds towards the villages, he's approach by a quartermaster, one wearing the livery of the Grondite Church.

"You've got a lot of supplies just sitting in my warehouse, and your steeds are stinking up the stables.Come and pick em up!"

You do so perplexed, and find that someone allotted you with enough mounts to mount all you men and have them eating like chiefs for a couple of weeks.

The only thing you find of note on the best steed of the lot whose name is "Brimhoof" meaning there was probably s nightmare a few generation back in his ancestry, was a note. "Good work , K"

Upgrade all men at arms to cavalry

Morale is HIGH

Gain Steed "Brimhoof"

>>44580

1.Givad went to the hills and he found himself a nice Hills with a good overlook of the area. It also was attached to a series of small caves, good enough for his underlings.

2.Givad took to the skies, practicing his fighting and flying abilities. He made some good headway and got a stellar view. in the Distance he saw some of his kin flying about, and his superior senses made out the sounds of battle.

>>44585

1. You pick up some of the now ruined rubble of Steadhold. The Knight commander even pays you and yours a small stipend for cleaning the mess up!

+Roks lots

+50 gold

2. You find a bunch of trees. You got hardwood for days.

+Woods Lots n lots.

>>44586

1.You manage to make your way to the hills, but you and your forces have not found a good place to stay.

2.To fix that end you take tot he skies and try to cloak your presence. You gain a familiarity with the area, and could easily point out the duke's castle or the keeps of the major lords, as well as any of the major towns. You even find a Mining complex suited to your needs!

+Abandoned Mine (no veins discovered)

+Area knowledge

You also while scouting notice there is a lot of fighting going on, as the lords are already on notice and fighting. You've seen one band of undead already reduced to ash by a Paladin and decide to steer clear of his force lest the take issue with your presence. not far from that ended battle do you see a greenskin band led by an ogre set upon by archers, pikemen and spellcasters.

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51536b No.45319

>>44587

1.You find a nice abandoned graveyard for you and your companions to share.

+abandoned graveyard.

2. You scout around under the cover of the clouds, learning the lay of the land and seeing the lords are already mobilized.

+Area Knowledge

Sadly a Paladin and his clerics atomized a band of fellow undead and you cannot get near for fear of them destroying you alone. You see a greenskin bands fighting perilously close to the undead slayers now free army now.

>>44596

1. Your forces march into the hills and move on the attack instantly!

2. Only to find most of the easily picked off villages have been ransacked. You find some stragglers and supplies but the real kicker is you found a path to the underdark! Great no more sunlight for you!

+1 month of food

+10 slaves

+Underdark road

Qm note: Any time you do two rolls on the same action I take best of barring crits. however, if the action you took is far more than actually one aka do everything at once syndrome, I will simply break it into 2 and then parse it as best I can. You may lose out on things you want this way.

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51536b No.45320

>>44568

You charge into the hills with Reckless abandon, attack empty village after empty village. Most of the sparse spoils that could be gained you burn in frustration. NOTHING. Determined to get something out of your rapid assault you press on, straight into the hills, and a trap.

AS your forces enter are halfway through two particularly steep hills several rocks fly down the slops, cutting off retreat. before any of your forces can realize what is going on arrow fall down onto them like a dozen angry hornets, felling many. Pikemen form up directly in front of you and on your sides, with archer behind them. There are mages and clerics already casting spells or preparing too in the main group in front of you as well.

You can see what is obviously a human lord amongst the group in front of you. He has a bow that is massive for a human, more suited to an ogre than a man. Still he draws it with ease as he fits a black shaft onto it and looses it at you!

-45 Goblins

- 5 orcs

It's a fight! Roll 1 d100 for your goblins, 1 1d100 for your orcs and 2d100 for yourself (one to not die from arrow of ogre slaying and 1 for fighting in general.

List your strategy.

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51536b No.45321

Campaign notices

Roughly half of the new officers are attacking the Hills. (Cw, Random, DIngus, Shadowrise, Tansen and various npcs)

The remaining half is split between still preparing in Steadhold and skirmishing and raiding around Grentel.

The lords of the Hills are mobilizing and have many fresh forces.

The Clarentian scouts around Steadhold are destroyed, the enemy is effectively blind around your one stronghold for now, barring divination magics.

Several Warbands have already seen contact with the enemy and at least one is confirmed destroyed.

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b27d27 No.45322

Dice rollRolled 47, 35, 73, 38 = 193 (4d100)

>>45320

Name: Karadun Knightburner

Faction: Great Horde

Race: Ogre Magi

Class: Warrior/Sorcerer

History: Ogres are the biggest and dumbest of the orckin races, prone to being used as little more then cannon fodder by the smaller but smarter races, however one in every ten thousand is born a ogre magi, one blessed with magic. Karadun is one such ogre and has grown in rank within the Horde by a combination of martial prowess and raw magical power. His favored tactic is luring in the elite knights of enemy armies before igniting a large area with magic burning the knights in their armor and any of his army caught fighting them.

Forces: 255 goblins, 45 Orcs

Lieutenants: none

Abilities: Natural Magic, Great strength and endurance

Skills: Skilled Evocation, Skilled Macemanship

Reputation: Mutant Brute

Bonus: Knightslayer - Gain bonus enemies ranked knight or higher, however if one is on the field and is fighting you, you MUST fight them back to the best of your ability, expect your troops to suffer without a leader.

—–

Goblins: Fight and try not to die.

Orcs: Use goblins as shields, fight and try not to die.

Karadun: Call upon an inferno of fire swarming around the ogre bashing into the enemy army and attempting to carve his way towards the bowfucker.

Dice 1: not die

Dice 2: Fire and fight

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2e23d7 No.45323

Dice rollRolled 17, 33 = 50 (2d100)

Name: Reynauld - The Hammer of Grond, The Apostate

Faction: The Church

Race: Human

Class: Frontline General and Shock Troop

History: https://pastebin.com/8ALBfTBy

Inventory:

+ [Brimhoof] - "Shall we give them mercy my umber steed?" NEIGH

Forces: 150 Men on Horses, High Morale

Lieutenants: Durax, Wizard

Abilities: N/a

Skills: Skilled swordsmanship, Skilled tactics

Reputation: Someone to watch carefully, for many reasons

Bonus: Fuck you, I'll do it myself - You doubt in Grond and his church's teaching. This strains your relationship with much of the church in general, but improves it with those who too doubt it, for good or ill. Additionally, instead of rolling for divine intervention you roll for (un)Heroic second wind in case of an emergency.

1. With these new steeds we are even more mobile and able to strike then before, and therefore we must make use of these horses. We leave at first light and scout out the position of the enemy forces, they might be blind but there is no excuse for us to be.

2. As well we shall sabotage some of the passes around Steadhold so as to impair the enemies ability to reach us. This may be their land, but we can turn it against them. I'm sure that Durax would like an excuse to whip out his staff and make something explode.

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b67d1e No.45324

Dice rollRolled 98, 84 = 182 (2d100)

Name: Dr. Bartholomew Fenkelstein

Faction: Undead of the Archlich

Race: Formerly human, now undead/necropolitan

Class: Mad scientist/necromancer

History: Dr. Bartholomew Fenkelstein, more commonly known as just Dr. Fenkelstein, was once a respected wizard and scholar amongst the people of Clarent, devising many magical potions and spells and authoring many mystical tomes explaining the mysteries of the world. However, everything changed when the Empire attacked. He was killed in the initial raids and brought back to life by the powers of the Archlich. His mind was warped and twisted by the necromantic powers, leading him to become much more sadistic and deranged than he he ever could have been in life. Instead of making miracle cures, he now stitches together undead monstrosities using his necromantic powers and great intellect. Now he has joined the ranks of the Seventh Legion, eager to begin collecting "test subjects" to be slain and revived as horrific abominations to torment the lands of Clarent and gather ever more subjects so that Dr. Fenkelstein can create even more monstrosities to add to his horde.

Forces: 50 zombies, 10 Basic abominations

Lieutenants: none

Abilities: unnatural vigor, Natural weapons, night vision

Skills: Skilled biomancy, skilled necromancy

Reputation: Freaky mad scientist the boneheads like to attract

Bonus: Thinker, not a fighter: You are brilliant! this allows you to make and create new monsters more easily, at the expense of all that book learning making you kinda shit at fighting in general.

Other stuff: Cave, 3 corpses

1. Walk walk walk, that's all I do. I'm a genius and yet I have to babysit my creations all the time. Guess I'll be going back to Steadhold.

2. I need subjects! But not human ones, no. I'll find some animals from the woods surrounding here and get some of the zombies out and about to snatch 'em all up! I can do it on the way back to Steadhold too. What a diabolical idea!

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e55e52 No.45328

Dice rollRolled 32, 26 = 58 (2d100)

>>45321

Name: Vangelis the "firebrand"

Faction: Church of Grond (formerly drow)

Race: Human

Class: Spellblade (desires to become a blackguard)

History: Vangelis was a lowly slave soldier for the drow where he used his skill with both blade and evocation to destroy their foes. Unsurprisingly Vangelis did not find this arrangement satisfying and throughout the Clarent campaign used his secret talents in enchantment and his powerful personality to slowly subvert the slaves against their masters. During the mass route after the capital had revealed their trap, Vangelis used this opportunity to rally the rebellion leaders against the drow while they were vulnerable. During the ensuing conflict all the leaders were "tragically" killed in their fight for freedom with Vangelis appearing to be a hero to the former slaves. With no rivals to contest him for leadership he immediately took over the army and pledged his allegiance to the Church of Grond for protection against the drow and to gain legitimacy.

As a sign of his aspirations of becoming a true blackguard his closest ally, a cleric of Grond named Amatus who rallied to Vangelis after his declaration of faith, bequeathed unto him a consecrated set of armor and weaponry that shall grow in power as he gains more favor. Vangelis shall gain this favor by subjugating both the drow and the Clarent along with their slaves and hostages respectively. Under the guise of freedom Vangelis shall bind all to his will.

Forces:

200 freed slaves of variety of races

150 Clarentian Paupers

25 Trained Men at arms

Lieutenants: Mari'll, Elven Rogue

Abilities: Na

Skills: Basic swordsmanship, Basic Evocation, Basic tactics,

Reputation: Up and comer and Drow hater

Bonus: Firebrand- Something about your words runs deeply into the hearts of the downtrodden and oppressed, you gain minions and lower level followers more easily, at the expense of higher level ones typically not wanting to deal with your shit.

1. Each man at arms shall become a sergeant with 14 soldiers under their command and shall be responsible for their training and discipline. Training should now go more smoothly.

2. As captain it behooves me to get to know everyone to ensure their dedication and to see who might have talents that could be beneficial towards the cause. Unsurprisingly many of the paupers seemed to have resorted to thievery in order to survive. Mari'll shall give them more specialized training so we may have agents that could enlighten us towards future opportunities.

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8de1bb No.45330

Dice rollRolled 22, 6 = 28 (2d100)

>>45318

Name: Gal'golath

Faction: Scions of the Dragon Queen

Race: Young Green Dragon

Class: Dragon/Wizard

History: Gal'golath is a young green dragon, and the runt of the clutch to boot. Thankfully like many green dragons he had a sharp mind, and he used this to his advantage. He rapidly learned the ways of magic and strategy. Due to this he was given a chance to serve the queen in Clarent despite being young and untested.

Gal'golath is as greedy and prideful as his brethren, but he is much more of a show off. Where other dragons would hide their horde in swamps or caves filled with traps Gal'golath plans to take over a city and make it into his horde. He will make a gem of one of these cities and it will forever be his.

Forces: 300 Kobold zealots

Lieutenants: None

Abilities: Flight, Breath weapons, natural weapons, superior senses

Skills: Basic evocation, Skilled tactics

Reputation: Up and comer

Bonus: Ostentation of Opulence: You like gold and show it off, this boosts your chance to recruit minions and improves relations with others of your faction, but also increases the chance of someone nicking your stuff.

1. Minion! Secure that abandoned mine and set a defended warren with the other kobolds. I expect it to be ready by the time I get back.

2. Head to aid the ogre ally currently in combat. Cast Strength, Invisibility, and Protection From Normal Missiles on myself on the way. Circle around to the rear of the army to minimize the chance of any of them spotting me from luck. Strike the casters with an opening breath attack then proceed to strike in flyby claw, bite, and tail attacks on the survivors. Take extreme prejudice on the clerics so that Azaak may come in to aid.

+Basic Evocation

+Skilled Tactics

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51536b No.45331

Dice rollRolled 86, 51, 26, 25, 47, 59 = 294 (6d100)

>>45322

>>45330

Left Flank

Center Flank

Right Flank

Clerics

Mages

Lord x2

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51536b No.45332

Dice rollRolled 91 (1d100)

>>45331

Lord's Second roll

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51536b No.45334

Dice rollRolled 65, 60, 12 = 137 (3d100)

>>45332

??? Response

??? Response

??? Response

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d3e8c8 No.45337

Dice rollRolled 66, 13 = 79 (2d100)

>>45318

Name: "General" Ugluck-Rokk Smasha

Faction: Great Horde

Race: Mountain Ogre

Class: "General of da Arty'"

Forces: 150 Goblins

Elites 10 Ogres

Lieutenants: Stabsquee, Goblin engineer.

Abilities: Great strength and endurance.

Skills: Basic siege, Basic tactics, Basic Smushing things

Reputation: It can Think?!?!

Bonus: It can Think?!?! - Gain bonuses on coming up with and training your brethren on simple tactics. Complicated ones still hurt your brain.

+Roks lots

+50 gold

+Woods Lots n lots.

1. "Gold? Wot am I supposed to do wif this?"

I know, I'll 'ave my little'un engineer use it ta buy things 'e needs like little metal tools. We need to get ourselves a throwy arty piece after all.

2. 'ave the gobbins start building me a throwy piece! I wanna watch roks fly!

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bada9f No.45338

Dice rollRolled 46, 12 = 58 (2d100)

>>45330

>>44527 (You)

Forces: 200 Skeletons 100 Zombies

Lieutenants: Granth: Human Necromancer

Abilities: Superior senses, smoke form, Call creatures of the night, natural weapons, Flight, breath weapons

Skills: Basic tactics, Basic necromancy, basic combat

Reputation: That thrall of Tarkand's.

Bonus: Vampire dragon- You are a Dragon Vampire, this costs you a lot of face with your former racial associates, but makes you very impressive to your new allies of the dead.

+Area Knowledge

+abandoned graveyard.

1) Call creatures of the night to swarm and distract the enemy to give the ogre a chance. prio 1 is toSwarm the lords face and bow with rats and bats. attacking eyes, bowstring and carrying arrows away while prio two is to go after mages and priests with wolves and smaller ones and lastly the archers.

+Basic tactics, Call creatures of the night, Superior senses

2) Send undeads to the expected path any fleeing hillfolks will take. either for when they desert or when larger parts flee to hide in underbrush and under dirt to pop up in groups to kill anyone that flees by them and then hide again.

+Basic tactics, Superior senses, Basic necromancy

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6b195a No.45341

Dice rollRolled 6, 4 = 10 (2d10)

>>45319

Name: Dipirahc Kenath

Faction: Drow

Race: Drow

Class:? Primarily a bow sometimes a bastard sword

Forces: 100 Drow women at arms

Lieutenants: Syrena, Drow Spellblade, Morena, Drow Cleric

Abilities: Night visions, stealthy stride

Skills: Skilled Archery, basic tactics, basic Diplomacy, basic daggery

Reputation: I didn't even know they had male Drow nobles….

Bonus- I am a MAN! - As a man in Drow society your are much more likely to suffer attempts to usurp your command, but they also have the atrocious habit of underestimating you.

Stuff:

+1 month of food

+10 slaves

+Underdark road

1. Scout out the underdark road and all openings it moves to within a short period of time and look for a good cavern to setup base in.

2. Secure the area around the opening. Make sure its hidden and that any villages too close to it can be removed.

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6b195a No.45342

Dice rollRolled 11, 41 = 52 (2d100)

>>45341

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c0d2d9 No.45529

Dice rollRolled 45, 49 = 94 (2d100)

>>45318

Name: Brittany

Faction: Drow of Mandozelan

Race: Drow

Class: Questionmark?

History:

It's complicated.

Forces:

+ 150 Drow Women at Arms

Lieutenants: None

Abilities: Night Vision, Stealthy Step

Skills: Skilled Stealth, Basic Daggering, Basic Tactics

Reputation: Who?

Bonus: Listen, and learn- You're a nonentity among the drow making it hard for you to attract new troops, but you listen so very well, schemes and plots against you suffer for it greatly.

Other:

+ 2 Wagons of Food

+ 3 Slaves

1. Seek out a place void of sunlight.

2. Continue raiding the caravans. Prepare ambushes for any forces which might be sent to investigate the disappearance assuming that the caravans were expected to arrive.

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51536b No.46039

>>45323

1-2. Unfortunately you get stuck in parade duty to try and bolster the spirits of the seventh. Mostly you get insulted and vegetables thrown at you when you back is turned. Needless to say the men have no real time to try and sabotage the passes with the practice and event taking up all their time. At least no one tried to blow you up during the parade.

>>45324

1. You head back to the city, and low and behold you fine some nice rotten limbs hanging in the tress along your route. how thoughtful of the locals to butcher their own and save you the trouble!

+ 15 Butchered bodies

2.Youre abominations happens upon a warg den. You slaughter them all for use as your creations! Then you keep on going and find a medley of elk, deer and other horned creatures to use!

+5 Warg Corpses

+15 elk corpses

>>45328

1-2. Training was an absolute train wreck still and before you could go and fix it you men were voluntold to march in a parade. The practice eating up your time and doing fuck all for your people.

>>45337

1. You have Stabsquee buy some tools. They are not the best but still pretty good. You think he might have stolen a few of them instead of bought them though.

-50 gold

+ Average machining tools

2.Unfortunately the goblins are too busy playing around with them to do any work. Better them than your ogres though. Your ogres always end up breaking the tools.

>>45341

>>45342

Unfortunately there are a pair Illithids who set up shop further into the cave system. They ate one of your drow and are demanding more for tribute to pass through their home.

-1 woman at arms

2.You do a good job of hiding the outer care entrance though.

+Make Underdark road hidden

>>45529

1. You find a burnt out village you can idle in while the sun is out. not great in the way of defenses but it has a good look out at least.

+Burnt out village lair

2. You manage to snag another cart, but the man in it goes down fighting. The cart is filled a bunch of rusted sword and armor from the looks of it.

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51536b No.46042

>>45322

The blackshafted arrow hits you and you stumble to your knees, feeling vaguely ill before it passes and you stand back up with a furious roar of triumph and defiance.

You goblins and orc throw themselves desperately at the men while you roar and charge lighting yourself on fire. This promptly get you shot with several more massive arrows in short order. Still you lumber forward into the lines, and try to break through.

Your charge breaks the right flank of the line and your minions use that chink to try and flee while you continue to chase the lordling with the bow. At least you try. Suddenly a great pain floors you as you feel a shaft in the ruin of what one was your eye, the eye juice sizzling in your flaming cloak. You see a dragon under fire extreme spell and bow fire, the casters and lord attacking your would be rescuer once you fell. You are in no shape to keep fighting, do you try to flee or press the attack and hope for a miracle?

>>45330

1. The minions are too busy fighting about how to best do your command to get your command done.

2. You try to sneak up on the clerics and get exactly nowhere before the lord looks straight at you and hits you side with an arrow. It stings but really the worse part is that your invisibility fizzled and now all the casters are targeting you. Oh and the stupid ogre is on the ground looks like he's pretty badly hurt.

>>45338

1.The vermin make some minor distraction only to pushed away by a clerical spell. Worse your ally is now under heavy fire by the enemy, seems he was seen somehow.

2.Your troops march but there is a source of holy energy coming on their flank, possibly allies of the archer coming to reinforce. You will need to pull back quickly lest your forces get caught and pinned. The greenskins are starting to break out though, small mercies.

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16f7ae No.46046

Dice rollRolled 32, 3, 38 = 73 (3d100)

>>46042

Name: Karadun Knightburner

Faction: Great Horde

Race: Ogre Magi

Class: Warrior/Sorcerer

History: Ogres are the biggest and dumbest of the orckin races, prone to being used as little more then cannon fodder by the smaller but smarter races, however one in every ten thousand is born a ogre magi, one blessed with magic. Karadun is one such ogre and has grown in rank within the Horde by a combination of martial prowess and raw magical power. His favored tactic is luring in the elite knights of enemy armies before igniting a large area with magic burning the knights in their armor and any of his army caught fighting them.

Forces: 255 goblins, 45 Orcs

Lieutenants: none

Abilities: Natural Magic, Great strength and endurance

Skills: Skilled Evocation, Skilled Macemanship

Reputation: Mutant Brute

Bonus: Knightslayer - Gain bonus enemies ranked knight or higher, however if one is on the field and is fighting you, you MUST fight them back to the best of your ability, expect your troops to suffer without a leader.

—–

1-3.Yolo, burn the arrows outta my body and then burn the lordling.

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8de1bb No.46052

Dice rollRolled 34, 3 = 37 (2d100)

>>46042

Name: Gal'golath

Faction: Scions of the Dragon Queen

Race: Young Green Dragon

Class: Dragon/Wizard

History: Gal'golath is a young green dragon, and the runt of the clutch to boot. Thankfully like many green dragons he had a sharp mind, and he used this to his advantage. He rapidly learned the ways of magic and strategy. Due to this he was given a chance to serve the queen in Clarent despite being young and untested.

Gal'golath is as greedy and prideful as his brethren, but he is much more of a show off. Where other dragons would hide their horde in swamps or caves filled with traps Gal'golath plans to take over a city and make it into his horde. He will make a gem of one of these cities and it will forever be his.

Forces: 300 Kobold zealots

Lieutenants: None

Abilities: Flight, Breath weapons, natural weapons, superior senses

Skills: Basic evocation, Skilled tactics

Reputation: Up and comer

Bonus: Ostentation of Opulence: You like gold and show it off, this boosts your chance to recruit minions and improves relations with others of your faction, but also increases the chance of someone nicking your stuff.

1&2. With the greenskins having a way out my job here is mostly done. Now is the time for payback. Prepare to cast shield to deflect the next arrow from the lord and give a flyby breath attack on the casters before flying away.

+Basic Evocation

+Skilled Tactics

+Flight

+Breath weapons

+Natural weapons

+Superior senses

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44558b No.46057

Dice rollRolled 50, 97 = 147 (2d100)

>>46039

Name: Brittany

Faction: Drow of Mandozelan

Race: Drow

Class: Questionmark?

History:

It's complicated.

Forces:

+ 150 Drow Women at Arms

Lieutenants: None

Abilities: Night Vision, Stealthy Step

Skills: Skilled Stealth, Basic Daggering, Basic Tactics

Reputation: Who?

Bonus: Listen, and learn- You're a nonentity among the drow making it hard for you to attract new troops, but you listen so very well, schemes and plots against you suffer for it greatly.

Other:

+ 2 Wagons of Food

+ 3 Slaves

+ Burnt out village lair

1. Rummage through the rusted swords and armor in search for anything more interesting, surely no sane man would have died fighting for rusted weapons and armor.

2. Travel out further raiding roads in order not to endanger the village lair more than necessary. Attempt to rack up some more slaves and food before returning to Clarent.

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e55e52 No.46061

Dice rollRolled 18, 64 = 82 (2d100)

>>46039

>>46042

Name: Vangelis the "firebrand"

Faction: Church of Grond (formerly drow)

Race: Human

Class: Spellblade (desires to become a blackguard)

History: Vangelis was a lowly slave soldier for the drow where he used his skill with both blade and evocation to destroy their foes. Unsurprisingly Vangelis did not find this arrangement satisfying and throughout the Clarent campaign used his secret talents in enchantment and his powerful personality to slowly subvert the slaves against their masters. During the mass route after the capital had revealed their trap, Vangelis used this opportunity to rally the rebellion leaders against the drow while they were vulnerable. During the ensuing conflict all the leaders were "tragically" killed in their fight for freedom with Vangelis appearing to be a hero to the former slaves. With no rivals to contest him for leadership he immediately took over the army and pledged his allegiance to the Church of Grond for protection against the drow and to gain legitimacy.

As a sign of his aspirations of becoming a true blackguard his closest ally, a cleric of Grond named Amatus who rallied to Vangelis after his declaration of faith, bequeathed unto him a consecrated set of armor and weaponry that shall grow in power as he gains more favor. Vangelis shall gain this favor by subjugating both the drow and the Clarent along with their slaves and hostages respectively. Under the guise of freedom Vangelis shall bind all to his will.

Forces:

200 freed slaves of variety of races

150 Clarentian Paupers

25 Trained Men at arms

Lieutenants: Mari'll, Elven Rogue

Abilities: Na

Skills: Basic swordsmanship, Basic Evocation, Basic tactics,

Reputation: Up and comer and Drow hater

Bonus: Firebrand- Something about your words runs deeply into the hearts of the downtrodden and oppressed, you gain minions and lower level followers more easily, at the expense of higher level ones typically not wanting to deal with your shit.

1. Each man at arms shall become a sergeant with 14 soldiers under their command and shall be responsible for their training and discipline. Training should now go more smoothly.

Basic swordsmanship, Basic tactics, 25 Trained Men at arms

2. As captain it behooves me to get to know everyone to ensure their dedication and to see who might have talents that could be beneficial towards the cause. Unsurprisingly many of the paupers seemed to have resorted to thievery in order to survive. Mari'll shall give them more specialized training so we may have agents that could enlighten us towards future opportunities.

Basic swordsmanship, Basic tactics, 25 Trained Men at arms, Mari'll

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b67d1e No.46069

Dice rollRolled 19, 3 = 22 (2d100)

Name: Dr. Bartholomew Fenkelstein

Faction: Undead of the Archlich

Race: Formerly human, now undead/necropolitan

Class: Mad scientist/necromancer

History: Dr. Bartholomew Fenkelstein, more commonly known as just Dr. Fenkelstein, was once a respected wizard and scholar amongst the people of Clarent, devising many magical potions and spells and authoring many mystical tomes explaining the mysteries of the world. However, everything changed when the Empire attacked. He was killed in the initial raids and brought back to life by the powers of the Archlich. His mind was warped and twisted by the necromantic powers, leading him to become much more sadistic and deranged than he he ever could have been in life. Instead of making miracle cures, he now stitches together undead monstrosities using his necromantic powers and great intellect. Now he has joined the ranks of the Seventh Legion, eager to begin collecting "test subjects" to be slain and revived as horrific abominations to torment the lands of Clarent and gather ever more subjects so that Dr. Fenkelstein can create even more monstrosities to add to his horde.

Forces: 50 zombies, 10 Basic abominations

Lieutenants: none

Abilities: unnatural vigor, Natural weapons, night vision

Skills: Skilled biomancy, skilled necromancy

Reputation: Freaky mad scientist the boneheads like to attract

Bonus: Thinker, not a fighter: You are brilliant! this allows you to make and create new monsters more easily, at the expense of all that book learning making you kinda shit at fighting in general.

Other stuff: Cave, 18 corpses, 5 warg corpses, 15 elk corpses

1. Excellent, I now have plenty of fresh corpses to use in creating my new assistant. He shall be big, strong, and have a capacity for learning far above any ordinary zombie, almost as much as myself…

2. Then I will need a lab. A lab! What mad scientist doesn't have a lab!? I'll invest in some mobile lab equipment.

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51536b No.46077

Dice rollRolled 98, 3, 33, 19, 93, 30, 100 = 376 (7d100)

>>46052

>>46046

Left Flank

Center Flank

Right Flank

Clerics

Mages

Lord x2

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2e23d7 No.46084

File: 69ded835a8e8467⋯.jpg (144.34 KB,700x414,350:207,chaos_knight_speedpainting….jpg)

Dice rollRolled 68, 35 = 103 (2d100)

Name: Reynauld - The Hammer of Grond, The Apostate

Faction: The Church

Race: Human

Class: Frontline General and Shock Troop

History: https://pastebin.com/8ALBfTBy

Inventory:

+ [Brimhoof] - "Shall we give them mercy my umber steed?" NEIGH

Forces: 150 Men on Horses, High Morale

Lieutenants: Durax, Wizard

Abilities: N/a

Skills: Skilled swordsmanship, Skilled tactics

Reputation: Someone to watch carefully, for many reasons

Bonus: Fuck you, I'll do it myself - You doubt in Grond and his church's teaching. This strains your relationship with much of the church in general, but improves it with those who too doubt it, for good or ill. Additionally, instead of rolling for divine intervention you roll for (un)Heroic second wind in case of an emergency.

1/2. All this parading was tiresome and quite boring, and the people here won't stand for show and pomp. They must be shown power, and this shall be demonstrated by Reynauld and his men, as they ride out to quickly crush and decimate any enemy force they happen to find in the field, tactical sense used to spar up against a evenly sized, moderately even;y equipped force, for Reynauld was no fool.

>>46061

Before leaving the city Reynald would stop by the camp of the other Gronnate in the city, and offer his welcome and invitation to train their men together, as well as cooperate in the future towards a common goal.

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d3e8c8 No.46085

Dice rollRolled 7, 23 = 30 (2d100)

Name: "General" Ugluck-Rokk Smasha

Faction: Great Horde

Race: Mountain Ogre

Class: "General of da Arty'"

Forces: 150 Goblins

Elites 10 Ogres

Lieutenants: Stabsquee, Goblin engineer.

Abilities: Great strength and endurance.

Skills: Basic siege, Basic tactics, Basic Smushing things

Reputation: It can Think?!?!

Bonus: It can Think?!?! - Gain bonuses on coming up with and training your brethren on simple tactics. Complicated ones still hurt your brain.

+Roks lots

+50 gold

+Woods Lots n lots.

+ Average machining tools

1. Good job Stabsquee, now make me some o' dose fine 'frowing machines me and me ogres can use. I want em big, and I want em mean and fast! Be sure ta paint em red too so deyz go fastah.

2. My boyz are dumb as da rocks dey be throwing. Da only cure is practice. Dey learn better by 'muscle mem'ry'. Get some o da boys ta start practisin throwin' da rocks at some targets. Dey need to be fast!

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e55e52 No.46093

>>46084

Vangelis readily accepts the offer of cooperation and makes mention of another in the city who may be willing to join us.

>>46069

Reaching the "laboratory" of the infamous Dr. Bartholomew Fenkelstein, Vangelis offers an opportunity to claim the bodies of the heathens so that they may repent the blasphemy they had in life. Such an opportunity would allow Dr. Fenkelstein to focus on his work while he lets the Grondites dictate tactics and have the fruit of his genius shown to all.

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1b8a2d No.46299

Dice rollRolled 21, 54 = 75 (2d100)

>>45341

Name: Dipirahc Kenath

Faction: Drow

Race: Drow

Class:? Primarily a bow sometimes a bastard sword

Forces: 99 Drow women at arms

Lieutenants: Syrena, Drow Spellblade, Morena, Drow Cleric

Abilities: Night visions, stealthy stride

Skills: Skilled Archery, basic tactics, basic Diplomacy, basic daggery

Reputation: I didn't even know they had male Drow nobles….

Bonus- I am a MAN! - As a man in Drow society your are much more likely to suffer attempts to usurp your command, but they also have the atrocious habit of underestimating you.

Stuff:

+1 month of food

+10 slaves

+Underdark road (hidden)

1. How about instead you illithids come work for me. And in doing so provide great service to the underdark and the Seventh. But of course more importantly a chance to earn great riches and slaves from the upper world.

2. If the two illithids join us then resume construction of a base here in the underdark. If not then beat them into submission.

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