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GIVE US BACK OUR BANNERS, HOTWHEELS

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

769c68 No.22763

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

769c68 No.22764

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

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

>>22763

HELLO AND WELCOME TO WESTEROS: LIFE BELOW ZERO

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

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

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

STAT SHEETS

Hero Name:

Nation Name:

Fluff: (Try to tie both together)

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

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

Population: (pretty self-explanatory)

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

Bonus: (Based on fluff)

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

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

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

Roll chart is as follows

1-5: You're fucked

6-10: You're kinda fucked

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

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

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

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

60-79: Damn Good, like eggs on steak

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

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

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


769c68 No.22765

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

>>22764

>>22763

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

YOUR HERO CAN DIE, BE WARNED

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


9be3e8 No.22767

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

Hero Name: THE WORLD

Nation Name: The Undying Order

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

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

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

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

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

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

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

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

III - THE EMPRESS: Unknown…

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

XXI - THE WORLD: Our beloved hero.


28bbd6 No.22768

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

>>22765

rolling then making character later.


2a3270 No.22775

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

Hero Name: Franz, the Last Crusader

Nation Name: Kingdom of the One True Faith

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

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

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

Population: (pretty self-explanatory)

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

Bonus: (Based on fluff)

Starting Location: Winterfell

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


115306 No.22778

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

>>22763

rolling so I know how to write the fluff


23d513 No.22779

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

>>22764

Rolling first


a2e7c5 No.22780

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

>>22764

rolling first too


aabd65 No.22782

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

Hero Name: Vlen

Nation Name: New Dusk

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

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

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

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

Population: (pretty self-explanatory)

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

Bonus: (Based on fluff)

Starting Location: Sunkenwood

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


115306 No.22784

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

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

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

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

Population: (pretty self-explanatory)

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

Bonus: (Based on fluff)

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


a2e7c5 No.22785

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

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

>>22780

Hero Name: Daeron Santagar

Nation Name: Children of Flame

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

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

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

Population: (pretty self-explanatory)

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

Bonus: (Based on fluff)

Starting Location: Old Oak


f65b87 No.22798

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

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

Hero Name: Lord Vel Dross

Nation Name: The Knight's of Dross

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

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


2a3270 No.22808

Update when?


0ec244 No.22819

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

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

>Mfw it's a hybrid

>Mfw I can never get behind nation builders

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

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


769c68 No.22820

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

>>22819

You could always play a solo hero dara-san


5d4347 No.22821

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

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

>>22764

Hero Name: Liver the Jester King

Nation Name: The Fool's Kingdom

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

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

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

Population: (pretty self-explanatory)

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

Bonus: (Based on fluff)

Starting Location: Casterly Rock


d9c146 No.22822

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

>>22764

Starting with stat rollington


769c68 No.22824

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

The following rules detail combat, be it pvp or pve

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

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

Example

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

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

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

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


769c68 No.22825

>>22824

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


d9c146 No.22826

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

>>22822

>Hero Name: William "The Phoenix of Ashmark"

>Nation Name:

>Fluff:

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

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

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

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

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

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

>Population: (pretty self-explanatory)

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

>Bonus: (Based on fluff)

>Starting Location: Ashmark

(had no fitting picture)


7716aa No.22829

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

>>22775

Rolling 4d100


f255ea No.22830

>>22829

What are you Rollin 4 m9?


7716aa No.22831

>>22830

Me. Mislinked. Just the four Nation stats.


7716aa No.22832

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

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

>>22829

>Rolled 89, 42, 94, 30

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

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

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

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

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

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

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

And then winter came. And it never left.

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

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

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

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

Population: (pretty self-explanatory)

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

Bonus: (Based on fluff)

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

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


f255ea No.22837

>>22775

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


7716aa No.22838

>>22832

>>22764

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


9be3e8 No.22839

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

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

Hero Name: THE WORLD

Nation Name: The Undying Order

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

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

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

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

>Resources:

>Supplies:

>Population:

>Military:

>Bonus:

>Starting Location: Haunted Forest


769c68 No.22840

>>22767

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

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

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

Population: 40 Cultist

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

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

Starting Location: The Haunted forest

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

>>22775

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

Resources: 1 unit Iron, 1 Unit wood

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

Population: 45 various peasantry

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

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

Starting Location: Winterfell

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Skin Changing L1

>>22782

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

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

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

Population: 60 Refugees of Sunkenwood

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

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

Starting Location: Sunkenwood

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

>>22784

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

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

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

Population: 60 various refuges

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

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

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

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Necromancy L1


769c68 No.22841

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

>>22785

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

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

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

Population: 45 Children of Flame cultist

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

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

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L1

>>22798

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

Resources: 1 unit Iron, 1 Unit wood

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

Population: 20

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

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

Starting Location: The Arbor

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

>>22821

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

Resources: 1 unit Iron, 1 Unit wood

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

Population: 60 Peasants

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

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

Starting Location: Casterly Rock

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Cream pie summoning L3


769c68 No.22842

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

>>22826

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

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

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

Population: 15

Military: 5 Amateur adventurers (L1)

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

Starting Location: Ashmark

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Pyromancy L1

>>22832

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

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

Population: 80 Farmers

Military: 25 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

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

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

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


769c68 No.22843

map soon friendos


f255ea No.22844

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

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

Hero Name: Franz, the Last Crusader

Nation Name: Kingdom of the One True Faith

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

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

Resources: 1 unit Iron, 1 Unit wood

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

Population: 45 various peasantry

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

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

Starting Location: Winterfell

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Skin Changing

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

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


769c68 No.22846

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

NOW YOU MAY COMMENCE POSTING


0ec244 No.22847

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

>>22820

Scruffy-Sama, I…

I'll get right to work on a character.


b8538e No.22848

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

>>22846

Hero Name: Lord Vel Dross

Nation Name: The Knight's of Dross

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

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

Resources: 1 unit Iron, 1 Unit wood

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

Population: 20

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

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

Starting Location: The Arbor

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

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

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


b8538e No.22849

Dice rollRolled 98, 85 = 183 (2d100)

>>22848

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

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


9be3e8 No.22850

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

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

Hero Name: THE WORLD

Nation Name: The Undying Order

Fluff: GHOST KNIGHTS

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

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

Population: 40 Cultist

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

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

Starting Location: The Haunted forest

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

1. Hmph..

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

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

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

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

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

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


0ec244 No.22851

>>22846

Hero Name: Geoffrey Sterling

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

Bonus: (Based on fluff)

Starting Location: Maidenpool


769c68 No.22852

>>22851

Note on solo heroes

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

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


0ec244 No.22853

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

>>22852

Sorry, mang. I'm on it.


769c68 No.22855

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

>>22851

>>22853

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

>Hero Stats

Health: 30/30

Equipment: Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

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

Magic Skinchanging (L1)


769c68 No.22856

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

Updooted map

also

>maidenpool being in the sisters :| Good job Scruff


0ec244 No.22857

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

>>22846

Hero Name: Geoffrey Sterling

Fluff: See first post in thread

Health: 30/30

Equipment: Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

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

Magic: Skinchanging (L1)

Starting Location: Maidenpool

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

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

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

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

>>22856

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


dbb81b No.22858

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

Hero Name: Vlen

Nation Name: New Dusk

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

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

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

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

Population: 60 Refugees of Sunkenwood

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

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

Starting Location: Sunkenwood

Food: 5 Days(+1per3 days)

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

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

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

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


5d4347 No.22868

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

>>22841

Hero Name: Liver the Jester King

Nation Name: The Fool's Kingdom

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

Resources: 1 unit Iron, 1 Unit wood

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

Population: 60 Peasants

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

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

Starting Location: Casterly Rock

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Cream pie summoning L3

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

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

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


34f022 No.22874

Dice rollRolled 97, 44, 13, 23 = 177 (4d100)

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

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

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

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

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

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

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

And then winter came. And it never left.

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

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

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

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

Population: 80 Farmers

Military: 25 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

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

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

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

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

>Start smelting glass panes for the gardens

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

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

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


457ea9 No.22877

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

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

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

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

Population: 60 various refuges

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

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

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

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Necromancy L1

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

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

Stannis the Mannis] +5

+10 hero personal attention.

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


a2e7c5 No.22884

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

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

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

>>22841

Hero Name: Daeron Santagar

Nation Name: Children of Flame

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

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

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

Population: 45 Children of Flame cultist

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

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

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L1

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

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

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

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


d9c146 No.22911

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

>>22842

>Hero Name: William "The Phoenix of Ashmark"

>Nation Name:

>Fluff:

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

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

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

>Population: 15

>Military: 5 Amateur Adventurers (L1)

>Bonus:

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

>Starting Location: Ashmark

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

>Assign William

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

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


769c68 No.23100

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

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

>>22844

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

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

>Supplies: 3 days worth (5 elk carcasses)

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

FIGHT

Lose population: -5

Conflict: 10 fresh Wights (L0)

>>22848

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

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

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

New Category:

>Mages: Marcus - L0 Glamoring

Illyo - L0 Agrokinesis (Nature manipulation)

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

New Catergory:

>Construction: Basic Defenses 4/6

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

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

New Catergory:

>Buildings: Flagpole (denotes claimed land)


769c68 No.23101

>>22850

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

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

Gain Pop: + 7 Cultist

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

Gain resources: +2 Wood, +1 Iron

>>22857

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

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

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

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

-1 supplies for upkeep. New total: 0

New category:

Party:

>Termi:

Health: 10/10

Equipment: Dagger (+1 To combat)

Furs

>>22858

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

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

Military: +2 Mercenary recruits

Pop: -2 refugees

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

Gain Resources: 1 unit wood

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

>>22868

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

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

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

Gain Resources: 1/2 unit wood

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

>>22874

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

Gain resources: 2 Units Glass

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

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

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

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


769c68 No.23102

last updoots later tonight


769c68 No.23105

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

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

>>22877

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

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

Gain Military

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

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

Gain Resources: 1/2 unit wood

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

>>22884

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

Lose Pop: - 2 Cultist

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

Gain Magic: Glamouring L2

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

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

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

Gain Resources: 1 Cow, new total: 2

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

Gain Pop: + 5 Cultist

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

>>22911

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

NEW STAT SHEET for JEW

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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

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

Party:

>Bard

Health: 10/10

Equipment:

Dagger (+1 To combat)

Furs

>Markus

Health: 10/10

Equipment:

Halberd (+3 To combat)

Leather Thong (+1 to seduction)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>Gertrude

Health: 10/10

Equipment:

Rusty Longsword (+1 to combat)

Furs

>Hodor

Health: 15/15

Equipment:

Giant Fist (+2 to combat)

Ragged tunic

Giant Dong (+10 to seduction)

Magic: Pyromancy L1

Location: Lan River

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

Magic: Pyromancy L2 2/10

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

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


115306 No.23107

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

>>23105

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

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

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

Population: 60 various refuges

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

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

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

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

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Necromancy L1

1. fashion 300 torches out of our wood stocks.

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

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

+10 hero personal attention.

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


2b0034 No.23108

Dice rollRolled 80, 33, 87, 100 = 300 (4d100)

Hero Name: Vlen

Nation Name: New Dusk

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

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

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

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

Population: 58 Refugees of Sunkenwood

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

At Sunkenwood: 8 Mercenary Regulars, 12 Mercenary recruits

With Vlen: 2 Mercenary Regulars, 5 Mercenary recruits

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

Starting Location: Sunkenwood

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

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: None

Send the raven back with orders.

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

2. Marc, you and Cott train those recruits.

3. Everyone else, get to work rebuilding Snakewood.

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


43e60b No.23109

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

>>23101

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

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

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

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

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

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

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

And then winter came. And it never left.

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

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

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

>Working furnaces!

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

Population: 80 Farmers

Military: 25 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

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

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

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

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

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

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


0ec244 No.23149

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

>Scruffy updates

Yis.

>>23101

Hero Name: Geoffrey Sterling

Fluff: See first post in thread

Health: 30/30

Equipment: Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

Supplies: Nothing

Magic: Skinchanging (L1)

Starting Location: Maidenpool (Dusttown)

Party:

>Termi:

Health: 10/10

Equipment: Dagger (+1 To combat)

Furs

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

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


a2e7c5 No.23197

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

>>23105

Hero Name: Daeron Santagar

Nation Name: Children of Flame

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

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

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

Population: 43 Children of Flame cultist

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

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

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

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

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

3 ) Continue our search for stone and wood

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


d9c146 No.23463

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

>>23105

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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

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

Party:

>Bard

Health: 10/10

Equipment:

Dagger (+1 To combat)

Furs

>Markus

Health: 10/10

Equipment:

Halberd (+3 To combat)

Leather Thong (+1 to seduction)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>Gertrude

Health: 10/10

Equipment:

Rusty Longsword (+1 to combat)

Furs

>Hodor

Health: 15/15

Equipment:

Giant Fist (+2 to combat)

Ragged tunic

Giant Dong (+10 to seduction)

Magic: Pyromancy L1

Location: Lan River

+ Magic: Pyromancy L2 2/10

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

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

+ Pyromancy L2 2/10

+ Assign William

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

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


569744 No.23467

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

>>23101

Hero Name: Liver the Jester King

Nation Name: The Fool's Kingdom

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

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

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

Population: 60 Peasants

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

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

Starting Location: Casterly Rock

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Cream pie summoning L3

second verse mostly same as the first

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

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

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

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


0ec244 No.24008

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

How to Scruffy: A Guide by Dara

1. Come up with good idea for builder

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

3. Decide on success/failure ranges

4. Write character sheet templates

5. Make builder to critical acclaim

6. Give balanced bonuses and stats

7. Give one good update

8. Fuck off into space

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

Pls come back.


769c68 No.24010

>>24008

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


769c68 No.24022

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

>>23107

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

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

>Lose: 1 Units of wood

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

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

>Lose: 1.5 Units of wood

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

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

>Gain Resources: + 2 Units of wood

>Lose 1 unit of food for upkeep

>>23108

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

>Gain Pop: 4 Refugees

>Gain Resources: +1 Unit of wood

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

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

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

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

>Gain Relic: Ovular Rock (Warm)

>Lose 1 unit of food for upkeep

>>23109

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

>Gain Resources: 3 bags of Golden Wheat

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

>Gain Construction: Basic Fish-house 1/6

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

>Lose 1 unit of food for upkeep


769c68 No.24025

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

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

>>23149

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

>FIGHT

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

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

>Lose 1 unit of food for upkeep

>>23463

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

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

>+ Pyromancy L2 5/10

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

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

>Gain Supplies: +1 Days’ worth

>Lose 1 unit of food for upkeep

>>23197

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

>Gain Supplies: +1 Days’ worth

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

>Lose Military: -1 Clown

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

>Gain Resources: +1.5 Units of Wood

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

>Lose 1 unit of food for upkeep

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

>>23467

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

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

Lose Military: -15 Fanatics (L0_)

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

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

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

>Lose 1 unit of food for upkeep


769c68 No.24026

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


f2d3b1 No.24041

Dice rollRolled 79, 96, 92, 79 = 346 (4d100)

Hero Name: Vlen

Nation Name: New Dusk

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

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

Resources: Steel armor x15 (Used to upgrade troops to L2) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 2 unit Wood.

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

Population: 62 Refugees of Sunkenwood

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

At Sunkenwood: 8 Mercenary Regulars, 12 Mercenary recruits

With Vlen: 2 Mercenary Regulars, 5 Mercenary recruits

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

Starting Location: Sunkenwood

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

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

Hero Stats

Health: 25/25

Inventory:

Relic: Ovular Rock (Warm)

Magic Ability: None

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

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

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

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

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


0ec244 No.24052

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

>>24025

Thank you, based Scruffy.

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 30/30

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

>Hauberk (-1 to damage taken)

>Supplies: Nothing

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

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

This is how combat works, right?


a2e7c5 No.24053

>>24025

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


769c68 No.24055

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

Dice rollRolled 33, 38 = 71 (2d100)

>>24052

sorta, it'd be

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

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

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

Here's your enemy's turn for instance

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

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


769c68 No.24056

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

>>24053

misslinked my good chum, let me fix that for you

>>23197

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

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

Lose Military: -15 Fanatics (L0_)

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

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

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

>Lose 1 unit of food for upkeep

>>23467

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

>Gain Supplies: +1 Days’ worth

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

>Lose Military: -1 Clown

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

>Gain Resources: +1.5 Units of Wood

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

>Lose 1 unit of food for upkeep

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


0ec244 No.24060

>>24055

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


769c68 No.24061

>>24060

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


0ec244 No.24106

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

Dice rollRolled 63, 11 = 74 (2d100)

>>24061

Right, why not, eh?

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

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


a817be No.24107

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

>>24022

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

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

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

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

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

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

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

And then winter came. And it never left.

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

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

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

>Working furnaces!

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

Population: 80 Farmers

Military: 25 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

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

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

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

Whoever hurts that horse dies.

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

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

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

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


a2e7c5 No.24108

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

>>24056

Hero Name: Daeron Santagar

Nation Name: Children of Flame

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

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

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

Population: 43 Children of Flame cultist, 1 Novice Maester

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

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

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

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

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

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


a2e7c5 No.24109

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

>>24056

Hero Name: Daeron Santagar

Nation Name: Children of Flame

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

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

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

Population: 43 Children of Flame cultist, 1 Novice Maester

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

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

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

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

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

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


569744 No.24210

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

>>24056

Hero Name: Liver the Jester King

Nation Name: The Fool's Kingdom

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

Resources: 1 unit Iron, 3 Unit wood

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

Population: 60 Peasants

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

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

Starting Location: Casterly Rock

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Cream pie summoning L3

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

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

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

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

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


115306 No.24257

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

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

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

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

Population: 60 various refuges

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

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

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

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

Hero Stats

Health: 25/25

Inventory: None

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

Magic Ability: Necromancy L1

Buildings:

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

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

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

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

+10 hero personal attention.

+2 to combat with walkers and wights

and hopefully not necessary but if it is.

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


d9c146 No.24298

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

>>24025

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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

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

Party:

>Bard

Health: 10/10

Equipment:

Dagger (+1 To combat)

Furs

>Markus

Health: 10/10

Equipment:

Halberd (+3 To combat)

Leather Thong (+1 to seduction)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>Gertrude

Health: 10/10

Equipment:

Rusty Longsword (+1 to combat)

Furs

>Hodor

Health: 15/15

Equipment:

Giant Fist (+2 to combat)

Ragged tunic

Giant Dong (+10 to seduction)

Magic: Pyromancy L1

Location: Lan River

+ Magic: Pyromancy L2 5/10

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

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

+ Pyromancy L2 5/10

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

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


769c68 No.24508

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

>>24106

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

>Killed L3 wight

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

>Upkeep: -1 supplies

>>24107

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

>Gain Buildings: 2 Greenhouses (Unfertilized)

>Lose resources: 2 units wood, 2 units iron

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

>Fish house 4/6

>Upkeep: -1 supplies

>>24108

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

>Glamoring L3 3/10

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

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

Lose: -1 Cultist

>Upkeep: -1 supplies

>>24210

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

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

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

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

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

+ 5 present crossbowmen (LO)

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

Iron Mine: 4/5

>Upkeep: -1 supplies


769c68 No.24509

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

>>24257

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

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

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

>Upkeep: -1 supplies

>>24298

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

>Use no supplies this round

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

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

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

Gain: +3 Supplies


769c68 No.24527

>>24041

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

Gain: +3 supplies

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

Gain Resources: +3 Units of Iron

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

>Sunkenwood shantytown 5/10

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

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


769c68 No.24528

> - 1 supplies for upkeep


0ec244 No.24576

Dice rollRolled 4 + 27 (1d100)

>>24508

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 30/30

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

>Hauberk (-1 to damage taken)

>Supplies: Nothing (-1?)

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

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


0ec244 No.24578

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


a2e7c5 No.24591

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

>>24508

Hero Name: Daeron Santagar

Nation Name: Children of Flame

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

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

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

Population: 42 Children of Flame cultist, 1 Novice Maester

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

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

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

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

2&3) Begin rebuilding Old Oak

4 ) Keep working on the Wildfyre thrower


c92e95 No.24598

Dice rollRolled 69, 45, 95, 64 = 273 (4d100)

Hero Name: Vlen

Nation Name: New Dusk

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

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

Resources: Steel armor x15 (Used to upgrade troops to L2) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 2 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 3 Units of Iron

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

Population: 62 Refugees of Sunkenwood

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

At Sunkenwood: 8 Mercenary Regulars, 12 Mercenary recruits

With Vlen: 2 Mercenary Regulars, 5 Mercenary recruits

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

Starting Location: Sunkenwood

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

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

Hero Stats

Health: 25/25

Inventory:

Relic: Ovular Rock (Warm)

Magic Ability: None

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

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

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

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

4. I will be heading back now.


d9c146 No.24662

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

>>24509

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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

Supplies:

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

+ Stag Meat (3 days supplies)

Party:

>Bard

Health: 10/10

Equipment:

Dagger (+1 To combat)

Furs

>Markus

Health: 10/10

Equipment:

Halberd (+3 To combat)

Leather Thong (+1 to seduction)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>Gertrude

Health: 10/10

Equipment:

Rusty Longsword (+1 to combat)

Furs

>Hodor

Health: 15/15

Equipment:

Giant Fist (+2 to combat)

Ragged tunic

Giant Dong (+10 to seduction)

Magic: Pyromancy L1

Location: Lan River

+ Magic: Pyromancy L2 5/10

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

+ Pyromancy L2 5/10

+ ASSign William

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


a817be No.24708

Dice rollRolled 16, 77, 98, 38 = 229 (4d100)

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

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

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

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

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

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

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

And then winter came. And it never left.

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

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

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

>Working furnaces!

>2 Greenhouses (Unfertilized)

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

Population: 80 Farmers

Military: 25 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

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

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

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

1-2. Fertilize the Greenhouses with the wheat!

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

GET THAT FISHOUSE UP. NOW! 4/6


a817be No.24709

>>24708

edit. Milk is at 1/3


769c68 No.24753

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

>>24576

wight rolls

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


769c68 No.24754

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

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


115306 No.24761

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

>>24509

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

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

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

Population: 60 various refuges

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

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

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

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

Hero Stats

Health: 25/25

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

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

Magic Ability: Necromancy L1

Buildings:

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

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

+2 to combat with walkers and wights

and hopefully not necessary but if it is.

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


0ec244 No.24768

>>24753

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


769c68 No.24777

>>24768

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


769c68 No.24944

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

>>24576

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

>Health: 8/10

>Still fighting 1 LO Fresh Wight

>>24591

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

>Glamoring L2 7/10

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

Old Oak Shantytown: 1/10

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

>Wildfyre Thrower 2/8

>Upkeep: - 1 supplies

>>24598

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

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

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

>Gain resources: 1 unit iron

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

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

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


769c68 No.24945

>>24662

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

>> Pyromancy L2 7/10

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

>>24708

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

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

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

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

>>24761

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

>Fighting 40 Wights

20 L0 Fresh Wights

10 L1 Aged Wights

5 L2 Painted Wights

5 L3 Armored Wights


769c68 No.24946


769c68 No.24947

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

>>24945

>>24761

Wight Rolls

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

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

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

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


a2e7c5 No.24953

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

>>24944

Hero Name: Daeron Santagar

Nation Name: Children of Flame

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

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

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

Population: 42 Children of Flame cultist, 1 Novice Maester

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

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

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

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

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

4 ) Keep working on the Wildfyre thrower 2/8


0ec244 No.24964

Dice rollRolled 50 + 27 (1d100)

>>24944

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 28/30

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

>Hauberk (-1 to damage taken)

>Supplies: Nothing (-2?)

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

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


4c9504 No.24965

Dice rollRolled 75, 11, 48, 51 = 185 (4d100)

Hero Name: Vlen

Nation Name: New Dusk

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

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

Resources: Steel armor x15 (Used to upgrade troops to L2) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 4 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron

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

Population: 62 Refugees of Sunkenwood

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

At Sunkenwood: 8 Mercenary Regulars, 12 Mercenary recruits

With Vlen: 2 Mercenary Regulars, 5 Mercenary recruits

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

Starting Location: Sunkenwood

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

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

Hero Stats

Health: 25/25

Inventory:

Relic: Ovular Rock (Warm)

Magic Ability: None

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

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

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

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

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


769c68 No.24967

>>24964

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


c2efa6 No.24968

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

>>24947

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

15 Armed Peasantry (L0) ^^^^^

10 Swordsmen (L1)! ⬇⬇⬇⬇

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

10 Guardsmen (L2) ^^^^

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

Randyll with valerian sword

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


769c68 No.24980

Dice rollRolled 67 + 25 (1d100)

>>24968

secret roll :3


cded69 No.24992

Dice rollRolled 76, 67, 13, 42 = 198 (4d100)

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

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

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

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

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

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

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

And then winter came. And it never left.

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

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

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

>Working furnaces!

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

Supplies:

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

0 Milk [+1 in 2/3 Turns]

Population: 80 Farmers

Military: 25 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

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

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

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

1-2. Fishing Rolls.

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

Set up a Lumber Mill!


769c68 No.24998

Dice rollRolled 79 (1d100)

>>24964

wight roll


769c68 No.25001

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

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

>>24953

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

>8/10 Glamoring L3

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

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

>-1 supplies

>>24964

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

>Health: 7.5/10

>Supplies: Same as at the beginning of the fight

>>24965

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

>Lose Pop: -5 Refugees

>Gain Military: +5 Mercenary recruits (L0)

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

>Lose military: -3 Mercenary recruits (L0)

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

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

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

Ovular Rock (Luke-Warm)

>>24968

Battlerolls

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

>Losses:

-15 L0 Militiamen

-3 L1 Men at Arms

-1 L2 Guardsmen

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

>Gain Building: L2 Castle (House Tarly)

>>24992

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

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

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

Gain Construction: Lumber Mill 1/10


d9c146 No.25021

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

>>25001

Hero Name: William "The Phoenix of Ashmark"

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

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

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

Supplies:

+ A whole crate of salted meats and bread (3 days supplies)

+ Stag Meat (3 days supplies)

Party:

>Bard

Health: 10/10

Equipment:

Dagger (+1 To combat)

Furs

>Markus

Health: 10/10

Equipment:

Halberd (+3 To combat)

Leather Thong (+1 to seduction)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>Gertrude

Health: 10/10

Equipment:

Rusty Longsword (+1 to combat)

Furs

>Hodor

Health: 15/15

Equipment:

Giant Fist (+2 to combat)

Ragged tunic

Giant Dong (+10 to seduction)

Magic: Pyromancy L1

Location: Lan River

+ Magic: Pyromancy L2 7/10

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

3-4. Approach the wall!


e08d61 No.25058

Dice rollRolled 95, 18, 15, 75 = 203 (4d100)

Hero Name: Vlen

Nation Name: New Dusk

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

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

Resources: Steel armor x15 (Used to upgrade troops to L2) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 4 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron

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

Population: 57 Refugees of Sunkenwood

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

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

Starting Location: Sunkenwood

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

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

Hero Stats

Health: 25/25

Inventory:

Relic: Ovular Rock (Luke-Warm)

Magic Ability: None

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

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

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

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

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


115306 No.25070

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

>>25001

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

2.0 units of wood

>Supplies: 4 days’ worth

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

[milk +1 CC:2/3]

>Population: 60 various refuges

>Military:

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

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

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

Hero Stats

Health: 25/25

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

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

Magic Ability: Necromancy L1

Buildings:

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

L2 Castle (House Tarly)

1.2.3.4

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


a2e7c5 No.25313

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

>>25001

Hero Name: Daeron Santagar

Nation Name: Children of Flame

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

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

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

Population: 42 Children of Flame cultist, 1 Novice Maester

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

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

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

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

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

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


a817be No.25314

Gonna post soon


a817be No.25315

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

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

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

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

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

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

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

And then winter came. And it never left.

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

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

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

>Working furnaces!

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

Supplies:

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

1 Milk [+1 in 3/3 Turns]

+6 Days worth Fresh Fish:

Population: 80 Farmers

Military: 25 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

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

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

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

Lumber Mill 1/10


a817be No.25316

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

>>25315

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

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

4. And keep building the lumber mill 1/10


0ec244 No.25535

Dice rollRolled 100, 3 = 103 (2d100)

>>25001

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 27.5/30

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

>Hauberk (-1 to damage taken)

>Supplies: Nothing

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

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

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


0ec244 No.25536

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

>>25535

>100 to get more payment

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


0a49f2 No.25860

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

>>25021

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

+ Magic: Pyromancy L2 9/10

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

>>25058

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

Gain Resources: 3 units of wood

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

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

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

Relic: Ovular Rock (Hot)

>>25070

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

Gain Supplies: +5 Days

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

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

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

>>25313

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

9/10 Glamoring L3

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

Lose all progress on shantytown, and 15 pop.

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

Thrower 4/8

>>25316

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

Gain Resources: 4 frozen fish.

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

Gain resources: +2 units of wood

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

lumber mill 3/10

>>25535

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

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


0a49f2 No.25861

>>25535

Gain Relic: Ovular Rock [room temp]


115306 No.25868

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

>>25860

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resources:

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

6.0 units of wood

2 Units of Iron

>Supplies: 9 days’ worth

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

[milk +1 CC:3/3]

>Population: 60 various refuges

>Military:

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

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

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

Hero Stats

Health: 25/25

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

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

Magic Ability: Necromancy L1

Buildings:

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

L2 Castle (House Tarly)

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

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

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

4.(+10) While some men are out hunting merchants lets send some salvage parties to nearby abandoned villages the kingdom is full of them nowadays. We will loot them and carry off everything we can.

send 60 Militamen (L0), 32 Men at Arms (L1) and myself .


0ec244 No.25888

Dice rollRolled 82, 81 = 163 (2d100)

>>25860

>Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 27.5/30

>Equipment:

Rusty Mace (+2 to combat) Brittle

Hauberk (-1 to damage taken)

>Relic: Ovular Rock [Room temperature]

>Supplies: Nothing

>Magic: Skinchanging (L1)

>Starting Location: Maidenpool (Dusttown)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

1. Ugh. I hate wights so much. They don't have the good sense to die when you bash their ribcages in. After I greet Termi, we can head upstairs (If there is an upstairs), or onto the roof (If there isn't an upstairs). From there, we can drop heavy shit onto the wights' skulls. We can take the wolf with us or lock it in a storage cupboard or something, though I admit, it's pretty cute.

2. On the way up, I'll grab a bottle of booze and a bit of cloth from somewhere, disinfect my wound, and tie it up. I can worry about the rock later. It's cool, though.


a2e7c5 No.25914

Dice rollRolled 45, 46, 68, 44 = 203 (4d100)

>>25860

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 4 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye) 3 supplies of milk

Population: 42 Children of Flame cultist, 1 Novice Maester

Military: 5 Alchemist (L1) 15 Alchemist (L1.5)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

1 ) Daeron continues his magic for the day +10 Hero 9/10 Glamoring L3

2&3) Damn the traitor flames, rebuild the town! From the ashes will rise a great city1

4 ) Keep working on the Wildfyre thrower. Make sure to restrict the access to alcohol 4/8


a2e7c5 No.25920

Dice rollRolled 54, 86, 96, 67 = 303 (4d100)

>>25860

Hero Name: Daeron Santagar

Nation Name: Children of Flame

Fluff: The Flame holds back the dark. We, the Children, must tend the Flame and feed it. It began with an Ember, burning in the heart of Daeron Santagar. A follower of R'hllor, his god's light allowed the young heir to Spottswood to survive in the dark continent of Westeros. Stranded in the Reach, the alchemist turned to religion to keep him sane. The Fire, the Fire protects. The Red God's love spreads through the land, warming the freezing hearts of the survivors. Throughout, the Flame burns eternal. The cleansing Flame of R'hllor, colored green and red with wildfire and naphtha, burns away the evils of the Others.

Resources: 2 Cow (8 days meat if butchered, +2 supplies milk every three days if kept alive)

Supplies: 4 days’ worth (6 entire deer and a barrel fresh pickles and a bushel of rye) 3 supplies of milk

Population: 42 Children of Flame cultist, 1 Novice Maester

Military: 5 Alchemist (L1) 15 Alchemist (L1.5)

Bonus: [Wildfyre] – You hold the secret recipe for Wildfyre, the flaming green substance that sticks too and burns whatever it touches until it is no more. Use this knowledge carefully

Starting Location: Old Oak

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Glamoring L2

1 ) Daeron continues his magic for the day +10 Hero 9/10 Glamoring L3

2&3) Damn the traitor flames, rebuild the town! From the ashes will rise a great city1

4 ) Keep working on the Wildfyre thrower 4/8


a2e7c5 No.25923

>>25920

of course the good rolls come when I doublepost :(


a817be No.25979

File: 1459063303198.jpg (287.3 KB, 1400x933, 1400:933, 07.jpg)

Dice rollRolled 51, 76, 55, 31 = 213 (4d100)

>>25860

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

Fluff: "Called us crazy did they? That it was a stupid idea. Well poppycock on them, we were fucking right!"

Bryce Gardner seemed an eccentric, if not downright mad noble of the Reach, after he took the words of the Starks and Rumors of the north to heart.

Always complaining and warning about the ice demons beyond the wall and that winter really WAS coming, he spend a vast sum of his fortune stocking up his estate with glasses and glass making foundries, boilers and furnaces in excess, candles and lighting.

He was especially interested in Alchemists and any wizards for their ability to create fire, warmth, and light.

He funded and built massive "Glass Gardens", structures built entirely of glass which "would keep plants warm in the coldest winter, fed on molten snow and lampight in dim day or eternal night."

All over his lands these indoor gardens and farms popped up, as he ordered more glass foundries, chimneys in every house, pine tree's planted and "snow melting" boilers were built, to such a point it nearly came that his 'madness' almost cost him his life.

And then winter came. And it never left.

Bryce Gardner spent a full week writing letters and laughing and gloating over his prediction being right.

Now he owns one of the most fertile, if not THE most fertile and well stocked places north of Dorne where food still grows and people aren't cold or hungry. They are in fact, well fed, well stocked, and warm.

Resources: A stock of cattle, some wood (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive), 2 Units Glass.

>Working furnaces!

>2 Greenhouses (Fertilized - +10 food in 5 days, must be replanted after each harvest)

Supplies:

2 bags of Golden Wheat [+10 in 3/5 turns]

2 Milk [+1 in 1/3 Turns]

+1 Fresh Fish

+4 Days worth Fresh Fish:

+2 Units of Wood

Population: 80 Farmers

Military: 25 Farmers with sharp objects (L0) 10 Armored Farmers (L1) 5 Farm Knights (L2)

Bonus: [Crazy prepared] – You always expect the unexpected, and have trick up your manure encrusted sleeves. You can reroll any critfail in the range of 2-5

Starting Location: The Mander Riverside

Hero Stats

Health: 25/25

Inventory: None

Magic Ability: Raising the Dead(Resurrection, not necromancy) L1

Lumber Mill 3/10

1-2. LUMBER MILL! 3/10

3-4. Get out the bag of that most glorious tuber, able to withstand even the hardships of winter, last for a great many weeks, and even when spoiled still provides the seeds for more. That most filling and energy providing fruit of the seven.

THE POTATO.

Where are my sacks of potatos?


597f0e No.25980

Dice rollRolled 56, 10, 52, 39 = 157 (4d100)

>>25860

Hero Name: William "The Phoenix of Ashmark"

Fluff: I don't want to set the world on fire.

Health: 30/30

Equipment: Flame emblazoned Hauberk (-3

Resources: 1 unit iron 1 unit wood, 10 iron armor suits (used to upgrade troops to level 1)

Supplies:

+ A whole crate of salted meats and bread (3 days supplies)

+ Stag Meat (3 days supplies)

Party:

>Bard

Health: 10/10

Equipment:

Dagger (+1 To combat)

Furs

>Markus

Health: 10/10

Equipment:

Halberd (+3 To combat)

Leather Thong (+1 to seduction)

>Shlomo

Health: 10/10

Equipment:

Coinbag (+3 gold coins everyday)

Iron Skullcap (- 2 Damage taken)

>Gertrude

Health: 10/10

Equipment:

Rusty Longsword (+1 to combat)

Furs

>Hodor

Health: 15/15

Equipment:

Giant Fist (+2 to combat)

Ragged tunic

Giant Dong (+10 to seduction)

Magic: Pyromancy L1

Location: Lan River

+ Magic: Pyromancy L2 9/10

1-2. Preparing to master Pyromancy now was more crucial than ever. He needed to be prepared for whatever awaited him at the top of that wall.

+ Pyromancy L2 9/10

3-4.Try getting up the wall. Of course using the elevator would put William in harm's way, so some of his people would have to stay back until he could assure that things were safe.


dbb81b No.26032

Dice rollRolled 99, 69, 2, 98 = 268 (4d100)

Hero Name: Vlen

Nation Name: New Dusk

Fluff: Before the Winter, before the chaos, The New Dusk was just another mercenary company, trying to get by. But when the land started being taken from the hands of men, the company began to grow more and more fragmented. One night at camp, the men heard noises to the north of them. Scared and starved, the newer soldiers asked the commanders to move back to civilization. The commanders refused. The soldiers demanded, but still the commanders refused. Finally, a fight broke out, and chaos spread through the camp.

Vlen, a veteran without any command at the time, took charge of a group of men who would loyally follow him and were not involved in the chaos. They fled south to the relative safety of his home in Sunkenwood. There, he managed to rally the city to follow him into the dark and treacherous times which were undoubtedly soon to come.

Resources: Steel armor x15 (Used to upgrade troops to L2) 1 Cow (4 days meat if butchered, +1 supplies milk every three days if kept alive) 7 unit Wood. 4 Suits of Iron Armor (Used to upgrade troops to L1) 4 Units of Iron

Supplies: A whole crate of salted meats and bread (4 days supplies)

Population: 57 Refugees of Sunkenwood

Total Military: 19 Mercenary recruits (L0) 10 Mercenary Regulars (L1)

Bonus: [Dogs of War] – A hardened company of veterans, you are used to fighting your fellow man. +5 to combat against humans

Starting Location: Sunkenwood

Construction: Sunkenwood Shantytown – 6/10 (cost 4 units wood, 2 units iron at completion)

Food: 5 Days(+1per3 days)(0)

Hero Stats

Health: 25/25

Inventory:

Relic: Ovular Rock (Luke-Warm)

Magic Ability: None

That was a sorry effort by all of you. Work harder.

1. Lucas, Pete. Continue gathering more wood.

2. Rick, Continue to lead the hunting party. And while you’re out there, find Geoff.

3. Finish building the damn town already.

4. Blood…Bonds… this stone is weird. Blood is easy enough to come by. I slit my hand and drip blood on it.




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