>>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